UdpSocket::Send(Packet) is now limited to UdpSocket::MaxDatagramSize, so that data is never split into multiple datagrams, which removes a lot of potential major problems
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@ -115,19 +115,6 @@ protected :
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Udp ///< UDP protocol
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};
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////////////////////////////////////////////////////////////
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/// \brief Structure holding the data of a pending packet
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///
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////////////////////////////////////////////////////////////
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struct PendingPacket
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{
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PendingPacket();
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Uint32 Size; ///< Data of packet size
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std::size_t SizeReceived; ///< Number of size bytes received so far
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std::vector<char> Data; ///< Data of the packet
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};
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////////////////////////////////////////////////////////////
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/// \brief Default constructor
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///
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@ -177,11 +164,6 @@ protected :
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////////////////////////////////////////////////////////////
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void Close();
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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PendingPacket myPendingPacket; ///< Temporary data of the packet currently being received
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private :
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friend class SocketSelector;
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@ -182,7 +182,27 @@ public :
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////////////////////////////////////////////////////////////
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Status Receive(Packet& packet);
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private:
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friend class TcpListener;
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////////////////////////////////////////////////////////////
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/// \brief Structure holding the data of a pending packet
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///
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////////////////////////////////////////////////////////////
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struct PendingPacket
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{
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PendingPacket();
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Uint32 Size; ///< Data of packet size
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std::size_t SizeReceived; ///< Number of size bytes received so far
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std::vector<char> Data; ///< Data of the packet
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};
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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PendingPacket myPendingPacket; ///< Temporary data of the packet currently being received
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};
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} // namespace sf
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@ -29,6 +29,7 @@
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Network/Socket.hpp>
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#include <vector>
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namespace sf
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@ -146,10 +147,9 @@ public :
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////////////////////////////////////////////////////////////
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/// \brief Send a formatted packet of data to a remote peer
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///
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/// Unlike the other version of Send, this function can accept
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/// data sizes greater than UdpSocket::MaxDatagramSize.
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/// If necessary, the data will be split and sent in multiple
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/// datagrams.
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/// Make sure that the packet size is not greater than
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/// UdpSocket::MaxDatagramSize, otherwise this function will
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/// fail and no data will be sent.
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///
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/// \param packet Packet to send
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/// \param remoteAddress Address of the receiver
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@ -180,6 +180,13 @@ public :
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///
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////////////////////////////////////////////////////////////
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Status Receive(Packet& packet, IpAddress& remoteAddress, unsigned short& remotePort);
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private:
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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std::vector<char> myBuffer; ///< Temporary buffer holding the received data in Receive(Packet)
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};
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} // namespace sf
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@ -196,23 +203,36 @@ public :
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/// connecting once to a remote host, like TCP sockets,
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/// it can send to and receive from any host at any time.
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///
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/// It is a datagram protocol: bounded blocks of data (datagrams)
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/// are transfered over the network rather than a continuous
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/// stream of data (TCP). Therefore, one call to Send will always
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/// match one call to Receive (if the datagram is not lost),
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/// with the same data that was sent.
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///
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/// The UDP protocol is lightweight but unreliable. Unreliable
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/// means that the data may be corrupted, duplicated, lost or
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/// arrive out of order. UDP is generally used for real-time
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/// communication (audio or video streaming, real-time games,
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/// etc.) where speed is crucial and corrupted data
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/// doesn't matter much.
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/// means that datagrams may be duplicated, be lost or
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/// arrive reordered. However, if a datagram arrives, its
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/// data is guaranteed to be valid.
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///
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/// UDP is generally used for real-time communication
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/// (audio or video streaming, real-time games, etc.) where
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/// speed is crucial and lost data doesn't matter much.
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///
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/// Sending and receiving data can use either the low-level
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/// or the high-level functions. The low-level functions
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/// process a raw sequence of bytes, and cannot ensure that
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/// one call to Send will exactly match one call to Receive
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/// at the other end of the socket.
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/// process a raw sequence of bytes, whereas the high-level
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/// interface uses packets (see sf::Packet), which are easier
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/// to use and provide more safety regarding the data that is
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/// exchanged. You can look at the sf::Packet class to get
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/// more details about how they work.
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///
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/// The high-level interface uses packets (see sf::Packet),
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/// which are easier to use and provide more safety regarding
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/// the data that is exchanged. You can look at the sf::Packet
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/// class to get more details about how they work.
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/// It is important to note that UdpSocket is unable to send
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/// datagrams bigger than MaxDatagramSize. In this case, it
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/// returns an error and doesn't send anything. This applies
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/// to both raw data and packets. Indeed, even packets are
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/// unable to split and recompose data, due to the unreliability
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/// of the protocol (dropped, mixed or duplicated datagrams may
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/// lead to a big mess when trying to recompose a packet).
