HOW 2 UZE EZSOKETS BY FWEEM INC

Hey there. ezsockets is the socket library used in StepMania. If you are going to
develop any extended network functionality, it would be good to know about
ezsockets. This is by no means an exhaustive guide, as it just covers what's
contained in the header, as well as what that code does.

Section 1: low level commands===================================================
These are typically used for connecting to the server, according to a cursory
glance at ScreenPackages code.

=="Crating" a socket== (lol typos in the comments)
There are three functions here, each with different arguments (yay overloading).
All of them return a bool.

bool create(int Protocol, int Type);
This shows what's needed to make a socket. Consult the internet for complete
documentation as to possible values, but here are some ones to know:

[Protocol]
TCP = IPPROTO_TCP
UDP = IPPROTO_UDP
Raw sockets = IPPROTO_RAW (though "Protocol" is used in the code. Raw sockets
are not supported on Xbox)

bool create();
Creates a socket using (IPPROTO_TCP, SOCK_STREAM) as the parameters.

bool create(int Protocol);
This picks the right Type for you based on what Protocol you choose.
TCP uses SOCK_STREAM, UDP uses SOCK_DGRAM for the Type value.

==Binding Sockets to a Local Port==
bool bind(unsigned short port);

==Listening==
bool listen()

==Accepting==
bool accept(EzSockets &socket);
If it's not blocking and you can't read it, this will return false.
Other than that... ??

==Connecting to Server==
bool connect(const string& host, unsigned short port);
Connects to the server at host using port.

==Closing/Killing Sockets==
void close();
Sets the state to disconnected, sets the buffers to empty strings,
then closes the socket.

==Checking Socket Status==
bool check();
"see if socket has been created". It checks (sock != INVALID_SOCKET) on the
Xbox and (sock > SOCKET_NONE) on every other platform.

bool CanRead();
Returns true if you can read from the socket.

bool DataAvailable() { return ( ( inBuffer.length()>0 ) || CanRead() ); }
Yeah that's it in a nutshell. If the input buffer has data or you can read,
there's data available.

bool IsError();
Returns true if there's an error.

bool CanWrite();
Returns true if you can write to the socket.

==???==
long uAddr();
void update();

Section 2: Higher Level Commands================================================
These are higher level, since they assume you've already gotten the socket up
and running (see check() in Section 1).

//Raw data system 
void SendData(const string& outData);
void SendData(const char *data, unsigned int bytes);
Send off some data that's either a string or a char buffer + num bytes.

int ReadData(char *data, unsigned int bytes);
Reads data, returns number of bytes read.

int PeekData(char *data, unsigned int bytes);
Peeks at the data, returns number of bytes read.

//Packet system (for structures and classes)
void SendPack(const char *data, unsigned int bytes);
int ReadPack(char *data, unsigned int max);
int PeekPack(char *data, unsigned int max);
Similar to the raw data system above, but... you guessed it, for structures and classes.

//String (Flash) system / Null-terminated strings
void SendStr(const string& data, char delim = '\0');
int ReadStr(string& data, char delim = '\0');
int PeekStr(string& data, char delim = '\0');
Similar to above, with null terminated strings.

Section 3: putting it all together==============================================
okay i didn't test this; this is based on ScreenPackages code (specifically
ScreenPackages::EnterURL()), which assumes you have a private EzSockets object
named m_wSocket.

{
	// defaults
	RString sProto;
	RString sServer;
	int iPort=80;
	RString sAddress;

	m_wSocket.create(); // will create a TCP socket
	m_wSocket.blocking = true; // you want to set this so that nothing else can use this socket and fuck things up
	m_wSocket.connect( sServer, (short)iPort ); // connect uses an unsigned short, so a cast is needed. (int was used because of other code) check if this returns true/false, pls

	// makin' headers (using SendData with raw data; http 1.0 in this case)
	RString Header="";

	Header = "GET "+sAddress+" HTTP/1.0\r\n";
	Header+= "Host: " + Server + "\r\n";
	Header+= "Connection: closed\r\n\r\n";

	m_wSocket.SendData( Header.c_str(), Header.length() );

	m_wSocket.blocking = false; // once you're done, you don't need to have the socket blocking anymore

	// some other code can go here...

	m_wSocket.close(); // and if you're done, you can close the socket.
}