Sophie

Sophie

distrib > Mandriva > 2010.0 > i586 > media > contrib-release > by-pkgid > ed1483a4d9709d82850bb84cf25535e7 > files > 118

sfml-1.5-1mdv2010.0.i586.rpm

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<h1>SocketUDP.cpp</h1><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 
<a name="l00002"></a>00002 <span class="comment">//</span>
<a name="l00003"></a>00003 <span class="comment">// SFML - Simple and Fast Multimedia Library</span>
<a name="l00004"></a>00004 <span class="comment">// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)</span>
<a name="l00005"></a>00005 <span class="comment">//</span>
<a name="l00006"></a>00006 <span class="comment">// This software is provided 'as-is', without any express or implied warranty.</span>
<a name="l00007"></a>00007 <span class="comment">// In no event will the authors be held liable for any damages arising from the use of this software.</span>
<a name="l00008"></a>00008 <span class="comment">//</span>
<a name="l00009"></a>00009 <span class="comment">// Permission is granted to anyone to use this software for any purpose,</span>
<a name="l00010"></a>00010 <span class="comment">// including commercial applications, and to alter it and redistribute it freely,</span>
<a name="l00011"></a>00011 <span class="comment">// subject to the following restrictions:</span>
<a name="l00012"></a>00012 <span class="comment">//</span>
<a name="l00013"></a>00013 <span class="comment">// 1. The origin of this software must not be misrepresented;</span>
<a name="l00014"></a>00014 <span class="comment">//    you must not claim that you wrote the original software.</span>
<a name="l00015"></a>00015 <span class="comment">//    If you use this software in a product, an acknowledgment</span>
<a name="l00016"></a>00016 <span class="comment">//    in the product documentation would be appreciated but is not required.</span>
<a name="l00017"></a>00017 <span class="comment">//</span>
<a name="l00018"></a>00018 <span class="comment">// 2. Altered source versions must be plainly marked as such,</span>
<a name="l00019"></a>00019 <span class="comment">//    and must not be misrepresented as being the original software.</span>
<a name="l00020"></a>00020 <span class="comment">//</span>
<a name="l00021"></a>00021 <span class="comment">// 3. This notice may not be removed or altered from any source distribution.</span>
<a name="l00022"></a>00022 <span class="comment">//</span>
<a name="l00024"></a>00024 <span class="comment"></span>
<a name="l00026"></a>00026 <span class="comment">// Headers</span>
<a name="l00028"></a>00028 <span class="comment"></span><span class="preprocessor">#include &lt;SFML/Network/SocketUDP.hpp&gt;</span>
<a name="l00029"></a>00029 <span class="preprocessor">#include &lt;SFML/Network/IPAddress.hpp&gt;</span>
<a name="l00030"></a>00030 <span class="preprocessor">#include &lt;SFML/Network/Packet.hpp&gt;</span>
<a name="l00031"></a>00031 <span class="preprocessor">#include &lt;algorithm&gt;</span>
<a name="l00032"></a>00032 <span class="preprocessor">#include &lt;iostream&gt;</span>
<a name="l00033"></a>00033 <span class="preprocessor">#include &lt;string.h&gt;</span>
<a name="l00034"></a>00034 
<a name="l00035"></a>00035 
<a name="l00036"></a>00036 <span class="keyword">namespace </span>sf
<a name="l00037"></a>00037 {
<a name="l00041"></a><a class="code" href="classsf_1_1SocketUDP.htm#844e648922eccd86d4815d19472bb901">00041</a> <a class="code" href="classsf_1_1SocketUDP.htm#844e648922eccd86d4815d19472bb901" title="Default constructor.">SocketUDP::SocketUDP</a>()
<a name="l00042"></a>00042 {
<a name="l00043"></a>00043     Create();
<a name="l00044"></a>00044 }
<a name="l00045"></a>00045 
<a name="l00046"></a>00046 
<a name="l00050"></a><a class="code" href="classsf_1_1SocketUDP.htm#128ebfff7472dfdd330b46b719e06fd6">00050</a> <span class="keywordtype">void</span> <a class="code" href="classsf_1_1SocketUDP.htm#128ebfff7472dfdd330b46b719e06fd6" title="Change the blocking state of the socket.">SocketUDP::SetBlocking</a>(<span class="keywordtype">bool</span> Blocking)
<a name="l00051"></a>00051 {
<a name="l00052"></a>00052     <span class="comment">// Make sure our socket is valid</span>
<a name="l00053"></a>00053     <span class="keywordflow">if</span> (!<a class="code" href="classsf_1_1SocketUDP.htm#ffecb97b84b51dea691934f9195abc1f" title="Check if the socket is in a valid state ; this function can be called any time to...">IsValid</a>())
<a name="l00054"></a>00054         Create();
