///////////////////////////////////////////////////////////////////////////// // Name: socket.h // Purpose: interface of wxIPV4address // Author: wxWidgets team // RCS-ID: $Id$ // Licence: wxWindows license ///////////////////////////////////////////////////////////////////////////// /** @class wxIPV4address @wxheader{socket.h} @library{wxbase} @category{net} */ class wxIPV4address : public wxIPaddress { public: /** Set address to any of the addresses of the current machine. Whenever possible, use this function instead of LocalHost(), as this correctly handles multi-homed hosts and avoids other small problems. Internally, this is the same as setting the IP address to @b INADDR_ANY. @return Returns @true on success, @false if something went wrong. */ bool AnyAddress(); //@{ /** Returns the hostname which matches the IP address. */ bool Hostname(const wxString& hostname); Return value wxString Hostname(); //@} /** Returns a wxString containing the IP address in dot quad (127.0.0.1) format. */ wxString IPAddress(); /** Set address to localhost (127.0.0.1). Whenever possible, use the AnyAddress(), function instead of this one, as this will correctly handle multi-homed hosts and avoid other small problems. */ bool LocalHost(); //@{ /** Returns the current service. */ bool Service(const wxString& service); Return value bool Service(unsigned short service); Return value unsigned short Service(); //@} }; /** @class wxSocketServer @wxheader{socket.h} @library{wxnet} @category{net} @see wxSocketServer::WaitForAccept, wxSocketBase::SetNotify, wxSocketBase::Notify, wxSocketServer::AcceptWith */ class wxSocketServer : public wxSocketBase { public: /** Constructs a new server and tries to bind to the specified @e address. Before trying to accept new connections, test whether it succeeded with @ref wxSocketBase::isok wxSocketBase:IsOk. @param address Specifies the local address for the server (e.g. port number). @param flags Socket flags (See wxSocketBase::SetFlags) */ wxSocketServer(const wxSockAddress& address, wxSocketFlags flags = wxSOCKET_NONE); /** Destructor (it doesn't close the accepted connections). */ ~wxSocketServer(); /** Accepts an incoming connection request, and creates a new wxSocketBase object which represents the server-side of the connection. If @a wait is @true and there are no pending connections to be accepted, it will wait for the next incoming connection to arrive. @b Warning: This will block the GUI. If @a wait is @false, it will try to accept a pending connection if there is one, but it will always return immediately without blocking the GUI. If you want to use Accept in this way, you can either check for incoming connections with WaitForAccept() or catch @b wxSOCKET_CONNECTION events, then call Accept once you know that there is an incoming connection waiting to be accepted. @return Returns an opened socket connection, or @NULL if an error occurred or if the wait parameter was @false and there were no pending connections. @see WaitForAccept(), wxSocketBase::SetNotify, wxSocketBase::Notify, AcceptWith() */ wxSocketBase* Accept(bool wait = true); /** Accept an incoming connection using the specified socket object. @param socket Socket to be initialized @return Returns @true on success, or @false if an error occurred or if the wait parameter was @false and there were no pending connections. */ bool AcceptWith(wxSocketBase& socket, bool wait = true); /** This function waits for an incoming connection. Use it if you want to call Accept() or AcceptWith() with @e wait set to @false, to detect when an incoming connection is waiting to be accepted. @param seconds Number of seconds to wait. If -1, it will wait for the default timeout, as set with SetTimeout. @param millisecond Number of milliseconds to wait. @return Returns @true if an incoming connection arrived, @false if the timeout elapsed. */ bool WaitForAccept(long seconds = -1, long millisecond = 0); }; /** @class wxIPaddress @wxheader{socket.h} wxIPaddress is an abstract base class for all internet protocol address objects. Currently, only wxIPV4address is implemented. An experimental implementation for IPV6, wxIPV6address, is being developed. @library{wxbase} @category{net} */ class wxIPaddress : public wxSockAddress { public: /** Internally, this is the same as setting the IP address to @b INADDR_ANY. On IPV4 implementations, 0.0.0.0 On IPV6 implementations, :: @return Returns @true on success, @false if something went wrong. */ virtual bool AnyAddress(); /** Internally, this is the same as setting the IP address to @b INADDR_BROADCAST. On IPV4 implementations, 255.255.255.255 @return Returns @true on success, @false if something went wrong. */ virtual bool BroadcastAddress(); //@{ /** Returns the