Block until all of a stream socket's pending data is sent.
Defined in <SDL3_net/SDL_net.h>
int SDLNet_WaitUntilStreamSocketDrained(SDLNet_StreamSocket *sock, Sint32 timeout);
SDLNet_StreamSocket * | sock | the stream socket to wait on. |
Sint32 | timeout | Number of milliseconds to wait for draining to complete. -1 to wait indefinitely, 0 to check once without waiting. |
(int) Returns number of bytes still pending transmission, -1 on failure; call SDL_GetError() for details.
If SDLNet_WriteToStreamSocket() couldn't send all its data immediately, it will queue it to be sent later. This function lets the app sleep until all the data is transmitted.
This function takes a timeout value, represented in milliseconds, of how long to wait for transmission to complete. Specifying a timeout of -1 instructs the library to wait indefinitely, and a timeout of 0 just checks the current status and returns immediately (and is functionally equivalent to calling SDLNet_GetStreamSocketPendingWrites).
If you don't want your program to block, you can call SDLNet_GetStreamSocketPendingWrites from time to time until you get a result <= 0.
If the connection has failed (remote side dropped us, or one of a million other networking failures occurred), this function will report failure by returning -1. Stream sockets only report failure for unrecoverable conditions; once a stream socket fails, you should assume it is no longer usable and should destroy it with SDL_DestroyStreamSocket().
You should not operate on the same socket from multiple threads at the same time without supplying a serialization mechanism. However, different threads may access different sockets at the same time without problems.
This function is available since SDL_Net 3.0.0.