<a name="l00055"></a>00055 
<a name="l00056"></a>00056     <a class="code" href="classsf_1_1SocketUDP.htm#128ebfff7472dfdd330b46b719e06fd6" title="Change the blocking state of the socket.">SocketHelper::SetBlocking</a>(mySocket, Blocking);
<a name="l00057"></a>00057     myIsBlocking = Blocking;
<a name="l00058"></a>00058 }
<a name="l00059"></a>00059 
<a name="l00060"></a>00060 
<a name="l00064"></a><a class="code" href="classsf_1_1SocketUDP.htm#4a7e364fd39aa7338f0822d849323a5d">00064</a> <span class="keywordtype">bool</span> <a class="code" href="classsf_1_1SocketUDP.htm#4a7e364fd39aa7338f0822d849323a5d" title="Bind the socket to a specific port.">SocketUDP::Bind</a>(<span class="keywordtype">unsigned</span> <span class="keywordtype">short</span> Port)
<a name="l00065"></a>00065 {
<a name="l00066"></a>00066     <span class="comment">// Check if the socket is already bound to the specified port</span>
<a name="l00067"></a>00067     <span class="keywordflow">if</span> (myPort != Port)
<a name="l00068"></a>00068     {
<a name="l00069"></a>00069         <span class="comment">// If the socket was previously bound to another port, we need to unbind it first</span>
<a name="l00070"></a>00070         <a class="code" href="classsf_1_1SocketUDP.htm#6f6b448b8ab63913dad5d6906645081c" title="Unbind the socket from its previous port, if any.">Unbind</a>();
<a name="l00071"></a>00071 
<a name="l00072"></a>00072         <span class="keywordflow">if</span> (Port != 0)
<a name="l00073"></a>00073         {
<a name="l00074"></a>00074             <span class="comment">// Build an address with the specified port</span>
<a name="l00075"></a>00075             sockaddr_in Addr;
<a name="l00076"></a>00076             Addr.sin_family      = AF_INET;
<a name="l00077"></a>00077             Addr.sin_port        = htons(Port);
<a name="l00078"></a>00078             Addr.sin_addr.s_addr = INADDR_ANY;
<a name="l00079"></a>00079             memset(Addr.sin_zero, 0, <span class="keyword">sizeof</span>(Addr.sin_zero));
<a name="l00080"></a>00080 
<a name="l00081"></a>00081             <span class="comment">// Bind the socket to the port</span>
<a name="l00082"></a>00082             <span class="keywordflow">if</span> (bind(mySocket, reinterpret_cast&lt;sockaddr*&gt;(&amp;Addr), <span class="keyword">sizeof</span>(Addr)) == -1)
<a name="l00083"></a>00083             {
<a name="l00084"></a>00084                 std::cerr &lt;&lt; <span class="stringliteral">"Failed to bind the socket to port "</span> &lt;&lt; Port &lt;&lt; std::endl;
<a name="l00085"></a>00085                 myPort = 0;
<a name="l00086"></a>00086                 <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l00087"></a>00087             }
<a name="l00088"></a>00088         }
<a name="l00089"></a>00089 
<a name="l00090"></a>00090         <span class="comment">// Save the new port</span>
<a name="l00091"></a>00091         myPort = Port;
<a name="l00092"></a>00092     }
<a name="l00093"></a>00093 
<a name="l00094"></a>00094     <span class="keywordflow">return</span> <span class="keyword">true</span>;
<a name="l00095"></a>00095 }
<a name="l00096"></a>00096 
<a name="l00097"></a>00097 
<a name="l00101"></a><a class="code" href="classsf_1_1SocketUDP.htm#6f6b448b8ab63913dad5d6906645081c">00101</a> <span class="keywordtype">bool</span> <a class="code" href="classsf_1_1SocketUDP.htm#6f6b448b8ab63913dad5d6906645081c" title="Unbind the socket from its previous port, if any.">SocketUDP::Unbind</a>()
<a name="l00102"></a>00102 {
<a name="l00103"></a>00103     <span class="comment">// To unbind the socket, we just recreate it</span>
<a name="l00104"></a>00104     <span class="keywordflow">if</span> (myPort != 0)
<a name="l00105"></a>00105     {
<a name="l00106"></a>00106         <a class="code" href="classsf_1_1SocketUDP.htm#c9abf54c9ced16b55ddef46973cd1a58" title="Close the socket.">Close</a>();
<a name="l00107"></a>00107         Create();
<a name="l00108"></a>00108         myPort = 0;
<a name="l00109"></a>00109     }
<a name="l00110"></a>00110 
<a name="l00111"></a>00111     <span class="keywordflow">return</span> <span class="keyword">true</span>;
<a name="l00112"></a>00112 }
<a name="l00113"></a>00113 
<a name="l00114"></a>00114 