hostname which matches the IP address. */ virtual bool Hostname(const wxString& hostname); Return value virtual wxString Hostname(); //@} /** Returns a wxString containing the IP address. */ virtual wxString IPAddress(); /** Determines if current address is set to localhost. */ virtual bool IsLocalHost(); /** Set address to localhost. On IPV4 implementations, 127.0.0.1 On IPV6 implementations, ::1 @return Returns @true on success, @false if something went wrong. */ virtual bool LocalHost(); //@{ /** Returns the current service. */ virtual bool Service(const wxString& service); Return value virtual bool Service(unsigned short service); Return value virtual unsigned short Service(); //@} }; /** @class wxSocketClient @wxheader{socket.h} @library{wxnet} @category{net} @see wxSocketClient::WaitOnConnect, wxSocketBase::SetNotify, wxSocketBase::Notify */ class wxSocketClient : public wxSocketBase { public: /** Constructor. @param flags Socket flags (See wxSocketBase::SetFlags) */ wxSocketClient(wxSocketFlags flags = wxSOCKET_NONE); /** Destructor. Please see wxSocketBase::Destroy. */ ~wxSocketClient(); //@{ /** Connects to a server using the specified address. If @a wait is @true, Connect will wait until the connection completes. @b Warning: This will block the GUI. If @a wait is @false, Connect will try to establish the connection and return immediately, without blocking the GUI. When used this way, even if Connect returns @false, the connection request can be completed later. To detect this, use WaitOnConnect(), or catch @b wxSOCKET_CONNECTION events (for successful establishment) and @b wxSOCKET_LOST events (for connection failure). @param address Address of the server. @param local Bind to the specified local address and port before connecting. The local address and port can also be set using SetLocal, and then using the 2-parameter Connect method. @param wait If @true, waits for the connection to complete. @return Returns @true if the connection is established and no error occurs. @see WaitOnConnect(), wxSocketBase::SetNotify, wxSocketBase::Notify */ bool Connect(wxSockAddress& address, bool wait = true); bool Connect(wxSockAddress& address, wxSockAddress& local, bool wait = true); //@} /** Wait until a connection request completes, or until the specified timeout elapses. Use this function after issuing a call to Connect() with @e wait set to @false. @param seconds Number of seconds to wait. If -1, it will wait for the default timeout, as set with SetTimeout. @param millisecond Number of milliseconds to wait. @return WaitOnConnect returns @true if the connection request completes. This does not necessarily mean that the connection was successfully established; it might also happen that the connection was refused by the peer. Use IsConnected to distinguish between these two situations. */ bool WaitOnConnect(long seconds = -1, long milliseconds = 0); }; /** @class wxSockAddress @wxheader{socket.h} You are unlikely to need to use this class: only wxSocketBase uses it. @library{wxbase} @category{FIXME} @see wxSocketBase, wxIPaddress, wxIPV4address */ class wxSockAddress : public wxObject { public: /** Default constructor. */ wxSockAddress(); /** Default destructor. */ ~wxSockAddress(); /** Delete all informations about the address. */ void Clear(); /** Returns the length of the socket address. */ int SockAddrLen(); }; /** @class wxSocketEvent @wxheader{socket.h} This event class contains information about socket events. @library{wxnet} @category{net} @see wxSocketBase, wxSocketClient, wxSocketServer */ class wxSocketEvent : public wxEvent { public: /** Constructor. */ wxSocketEvent(int id = 0); /** Gets the client data of the socket which generated this event, as set with wxSocketBase::SetClientData. */ void* GetClientData(); /** Returns the socket object to which this event refers to. This makes it possible to use the same event handler for different sockets. */ wxSocketBase* GetSocket() const; /** Returns the socket event type. */ wxSocketNotify GetSocketEvent() const; }; /** @class wxSocketBase @wxheader{socket.h} wxSocketBase is the base class for all socket-related objects, and it defines all basic IO functionality. Note: (Workaround for implementation limitation for wxWidgets up to 2.5.x) If you want to use sockets or derived classes such as wxFTP in a secondary thread, call wxSocketBase::Initialize() (undocumented) from the main thread before creating any sockets - in wxApp::OnInit for example. See http://wiki.wxwidgets.org/wiki.pl?WxSocket or http://www.litwindow.com/knowhow/knowhow.html for more details. @library{wxnet} @category{net} @see wxSocketEvent, wxSocketClient, wxSocketServer, @ref overview_samplesockets "Sockets sample" */ class wxSocketBase : public wxObject { public: /** Default constructor. Don't use it directly; instead, use wxSocketClient to construct a socket client, or wxSocketServer to construct a socket server. */ wxSocketBase(); /** Destructor. Do not destroy a socket using the delete operator directly; use Destroy() instead. Also, do not create socket objects in the stack. */ ~wxSocketBase(); /** Functions that perform basic IO functionality. Close() Discard() Peek() Read() ReadMsg() Unread() Write() WriteMsg() Functions that perform a timed wait on a certain IO condition. InterruptWait() Wait() WaitForLost() WaitForRead() WaitForWrite() and also: wxSocketServer::WaitForAccept wxSocketClient::WaitOnConnect Functions that allow applications to customize socket IO as needed. GetFlags() SetFlags() SetTimeout() SetLocal() */ /** This function shuts down the socket, disabling further transmission and reception of data; it also disables events for the socket and frees the associated system resources. Upon socket destruction, Close is automatically called, so in most cases you won't need to do it yourself, unless you explicitly want to shut down the socket, typically to notify the peer that you are closing the connection. */ void Close(); /** @ref construct() wxSocketBase @ref destruct() ~wxSocketBase Destroy() */ /** Destroys the socket safely. Use this function instead of the delete operator, since otherwise socket events could reach the application even after the socket has been destroyed. To prevent this problem, this function appends the wxSocket to a list of object to be deleted on idle time, after all events have been processed. For the same reason, you should avoid creating socket objects in the stack. Destroy calls Close() automatically. @return Always @true. */ bool Destroy(); /** This function simply deletes all bytes in the incoming queue. This function always returns immediately and its operation is not affected by IO flags. Use LastCount() to verify the number of bytes actually discarded. If you use Error(), it will always return @false. */ wxSocketBase Discard(); /** Returns @true if an error occurred in the last IO operation. Use this function to check for an error condition after one of the following calls: Discard, Peek, Read, ReadMsg, Unread, Write, WriteMsg. */ bool Error() const; /** Returns a pointer of the client data for this socket, as set with SetClientData() */ void* GetClientData() const; /** Returns current IO flags, as set with SetFlags() */ wxSocketFlags GetFlags() const; /** This function returns the local address field of the socket. The local address field contains the complete local address of the socket (local address, local port, ...). @return @true if no error happened, @false otherwise. */ bool GetLocal(wxSockAddress& addr) const; /** This function returns the peer address field of the socket. The peer address field contains the complete peer host address of the socket (address, port, ...). @return @true if no error happened, @false otherwise. */ bool GetPeer(wxSockAddress& addr) const; /** Functions that allow applications to receive socket events. Notify() SetNotify() GetClientData() SetClientData() SetEventHandler() */ /** Use this function to interrupt any wait operation currently in progress. Note that this is not intended as a regular way to interrupt a Wait call, but only as an escape mechanism for exceptional situations where it is absolutely necessary to use it, for example to abort an operation due to some exception or abnormal problem. InterruptWait is automatically called when you Close() a socket (and thus also upon socket destruction), so you don't need to use it in these cases. Wait(), wxSocketServer::WaitForAccept, WaitForLost(), WaitForRead(), WaitForWrite(), wxSocketClient::WaitOnConnect */ void InterruptWait(); /** Returns @true if the socket is connected. */ bool IsConnected() const; /** This function waits until the socket is readable. This might mean that queued data is available for reading or, for streamed sockets, that the connection has been closed, so that a read operation will complete immediately without blocking (unless the @b wxSOCKET_WAITALL flag is set, in which case the operation might still block). */ bool IsData() const; /** Returns @true if the socket is not connected. */ bool IsDisconnected() const; /** Returns @true if the socket is initialized and ready and @false in other cases. */ bool IsOk() const; /** Returns the number of bytes read or written by the last IO call. Use this function to get the number of bytes actually transferred after using one of the following IO calls: Discard, Peek, Read, ReadMsg, Unread, Write, WriteMsg. */ wxUint32 LastCount() const; /** Returns the last wxSocket error. See @ref overview_wxsocketbase "wxSocket