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hub / github.com/TorqueGameEngines/Torque3D / accept

Method accept

Engine/source/platform/platformNet.cpp:1470–1498  ·  view source on GitHub ↗

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1468}
1469
1470NetSocket Net::accept(NetSocket handleFd, NetAddress *remoteAddress)
1471{
1472 sockaddr_storage addr;
1473 socklen_t addrLen = sizeof(addr);
1474
1475 SOCKET socketFd = PlatformNetState::smReservedSocketList.resolve(handleFd);
1476 if (socketFd == InvalidSocketHandle)
1477 return NetSocket::INVALID;
1478
1479 SOCKET acceptedSocketFd = ::accept(socketFd, (sockaddr *)&addr, &addrLen);
1480 if (acceptedSocketFd != InvalidSocketHandle)
1481 {
1482 if (addr.ss_family == AF_INET)
1483 {
1484 // ipv4
1485 IPSocketToNetAddress(((struct sockaddr_in*)&addr), remoteAddress);
1486 }
1487 else if (addr.ss_family == AF_INET6)
1488 {
1489 // ipv6
1490 IPSocket6ToNetAddress(((struct sockaddr_in6*)&addr), remoteAddress);
1491 }
1492
1493 NetSocket newHandleFd = PlatformNetState::smReservedSocketList.reserve(acceptedSocketFd);
1494 return newHandleFd;
1495 }
1496
1497 return NetSocket::INVALID;
1498}
1499
1500Net::Error Net::bindAddress(const NetAddress &address, NetSocket handleFd, bool useUDP)
1501{

Callers 1

closeEventMethod · 0.45

Calls 4

IPSocketToNetAddressFunction · 0.85
IPSocket6ToNetAddressFunction · 0.85
resolveMethod · 0.45
reserveMethod · 0.45

Tested by

no test coverage detected