<a name="l00118"></a><a class="code" href="classsf_1_1SocketUDP.htm#bce9f533dd86c0fd8fbe26b7efce3bc2">00118</a> Socket::Status <a class="code" href="classsf_1_1SocketUDP.htm#bce9f533dd86c0fd8fbe26b7efce3bc2" title="Send an array of bytes.">SocketUDP::Send</a>(<span class="keyword">const</span> <span class="keywordtype">char</span>* Data, std::size_t Size, <span class="keyword">const</span> <a class="code" href="classsf_1_1IPAddress.htm" title="IPAddress provides easy manipulation of IP v4 addresses.">IPAddress</a>&amp; Address, <span class="keywordtype">unsigned</span> <span class="keywordtype">short</span> Port)
<a name="l00119"></a>00119 {
<a name="l00120"></a>00120     <span class="comment">// Make sure the socket is valid</span>
<a name="l00121"></a>00121     <span class="keywordflow">if</span> (!<a class="code" href="classsf_1_1SocketUDP.htm#ffecb97b84b51dea691934f9195abc1f" title="Check if the socket is in a valid state ; this function can be called any time to...">IsValid</a>())
<a name="l00122"></a>00122         Create();
<a name="l00123"></a>00123 
<a name="l00124"></a>00124     <span class="comment">// Check parameters</span>
<a name="l00125"></a>00125     <span class="keywordflow">if</span> (Data &amp;&amp; Size)
<a name="l00126"></a>00126     {
<a name="l00127"></a>00127         <span class="comment">// Build the target address</span>
<a name="l00128"></a>00128         sockaddr_in Target;
<a name="l00129"></a>00129         Target.sin_family      = AF_INET;
<a name="l00130"></a>00130         Target.sin_port        = htons(Port);
<a name="l00131"></a>00131         Target.sin_addr.s_addr = inet_addr(Address.<a class="code" href="classsf_1_1IPAddress.htm#76eadca85be545b5c1c68a4d0dc1c643" title="Get a string representation of the address.">ToString</a>().c_str());
<a name="l00132"></a>00132         memset(Target.sin_zero, 0, <span class="keyword">sizeof</span>(Target.sin_zero));
<a name="l00133"></a>00133 
<a name="l00134"></a>00134         <span class="comment">// Loop until every byte has been sent</span>
<a name="l00135"></a>00135         <span class="keywordtype">int</span> Sent = 0;
<a name="l00136"></a>00136         <span class="keywordtype">int</span> SizeToSend = <span class="keyword">static_cast&lt;</span><span class="keywordtype">int</span><span class="keyword">&gt;</span>(Size);
<a name="l00137"></a>00137         <span class="keywordflow">for</span> (<span class="keywordtype">int</span> Length = 0; Length &lt; SizeToSend; Length += Sent)
<a name="l00138"></a>00138         {
<a name="l00139"></a>00139             <span class="comment">// Send a chunk of data</span>
<a name="l00140"></a>00140             Sent = sendto(mySocket, Data + Length, SizeToSend - Length, 0, reinterpret_cast&lt;sockaddr*&gt;(&amp;Target), <span class="keyword">sizeof</span>(Target));
<a name="l00141"></a>00141 
<a name="l00142"></a>00142             <span class="comment">// Check errors</span>
<a name="l00143"></a>00143             <span class="keywordflow">if</span> (Sent &lt;= 0)
<a name="l00144"></a>00144                 <span class="keywordflow">return</span> <a class="code" href="classsf_1_1SocketHelper.htm#7e634801c53a5a1b2ee16757e2d96a83" title="Get the last socket error status.">SocketHelper::GetErrorStatus</a>();
<a name="l00145"></a>00145         }
<a name="l00146"></a>00146 
<a name="l00147"></a>00147         <span class="keywordflow">return</span> Socket::Done;
<a name="l00148"></a>00148     }
<a name="l00149"></a>00149     <span class="keywordflow">else</span>
<a name="l00150"></a>00150     {
<a name="l00151"></a>00151         <span class="comment">// Error...</span>
<a name="l00152"></a>00152         std::cerr &lt;&lt; <span class="stringliteral">"Cannot send data over the network (invalid parameters)"</span> &lt;&lt; std::endl;
<a name="l00153"></a>00153         <span class="keywordflow">return</span> Socket::Error;
<a name="l00154"></a>00154     }
<a name="l00155"></a>00155 }
<a name="l00156"></a>00156 
<a name="l00157"></a>00157 
<a name="l00162"></a><a class="code" href="classsf_1_1SocketUDP.htm#c6928928fa1d6242db1f8d4176369996">00162</a> Socket::Status <a class="code" href="classsf_1_1SocketUDP.htm#c6928928fa1d6242db1f8d4176369996" title="Receive an array of bytes.">SocketUDP::Receive</a>(<span class="keywordtype">char</span>* Data, std::size_t MaxSize, std::size_t&amp; SizeReceived, <a class="code" href="classsf_1_1IPAddress.htm" title="IPAddress provides easy manipulation of IP v4 addresses.">IPAddress</a>&amp; Address, <span class="keywordtype">unsigned</span> <span class="keywordtype">short</span>&amp; Port)
<a name="l00163"></a>00163 {
<a name="l00164"></a>00164     <span class="comment">// First clear the size received</span>
<a name="l00165"></a>00165     SizeReceived = 0;
