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Home/ Questions/Q 7715871
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Editorial Team
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Editorial Team
Asked: June 1, 20262026-06-01T02:29:44+00:00 2026-06-01T02:29:44+00:00

I’m trying to add some simple peer-to-peer connection functionality to an iOS library. Coding

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I’m trying to add some simple peer-to-peer connection functionality to an iOS library. Coding for outgoing connections was simple enough; a call to CFStreamCreatePairWithSocketToHost connects to a remote host and sets up streams for reading/writing from/to it. Simple enough.

However, I couldn’t find an equivalently easy way to set up a socket to listen for/accept incoming connections. So I went back to basics and used socket(), bind(), listen(), and accept() to implement low-level connection handling, patterned largely after the example here:

http://www.pcs.cnu.edu/~dgame/sockets/server.c

That’s all fine, but now that I’m able to accept incoming connections I’m wondering how to go about creating CFReadStream and CFWriteStream instances to manage them. Is there a straightforward way of doing so?

As an aside, I’m aware that a CocoaAsyncSocket library exists that supports asynchronous server sockets, but I’m really not interested in an async solution.

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  1. Editorial Team
    Editorial Team
    2026-06-01T02:29:46+00:00Added an answer on June 1, 2026 at 2:29 am

    Okay, turns out that the answer was actually fairly simple. You can use:

    void CFStreamCreatePairWithSocket (
        CFAllocatorRef alloc,
        CFSocketNativeHandle sock,
        CFReadStreamRef *readStream,
        CFWriteStreamRef *writeStream
    );
    

    …to bind a CFReadStream and CFWriteStream to an already connected socket. That flow seems a little backwards to me (i.e. what if bytes have already been read from the socket, etc., and why isn’t it possible to just bind something to the listening/server socket such that every time a new connection is accepted corresponding CFReadStream and CFWriteStream instances are automatically set up?), but whatever.

    The code goes like:

    int connectedSocketId = accept(socketId, (struct sockaddr *)&clientSocket, &addrlen);
    if (connectedSocketId != -1) {
        //successful connection
        CFReadStreamRef clientInput = NULL;
        CFWriteStreamRef clientOutput = NULL;
        CFStreamCreatePairWithSocket(kCFAllocatorDefault, connectedSocketId, &clientInput, &clientOutput);
    
        if (clientInput && clientOutput) {
            CFReadStreamSetProperty(clientInput, kCFStreamPropertyShouldCloseNativeSocket, kCFBooleanTrue);
            CFWriteStreamSetProperty(clientOutput, kCFStreamPropertyShouldCloseNativeSocket, kCFBooleanTrue);
            if (! CFReadStreamOpen(clientInput) || ! CFWriteStreamOpen(clientOutput)) {
                NSLog(@"Could not initialize streams!");
            }
            else {
                //use the streams
            }
        }
    }
    

    So the important things to realize were:

    1. It’s not necessary to bind anything to the socket you are listening on; instead it’s possible to bind CFReadStream and CFWriteStream instances arbitrarily to any already connected socket, even if you’ve already read/written data from/to it.

    2. For all its fancy verboseness, a CFSocketNativeHandle is just an int. Oh how I loathe unnecessary aliasing of primitive types to things that sound like they aren’t primitive types.

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