Mostly Harmless
UE2:InternetLink (UT2004)
Object >> Actor >> Info >> InternetInfo >> InternetLink |
Contents
- Package:
- IpDrv
- Direct subclasses:
- TcpLink, UdpLink
- This class in other games:
- RTNP, U1, UT, U2XMP, U2, UE2Runtime, UT2003, UT3, UDK
InternetLink: Parent class for Internet connection classes
Properties[edit]
DataPending[edit]
Type: int
Modifiers: const
Internal hint whether data is available (1) or not (0).
InLineMode[edit]
Type: ELineMode
When in event receive mode and line link mode, this property tells which line break type to use for received string data.
LinkMode[edit]
Type: ELinkMode
Specifies what kind of data is expected to be received or sent. When sending text data in link mode "line", a line break is appended according to the OutLineMode property.
OutLineMode[edit]
Type: ELineMode
Specifies the type of line break to append when sending text data in link mode "line".
Port[edit]
Type: int
Modifiers: const
Contains the locally bound port after a port has been bound e.g. with TcpLink.BindPort().
PrivateResolveInfo[edit]
Type: pointer
Modifiers: private, native, const
An internal pointer used for resolving DNS names into IP addresses.
ReceiveMode[edit]
Type: EReceiveMode
Specifies whether events should be called when data is received or the code will manually retrieve data using the appropriate read functions.
RemoteSocket[edit]
Type: pointer
Modifiers: const
The remote socket for connected TcpLink instances.
Socket[edit]
Type: pointer
Modifiers: const
The local socket.
Enums[edit]
ELineMode[edit]
Specifies a line break type for link mode "line".
- LMODE_auto
- Allows any line break type for received text, appends DOS line break (CRLF) when sending text.
- LMODE_DOS
- CRLF
- LMODE_UNIX
- LF
- LMODE_MAC
- LFCR
ELinkMode[edit]
Specifies whether binary data or text is expected to be sent or received.
- MODE_Text
- The received data is expected to be text. When sending text, no line break is appended. When receiving text, it is not split at line breaks.
- MODE_Line
- The received data is expected to be text. When sending text, a line break according to the OutLineMode is appended. When receiving text, it is split at the type of line break specified by InLineMode and that line break is discarded.
- MODE_Binary
- The received data is expected to be binary data. When sending or reading text, this mode behaves exactly like MODE_Text.
EReceiveMode[edit]
Specifies whether received data is read manually or provided automatically by calling the appropriate event.
- RMODE_Manual
- Received data will be read by the read functions defined in subclasses.
- RMODE_Event
- Received data will be provided by calling the received events defined in subclasses.
Structs[edit]
IpAddr[edit]
An IP address and port number.
Functions[edit]
Native functions[edit]
GameSpyGameName[edit]
GameSpyValidate[edit]
GetLastError[edit]
GetLocalIP[edit]
Returns the local IP address and port 0.
IpAddrToString[edit]
Converts the IpAddr value into a readable IP:Port string, e.g. "123.45.67.89:12345".
IsDataPending[edit]
Returns whether the socket has received data that was not yet read by calling the appropriate read functions.
ParseURL[edit]
Attempts to parse a URL string like "protocol://host:port/path?options#anchor" (all parts are optional) and returns the host part as address, the port and (if its an internal URL to a local map or game server) the path as map name and the anchor as entry point name. Returns whether the URL string looked valid.
Resolve[edit]
Resolves the specified DNS name or IP address string. The resolve result is returned by calling Resolved() when resolving was successful. When an IP address string is specified, it is converted and returned immediately via Resolved(). (The Resolved() call happens within the Resolve() call, i.e. be careful when calling Resolve() from Resolved() with IP address strings. Consider using StringToIpAddr() instead.)
StringToIpAddr[edit]
Converts the specified IP address string to an IpAddr value and returns whether the string represented a valid IP address. Specifying a port is not supported!
Events[edit]
Resolved[edit]
Called when a Resolve() operation completed successfully. May be called directly from within Resolve() if the string to resolve represented an IP address.
ResolveFailed[edit]
Called when a Resolve() operation failed. May be called directly from within Resolve() if the string to resolve represented the IP address 255.255.255.255
.