<a name="l00166"></a>00166 
<a name="l00167"></a>00167     <span class="comment">// Make sure the socket is bound to a port</span>
<a name="l00168"></a>00168     <span class="keywordflow">if</span> (myPort == 0)
<a name="l00169"></a>00169     {
<a name="l00170"></a>00170         std::cerr &lt;&lt; <span class="stringliteral">"Failed to receive data ; the UDP socket first needs to be bound to a port"</span> &lt;&lt; std::endl;
<a name="l00171"></a>00171         <span class="keywordflow">return</span> Socket::Error;
<a name="l00172"></a>00172     }
<a name="l00173"></a>00173 
<a name="l00174"></a>00174     <span class="comment">// Make sure the socket is valid</span>
<a name="l00175"></a>00175     <span class="keywordflow">if</span> (!<a class="code" href="classsf_1_1SocketUDP.htm#ffecb97b84b51dea691934f9195abc1f" title="Check if the socket is in a valid state ; this function can be called any time to...">IsValid</a>())
<a name="l00176"></a>00176         Create();
<a name="l00177"></a>00177 
<a name="l00178"></a>00178     <span class="comment">// Check parameters</span>
<a name="l00179"></a>00179     <span class="keywordflow">if</span> (Data &amp;&amp; MaxSize)
<a name="l00180"></a>00180     {
<a name="l00181"></a>00181         <span class="comment">// Data that will be filled with the other computer's address</span>
<a name="l00182"></a>00182         sockaddr_in Sender;
<a name="l00183"></a>00183         Sender.sin_family      = AF_INET;
<a name="l00184"></a>00184         Sender.sin_port        = 0;
<a name="l00185"></a>00185         Sender.sin_addr.s_addr = INADDR_ANY;
<a name="l00186"></a>00186         memset(Sender.sin_zero, 0, <span class="keyword">sizeof</span>(Sender.sin_zero));
<a name="l00187"></a>00187         SocketHelper::LengthType SenderSize = <span class="keyword">sizeof</span>(Sender);
<a name="l00188"></a>00188 
<a name="l00189"></a>00189         <span class="comment">// Receive a chunk of bytes</span>
<a name="l00190"></a>00190         <span class="keywordtype">int</span> Received = recvfrom(mySocket, Data, static_cast&lt;int&gt;(MaxSize), 0, reinterpret_cast&lt;sockaddr*&gt;(&amp;Sender), &amp;SenderSize);
<a name="l00191"></a>00191 
<a name="l00192"></a>00192         <span class="comment">// Check the number of bytes received</span>
<a name="l00193"></a>00193         <span class="keywordflow">if</span> (Received &gt; 0)
<a name="l00194"></a>00194         {
<a name="l00195"></a>00195             Address = <a class="code" href="classsf_1_1IPAddress.htm" title="IPAddress provides easy manipulation of IP v4 addresses.">IPAddress</a>(inet_ntoa(Sender.sin_addr));
<a name="l00196"></a>00196             Port = ntohs(Sender.sin_port);
<a name="l00197"></a>00197             SizeReceived = <span class="keyword">static_cast&lt;</span>std::size_t<span class="keyword">&gt;</span>(Received);
<a name="l00198"></a>00198             <span class="keywordflow">return</span> Socket::Done;
<a name="l00199"></a>00199         }
<a name="l00200"></a>00200         <span class="keywordflow">else</span>
<a name="l00201"></a>00201         {
<a name="l00202"></a>00202             Address = <a class="code" href="classsf_1_1IPAddress.htm" title="IPAddress provides easy manipulation of IP v4 addresses.">IPAddress</a>();
<a name="l00203"></a>00203             Port = 0;
<a name="l00204"></a>00204             <span class="keywordflow">return</span> Received == 0 ? Socket::Disconnected : <a class="code" href="classsf_1_1SocketHelper.htm#7e634801c53a5a1b2ee16757e2d96a83" title="Get the last socket error status.">SocketHelper::GetErrorStatus</a>();
<a name="l00205"></a>00205         }
<a name="l00206"></a>00206     }
<a name="l00207"></a>00207     <span class="keywordflow">else</span>
<a name="l00208"></a>00208     {
<a name="l00209"></a>00209         <span class="comment">// Error...</span>
<a name="l00210"></a>00210         std::cerr &lt;&lt; <span class="stringliteral">"Cannot receive data from the network (invalid parameters)"</span> &lt;&lt; std::endl;
<a name="l00211"></a>00211         <span class="keywordflow">return</span> Socket::Error;
<a name="l00212"></a>00212     }
<a name="l00213"></a>00213 }
<a name="l00214"></a>00214 
<a name="l00215"></a>00215 
