220 lines
		
	
	
		
			7.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			220 lines
		
	
	
		
			7.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2015 Laurent Gomila (laurent@sfml-dev.org)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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//    you must not claim that you wrote the original software.
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//    If you use this software in a product, an acknowledgment
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//    in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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//    and must not be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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//
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////////////////////////////////////////////////////////////
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#ifndef SFML_SOCKET_HPP
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#define SFML_SOCKET_HPP
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Network/Export.hpp>
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#include <SFML/Network/SocketHandle.hpp>
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#include <SFML/System/NonCopyable.hpp>
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#include <vector>
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namespace sf
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{
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class SocketSelector;
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////////////////////////////////////////////////////////////
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/// \brief Base class for all the socket types
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///
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////////////////////////////////////////////////////////////
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class SFML_NETWORK_API Socket : NonCopyable
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{
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public:
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    ////////////////////////////////////////////////////////////
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    /// \brief Status codes that may be returned by socket functions
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    ///
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    ////////////////////////////////////////////////////////////
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    enum Status
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    {
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        Done,         ///< The socket has sent / received the data
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        NotReady,     ///< The socket is not ready to send / receive data yet
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        Partial,      ///< The socket sent a part of the data
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        Disconnected, ///< The TCP socket has been disconnected
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        Error         ///< An unexpected error happened
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    };
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    ////////////////////////////////////////////////////////////
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    /// \brief Some special values used by sockets
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    ///
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    ////////////////////////////////////////////////////////////
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    enum
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    {
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        AnyPort = 0 ///< Special value that tells the system to pick any available port
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    };
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public:
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    ////////////////////////////////////////////////////////////
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    /// \brief Destructor
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    ///
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    ////////////////////////////////////////////////////////////
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    virtual ~Socket();
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    ////////////////////////////////////////////////////////////
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    /// \brief Set the blocking state of the socket
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    ///
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    /// In blocking mode, calls will not return until they have
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    /// completed their task. For example, a call to Receive in
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    /// blocking mode won't return until some data was actually
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    /// received.
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    /// In non-blocking mode, calls will always return immediately,
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    /// using the return code to signal whether there was data
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    /// available or not.
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    /// By default, all sockets are blocking.
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    ///
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    /// \param blocking True to set the socket as blocking, false for non-blocking
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    ///
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    /// \see isBlocking
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    ///
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    ////////////////////////////////////////////////////////////
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    void setBlocking(bool blocking);
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    ////////////////////////////////////////////////////////////
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    /// \brief Tell whether the socket is in blocking or non-blocking mode
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    ///
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    /// \return True if the socket is blocking, false otherwise
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    ///
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    /// \see setBlocking
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    ///
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    ////////////////////////////////////////////////////////////
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    bool isBlocking() const;
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protected:
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    ////////////////////////////////////////////////////////////
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    /// \brief Types of protocols that the socket can use
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    ///
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    ////////////////////////////////////////////////////////////
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    enum Type
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    {
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        Tcp, ///< TCP protocol
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        Udp  ///< UDP protocol
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    };
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    ////////////////////////////////////////////////////////////
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    /// \brief Default constructor
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    ///
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    /// This constructor can only be accessed by derived classes.
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    ///
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    /// \param type Type of the socket (TCP or UDP)
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    ///
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    ////////////////////////////////////////////////////////////
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    Socket(Type type);
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    ////////////////////////////////////////////////////////////
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    /// \brief Return the internal handle of the socket
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    ///
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    /// The returned handle may be invalid if the socket
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    /// was not created yet (or already destroyed).
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    /// This function can only be accessed by derived classes.
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    ///
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    /// \return The internal (OS-specific) handle of the socket
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    ///
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    ////////////////////////////////////////////////////////////
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    SocketHandle getHandle() const;
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    ////////////////////////////////////////////////////////////
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    /// \brief Create the internal representation of the socket
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    ///
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    /// This function can only be accessed by derived classes.
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    ///
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    ////////////////////////////////////////////////////////////
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    void create();
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    ////////////////////////////////////////////////////////////
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    /// \brief Create the internal representation of the socket
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    ///        from a socket handle
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    ///
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    /// This function can only be accessed by derived classes.
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    ///
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    /// \param handle OS-specific handle of the socket to wrap
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    ///
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    ////////////////////////////////////////////////////////////
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    void create(SocketHandle handle);
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    ////////////////////////////////////////////////////////////
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    /// \brief Close the socket gracefully
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    ///
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    /// This function can only be accessed by derived classes.
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    ///
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    ////////////////////////////////////////////////////////////
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    void close();
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private:
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    friend class SocketSelector;
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    ////////////////////////////////////////////////////////////
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    // Member data
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    ////////////////////////////////////////////////////////////
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    Type         m_type;       ///< Type of the socket (TCP or UDP)
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    SocketHandle m_socket;     ///< Socket descriptor
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    bool         m_isBlocking; ///< Current blocking mode of the socket
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};
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} // namespace sf
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#endif // SFML_SOCKET_HPP
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////////////////////////////////////////////////////////////
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/// \class sf::Socket
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/// \ingroup network
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///
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/// This class mainly defines internal stuff to be used by
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/// derived classes.
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///
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/// The only public features that it defines, and which
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/// is therefore common to all the socket classes, is the
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/// blocking state. All sockets can be set as blocking or
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/// non-blocking.
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///
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/// In blocking mode, socket functions will hang until
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/// the operation completes, which means that the entire
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/// program (well, in fact the current thread if you use
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/// multiple ones) will be stuck waiting for your socket
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/// operation to complete.
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///
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/// In non-blocking mode, all the socket functions will
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/// return immediately. If the socket is not ready to complete
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/// the requested operation, the function simply returns
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/// the proper status code (Socket::NotReady).
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///
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/// The default mode, which is blocking, is the one that is
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/// generally used, in combination with threads or selectors.
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/// The non-blocking mode is rather used in real-time
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/// applications that run an endless loop that can poll
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/// the socket often enough, and cannot afford blocking
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/// this loop.
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///
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/// \see sf::TcpListener, sf::TcpSocket, sf::UdpSocket
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///
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////////////////////////////////////////////////////////////
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