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(Unicode C++) Async Accept Socket ConnectionDemonstrates how to get the connected client socket after accepting a connection asynchronously.
#include <CkSocketW.h> #include <CkTaskW.h> void ChilkatSample(void) { // This example assumes the Chilkat Socket API to have been previously unlocked. // See Socket Unlock Sample for sample code. CkSocketW listenSocket; // Bind to a port and listen. // This example will listen at port 5555 and allows for a backlog // of 25 pending connection requests. bool success = listenSocket.BindAndListen(5555,25); if (success != true) { wprintf(L"%s\n",listenSocket.lastErrorText()); return; } // Start a background task to accept an incoming connection ... int maxWaitMs = 20000; CkTaskW *acceptTask = listenSocket.AcceptNextConnectionAsync(maxWaitMs); acceptTask->Run(); // ... // ... // ... // Imagine at this point the task has completed successfully, // and a connection was accepted. Here's how to get the connected socket... CkSocketW connectedClient; success = connectedClient.LoadTaskResult(*acceptTask); // Here's how it works: The AcceptNextConnection method would normally // return a socket object when called synchronously. When called asynchronously, // it cannot do so because it returns the task object. When the async method // (running in a background thread) completes, the socket object that is the client // connection is contained within the task object. // // This can be generalized for any case where a Chilkat method returns an object. // The async version of that method is such that the object returned in the background // thread is contained within the task object. // To get the result object, we create a new object instance of that type. // In this case, we create a socket object (connectedClient). There is a LoadTaskResult // method in all Chilkat classes that can be a return value of an async method call. // The LoadTaskResult method transfers the returned object from the task to the caller. } |
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