I love the smell of UnrealEd crashing in the morning. – tarquin

UE1:TcpLink (RTNP)

From Unreal Wiki, The Unreal Engine Documentation Site
(Redirected from UE1:ELinkState (RTNP))
Jump to: navigation, search
RTNP Object >> Actor >> Info >> InternetInfo >> InternetLink >> TcpLink
Package: 
IpDrv
Direct subclass:
UBrowserBufferedTcpLink
This class in other games:
UT, U1, UE2Runtime, UT2003, U2, U2XMP, UT2004, UT3, UDK

TcpLink: An Internet TCP/IP connection.

Properties[edit]

LinkState[edit]

Type: ELinkState


RemoteAddr[edit]

Type: InternetLink.IpAddr


Default values[edit]

Property Value
bAlwaysTick True

Enums[edit]

ELinkState[edit]

STATE_Initialized 
Sockets is initialized
STATE_Ready 
Port bound, ready for activity
STATE_Listening 
Listening for connections
STATE_Connecting 
Attempting to connect
STATE_Connected 
Open and connected

Functions[edit]

Native functions[edit]

BindPort[edit]

native function bool BindPort (optional int Port, optional bool bUseNextAvailable)


Close[edit]

native function bool Close ()


IsConnected[edit]

native function bool IsConnected ()


Listen[edit]

native function bool Listen ()


Open[edit]

native function bool Open (InternetLink.IpAddr Addr)


ReadBinary[edit]

native function int ReadBinary (int Count, out byte B[255])


ReadText[edit]

native function int ReadText (out string Str)


SendBinary[edit]

native function int SendBinary (int Count, byte B[255])


SendText[edit]

native function int SendText (coerce string Str)


Events[edit]

Accepted[edit]

event Accepted ()


Closed[edit]

event Closed ()


Opened[edit]

event Opened ()


ReceivedBinary[edit]

event ReceivedBinary (int Count, byte B[255])


ReceivedLine[edit]

event ReceivedLine (string Line)


ReceivedText[edit]

event ReceivedText (string Text)