491 lines
15 KiB
C++
491 lines
15 KiB
C++
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////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2008 Laurent Gomila (laurent.gom@gmail.com)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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// you must not claim that you wrote the original software.
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// If you use this software in a product, an acknowledgment
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// in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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// and must not be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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//
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Network/SocketTCP.hpp>
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#include <SFML/Network/IPAddress.hpp>
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#include <SFML/Network/Packet.hpp>
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#include <SFML/Network/SocketHelper.hpp>
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#include <algorithm>
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#include <iostream>
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#include <string.h>
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#ifdef _MSC_VER
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#pragma warning(disable : 4127) // "conditional expression is constant" generated by the FD_SET macro
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#endif
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namespace sf
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{
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////////////////////////////////////////////////////////////
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/// Default constructor
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////////////////////////////////////////////////////////////
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SocketTCP::SocketTCP()
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{
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Create(SocketHelper::InvalidSocket());
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}
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////////////////////////////////////////////////////////////
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/// Change the blocking state of the socket
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////////////////////////////////////////////////////////////
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void SocketTCP::SetBlocking(bool Blocking)
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{
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// Make sure our socket is valid
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if (!IsValid())
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Create();
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SocketHelper::SetBlocking(mySocket, Blocking);
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myIsBlocking = Blocking;
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}
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////////////////////////////////////////////////////////////
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/// Connect to another computer on a specified port
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////////////////////////////////////////////////////////////
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Socket::Status SocketTCP::Connect(unsigned short Port, const IPAddress& HostAddress, float Timeout)
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{
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// Make sure our socket is valid
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if (!IsValid())
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Create();
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// Build the host address
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sockaddr_in SockAddr;
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memset(SockAddr.sin_zero, 0, sizeof(SockAddr.sin_zero));
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SockAddr.sin_addr.s_addr = inet_addr(HostAddress.ToString().c_str());
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SockAddr.sin_family = AF_INET;
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SockAddr.sin_port = htons(Port);
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if (Timeout <= 0)
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{
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// ----- We're not using a timeout : just try to connect -----
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if (connect(mySocket, reinterpret_cast<sockaddr*>(&SockAddr), sizeof(SockAddr)) == -1)
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{
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// Failed to connect
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return SocketHelper::GetErrorStatus();
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}
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// Connection succeeded
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return Socket::Done;
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}
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else
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{
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// ----- We're using a timeout : we'll need a few tricks to make it work -----
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// Save the previous blocking state
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bool IsBlocking = myIsBlocking;
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// Switch to non-blocking to enable our connection timeout
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if (IsBlocking)
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SetBlocking(false);
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// Try to connect to host
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if (connect(mySocket, reinterpret_cast<sockaddr*>(&SockAddr), sizeof(SockAddr)) >= 0)
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{
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// We got instantly connected! (it may no happen a lot...)
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return Socket::Done;
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}
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// Get the error status
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Socket::Status Status = SocketHelper::GetErrorStatus();
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// If we were in non-blocking mode, return immediatly
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if (!IsBlocking)
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return Status;
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// Otherwise, wait until something happens to our socket (success, timeout or error)
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if (Status == Socket::NotReady)
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{
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// Setup the selector
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fd_set Selector;
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FD_ZERO(&Selector);
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FD_SET(mySocket, &Selector);
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// Setup the timeout
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timeval Time;
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Time.tv_sec = static_cast<long>(Timeout);
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Time.tv_usec = (static_cast<long>(Timeout * 1000) % 1000) * 1000;
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// Wait for something to write on our socket (would mean the connection has been accepted)
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if (select(static_cast<int>(mySocket + 1), NULL, &Selector, NULL, &Time) > 0)
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{
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// Connection succeeded
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Status = Socket::Done;
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}
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else
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{
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// Failed to connect before timeout is over
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Status = SocketHelper::GetErrorStatus();
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}
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}
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// Switch back to blocking mode
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SetBlocking(true);
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return Status;
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}
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}
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////////////////////////////////////////////////////////////
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/// Listen to a specified port for incoming data or connections
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////////////////////////////////////////////////////////////
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bool SocketTCP::Listen(unsigned short Port)
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{
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// Make sure our socket is valid
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if (!IsValid())
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Create();
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// Build the address
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sockaddr_in SockAddr;
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memset(SockAddr.sin_zero, 0, sizeof(SockAddr.sin_zero));
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SockAddr.sin_addr.s_addr = htonl(INADDR_ANY);
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SockAddr.sin_family = AF_INET;
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SockAddr.sin_port = htons(Port);
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// Bind the socket to the specified port
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if (bind(mySocket, reinterpret_cast<sockaddr*>(&SockAddr), sizeof(SockAddr)) == -1)
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{
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// Not likely to happen, but...