errors". Please note that this function merely returns the last error code, but it should not be used to determine if an error has occurred (this is because successful operations do not change the LastError value). Use Error() first, in order to determine if the last IO call failed. If this returns @true, use LastError to discover the cause of the error. */ wxSocketError LastError() const; /** According to the @a notify value, this function enables or disables socket events. If @a notify is @true, the events configured with SetNotify() will be sent to the application. If @a notify is @false; no events will be sent. */ void Notify(bool notify); /** This function peeks a buffer of @a nbytes bytes from the socket. Peeking a buffer doesn't delete it from the socket input queue. Use LastCount() to verify the number of bytes actually peeked. Use Error() to determine if the operation succeeded. @param buffer Buffer where to put peeked data. @param nbytes Number of bytes. @return Returns a reference to the current object. @see Error(), LastError(), LastCount(), SetFlags() */ wxSocketBase Peek(void* buffer, wxUint32 nbytes); /** This function reads a buffer of @a nbytes bytes from the socket. Use LastCount() to verify the number of bytes actually read. Use Error() to determine if the operation succeeded. @param buffer Buffer where to put read data. @param nbytes Number of bytes. @return Returns a reference to the current object. @see Error(), LastError(), LastCount(), SetFlags() */ wxSocketBase Read(void* buffer, wxUint32 nbytes); /** This function reads a buffer sent by WriteMsg() on a socket. If the buffer passed to the function isn't big enough, the remaining bytes will be discarded. This function always waits for the buffer to be entirely filled, unless an error occurs. Use LastCount() to verify the number of bytes actually read. Use Error() to determine if the operation succeeded. @param buffer Buffer where to put read data. @param nbytes Size of the buffer. @return Returns a reference to the current object. @see Error(), LastError(), LastCount(), SetFlags(), WriteMsg() */ wxSocketBase ReadMsg(void* buffer, wxUint32 nbytes); /** This function restores the previous state of the socket, as saved with SaveState() Calls to SaveState and RestoreState can be nested. @see SaveState() */ void RestoreState(); /** This function saves the current state of the socket in a stack. Socket state includes flags, as set with SetFlags(), event mask, as set with SetNotify() and Notify(), user data, as set with SetClientData(). Calls to SaveState and RestoreState can be nested. @see RestoreState() */ void SaveState(); /** Sets user-supplied client data for this socket. All socket events will contain a pointer to this data, which can be retrieved with the wxSocketEvent::GetClientData function. */ void SetClientData(void* data); /** Sets an event handler to be called when a socket event occurs. The handler will be called for those events for which notification is enabled with SetNotify() and Notify(). @param handler Specifies the event handler you want to use. @param id The id of socket event. @see SetNotify(), Notify(), wxSocketEvent, wxEvtHandler */ void SetEventHandler(wxEvtHandler& handler, int id = -1); /** Use SetFlags to customize IO operation for this socket. The @a flags parameter may be a combination of flags ORed together. The following flags can be used: @b wxSOCKET_NONE Normal functionality. @b wxSOCKET_NOWAIT Read/write as much data as possible and return immediately. @b wxSOCKET_WAITALL Wait for all required data to be read/written unless an error occurs. @b wxSOCKET_BLOCK Block the GUI (do not yield) while reading/writing data. @b wxSOCKET_REUSEADDR Allows the use of an in-use port (wxServerSocket only) @b wxSOCKET_BROADCAST Switches the socket to broadcast mode @b wxSOCKET_NOBIND Stops the socket from being bound to a specific adapter (normally used in conjunction with @b wxSOCKET_BROADCAST) A brief overview on how to use these flags follows. If no flag is specified (this is the same as @b wxSOCKET_NONE), IO calls will return after some data has been read or written, even when the transfer might not be complete. This is the same as issuing exactly one blocking low-level call to recv() or send(). Note that @e blocking here refers to when the function returns, not to whether the GUI blocks during this time. If @b wxSOCKET_NOWAIT is specified, IO calls will return immediately. Read operations will retrieve only available data. Write operations will write as much data as possible, depending on how much space is available in the output buffer. This is the same as issuing exactly one nonblocking low-level call to recv() or send(). Note that @e nonblocking here refers to when the