ConnectionManager

Inheritance:

Methods of ConnectionManager:

closeConnection
bool ConnectionManager::close_connection(PointerTo< Connection > const &connection);

Description: Terminates a UDP or TCP socket previously opened. This also removes it from any associated ConnectionReader or ConnectionListeners.
The socket itself may not be immediately closed--it will not be closed until all outstanding pointers to it are cleared, including any pointers remaining in NetDatagrams recently received from the socket.
The return value is true if the connection was marked to be closed, or false if close_connection() had already been called (or the connection did not belong to this ConnectionManager). In neither case can you infer anything about whether the connection has
*actually* been closed yet based on the return value.

getHostName
static string ConnectionManager::get_host_name(void);

Description: Returns the name of this particular machine on the network, if available, or the empty string if the hostname cannot be determined.

openTCPClientConnection
PointerTo< Connection > ConnectionManager::open_TCP_client_connection(NetAddress const &address, int timeout_ms);

Description: Attempts to establish a TCP client connection to a server at the indicated address. If the connection is not established within timeout_ms milliseconds, a null connection is returned.
Description: This is a shorthand version of the function to directly establish communications to a named host and port.

openTCPServerRendezvous
PointerTo< Connection > ConnectionManager::open_TCP_server_rendezvous(int port, int backlog);

Description: Creates a socket to be used as a rendezvous socket for a server to listen for TCP connections. The socket returned by this call should only be added to a ConnectionListener (not to a generic ConnectionReader).
backlog is the maximum length of the queue of pending connections.

openUDPConnection
PointerTo< Connection > ConnectionManager::open_UDP_connection(int port = (0));

Description: Opens a socket for sending and/or receiving UDP packets. If the port number is greater than zero, the UDP connection will be opened for listening on the indicated port; otherwise, it will be useful only for sending.
Use a ConnectionReader and ConnectionWriter to handle the actual communication.