#include "Network.h" CServerSocket::~CServerSocket() { // We must ensure that the CSocket destructor doesn't try to // disconnect the server socket //FIXME stuff } /*void CServerSocket::GetRemoteAddress(CSocketInternal *pInt, u8 (&address)[4], int &port) { port=ntohs(pInt->m_RemoteAddr.sin_port); address[0]=(u8)(pInt->m_RemoteAddr.sin_addr.s_addr & 0xff); address[1]=(u8)((pInt->m_RemoteAddr.sin_addr.s_addr >> 8) & 0xff); address[2]=(u8)((pInt->m_RemoteAddr.sin_addr.s_addr >> 16) & 0xff); address[3]=(u8)(pInt->m_RemoteAddr.sin_addr.s_addr >> 24); }*/ void CServerSocket::OnRead() { SocketAddress remoteAddr; PS_RESULT res=PreAccept(remoteAddr); if (res==PS_OK) { OnAccept(remoteAddr); } // All errors are non-critical, so no need to do anything special besides // not calling OnAccept } void CServerSocket::OnWrite() {} void CServerSocket::OnClose(PS_RESULT errorCode) {}