/////////////////////////////////////////////////////////////////////////////
// Name:        socket.h
// Purpose:     interface of wxIPV4address
// Author:      wxWidgets team
// RCS-ID:      $Id$
// Licence:     wxWindows license
/////////////////////////////////////////////////////////////////////////////
/**
    @class wxIPV4address
    A class for working with IPv4 network addresses.
    @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 @true on success, @false if something went wrong.
    */
    bool AnyAddress();
    /**
        Set the address to hostname, which can be a host name or an IP-style address
        in dot notation(a.b.c.d)
        @return @true on success, @false if something goes wrong (invalid hostname or
        invalid IP address).
    */
    bool Hostname(const wxString& hostname);
    /**
        Returns the hostname which matches the IP address.
    */
    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 AnyAddress() instead of this one, as that one will
        correctly handle multi-homed hosts and avoid other small problems.
        @return @true on success, @false if something went wrong.
    */
    bool LocalHost();
    /**
        Set the port to that corresponding to the specified @a service.
        @return @true on success, @false if something goes wrong (invalid @a service).
    */
    bool Service(const wxString& service);
    /**
        Set the port to that corresponding to the specified @a service.
        @return @true on success, @false if something goes wrong (invalid @a service).
    */
    bool Service(unsigned short service);
    /**
        Returns the current service.
    */
    unsigned short Service();
};
/**
    @class wxSocketServer
    @library{wxnet}
    @category{net}
*/
class wxSocketServer : public wxSocketBase
{
public:
    /**
        Constructs a new server and tries to bind to the specified @e address.
        Before trying to accept new connections, remember to test whether it succeeded
        with 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.
        @see WaitForAccept(), wxSocketBase::SetNotify(),
             wxSocketBase::Notify(), Accept()
    */
    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 wxSocketBase::SetTimeout().
        @param millisecond
            Number of milliseconds to wait.
        @return @true if an incoming connection arrived, @false if the timeout
                elapsed.
        @see Accept(), AcceptWith(), wxSocketBase::InterruptWait()
    */
    bool WaitForAccept(long seconds = -1, long millisecond = 0);
};
/**
    @class wxIPaddress
    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 @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 @true on success, @false if something went wrong.
    */
    virtual bool BroadcastAddress();
    /**
        Set the address to hostname, which can be a host name or an IP-style address
        in a format dependent on implementation.
        @return @true on success, @false if something goes wrong (invalid
                hostname or invalid IP address).
    */
    virtual bool Hostname(const wxString& hostname);
    /**
        Returns the hostname which matches the IP address.
    */
    virtual wxString  Hostname();
    /**
        Returns a wxString containing the IP address.
    */
    virtual wxString IPAddress();
    /**
        Determines if current address is set to localhost.
        @return @true if address is localhost, @false if internet address.
    */
    virtual bool IsLocalHost();
    /**
        Set address to localhost.
        On IPV4 implementations, 127.0.0.1
        On IPV6 implementations, ::1
        @return @true on success, @false if something went wrong.
    */
    virtual bool LocalHost();
    /**
        Set the port to that corresponding to the specified service.
        @return @true on success, @false if something goes wrong (invalid @a service).
    */
    virtual bool Service(const wxString& service);
    /**
        Set the port to that corresponding to the specified service.
        @return @true on success, @false if something goes wrong (invalid @a service).
    */
    virtual bool Service(unsigned short service);
    /**
        Returns the current service.
    */
    virtual unsigned short Service();
};
/**
    @class wxSocketClient
    @library{wxnet}
    @category{net}
*/
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 wait
            If @true, waits for the connection to complete.
        @return @true if the connection is established and no error occurs.
        @see WaitOnConnect(), wxSocketBase::SetNotify(), wxSocketBase::Notify()
    */
    bool Connect(const wxSockAddress& address, bool wait = true);
    /**
        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 @true if the connection is established and no error occurs.
        @see WaitOnConnect(), wxSocketBase::SetNotify(), wxSocketBase::Notify()
    */
    bool Connect(const wxSockAddress& address, const 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 wxSocketBase::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 wxSocketBase::IsConnected()
                to distinguish between these two situations.
                @n @n If the timeout elapses, WaitOnConnect() returns @false.
                @n @n These semantics allow code like this:
                @code
                // Issue the connection request
                client->Connect(addr, false);
                // Wait until the request completes or until we decide to give up
                bool waitmore = true;
                while ( !client->WaitOnConnect(seconds, millis) && waitmore )
                {
                    // possibly give some feedback to the user,
                    // and update waitmore as needed.
                }
                bool success = client->IsConnected();
                @endcode
    */
    bool WaitOnConnect(long seconds = -1, long milliseconds = 0);
};
/**
    @class wxSockAddress
    You are unlikely to need to use this class: only wxSocketBase uses it.
    @library{wxbase}
    @category{net}
    @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
    This event class contains information about socket events.
    @beginEventTable{wxSocketEvent}
    @event{EVT_SOCKET(id, func)}
           Process a socket event, supplying the member function.