function returns, not to whether the GUI blocks during this time. If @b wxSOCKET_WAITALL is specified, IO calls won't return until ALL the data has been read or written (or until an error occurs), blocking if necessary, and issuing several low level calls if necessary. This is the same as having a loop which makes as many blocking low-level calls to recv() or send() as needed so as to transfer all the data. Note that @e blocking here refers to when the function returns, not to whether the GUI blocks during this time. The @b wxSOCKET_BLOCK flag controls whether the GUI blocks during IO operations. If this flag is specified, the socket will not yield during IO calls, so the GUI will remain blocked until the operation completes. If it is not used, then the application must take extra care to avoid unwanted reentrance. The @b wxSOCKET_REUSEADDR flag controls the use of the SO_REUSEADDR standard setsockopt() flag. This flag allows the socket to bind to a port that is already in use. This is mostly used on UNIX-based systems to allow rapid starting and stopping of a server - otherwise you may have to wait several minutes for the port to become available. wxSOCKET_REUSEADDR can also be used with socket clients to (re)bind to a particular local port for an outgoing connection. This option can have surprising platform dependent behavior, so check the documentation for your platform's implementation of setsockopt(). Note that on BSD-based systems (e.g. Mac OS X), use of wxSOCKET_REUSEADDR implies SO_REUSEPORT in addition to SO_REUSEADDR to be consistent with Windows. The @b wxSOCKET_BROADCAST flag controls the use of the SO_BROADCAST standard setsockopt() flag. This flag allows the socket to use the broadcast address, and is generally used in conjunction with @b wxSOCKET_NOBIND and wxIPaddress::BroadcastAddress. So: @b wxSOCKET_NONE will try to read at least SOME data, no matter how much. @b wxSOCKET_NOWAIT will always return immediately, even if it cannot read or write ANY data. @b wxSOCKET_WAITALL will only return when it has read or written ALL the data. @b wxSOCKET_BLOCK has nothing to do with the previous flags and it controls whether the GUI blocks. @b wxSOCKET_REUSEADDR controls special platform-specific behavior for reusing local addresses/ports. */ void SetFlags(wxSocketFlags flags); /** This function allows you to set the local address and port, useful when an application needs to reuse a particular port. When a local port is set for a wxSocketClient, @b bind will be called before @b connect. */ bool SetLocal(wxIPV4address& local); /** SetNotify specifies which socket events are to be sent to the event handler. The @a flags parameter may be combination of flags ORed together. The following flags can be used: @b wxSOCKET_INPUT_FLAG to receive wxSOCKET_INPUT @b wxSOCKET_OUTPUT_FLAG to receive wxSOCKET_OUTPUT @b wxSOCKET_CONNECTION_FLAG to receive wxSOCKET_CONNECTION @b wxSOCKET_LOST_FLAG to receive wxSOCKET_LOST For example: In this example, the user will be notified about incoming socket data and whenever the connection is closed. For more information on socket events see @ref overview_wxsocketbase "wxSocket events". */ void SetNotify(wxSocketEventFlags flags); /** This function sets the default socket timeout in seconds. This timeout applies to all IO calls, and also to the Wait() family of functions if you don't specify a wait interval. Initially, the default timeout is 10 minutes. */ void SetTimeout(int seconds); /** Functions to retrieve current state and miscellaneous info. Error() GetLocal() GetPeer() IsConnected() IsData() IsDisconnected() LastCount() LastError() IsOk() SaveState() RestoreState() */ /** This function unreads a buffer. That is, the data in the buffer is put back in the incoming queue. This function is not affected by wxSocket flags. If you use LastCount(), it will always return @e nbytes. If you use Error(), it will always return @false. @param buffer Buffer to be unread. @param nbytes Number of bytes. @return Returns a reference to the current object. @see Error(), LastCount(), LastError() */ wxSocketBase Unread(const void* buffer, wxUint32 nbytes); /** This function waits until any of the following conditions is @true: The socket becomes readable. The socket becomes writable. An ongoing connection request has completed (wxSocketClient only) An incoming connection request has arrived (wxSocketServer only) The connection has been closed. Note that it is recommended to use the individual Wait functions to wait for the required condition, instead of this one. @param seconds Number of seconds to wait. If -1, it will wait for the default timeout, as set with SetTimeout. @param millisecond Number of milliseconds to wait. @return Returns @true when