Sockets can now handle properly the situation where the packet size is received in multiple chunks
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/trunk@1433 4e206d99-4929-0410-ac5d-dfc041789085
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@ -214,8 +214,10 @@ private :
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// Member data
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////////////////////////////////////////////////////////////
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SocketHelper::SocketType mySocket; ///< Socket descriptor
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std::vector<char> myPendingPacket; ///< Data of the current pending packet, if any (in non-blocking mode)
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Int32 myPendingPacketSize; ///< Size of the current pending packet, if any (in non-blocking mode)
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Uint32 myPendingHeader; ///< Data of the current pending packet header, if any
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Uint32 myPendingHeaderSize; ///< Size of the current pending packet header, if any
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std::vector<char> myPendingPacket; ///< Data of the current pending packet, if any
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Int32 myPendingPacketSize; ///< Size of the current pending packet, if any
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bool myIsBlocking; ///< Is the socket blocking or non-blocking ?
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};
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@ -215,8 +215,10 @@ private :
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////////////////////////////////////////////////////////////
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SocketHelper::SocketType mySocket; ///< Socket identifier
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unsigned short myPort; ///< Port to which the socket is bound
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std::vector<char> myPendingPacket; ///< Data of the current pending packet, if any (in non-blocking mode)
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Int32 myPendingPacketSize; ///< Size of the current pending packet, if any (in non-blocking mode)
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Uint32 myPendingHeader; ///< Data of the current pending packet header, if any
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Uint32 myPendingHeaderSize; ///< Size of the current pending packet header, if any
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std::vector<char> myPendingPacket; ///< Data of the current pending packet, if any
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Int32 myPendingPacketSize; ///< Size of the current pending packet, if any
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bool myIsBlocking; ///< Is the socket blocking or non-blocking ?
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};
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@ -344,11 +344,20 @@ Socket::Status SocketTCP::Receive(Packet& PacketToReceive)
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std::size_t Received = 0;
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if (myPendingPacketSize < 0)
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{
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Socket::Status Status = Receive(reinterpret_cast<char*>(&PacketSize), sizeof(PacketSize), Received);
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// Loop until we've received the entire size of the packet
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// (even a 4 bytes variable may be received in more than one call)
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while (myPendingHeaderSize < sizeof(myPendingHeader))
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{
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char* Data = reinterpret_cast<char*>(&myPendingHeader) + myPendingHeaderSize;
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Socket::Status Status = Receive(Data, sizeof(myPendingHeader) - myPendingHeaderSize, Received);
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myPendingHeaderSize += Received;
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if (Status != Socket::Done)
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return Status;
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}
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PacketSize = ntohl(PacketSize);
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PacketSize = ntohl(myPendingHeader);
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myPendingHeaderSize = 0;
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}
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else
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{
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@ -472,6 +481,7 @@ void SocketTCP::Create(SocketHelper::SocketType Descriptor)
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myIsBlocking = true;
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// Reset the pending packet
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myPendingHeaderSize = 0;
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myPendingPacket.clear();
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myPendingPacketSize = -1;
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@ -244,20 +244,25 @@ Socket::Status SocketUDP::Send(Packet& PacketToSend, const IPAddress& Address, u
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////////////////////////////////////////////////////////////
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Socket::Status SocketUDP::Receive(Packet& PacketToReceive, IPAddress& Address, unsigned short& Port)
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{
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// This is not safe at all, as data can be lost, duplicated, or arrive in a different order.
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// So if a packet is split into more than one chunk, nobody knows what could happen...
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// Conclusion : we shouldn't use packets with UDP, unless we build a more complex protocol on top of it.
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// We start by getting the size of the incoming packet
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Uint32 PacketSize = 0;
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std::size_t Received = 0;
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if (myPendingPacketSize < 0)
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{
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Socket::Status Status = Receive(reinterpret_cast<char*>(&PacketSize), sizeof(PacketSize), Received, Address, Port);
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// Loop until we've received the entire size of the packet
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// (even a 4 bytes variable may be received in more than one call)
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while (myPendingHeaderSize < sizeof(myPendingHeader))
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{
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char* Data = reinterpret_cast<char*>(&myPendingHeader) + myPendingHeaderSize;
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Socket::Status Status = Receive(Data, sizeof(myPendingHeader) - myPendingHeaderSize, Received, Address, Port);
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myPendingHeaderSize += Received;
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if (Status != Socket::Done)
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return Status;
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}
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PacketSize = ntohl(PacketSize);
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PacketSize = ntohl(myPendingHeader);
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myPendingHeaderSize = 0;
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}
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else
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{
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@ -265,9 +270,6 @@ Socket::Status SocketUDP::Receive(Packet& PacketToReceive, IPAddress& Address, u
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PacketSize = myPendingPacketSize;
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}
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// Clear the user packet
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PacketToReceive.Clear();
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// Use another address instance for receiving the packet data ;
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// chunks of data coming from a different sender will be discarded (and lost...)
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IPAddress Sender;
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@ -402,6 +404,7 @@ void SocketUDP::Create(SocketHelper::SocketType Descriptor)
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myPort = 0;
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// Reset the pending packet
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myPendingHeaderSize = 0;
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myPendingPacket.clear();
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myPendingPacketSize = -1;
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