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Socket

Add this in your code:

#include <engine/network/network.h>

Description

Class to send and received data to/from a server.
Created with the NetworkManager class.
The socket will be closed when the object is destroyed.

Public methods


SendData (string)

Send data as a string to the server.

Parameters:

  • text: Text to send
void SendData(const std::string& text)

Code sample:

// Fake ip
std::shared_ptr<Socket> socket = NetworkManager::CreateSocket("192.168.1.10", 6004);
if(socket)
{
    socket->SendData("Hello World!");
}

SendData (binary)

Send binary data to the server.

Parameters:

  • data: Pointer to the data to send
  • size: Size on byte to send
void SendData(const char* data, int size)

Code sample:

// Fake ip
std::shared_ptr<Socket> socket = NetworkManager::CreateSocket("192.168.1.10", 6004);

struct MyStruct
{
    int value0 = 1;
    int value1 = 2;
};

MyStruct myStruct = MyStruct();
if(socket)
{
    socket->SendData(reinterpret_cast<char*>(&myStruct), sizeof(MyStruct));
}

Close

Send data as a string to the server.

void Close()

Code sample:

// Fake ip
std::shared_ptr<Socket> socket = NetworkManager::CreateSocket("192.168.1.10", 6004);
if(socket)
{
    socket->SendData("Hello World!");
    socket->Close();
}

GetIncommingData

Return recieved data since the last GetIncommingData call.

std::string GetIncommingData()

Code sample:

// Fake ip
std::shared_ptr<Socket> socket = NetworkManager::CreateSocket("192.168.1.10", 6004);
if(socket)
{
    std::string data = socket->GetIncommingData();
}