SocketFlags Enum

Definition

Specifies socket send and receive behaviors.

This enumeration has a FlagsAttribute attribute that allows a bitwise combination of its member values.

public enum class SocketFlags
[System.Flags]
public enum SocketFlags
type SocketFlags = 
Public Enum SocketFlags
Inheritance
SocketFlags
Attributes

Fields

Broadcast 1024

Indicates a broadcast packet.

ControlDataTruncated 512

Indicates that the control data did not fit into an internal 64-KB buffer and was truncated.

DontRoute 4

Send without using routing tables.

MaxIOVectorLength 16

Provides a standard value for the number of WSABUF structures that are used to send and receive data. This value is not used or supported on .NET Framework 4.5.

Multicast 2048

Indicates a multicast packet.

None 0

Use no flags for this call.

OutOfBand 1

Process out-of-band data.

Partial 32768

Partial send or receive for message.

Peek 2

Peek at the incoming message.

Truncated 256

The message was too large to fit into the specified buffer and was truncated.

Examples

The following example sends data and specifies SocketFlags.None.

// Displays sending with a connected socket
// using the overload that takes a buffer, message size, and socket flags.
int SendReceiveTest3( Socket^ server )
{
   array<Byte>^ msg = Encoding::UTF8->GetBytes( "This is a test" );
   array<Byte>^ bytes = gcnew array<Byte>(256);
   try
   {
      // Blocks until send returns.
      int i = server->Send( msg, msg->Length, SocketFlags::None );
      Console::WriteLine( "Sent {0} bytes.", i.ToString() );
      
      // Get reply from the server.
      int byteCount = server->Receive( bytes, server->Available,
         SocketFlags::None );
      if ( byteCount > 0 )
      {
         Console::WriteLine( Encoding::UTF8->GetString( bytes ) );
      }
   }
   catch ( SocketException^ e ) 
   {
      Console::WriteLine( "{0} Error code: {1}.", e->Message, e->ErrorCode.ToString() );
      return (e->ErrorCode);
   }
   return 0;
}
// Displays sending with a connected socket
// using the overload that takes a buffer, message size, and socket flags.
public static int SendReceiveTest3(Socket server)
{
    byte[] msg = Encoding.UTF8.GetBytes("This is a test");
    byte[] bytes = new byte[256];
    try 
    {
        // Blocks until send returns.
        int i = server.Send(msg, msg.Length, SocketFlags.None);
        Console.WriteLine("Sent {0} bytes.", i);
        
        // Get reply from the server.
        int byteCount = server.Receive(bytes, server.Available, 
                                           SocketFlags.None);
        if (byteCount > 0)
            Console.WriteLine(Encoding.UTF8.GetString(bytes));
    }
    catch (SocketException e)
    {
        Console.WriteLine("{0} Error code: {1}.", e.Message, e.ErrorCode);
        return (e.ErrorCode);
    }
    return 0;
}
' Displays sending with a connected socket
' using the overload that takes a buffer, message size, and socket flags.
Public Shared Function SendReceiveTest3(ByVal server As Socket) As Integer 
    Dim msg As Byte() = Encoding.UTF8.GetBytes("This is a test")
    Dim bytes(255) As Byte
    Try
        ' Blocks until send returns.
        Dim i As Integer = server.Send(msg, msg.Length, SocketFlags.None)
        Console.WriteLine("Sent {0} bytes.", i)
        
        ' Get reply from the server.
        Dim byteCount As Integer = server.Receive(bytes, server.Available, SocketFlags.None)
        If byteCount > 0 Then
            Console.WriteLine(Encoding.UTF8.GetString(bytes))
        End If
    Catch e As SocketException
        Console.WriteLine("{0} Error code: {1}.", e.Message, e.ErrorCode)
        Return e.ErrorCode
    End Try
    Return 0

End Function 'SendReceiveTest3

Applies to