    @endEventTable
    @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;
};
/**
    wxSocket error return values.
*/
enum wxSocketError
{
    wxSOCKET_NOERROR,       ///< No error happened.
    wxSOCKET_INVOP,         ///< Invalid operation.
    wxSOCKET_IOERR,         ///< Input/Output error.
    wxSOCKET_INVADDR,       ///< Invalid address passed to wxSocket.
    wxSOCKET_INVSOCK,       ///< Invalid socket (uninitialized).
    wxSOCKET_NOHOST,        ///< No corresponding host.
    wxSOCKET_INVPORT,       ///< Invalid port.
    wxSOCKET_WOULDBLOCK,    ///< The socket is non-blocking and the operation would block.
    wxSOCKET_TIMEDOUT,      ///< The timeout for this operation expired.
    wxSOCKET_MEMERR         ///< Memory exhausted.
};
/**
    wxSocket Event Flags.
    A brief note on how to use these events:
    The @b wxSOCKET_INPUT event will be issued whenever there is data available
    for reading. This will be the case if the input queue was empty and new data
    arrives, or if the application has read some data yet there is still more data
    available. This means that the application does not need to read all available
    data in response to a @b wxSOCKET_INPUT event, as more events will be produced
    as necessary.
    The @b wxSOCKET_OUTPUT event is issued when a socket is first connected with
    Connect() or accepted with Accept(). After that, new events will be generated
    only after an output operation fails with @b wxSOCKET_WOULDBLOCK and buffer space
    becomes available again. This means that the application should assume that it can
    write data to the socket until an @b wxSOCKET_WOULDBLOCK error occurs; after this,
    whenever the socket becomes writable again the application will be notified with
    another @b wxSOCKET_OUTPUT event.
    The @b wxSOCKET_CONNECTION event is issued when a delayed connection request completes
    successfully (client) or when a new connection arrives at the incoming queue (server).
    The @b wxSOCKET_LOST event is issued when a close indication is received for the socket.
    This means that the connection broke down or that it was closed by the peer. Also, this
    event will be issued if a connection request fails.
*/
enum wxSocketEventFlags
{
    wxSOCKET_INPUT,         ///< There is data available for reading.
    wxSOCKET_OUTPUT,        ///< The socket is ready to be written to.
    wxSOCKET_CONNECTION,    ///< Incoming connection request (server), or
                            ///< successful connection establishment (client).
    wxSOCKET_LOST           ///< The connection has been closed.
};
/**
    @anchor wxSocketFlags
    wxSocket Flags.
    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 @b recv() or @b 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 @b recv() or @b 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
    @b recv() or @b 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 @b SO_REUSEADDR standard
    @b 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.
    @b 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
    @b wxSOCKET_REUSEADDR implies @b SO_REUSEPORT in addition to
    @b SO_REUSEADDR to be consistent with Windows.
    The @b wxSOCKET_BROADCAST flag controls the use of the @b SO_BROADCAST standard
    @b 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.
*/
enum
{
    wxSOCKET_NONE = 0,      ///< Normal functionality.
    wxSOCKET_NOWAIT = 1,    ///< Read/write as much data as possible and return immediately.
    wxSOCKET_WAITALL = 2,   ///< Wait for all required data to be read/written unless an error occurs.
    wxSOCKET_BLOCK = 4,     ///< Block the GUI (do not yield) while reading/writing data.
    wxSOCKET_REUSEADDR = 8, ///< Allows the use of an in-use port (wxServerSocket only)
    wxSOCKET_BROADCAST = 16, ///< Switches the socket to broadcast mode
    wxSOCKET_NOBIND = 32    ///< Stops the socket from being bound to a specific
                            ///< adapter (normally used in conjunction with
                            ///< @b wxSOCKET_BROADCAST)
};
/**
    @class wxSocketBase
    wxSocketBase is the base class for all socket-related objects, and it
    defines all basic IO functionality.
    @b 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 @b 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}
    wxSocket events:
    @beginFlagTable
    @flag{wxSOCKET_INPUT}
        There is data available for reading.
    @flag{wxSOCKET_OUTPUT}
        The socket is ready to be written to.
    @flag{wxSOCKET_CONNECTION}
        Incoming connection request (server), or successful connection
        establishment (client).
    @flag{wxSOCKET_LOST}
        The connection has been closed.
    @endFlagTable
    @beginEventTable{wxSocketEvent}
    @event{EVT_SOCKET(id, func)}
        Process a @c wxEVT_SOCKET event.
    @endEventTable
    @see wxSocketEvent, wxSocketClient, wxSocketServer, @sample{sockets},
         @ref wxSocketFlags, ::wxSocketEventFlags, ::wxSocketError
*/
class wxSocketBase : public wxObject
{
public:
    /**
        @name Construction and Destruction
    */
    //@{
    /**
        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();
    /**
        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();
    //@}
    /**
        @name Socket State
    */
    //@{
    /**
        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;
    /**
        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;
    /**
        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.