<a name="l00219"></a><a class="code" href="classsf_1_1SocketUDP.htm#fef698f2544ac0364d422e1e1ba7a5b6">00219</a> Socket::Status <a class="code" href="classsf_1_1SocketUDP.htm#bce9f533dd86c0fd8fbe26b7efce3bc2" title="Send an array of bytes.">SocketUDP::Send</a>(<a class="code" href="classsf_1_1Packet.htm" title="Packet wraps data to send / to receive through the network.">Packet</a>&amp; PacketToSend, <span class="keyword">const</span> <a class="code" href="classsf_1_1IPAddress.htm" title="IPAddress provides easy manipulation of IP v4 addresses.">IPAddress</a>&amp; Address, <span class="keywordtype">unsigned</span> <span class="keywordtype">short</span> Port)
<a name="l00220"></a>00220 {
<a name="l00221"></a>00221     <span class="comment">// Get the data to send from the packet</span>
<a name="l00222"></a>00222     std::size_t DataSize = 0;
<a name="l00223"></a>00223     <span class="keyword">const</span> <span class="keywordtype">char</span>* Data = PacketToSend.<a class="code" href="classsf_1_1Packet.htm#f7572423964fc3baf9ca9fe1e5a28993" title="Called before the packet is sent to the network.">OnSend</a>(DataSize);
<a name="l00224"></a>00224 
<a name="l00225"></a>00225     <span class="comment">// Send the packet size</span>
<a name="l00226"></a>00226     Uint32 PacketSize = htonl(static_cast&lt;unsigned long&gt;(DataSize));
<a name="l00227"></a>00227     <a class="code" href="classsf_1_1SocketUDP.htm#bce9f533dd86c0fd8fbe26b7efce3bc2" title="Send an array of bytes.">Send</a>(reinterpret_cast&lt;const char*&gt;(&amp;PacketSize), <span class="keyword">sizeof</span>(PacketSize), Address, Port);
<a name="l00228"></a>00228 
<a name="l00229"></a>00229     <span class="comment">// Send the packet data</span>
<a name="l00230"></a>00230     <span class="keywordflow">if</span> (PacketSize &gt; 0)
<a name="l00231"></a>00231     {
<a name="l00232"></a>00232         <span class="keywordflow">return</span> <a class="code" href="classsf_1_1SocketUDP.htm#bce9f533dd86c0fd8fbe26b7efce3bc2" title="Send an array of bytes.">Send</a>(Data, DataSize, Address, Port);
<a name="l00233"></a>00233     }
<a name="l00234"></a>00234     <span class="keywordflow">else</span>
<a name="l00235"></a>00235     {
<a name="l00236"></a>00236         <span class="keywordflow">return</span> Socket::Done;
<a name="l00237"></a>00237     }
<a name="l00238"></a>00238 }
<a name="l00239"></a>00239 
<a name="l00240"></a>00240 
<a name="l00245"></a><a class="code" href="classsf_1_1SocketUDP.htm#463bbd635513f2653f072c2f220d2495">00245</a> Socket::Status <a class="code" href="classsf_1_1SocketUDP.htm#c6928928fa1d6242db1f8d4176369996" title="Receive an array of bytes.">SocketUDP::Receive</a>(<a class="code" href="classsf_1_1Packet.htm" title="Packet wraps data to send / to receive through the network.">Packet</a>&amp; PacketToReceive, <a class="code" href="classsf_1_1IPAddress.htm" title="IPAddress provides easy manipulation of IP v4 addresses.">IPAddress</a>&amp; Address, <span class="keywordtype">unsigned</span> <span class="keywordtype">short</span>&amp; Port)
<a name="l00246"></a>00246 {
<a name="l00247"></a>00247     <span class="comment">// This is not safe at all, as data can be lost, duplicated, or arrive in a different order.</span>
<a name="l00248"></a>00248     <span class="comment">// So if a packet is split into more than one chunk, nobody knows what could happen...</span>
<a name="l00249"></a>00249     <span class="comment">// Conclusion : we shouldn't use packets with UDP, unless we build a more complex protocol on top of it.</span>
<a name="l00250"></a>00250 
<a name="l00251"></a>00251     <span class="comment">// We start by getting the size of the incoming packet</span>
<a name="l00252"></a>00252     Uint32      PacketSize = 0;
<a name="l00253"></a>00253     std::size_t Received   = 0;
<a name="l00254"></a>00254     <span class="keywordflow">if</span> (myPendingPacketSize &lt; 0)
<a name="l00255"></a>00255     {
<a name="l00256"></a>00256         Socket::Status Status = <a class="code" href="classsf_1_1SocketUDP.htm#c6928928fa1d6242db1f8d4176369996" title="Receive an array of bytes.">Receive</a>(reinterpret_cast&lt;char*&gt;(&amp;PacketSize), <span class="keyword">sizeof</span>(PacketSize), Received, Address, Port);
<a name="l00257"></a>00257         <span class="keywordflow">if</span> (Status != Socket::Done)
<a name="l00258"></a>00258             <span class="keywordflow">return</span> Status;
<a name="l00259"></a>00259 
<a name="l00260"></a>00260         PacketSize = ntohl(PacketSize);
<a name="l00261"></a>00261     }
<a name="l00262"></a>00262     <span class="keywordflow">else</span>
<a name="l00263"></a>00263     {
<a name="l00264"></a>00264         <span class="comment">// There is a pending packet : we already know its size</span>