any of the above conditions is satisfied, @false if the timeout was reached. @see InterruptWait(), wxSocketServer::WaitForAccept, WaitForLost(), WaitForRead(), WaitForWrite(), wxSocketClient::WaitOnConnect */ bool Wait(long seconds = -1, long millisecond = 0); /** This function waits until the connection is lost. This may happen if the peer gracefully closes the connection or if the connection breaks. @param seconds Number of seconds to wait. If -1, it will wait for the default timeout, as set with SetTimeout. @param millisecond Number of milliseconds to wait. @return Returns @true if the connection was lost, @false if the timeout was reached. @see InterruptWait(), Wait() */ bool WaitForLost(long seconds = -1, long millisecond = 0); /** This function waits until the socket is readable. This might mean that queued data is available for reading or, for streamed sockets, that the connection has been closed, so that a read operation will complete immediately without blocking (unless the @b wxSOCKET_WAITALL flag is set, in which case the operation might still block). @param seconds Number of seconds to wait. If -1, it will wait for the default timeout, as set with SetTimeout. @param millisecond Number of milliseconds to wait. @return Returns @true if the socket becomes readable, @false on timeout. @see InterruptWait(), Wait() */ bool WaitForRead(long seconds = -1, long millisecond = 0); /** This function waits until the socket becomes writable. This might mean that the socket is ready to send new data, or for streamed sockets, that the connection has been closed, so that a write operation is guaranteed to complete immediately (unless the @b wxSOCKET_WAITALL flag is set, in which case the operation might still block). @param seconds Number of seconds to wait. If -1, it will wait for the default timeout, as set with SetTimeout. @param millisecond Number of milliseconds to wait. @return Returns @true if the socket becomes writable, @false on timeout. @see InterruptWait(), Wait() */ bool WaitForWrite(long seconds = -1, long millisecond = 0); /** This function writes a buffer of @a nbytes bytes to the socket. Use LastCount() to verify the number of bytes actually written. Use Error() to determine if the operation succeeded. @param buffer Buffer with the data to be sent. @param nbytes Number of bytes. @return Returns a reference to the current object. @see Error(), LastError(), LastCount(), SetFlags() */ wxSocketBase Write(const void* buffer, wxUint32 nbytes); /** This function writes a buffer of @a nbytes bytes from the socket, but it writes a short header before so that ReadMsg() knows how much data should it actually read. So, a buffer sent with WriteMsg @b must be read with ReadMsg. This function always waits for the entire buffer to be sent, unless an error occurs. Use LastCount() to verify the number of bytes actually written. Use Error() to determine if the operation succeeded. @param buffer Buffer with the data to be sent. @param nbytes Number of bytes to send. @return Returns a reference to the current object. */ wxSocketBase WriteMsg(const void* buffer, wxUint32 nbytes); }; /** @class wxDatagramSocket @wxheader{socket.h} @library{wxnet} @category{FIXME} @see wxSocketBase::Error, wxSocketBase::LastError, wxSocketBase::LastCount, wxSocketBase::SetFlags, */ class wxDatagramSocket : public wxSocketBase { public: /** Constructor. @param flags Socket flags (See wxSocketBase::SetFlags) */ wxDatagramSocket(wxSocketFlags flags = wxSOCKET_NONE); /** Destructor. Please see wxSocketBase::Destroy. */ ~wxDatagramSocket(); /** This function reads a buffer of @a nbytes bytes from the socket. Use wxSocketBase::LastCount to verify the number of bytes actually read. Use wxSocketBase::Error to determine if the operation succeeded. @param address Any address - will be overwritten with the address of the peer that sent that data. @param buffer Buffer where to put read data. @param nbytes Number of bytes. @return Returns a reference to the current object, and the address of the peer that sent the data on address param. @see wxSocketBase::Error, wxSocketBase::LastError, wxSocketBase::LastCount, wxSocketBase::SetFlags, */ wxDatagramSocket ReceiveFrom(wxSockAddress& address, void* buffer, wxUint32 nbytes); /** This function writes a buffer of @a nbytes bytes to the socket. Use wxSocketBase::LastCount to verify the number of bytes actually wrote. Use wxSocketBase::Error to determine if the operation succeeded. @param address The address of the destination peer for this data. @param buffer Buffer where read data is. @param nbytes Number of bytes. @return Returns a reference to the current object. */ wxDatagramSocket SendTo(const wxSockAddress& address, const void* buffer, wxUint32 nbytes); };