Gio.Socket.prototype.bind
function bind(address: Gio.SocketAddress, allow_reuse: Boolean): Boolean {
// Gjs wrapper for g_socket_bind()
}
When a socket is created it is attached to an address family, but it doesn't have an address in this family. Gio.Socket.prototype.bind assigns the address (sometimes called name) of the socket.
It is generally required to bind to a local address before you can receive connections. (See Gio.Socket.prototype.listen and Gio.Socket.prototype.accept ). In certain situations, you may also want to bind a socket that will be used to initiate connections, though this is not normally required.
If socket is a TCP socket, then allow_reuse controls the setting of the `SO_REUSEADDR` socket option; normally it should be true for server sockets (sockets that you will eventually call Gio.Socket.prototype.accept on), and false for client sockets. (Failing to set this flag on a server socket may cause Gio.Socket.prototype.bind to return Gio.IOErrorEnum.address_in_use if the server program is stopped and then immediately restarted.)
If socket is a UDP socket, then allow_reuse determines whether or not other UDP sockets can be bound to the same address at the same time. In particular, you can have several UDP sockets bound to the same address, and they will all receive all of the multicast and broadcast packets sent to that address. (The behavior of unicast UDP packets to an address with multiple listeners is not defined.)
Since 2.22
- address
a Gio.SocketAddress specifying the local address.
- allow_reuse
whether to allow reusing this address
- Returns
true on success, false on error.