<a name="l00265"></a>00265         PacketSize = myPendingPacketSize;
<a name="l00266"></a>00266     }
<a name="l00267"></a>00267 
<a name="l00268"></a>00268     <span class="comment">// Clear the user packet</span>
<a name="l00269"></a>00269     PacketToReceive.<a class="code" href="classsf_1_1Packet.htm#3a7a30fb7a39e59df0cbd773756f60da" title="Clear the packet data.">Clear</a>();
<a name="l00270"></a>00270 
<a name="l00271"></a>00271     <span class="comment">// Use another address instance for receiving the packet data ;</span>
<a name="l00272"></a>00272     <span class="comment">// chunks of data coming from a different sender will be discarded (and lost...)</span>
<a name="l00273"></a>00273     <a class="code" href="classsf_1_1IPAddress.htm" title="IPAddress provides easy manipulation of IP v4 addresses.">IPAddress</a> Sender;
<a name="l00274"></a>00274     <span class="keywordtype">unsigned</span> <span class="keywordtype">short</span> SenderPort;
<a name="l00275"></a>00275 
<a name="l00276"></a>00276     <span class="comment">// Then loop until we receive all the packet data</span>
<a name="l00277"></a>00277     <span class="keywordtype">char</span> Buffer[1024];
<a name="l00278"></a>00278     <span class="keywordflow">while</span> (myPendingPacket.size() &lt; PacketSize)
<a name="l00279"></a>00279     {
<a name="l00280"></a>00280         <span class="comment">// Receive a chunk of data</span>
<a name="l00281"></a>00281         std::size_t SizeToGet = std::min(static_cast&lt;std::size_t&gt;(PacketSize - myPendingPacket.size()), <span class="keyword">sizeof</span>(Buffer));
<a name="l00282"></a>00282         Socket::Status Status = <a class="code" href="classsf_1_1SocketUDP.htm#c6928928fa1d6242db1f8d4176369996" title="Receive an array of bytes.">Receive</a>(Buffer, SizeToGet, Received, Sender, SenderPort);
<a name="l00283"></a>00283         <span class="keywordflow">if</span> (Status != Socket::Done)
<a name="l00284"></a>00284         {
<a name="l00285"></a>00285             <span class="comment">// We must save the size of the pending packet until we can receive its content</span>
<a name="l00286"></a>00286             <span class="keywordflow">if</span> (Status == Socket::NotReady)
<a name="l00287"></a>00287                 myPendingPacketSize = PacketSize;
<a name="l00288"></a>00288             <span class="keywordflow">return</span> Status;
<a name="l00289"></a>00289         }
<a name="l00290"></a>00290 
<a name="l00291"></a>00291         <span class="comment">// Append it into the packet</span>
<a name="l00292"></a>00292         <span class="keywordflow">if</span> ((Sender == Address) &amp;&amp; (SenderPort == Port) &amp;&amp; (Received &gt; 0))
<a name="l00293"></a>00293         {
<a name="l00294"></a>00294             myPendingPacket.resize(myPendingPacket.size() + Received);
<a name="l00295"></a>00295             <span class="keywordtype">char</span>* Begin = &amp;myPendingPacket[0] + myPendingPacket.size() - Received;
<a name="l00296"></a>00296             memcpy(Begin, Buffer, Received);
<a name="l00297"></a>00297         }
<a name="l00298"></a>00298     }
<a name="l00299"></a>00299 
<a name="l00300"></a>00300     <span class="comment">// We have received all the datas : we can copy it to the user packet, and clear our internal packet</span>
<a name="l00301"></a>00301     PacketToReceive.<a class="code" href="classsf_1_1Packet.htm#3a7a30fb7a39e59df0cbd773756f60da" title="Clear the packet data.">Clear</a>();
<a name="l00302"></a>00302     <span class="keywordflow">if</span> (!myPendingPacket.empty())
<a name="l00303"></a>00303         PacketToReceive.<a class="code" href="classsf_1_1Packet.htm#9a480468cc7745863b7c93e0ae449cbd" title="Called after the packet has been received from the network.">OnReceive</a>(&amp;myPendingPacket[0], myPendingPacket.size());
<a name="l00304"></a>00304     myPendingPacket.clear();
<a name="l00305"></a>00305     myPendingPacketSize = -1;
<a name="l00306"></a>00306 
<a name="l00307"></a>00307     <span class="keywordflow">return</span> Socket::Done;
<a name="l00308"></a>00308 }
<a name="l00309"></a>00309 
<a name="l00310"></a>00310 
<a name="l00314"></a><a class="code" href="classsf_1_1SocketUDP.htm#c9abf54c9ced16b55ddef46973cd1a58">00314</a> <span class="keywordtype">bool</span> <a class="code" href="classsf_1_1SocketUDP.htm#c9abf54c9ced16b55ddef46973cd1a58" title="Close the socket.">SocketUDP::Close</a>()
<a name="l00315"></a>00315 {
