Create a stream socket for the next pending client connection.
int SDLNet_AcceptClient(SDLNet_Server *server, SDLNet_StreamSocket **client_stream);
|server||the server object to check for pending connections|
|client_stream||Will be set to a new stream socket if a connection was pending, NULL otherwise.|
Returns 0 on success (even if no new connections were pending), -1 on error; call SDL_GetError() for details.
When a client connects to a server, their connection will be pending until the server accepts the connection. Once accepted, the server will be given a stream socket to communicate with the client, and they can send data to, and receive data from, each other.
Unlike SDLNet_CreateClient, stream sockets returned from this function are already connected and do not have to wait for the connection to complete, as server acceptance is the final step of connecting.
This function does not block. If there are no new connections pending, this function will return 0 (for success, but
*client_stream will be set to NULL. This is not an error and a common condition the app should expect. In fact, this function should be called in a loop until this condition occurs, so all pending connections are accepted in a single batch.
If you want the server to sleep until there's a new connection, you can use SDLNet_WaitUntilInputAvailable().
When done with the newly-accepted client, you can disconnect and dispose of the stream socket by calling SDL_DestroyStreamSocket().
You should not operate on the same server from multiple threads at the same time without supplying a serialization mechanism. However, different threads may access different servers at the same time without problems.
This function is available since SDL_Net 3.0.0.