bool block,
out int error);
#endif
-#if !NET_2_1 || MONOTOUCH
+
public bool Blocking {
get {
return(blocking);
blocking=value;
}
}
-#endif
+
public bool Connected {
get { return connected; }
internal set { connected = value; }
if (ep.Address.Equals (IPAddress.Any) || ep.Address.Equals (IPAddress.IPv6Any))
throw new SocketException ((int) SocketError.AddressNotAvailable);
-#if NET_2_1 && !MONOTOUCH
+#if MOONLIGHT
if (protocol_type != ProtocolType.Tcp)
throw new SocketException ((int) SocketError.AccessDenied);
#elif NET_2_0
[MethodImplAttribute(MethodImplOptions.InternalCall)]
extern static bool Poll_internal (IntPtr socket, SelectMode mode, int timeout, out int error);
-#if !NET_2_1 || MONOTOUCH
/* This overload is needed as the async Connect method
* also needs to check the socket error status, but
* getsockopt(..., SO_ERROR) clears the error.
return result;
}
-#endif
+
[MethodImplAttribute(MethodImplOptions.InternalCall)]
private extern static int Receive_internal(IntPtr sock,
byte[] buffer,
#endif
}
-#if NET_2_1 && !MONOTOUCH
+#if MOONLIGHT
static void CheckConnect (SocketAsyncEventArgs e)
{
// NO check is made whether e != null in MS.NET (NRE is thrown in such case)