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///
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/// If the socket is bound to a port, it is automatically
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/// unbound from it when the socket is destroyed. However,
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@ -131,19 +131,6 @@ void Socket::Close()
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priv::SocketImpl::Close(mySocket);
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mySocket = priv::SocketImpl::InvalidSocket();
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}
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// Reset the pending packet data
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myPendingPacket = PendingPacket();
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}
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////////////////////////////////////////////////////////////
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Socket::PendingPacket::PendingPacket() :
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Size (0),
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SizeReceived(0),
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Data ()
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{
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}
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} // namespace sf
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@ -197,8 +197,11 @@ Socket::Status TcpSocket::Connect(const IpAddress& remoteAddress, unsigned short
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////////////////////////////////////////////////////////////
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void TcpSocket::Disconnect()
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{
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// Simply close the socket
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// Close the socket
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Close();
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// Reset the pending packet data
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myPendingPacket = PendingPacket();
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}
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@ -354,4 +357,14 @@ Socket::Status TcpSocket::Receive(Packet& packet)
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return Done;
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}
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////////////////////////////////////////////////////////////
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TcpSocket::PendingPacket::PendingPacket() :
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Size (0),
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SizeReceived(0),
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Data ()
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{
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}
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} // namespace sf
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@ -37,7 +37,8 @@ namespace sf
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{
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////////////////////////////////////////////////////////////
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UdpSocket::UdpSocket() :
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Socket(Udp)
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Socket (Udp),
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myBuffer(MaxDatagramSize)
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{
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}
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@ -154,70 +155,38 @@ Socket::Status UdpSocket::Receive(char* data, std::size_t size, std::size_t& rec
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////////////////////////////////////////////////////////////
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Socket::Status UdpSocket::Send(Packet& packet, const IpAddress& remoteAddress, unsigned short remotePort)
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{
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// As the UDP protocol preserves datagrams boundaries, we don't have to
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// send the packet size first (it would even be a potential source of bug, if
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// that size arrives corrupted), but we must split the packet into multiple
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// pieces if data size is greater than the maximum datagram size.
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// UDP is a datagram-oriented protocol (as opposed to TCP which is a stream protocol).
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// Sending one datagram is almost safe: it may be lost but if it's received, then its data
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// is guaranteed to be ok. However, splitting a packet into multiple datagrams would be highly
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// unreliable, since datagrams may be reordered, dropped or mixed between different sources.
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// That's why SFML imposes a limit on packet size so that they can be sent in a single datagram.
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// This also removes the overhead associated to packets -- there's no size to send in addition
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// to the packet's data.
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// Get the data to send from the packet
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std::size_t size = 0;
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const char* data = packet.OnSend(size);
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// If size is greater than MaxDatagramSize, the data must be split into multiple datagrams
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while (size >= MaxDatagramSize)
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{
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Status status = Send(data, MaxDatagramSize, remoteAddress, remotePort);
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if (status != Done)
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return status;
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data += MaxDatagramSize;
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size -= MaxDatagramSize;
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}
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// It is important to send a final datagram with a size < MaxDatagramSize,
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// even if it is zero, to mark the end of the packet
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return Send(data, size, remoteAddress, remotePort);
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// Send it
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return Send(data, std::min(size, static_cast<std::size_t>(MaxDatagramSize)), remoteAddress, remotePort);
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}
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////////////////////////////////////////////////////////////
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Socket::Status UdpSocket::Receive(Packet& packet, IpAddress& remoteAddress, unsigned short& remotePort)
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{
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// First clear the variables to fill
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packet.Clear();
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remoteAddress = IpAddress();
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remotePort = 0;
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// See the detailed comment in Send(Packet) above.
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// Receive datagrams
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// Receive the datagram
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std::size_t received = 0;
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std::size_t size = myPendingPacket.Data.size();
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do
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{
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// Make room in the data buffer for a new datagram
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myPendingPacket.Data.resize(size + MaxDatagramSize);
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char* data = &myPendingPacket.Data[0] + size;
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Status status = Receive(&myBuffer[0], myBuffer.size(), received, remoteAddress, remotePort);
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// Receive the datagram
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Status status = Receive(data, MaxDatagramSize, received, remoteAddress, remotePort);
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// If we received valid data, we can copy it to the user packet
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packet.Clear();
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if ((status == Done) && (received > 0))
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packet.OnReceive(&myBuffer[0], received);
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// Check for errors
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if (status != Done)
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{
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myPendingPacket.Data.resize(size + received);
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return status;
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}
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}
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while (received == MaxDatagramSize);
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// We have received all the packet data: we can copy it to the user packet
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std::size_t actualSize = size + received;
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if (actualSize > 0)
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packet.OnReceive(&myPendingPacket.Data[0], actualSize);
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// Clear the pending packet data
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myPendingPacket = PendingPacket();
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return Done;
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return status;
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}
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