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std::cerr << "Failed to bind socket to port " << Port << std::endl;
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return false;
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}
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// Listen to the bound port
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if (listen(mySocket, 0) == -1)
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{
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// Oops, socket is deaf
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std::cerr << "Failed to listen to port " << Port << std::endl;
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return false;
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}
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return true;
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}
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////////////////////////////////////////////////////////////
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/// Wait for a connection (must be listening to a port).
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/// This function will block if the socket is blocking
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////////////////////////////////////////////////////////////
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Socket::Status SocketTCP::Accept(SocketTCP& Connected, IPAddress* Address)
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{
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// Address that will be filled with client informations
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sockaddr_in ClientAddress;
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SocketHelper::LengthType Length = sizeof(ClientAddress);
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// Accept a new connection
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Connected = accept(mySocket, reinterpret_cast<sockaddr*>(&ClientAddress), &Length);
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// Check errors
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if (!Connected.IsValid())
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{
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if (Address)
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*Address = IPAddress();
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return SocketHelper::GetErrorStatus();
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}
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// Fill address if requested
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if (Address)
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*Address = IPAddress(inet_ntoa(ClientAddress.sin_addr));
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return Socket::Done;
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}
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////////////////////////////////////////////////////////////
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/// Send an array of bytes to the host (must be connected first)
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////////////////////////////////////////////////////////////
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Socket::Status SocketTCP::Send(const char* Data, std::size_t Size)
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{
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// First check that socket is valid
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if (!IsValid())
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return Socket::Error;
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// Check parameters
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if (Data && Size)
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{
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// Loop until every byte has been sent
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int Sent = 0;
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int SizeToSend = static_cast<int>(Size);
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for (int Length = 0; Length < SizeToSend; Length += Sent)
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{
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// Send a chunk of data
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Sent = send(mySocket, Data + Length, SizeToSend - Length, 0);
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// Check if an error occured
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if (Sent <= 0)
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return SocketHelper::GetErrorStatus();
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}
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return Socket::Done;
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}
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else
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{
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// Error...
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std::cerr << "Cannot send data over the network (invalid parameters)" << std::endl;
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return Socket::Error;
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}
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}
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////////////////////////////////////////////////////////////
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/// Receive an array of bytes from the host (must be connected first).
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/// This function will block if the socket is blocking
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////////////////////////////////////////////////////////////
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Socket::Status SocketTCP::Receive(char* Data, std::size_t MaxSize, std::size_t& SizeReceived)
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{
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// First clear the size received
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SizeReceived = 0;
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// Check that socket is valid
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if (!IsValid())
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return Socket::Error;
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// Check parameters
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if (Data && MaxSize)
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{
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// Receive a chunk of bytes
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int Received = recv(mySocket, Data, static_cast<int>(MaxSize), 0);
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// Check the number of bytes received
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if (Received > 0)
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{
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SizeReceived = static_cast<std::size_t>(Received);
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return Socket::Done;
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}
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else if (Received == 0)
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{
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return Socket::Disconnected;
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}
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else
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{
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return SocketHelper::GetErrorStatus();
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}
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}
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else
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{
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// Error...
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std::cerr << "Cannot receive data from the network (invalid parameters)" << std::endl;
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return Socket::Error;
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}
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}
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////////////////////////////////////////////////////////////
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/// Send a packet of data to the host (must be connected first)
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////////////////////////////////////////////////////////////
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Socket::Status SocketTCP::Send(Packet& PacketToSend)
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{
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// Get the data to send from the packet
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std::size_t DataSize = 0;
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const char* Data = PacketToSend.OnSend(DataSize);
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// Send the packet size
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Uint32 PacketSize = htonl(static_cast<unsigned long>(DataSize));
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Send(reinterpret_cast<const char*>(&PacketSize), sizeof(PacketSize));
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// Send the packet data
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if (PacketSize > 0)
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{
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return Send(Data, DataSize);
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}
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else
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{
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return Socket::Done;
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}
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}
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////////////////////////////////////////////////////////////
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/// Receive a packet from the host (must be connected first).
