How to use SCNetworkReachability in Swift
(This answer was extended repeatedly due to changes in the Swift language, which made it a bit confusing. I have now rewritten it and removed everything which refers to Swift 1.x. The older code can be found in the edit history if somebody needs it.)
This is how you would do it in Swift 2.0 (Xcode 7):
import SystemConfiguration
func connectedToNetwork() -> Bool {
var zeroAddress = sockaddr_in()
zeroAddress.sin_len = UInt8(sizeofValue(zeroAddress))
zeroAddress.sin_family = sa_family_t(AF_INET)
guard let defaultRouteReachability = withUnsafePointer(&zeroAddress, {
SCNetworkReachabilityCreateWithAddress(nil, UnsafePointer($0))
}) else {
return false
}
var flags : SCNetworkReachabilityFlags = []
if !SCNetworkReachabilityGetFlags(defaultRouteReachability, &flags) {
return false
}
let isReachable = flags.contains(.Reachable)
let needsConnection = flags.contains(.ConnectionRequired)
return (isReachable && !needsConnection)
}
Explanations:
-
As of Swift 1.2 (Xcode 6.3), imported C structs have a default initializer in Swift, which initializes all of the struct's fields to zero, so the socket address structure can be initialized with
var zeroAddress = sockaddr_in()
-
sizeofValue()
gives the size of this structure, this has to be converted toUInt8
forsin_len
:zeroAddress.sin_len = UInt8(sizeofValue(zeroAddress))
-
AF_INET
is anInt32
, this has to be converted to the correct type forsin_family
:zeroAddress.sin_family = sa_family_t(AF_INET)
withUnsafePointer(&zeroAddress) { ... }
passes the address of the structure to the closure where it is used as argument forSCNetworkReachabilityCreateWithAddress()
. TheUnsafePointer($0)
conversion is needed because that function expects a pointer tosockaddr
, notsockaddr_in
.The value returned from
withUnsafePointer()
is the return value fromSCNetworkReachabilityCreateWithAddress()
and that has the typeSCNetworkReachability?
, i.e. it is an optional. Theguard let
statement (a new feature in Swift 2.0) assigns the unwrapped value to thedefaultRouteReachability
variable if it is notnil
. Otherwise theelse
block is executed and the function returns.- As of Swift 2,
SCNetworkReachabilityCreateWithAddress()
returns a managed object. You don't have to release it explicitly. -
As of Swift 2,
SCNetworkReachabilityFlags
conforms toOptionSetType
which has a set-like interface. You create an empty flags variable withvar flags : SCNetworkReachabilityFlags = []
and check for flags with
let isReachable = flags.contains(.Reachable) let needsConnection = flags.contains(.ConnectionRequired)
The second parameter of
SCNetworkReachabilityGetFlags
has the typeUnsafeMutablePointer<SCNetworkReachabilityFlags>
, which means that you have to pass the address of the flags variable.
Note also that registering a notifier callback is possible as of Swift 2, compare Working with C APIs from Swift and Swift 2 - UnsafeMutablePointer<Void> to object.
Update for Swift 3/4:
Unsafe pointers cannot be simply be converted to a pointer of a different type anymore (see - SE-0107 UnsafeRawPointer API). Here the updated code:
import SystemConfiguration
func connectedToNetwork() -> Bool {
var zeroAddress = sockaddr_in()
zeroAddress.sin_len = UInt8(MemoryLayout<sockaddr_in>.size)
zeroAddress.sin_family = sa_family_t(AF_INET)
guard let defaultRouteReachability = withUnsafePointer(to: &zeroAddress, {
$0.withMemoryRebound(to: sockaddr.self, capacity: 1) {
SCNetworkReachabilityCreateWithAddress(nil, $0)
}
}) else {
return false
}
var flags: SCNetworkReachabilityFlags = []
if !SCNetworkReachabilityGetFlags(defaultRouteReachability, &flags) {
return false
}
let isReachable = flags.contains(.reachable)
let needsConnection = flags.contains(.connectionRequired)
return (isReachable && !needsConnection)
}
Swift 3, IPv4, IPv6
Based on the Martin R's answer:
import SystemConfiguration
func isConnectedToNetwork() -> Bool {
guard let flags = getFlags() else { return false }
let isReachable = flags.contains(.reachable)
let needsConnection = flags.contains(.connectionRequired)
return (isReachable && !needsConnection)
}
func getFlags() -> SCNetworkReachabilityFlags? {
guard let reachability = ipv4Reachability() ?? ipv6Reachability() else {
return nil
}
var flags = SCNetworkReachabilityFlags()
if !SCNetworkReachabilityGetFlags(reachability, &flags) {
return nil
}
return flags
}
func ipv6Reachability() -> SCNetworkReachability? {
var zeroAddress = sockaddr_in6()
zeroAddress.sin6_len = UInt8(MemoryLayout<sockaddr_in>.size)
zeroAddress.sin6_family = sa_family_t(AF_INET6)
return withUnsafePointer(to: &zeroAddress, {
$0.withMemoryRebound(to: sockaddr.self, capacity: 1) {
SCNetworkReachabilityCreateWithAddress(nil, $0)
}
})
}
func ipv4Reachability() -> SCNetworkReachability? {
var zeroAddress = sockaddr_in()
zeroAddress.sin_len = UInt8(MemoryLayout<sockaddr_in>.size)
zeroAddress.sin_family = sa_family_t(AF_INET)
return withUnsafePointer(to: &zeroAddress, {
$0.withMemoryRebound(to: sockaddr.self, capacity: 1) {
SCNetworkReachabilityCreateWithAddress(nil, $0)
}
})
}
This has nothing to do with Swift, but the best solution is to NOT use Reachability to determine whether the network is online. Just make your connection and handle errors if it fails. Making a connection can at times fire up the dormant offline radios.
The one valid use of Reachability is to use it to notify you when a network transitions from offline to online. At that point you should retry failed connections.
Swift 5, Using NWPathMonitor
import Network
func configureNetworkMonitor(){
let monitor = NWPathMonitor()
monitor.pathUpdateHandler = { path in
if path.status != .satisfied {
print("not connected")
}
else if path.usesInterfaceType(.cellular) {
print("Cellular")
}
else if path.usesInterfaceType(.wifi) {
print("WIFI")
}
else if path.usesInterfaceType(.wiredEthernet) {
print("Ethernet")
}
else if path.usesInterfaceType(.other){
print("Other")
}else if path.usesInterfaceType(.loopback){
print("Loop Back")
}
}
monitor.start(queue: DispatchQueue.global(qos: .background))
}