<a name="l00316"></a>00316     <span class="keywordflow">if</span> (<a class="code" href="classsf_1_1SocketUDP.htm#ffecb97b84b51dea691934f9195abc1f" title="Check if the socket is in a valid state ; this function can be called any time to...">IsValid</a>())
<a name="l00317"></a>00317     {
<a name="l00318"></a>00318         <span class="keywordflow">if</span> (!<a class="code" href="classsf_1_1SocketHelper.htm#ec266cafe3270d1f2e210909b9b6d232" title="Close / destroy a socket.">SocketHelper::Close</a>(mySocket))
<a name="l00319"></a>00319         {
<a name="l00320"></a>00320             std::cerr &lt;&lt; <span class="stringliteral">"Failed to close socket"</span> &lt;&lt; std::endl;
<a name="l00321"></a>00321             <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l00322"></a>00322         }
<a name="l00323"></a>00323 
<a name="l00324"></a>00324         mySocket = <a class="code" href="classsf_1_1SocketHelper.htm#99e426a217cc8847264f837632b4e458" title="Return the value of the invalid socket.">SocketHelper::InvalidSocket</a>();
<a name="l00325"></a>00325     }
<a name="l00326"></a>00326 
<a name="l00327"></a>00327     myPort       = 0;
<a name="l00328"></a>00328     myIsBlocking = <span class="keyword">true</span>;
<a name="l00329"></a>00329 
<a name="l00330"></a>00330     <span class="keywordflow">return</span> <span class="keyword">true</span>;
<a name="l00331"></a>00331 }
<a name="l00332"></a>00332 
<a name="l00333"></a>00333 
<a name="l00338"></a><a class="code" href="classsf_1_1SocketUDP.htm#ffecb97b84b51dea691934f9195abc1f">00338</a> <span class="keywordtype">bool</span> <a class="code" href="classsf_1_1SocketUDP.htm#ffecb97b84b51dea691934f9195abc1f" title="Check if the socket is in a valid state ; this function can be called any time to...">SocketUDP::IsValid</a>()<span class="keyword"> const</span>
<a name="l00339"></a>00339 <span class="keyword"></span>{
<a name="l00340"></a>00340     <span class="keywordflow">return</span> mySocket != <a class="code" href="classsf_1_1SocketHelper.htm#99e426a217cc8847264f837632b4e458" title="Return the value of the invalid socket.">SocketHelper::InvalidSocket</a>();
<a name="l00341"></a>00341 }
<a name="l00342"></a>00342 
<a name="l00343"></a>00343 
<a name="l00347"></a><a class="code" href="classsf_1_1SocketUDP.htm#14f2c68a57a163a5d142acd0c4b022dd">00347</a> <span class="keywordtype">unsigned</span> <span class="keywordtype">short</span> <a class="code" href="classsf_1_1SocketUDP.htm#14f2c68a57a163a5d142acd0c4b022dd" title="Get the port the socket is currently bound to.">SocketUDP::GetPort</a>()<span class="keyword"> const</span>
<a name="l00348"></a>00348 <span class="keyword"></span>{
<a name="l00349"></a>00349     <span class="keywordflow">return</span> myPort;
<a name="l00350"></a>00350 }
<a name="l00351"></a>00351 
<a name="l00352"></a>00352 
<a name="l00356"></a><a class="code" href="classsf_1_1SocketUDP.htm#5e6df73d3b4acf5890bd48229b2d2fa0">00356</a> <span class="keywordtype">bool</span> <a class="code" href="classsf_1_1SocketUDP.htm#5e6df73d3b4acf5890bd48229b2d2fa0" title="Comparison operator ==.">SocketUDP::operator ==</a>(<span class="keyword">const</span> <a class="code" href="classsf_1_1SocketUDP.htm" title="SocketUDP wraps a socket using UDP protocol to send data fastly (but with less safety)...">SocketUDP</a>&amp; Other)<span class="keyword"> const</span>
<a name="l00357"></a>00357 <span class="keyword"></span>{
<a name="l00358"></a>00358     <span class="keywordflow">return</span> mySocket == Other.<a class="code" href="classsf_1_1SocketUDP.htm#95874e9b7b37724e82820b02b8e4a12a" title="Socket identifier.">mySocket</a>;
<a name="l00359"></a>00359 }
<a name="l00360"></a>00360 
<a name="l00361"></a>00361 
<a name="l00365"></a><a class="code" href="classsf_1_1SocketUDP.htm#2cb8111d79d32e456f047132e61acd24">00365</a> <span class="keywordtype">bool</span> <a class="code" href="classsf_1_1SocketUDP.htm#2cb8111d79d32e456f047132e61acd24" title="Comparison operator !=.">SocketUDP::operator !=</a>(<span class="keyword">const</span> <a class="code" href="classsf_1_1SocketUDP.htm" title="SocketUDP wraps a socket using UDP protocol to send data fastly (but with less safety)...">SocketUDP</a>&amp; Other)<span class="keyword"> const</span>
<a name="l00366"></a>00366 <span class="keyword"></span>{
<a name="l00367"></a>00367     <span class="keywordflow">return</span> mySocket != Other.<a class="code" href="classsf_1_1SocketUDP.htm#95874e9b7b37724e82820b02b8e4a12a" title="Socket identifier.">mySocket</a>;
<a name="l00368"></a>00368 }
<a name="l00369"></a>00369 