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/// This function will block if the socket is blocking
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////////////////////////////////////////////////////////////
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Socket::Status SocketTCP::Receive(Packet& PacketToReceive)
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{
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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);
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if (Status != Socket::Done)
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return Status;
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PacketSize = ntohl(PacketSize);
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}
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else
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{
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// There is a pending packet : we already know its size
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PacketSize = myPendingPacketSize;
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}
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// Then loop until we receive all the packet data
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char Buffer[1024];
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while (myPendingPacket.size() < PacketSize)
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{
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// Receive a chunk of data
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std::size_t SizeToGet = std::min(static_cast<std::size_t>(PacketSize - myPendingPacket.size()), sizeof(Buffer));
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Socket::Status Status = Receive(Buffer, SizeToGet, Received);
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if (Status != Socket::Done)
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{
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// We must save the size of the pending packet until we can receive its content
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if (Status == Socket::NotReady)
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myPendingPacketSize = PacketSize;
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return Status;
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}
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// Append it into the packet
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if (Received > 0)
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{
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myPendingPacket.resize(myPendingPacket.size() + Received);
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char* Begin = &myPendingPacket[0] + myPendingPacket.size() - Received;
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memcpy(Begin, Buffer, Received);
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}
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}
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// We have received all the datas : we can copy it to the user packet, and clear our internal packet
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PacketToReceive.Clear();
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if (!myPendingPacket.empty())
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PacketToReceive.OnReceive(&myPendingPacket[0], myPendingPacket.size());
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myPendingPacket.clear();
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myPendingPacketSize = -1;
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return Socket::Done;
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}
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////////////////////////////////////////////////////////////
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/// Close the socket
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////////////////////////////////////////////////////////////
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bool SocketTCP::Close()
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{
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if (IsValid())
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{
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if (!SocketHelper::Close(mySocket))
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{
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std::cerr << "Failed to close socket" << std::endl;
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return false;
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}
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mySocket = SocketHelper::InvalidSocket();
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}
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myIsBlocking = true;
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return true;
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}
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////////////////////////////////////////////////////////////
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/// Check if the socket is in a valid state ; this function
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/// can be called any time to check if the socket is OK
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////////////////////////////////////////////////////////////
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bool SocketTCP::IsValid() const
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{
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return mySocket != SocketHelper::InvalidSocket();
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}
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////////////////////////////////////////////////////////////
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/// Comparison operator ==
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////////////////////////////////////////////////////////////
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bool SocketTCP::operator ==(const SocketTCP& Other) const
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{
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return mySocket == Other.mySocket;
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}
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////////////////////////////////////////////////////////////
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/// Comparison operator !=
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////////////////////////////////////////////////////////////
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bool SocketTCP::operator !=(const SocketTCP& Other) const
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{
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return mySocket != Other.mySocket;
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}
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////////////////////////////////////////////////////////////
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/// Comparison operator <.
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/// Provided for compatibility with standard containers, as
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/// comparing two sockets doesn't make much sense...
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////////////////////////////////////////////////////////////
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bool SocketTCP::operator <(const SocketTCP& Other) const
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{
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return mySocket < Other.mySocket;
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}
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////////////////////////////////////////////////////////////
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/// Construct the socket from a socket descriptor
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/// (for internal use only)
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////////////////////////////////////////////////////////////
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SocketTCP::SocketTCP(SocketHelper::SocketType Descriptor)
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{
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Create(Descriptor);
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}
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////////////////////////////////////////////////////////////
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/// Create the socket
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////////////////////////////////////////////////////////////
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void SocketTCP::Create(SocketHelper::SocketType Descriptor)
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{
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// Use the given socket descriptor, or get a new one
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mySocket = Descriptor ? Descriptor : socket(PF_INET, SOCK_STREAM, 0);
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myIsBlocking = true;
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// Reset the pending packet
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myPendingPacket.clear();
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myPendingPacketSize = -1;
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// Setup default options
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if (IsValid())
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{
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// To avoid the "Address already in use" error message when trying to bind to the same port
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int Yes = 1;
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if (setsockopt(mySocket, SOL_SOCKET, SO_REUSEADDR, reinterpret_cast<char*>(&Yes), sizeof(Yes)) == -1)
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{
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std::cerr << "Failed to set socket option \"SO_REUSEADDR\" ; "
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<< "binding to a same port may fail if too fast" << std::endl;
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}
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// Disable the Nagle algorithm (ie. removes buffering of TCP packets)
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if (setsockopt(mySocket, IPPROTO_TCP, TCP_NODELAY, reinterpret_cast<char*>(&Yes), sizeof(Yes)) == -1)
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{
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std::cerr << "Failed to set socket option \"TCP_NODELAY\" ; "
|
||
|
<< "all your TCP packets will be buffered" << std::endl;
|
||
|
}
|
||
|
|
||
|
// Set blocking by default (should always be the case anyway)
|
||
|
SetBlocking(true);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
} // namespace sf
|