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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>
+
+ <p id="footer">
+ &nbsp;::&nbsp; Copyright &copy; 2007-2008 Laurent Gomila, all rights reserved &nbsp;::&nbsp;
+ Documentation generated by <a href="http://www.doxygen.org/" title="doxygen website">doxygen 1.5.2</a> &nbsp;::&nbsp;
+ </p>
+
+ </body>
+</html>