<a name="l00370"></a>00370 
<a name="l00376"></a><a class="code" href="classsf_1_1SocketUDP.htm#fc35043831c10528cc3e97b959438b95">00376</a> <span class="keywordtype">bool</span> <a class="code" href="classsf_1_1SocketUDP.htm#fc35043831c10528cc3e97b959438b95" title="Comparison operator &amp;lt;.">SocketUDP::operator &lt;</a>(<span class="keyword">const</span> <a class="code" href="classsf_1_1SocketUDP.htm" title="SocketUDP wraps a socket using UDP protocol to send data fastly (but with less safety)...">SocketUDP</a>&amp; Other)<span class="keyword"> const</span>
<a name="l00377"></a>00377 <span class="keyword"></span>{
<a name="l00378"></a>00378     <span class="keywordflow">return</span> mySocket &lt; Other.<a class="code" href="classsf_1_1SocketUDP.htm#95874e9b7b37724e82820b02b8e4a12a" title="Socket identifier.">mySocket</a>;
<a name="l00379"></a>00379 }
<a name="l00380"></a>00380 
<a name="l00381"></a>00381 
<a name="l00386"></a>00386 <a class="code" href="classsf_1_1SocketUDP.htm#844e648922eccd86d4815d19472bb901" title="Default constructor.">SocketUDP::SocketUDP</a>(SocketHelper::SocketType Descriptor)
<a name="l00387"></a>00387 {
<a name="l00388"></a>00388     Create(Descriptor);
<a name="l00389"></a>00389 }
<a name="l00390"></a>00390 
<a name="l00391"></a>00391 
<a name="l00395"></a>00395 <span class="keywordtype">void</span> SocketUDP::Create(SocketHelper::SocketType Descriptor)
<a name="l00396"></a>00396 {
<a name="l00397"></a>00397     <span class="comment">// Use the given socket descriptor, or get a new one</span>
<a name="l00398"></a>00398     mySocket = Descriptor ? Descriptor : socket(PF_INET, SOCK_DGRAM, 0);
<a name="l00399"></a>00399     myIsBlocking = <span class="keyword">true</span>;
<a name="l00400"></a>00400 
<a name="l00401"></a>00401     <span class="comment">// Clear the last port used</span>
<a name="l00402"></a>00402     myPort = 0;
<a name="l00403"></a>00403 
<a name="l00404"></a>00404     <span class="comment">// Reset the pending packet</span>
<a name="l00405"></a>00405     myPendingPacket.clear();
<a name="l00406"></a>00406     myPendingPacketSize = -1;
<a name="l00407"></a>00407 
<a name="l00408"></a>00408     <span class="comment">// Setup default options</span>
<a name="l00409"></a>00409     <span class="keywordflow">if</span> (<a class="code" href="classsf_1_1SocketUDP.htm#ffecb97b84b51dea691934f9195abc1f" title="Check if the socket is in a valid state ; this function can be called any time to...">IsValid</a>())
<a name="l00410"></a>00410     {
<a name="l00411"></a>00411         <span class="comment">// To avoid the "Address already in use" error message when trying to bind to the same port</span>
<a name="l00412"></a>00412         <span class="keywordtype">int</span> Yes = 1;
<a name="l00413"></a>00413         <span class="keywordflow">if</span> (setsockopt(mySocket, SOL_SOCKET, SO_REUSEADDR, reinterpret_cast&lt;char*&gt;(&amp;Yes), <span class="keyword">sizeof</span>(Yes)) == -1)
<a name="l00414"></a>00414         {
<a name="l00415"></a>00415             std::cerr &lt;&lt; <span class="stringliteral">"Failed to set socket option \"reuse address\" ; "</span>
<a name="l00416"></a>00416                       &lt;&lt; <span class="stringliteral">"binding to a same port may fail if too fast"</span> &lt;&lt; std::endl;
<a name="l00417"></a>00417         }
<a name="l00418"></a>00418 
<a name="l00419"></a>00419         <span class="comment">// Enable broadcast by default</span>
<a name="l00420"></a>00420         <span class="keywordflow">if</span> (setsockopt(mySocket, SOL_SOCKET, SO_BROADCAST, reinterpret_cast&lt;char*&gt;(&amp;Yes), <span class="keyword">sizeof</span>(Yes)) == -1)
<a name="l00421"></a>00421         {
<a name="l00422"></a>00422             std::cerr &lt;&lt; <span class="stringliteral">"Failed to enable broadcast on UDP socket"</span> &lt;&lt; std::endl;
<a name="l00423"></a>00423         }
<a name="l00424"></a>00424 
<a name="l00425"></a>00425         <span class="comment">// Set blocking by default (should always be the case anyway)</span>
<a name="l00426"></a>00426         <a class="code" href="classsf_1_1SocketUDP.htm#128ebfff7472dfdd330b46b719e06fd6" title="Change the blocking state of the socket.">SetBlocking</a>(<span class="keyword">true</span>);
<a name="l00427"></a>00427     }
<a name="l00428"></a>00428 }
<a name="l00429"></a>00429 
<a name="l00430"></a>00430 } <span class="comment">// namespace sf</span>
</pre></div></div>

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