        @remarks
        For wxSocketClient, IsOk() won't return @true unless the client is connected to a server.
        For wxSocketServer, IsOk() will return @true if the server could bind to the specified address
        and is already listening for new connections.
        IsOk() does not check for IO errors; use Error() instead for that purpose.
    */
    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 wxSocketError .
        @note
        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;
    /**
        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();
    //@}
    /**
        @name Basic I/O
        See also: wxSocketServer::WaitForAccept(), wxSocketClient::WaitOnConnect()
    */
    //@{
    /**
        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.
        @remarks
        Although Close() immediately disables events for the socket, it is possible
        that event messages may be waiting in the application's event queue.
        The application must therefore be prepared to handle socket event messages even
        after calling Close().
    */
    void Close();
    /**
        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 current IO flags, as set with SetFlags()
    */
    wxSocketFlags GetFlags() const;
    /**
        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.
        @see  Wait(), WaitForLost(), WaitForRead(), WaitForWrite(),
        wxSocketServer::WaitForAccept(), wxSocketClient::WaitOnConnect()
    */
    void InterruptWait();
    /**
        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.
        @remarks
        The exact behaviour of Peek() depends on the combination of flags being used.
        For a detailed explanation, see SetFlags()
        @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.
        @remarks
        The exact behaviour of Read() depends on the combination of flags being used.
        For a detailed explanation, see SetFlags()
        @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.
        @remarks
        ReadMsg() will behave as if the @b wxSOCKET_WAITALL flag was always set
        and it will always ignore the @b wxSOCKET_NOWAIT flag. The exact behaviour
        of ReadMsg() depends on the @b wxSOCKET_BLOCK flag.
        For a detailed explanation, see SetFlags().
        @see Error(), LastError(), LastCount(), SetFlags(), WriteMsg()
    */
    wxSocketBase ReadMsg(void* buffer, wxUint32 nbytes);
    /**
        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:
        @beginFlagTable
        @flag{wxSOCKET_NONE}
            Normal functionality.
        @flag{wxSOCKET_NOWAIT}
            Read/write as much data as possible and return immediately.
        @flag{wxSOCKET_WAITALL}
            Wait for all required data to be read/written unless an error occurs.
        @flag{wxSOCKET_BLOCK}
            Block the GUI (do not yield) while reading/writing data.
        @flag{wxSOCKET_REUSEADDR}
            Allows the use of an in-use port (wxServerSocket only).
        @flag{wxSOCKET_BROADCAST}
            Switches the socket to broadcast mode.
        @flag{wxSOCKET_NOBIND}
            Stops the socket from being bound to a specific adapter (normally
            used in conjunction with @b wxSOCKET_BROADCAST).
        @endFlagTable
        For more information on socket events see @ref wxSocketFlags .
    */
    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(const wxIPV4address& local);
    /**
        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);
    /**
        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 @a 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:
        @li The socket becomes readable.
        @li The socket becomes writable.
        @li An ongoing connection request has completed (wxSocketClient only)
        @li An incoming connection request has arrived (wxSocketServer only)
        @li 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.
        @remarks
        The exact behaviour of Write() depends on the combination of flags being used.
        For a detailed explanation, see SetFlags().
        @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() 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.
        @remarks
        WriteMsg() will behave as if the @b wxSOCKET_WAITALL flag was always set and
        it will always ignore the @b wxSOCKET_NOWAIT flag. The exact behaviour of
        WriteMsg() depends on the @b wxSOCKET_BLOCK flag. For a detailed explanation,
        see SetFlags().
        @see  Error(), LastError(), LastCount(), SetFlags(), ReadMsg()
    */
    wxSocketBase WriteMsg(const void* buffer, wxUint32 nbytes);
    //@}
    /**
        @name Handling Socket Events
    */
    //@{
    /**
        Returns a pointer of the client data for this socket, as set with
        SetClientData()
    */
    void* GetClientData() 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);
    /**
        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);
    /**
        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:
        @beginFlagTable
        @flag{wxSOCKET_INPUT_FLAG} to receive @b wxSOCKET_INPUT.
        @flag{wxSOCKET_OUTPUT_FLAG} to receive @b wxSOCKET_OUTPUT.
        @flag{wxSOCKET_CONNECTION_FLAG} to receive @b wxSOCKET_CONNECTION.
        @flag{wxSOCKET_LOST_FLAG} to receive @b wxSOCKET_LOST.
        @endFlagTable
        For example:
        @code
        sock.SetNotify(wxSOCKET_INPUT_FLAG | wxSOCKET_LOST_FLAG);
        sock.Notify(true);
        @endcode
        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 wxSocketEventFlags .
    */
    void SetNotify(wxSocketEventFlags flags);
    //@}
};
/**
    @class wxDatagramSocket
    @library{wxnet}
    @category{net}
*/
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::LastError(), 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.
        @see wxSocketBase::LastError(), wxSocketBase::SetFlags()
    */
    wxDatagramSocket SendTo(const wxSockAddress& address,
                            const void* buffer, wxUint32 nbytes);
};