try reading/writing to/from the socket before blocking on it, this seems more efficient and is required to avoid blocking indefinitely under Windows
git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@57668 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
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@ -798,8 +798,11 @@ wxSocketBase& wxSocketBase::Read(void* buffer, wxUint32 nbytes)
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wxUint32 wxSocketBase::DoRead(void* buffer_, wxUint32 nbytes)
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{
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wxCHECK_MSG( m_impl, 0, "socket must be valid" );
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// We use pointer arithmetic here which doesn't work with void pointers.
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char *buffer = static_cast<char *>(buffer_);
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wxCHECK_MSG( buffer, 0, "NULL buffer" );
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// Try the push back buffer first, even before checking whether the socket
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// is valid to allow reading previously pushed back data from an already
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@ -808,72 +811,69 @@ wxUint32 wxSocketBase::DoRead(void* buffer_, wxUint32 nbytes)
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nbytes -= total;
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buffer += total;
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// If it's indeed closed or if read everything, there is nothing more to do.
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if ( !m_impl || !nbytes )
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// we can't read anything [more] if we're not connected
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if ( !m_connected )
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return total;
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wxCHECK_MSG( buffer, 0, "NULL buffer" );
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// wxSOCKET_NOWAIT overrides all the other flags and means that we are
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// polling the socket and don't block at all.
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if ( m_flags & wxSOCKET_NOWAIT )
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while ( nbytes )
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{
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int ret = m_impl->Read(buffer, nbytes);
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// our socket is non-blocking so Read() will return immediately if
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// there is nothing to read yet and it's more efficient to try it first
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// before entering WaitForRead() which is going to start dispatching
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// GUI events and, even more importantly, we must do this under Windows
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// where we're not going to get notifications about socket being ready
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// for reading before we read all the existing data from it
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const int ret = m_impl->Read(buffer, nbytes);
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if ( ret == -1 )
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{
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if ( m_impl->GetLastError() != wxSOCKET_WOULDBLOCK )
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SetError(wxSOCKET_IOERR);
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}
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else // not an error, even if we didn't read anything
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{
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total += ret;
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}
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}
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else // blocking socket
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{
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for ( ;; )
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{
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// Wait until socket becomes ready for reading
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if ( !WaitForRead() )
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break;
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// m_connected will be set to false if we lost connection while
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// waiting, there is no need to call Read() if this happened
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const int ret = m_connected ? m_impl->Read(buffer, nbytes) : -1;
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if ( ret == 0 )
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if ( m_impl->GetLastError() == wxSOCKET_WOULDBLOCK )
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{
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// for connection-oriented (e.g. TCP) sockets we can only read
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// 0 bytes if the other end has been closed, and for
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// connectionless ones (UDP) this flag doesn't make sense
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// anyhow so we can set it to true too without doing any harm
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m_closed = true;
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// if we don't want to wait, just return immediately
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if ( m_flags & wxSOCKET_NOWAIT )
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break;
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// otherwise wait until the socket becomes ready for reading
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if ( !WaitForRead() )
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{
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// and exit if the timeout elapsed before it did
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SetError(wxSOCKET_TIMEDOUT);
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break;
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}
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// retry reading
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continue;
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}
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else // "real" error
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{
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SetError(wxSOCKET_IOERR);
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break;
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}
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}
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else if ( ret == 0 )
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{
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// for connection-oriented (e.g. TCP) sockets we can only read
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// 0 bytes if the other end has been closed, and for connectionless
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// ones (UDP) this flag doesn't make sense anyhow so we can set it
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// to true too without doing any harm
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m_closed = true;
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if ( ret == -1 )
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break;
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total += ret;
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// If wxSOCKET_WAITALL is not set, we can leave now as we did read
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// something and we don't need to wait for all nbytes bytes to be
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// read.
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if ( !(m_flags & wxSOCKET_WAITALL) )
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break;
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// Otherwise continue reading until we do read everything.
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nbytes -= ret;
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if ( !nbytes )
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break;
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buffer += ret;
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// we're not going to read anything else and so if we haven't read
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// anything (or not everything in wxSOCKET_WAITALL case) already,
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// signal an error
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if ( (m_flags & wxSOCKET_WAITALL) || !total )
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SetError(wxSOCKET_IOERR);
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break;
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}
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// it's an error to not read everything in wxSOCKET_WAITALL mode or to
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// not read anything otherwise
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if ( ((m_flags & wxSOCKET_WAITALL) && nbytes) || !total )
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SetError(wxSOCKET_IOERR);
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total += ret;
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// if we are happy to read something and not the entire nbytes bytes,
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// then we're done
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if ( !(m_flags & wxSOCKET_WAITALL) )
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break;
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nbytes -= ret;
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buffer += ret;
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}
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return total;
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@ -987,61 +987,51 @@ wxSocketBase& wxSocketBase::Write(const void *buffer, wxUint32 nbytes)
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}
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// This function is a mirror image of DoRead() except that it doesn't use the
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// push back buffer, please see comments there
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// push back buffer and doesn't treat 0 return value specially (normally this
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// shouldn't happen at all here), so please see comments there for explanations
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wxUint32 wxSocketBase::DoWrite(const void *buffer_, wxUint32 nbytes)
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{
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wxCHECK_MSG( m_impl, 0, "socket must be valid" );
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const char *buffer = static_cast<const char *>(buffer_);
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// Return if there is nothing to read or the socket is (already?) closed.
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if ( !m_impl || !nbytes )
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return 0;
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wxCHECK_MSG( buffer, 0, "NULL buffer" );
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if ( !m_connected )
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return 0;
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wxUint32 total = 0;
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if ( m_flags & wxSOCKET_NOWAIT )
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while ( nbytes )
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{
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const int ret = m_impl->Write(buffer, nbytes);
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if ( ret == -1 )
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{
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if ( m_impl->GetLastError() != wxSOCKET_WOULDBLOCK )
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SetError(wxSOCKET_IOERR);
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}
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else
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{
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total += ret;
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}
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}
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else // blocking socket
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{
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for ( ;; )
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{
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if ( !WaitForWrite() )
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break;
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const int ret = m_connected ? m_impl->Write(buffer, nbytes) : -1;
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if ( ret == 0 )
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if ( m_impl->GetLastError() == wxSOCKET_WOULDBLOCK )
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{
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m_closed = true;
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if ( m_flags & wxSOCKET_NOWAIT )
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break;
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if ( !WaitForWrite() )
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{
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SetError(wxSOCKET_TIMEDOUT);
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break;
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}
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continue;
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}
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else // "real" error
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{
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SetError(wxSOCKET_IOERR);
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break;
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}
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if ( ret == -1 )
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break;
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total += ret;
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if ( !(m_flags & wxSOCKET_WAITALL) )
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break;
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nbytes -= ret;
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if ( !nbytes )
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break;
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buffer += ret;
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}
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if ( ((m_flags & wxSOCKET_WAITALL) && nbytes) || !total )
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SetError(wxSOCKET_IOERR);
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total += ret;
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if ( !(m_flags & wxSOCKET_WAITALL) )
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break;
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nbytes -= ret;
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buffer += ret;
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}
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return total;
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@ -1280,9 +1270,6 @@ wxSocketBase::DoWait(long seconds, long milliseconds, wxSocketEventFlags flags)
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timeLeft = 0;
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}
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// This function is only called if wxSOCKET_BLOCK flag was not used and
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// so we should dispatch the events if there is an event loop capable
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// of doing it.
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wxSocketEventFlags events;
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if ( eventLoop )
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{
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