Creates a new #GSocketListener with no sockets to listen for. New listeners can be added with e.g. gio.socket_listener.SocketListener.addAddress or gio.socket_listener.SocketListener.addInetPort.
Blocks waiting for a client to connect to any of the sockets added to the listener. Returns a #GSocketConnection for the socket that was accepted.
This is the asynchronous version of gio.socket_listener.SocketListener.accept.
Finishes an async accept operation. See gio.socket_listener.SocketListener.acceptAsync
Blocks waiting for a client to connect to any of the sockets added to the listener. Returns the #GSocket that was accepted.
This is the asynchronous version of gio.socket_listener.SocketListener.acceptSocket.
Finishes an async accept operation. See gio.socket_listener.SocketListener.acceptSocketAsync
Creates a socket of type type and protocol protocol, binds it to address and adds it to the set of sockets we're accepting sockets from.
Listens for TCP connections on any available port number for both IPv6 and IPv4 (if each is available).
Helper function for gio.socket_listener.SocketListener.addAddress that creates a TCP/IP socket listening on IPv4 and IPv6 (if supported) on the specified port on all interfaces.
Adds socket to the set of sockets that we try to accept new clients from. The socket must be bound to a local address and listened to.
Closes all the sockets in the listener.
Connect to Event signal.
Sets the listen backlog on the sockets in the listener. This must be called before adding any sockets, addresses or ports to the #GSocketListener (for example, by calling gio.socket_listener.SocketListener.addInetPort) to be effective.
Set the GObject of a D ObjectG wrapper.
Get a pointer to the underlying C object.
Calls g_object_ref() on a GObject.
Calls g_object_unref() on a GObject.
Get the GType of an object.
GObject GType property.
Convenience method to return this cast to a type. For use in D with statements.
Template to get the D object from a C GObject and cast it to the given D object type.
Connect a D closure to an object signal.
Template for setting a GObject property.
Template for getting a GObject property.
Creates a binding between source_property on source and target_property on target.
Creates a binding between source_property on source and target_property on target, allowing you to set the transformation functions to be used by the binding.
This function is intended for #GObject implementations to re-enforce a floating[floating-ref] object reference. Doing this is seldom required: all #GInitiallyUnowneds are created with a floating reference which usually just needs to be sunken by calling gobject.object.ObjectG.refSink.
Increases the freeze count on object. If the freeze count is non-zero, the emission of "notify" signals on object is stopped. The signals are queued until the freeze count is decreased to zero. Duplicate notifications are squashed so that at most one #GObject::notify signal is emitted for each property modified while the object is frozen.
Gets a named field from the objects table of associations (see gobject.object.ObjectG.setData).
Gets a property of an object.
This function gets back user data pointers stored via gobject.object.ObjectG.setQdata.
Gets n_properties properties for an object. Obtained properties will be set to values. All properties must be valid. Warnings will be emitted and undefined behaviour may result if invalid properties are passed in.
Checks whether object has a floating[floating-ref] reference.
Emits a "notify" signal for the property property_name on object.
Emits a "notify" signal for the property specified by pspec on object.
Increase the reference count of object, and possibly remove the floating[floating-ref] reference, if object has a floating reference.
Releases all references to other objects. This can be used to break reference cycles.
Each object carries around a table of associations from strings to pointers. This function lets you set an association.
Sets a property on an object.
Remove a specified datum from the object's data associations, without invoking the association's destroy handler.
This function gets back user data pointers stored via gobject.object.ObjectG.setQdata and removes the data from object without invoking its destroy() function (if any was set). Usually, calling this function is only required to update user data pointers with a destroy notifier, for example:
Reverts the effect of a previous call to gobject.object.ObjectG.freezeNotify. The freeze count is decreased on object and when it reaches zero, queued "notify" signals are emitted.
This function essentially limits the life time of the closure to the life time of the object. That is, when the object is finalized, the closure is invalidated by calling gobject.closure.Closure.invalidate on it, in order to prevent invocations of the closure with a finalized (nonexisting) object. Also, gobject.object.ObjectG.ref_ and gobject.object.ObjectG.unref are added as marshal guards to the closure, to ensure that an extra reference count is held on object during invocation of the closure. Usually, this function will be called on closures that use this object as closure data.
Connect to Notify signal.
A gio.socket_listener.SocketListener is an object that keeps track of a set of server sockets and helps you accept sockets from any of the socket, either sync or async.
Add addresses and ports to listen on using gio.socket_listener.SocketListener.addAddress and gio.socket_listener.SocketListener.addInetPort. These will be listened on until gio.socket_listener.SocketListener.close is called. Dropping your final reference to the gio.socket_listener.SocketListener will not cause gio.socket_listener.SocketListener.close to be called implicitly, as some references to the gio.socket_listener.SocketListener may be held internally.
If you want to implement a network server, also look at gio.socket_service.SocketService and gio.threaded_socket_service.ThreadedSocketService which are subclasses of gio.socket_listener.SocketListener that make this even easier.