2009-05-08 17:04:11 +00:00
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////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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2009-06-29 15:51:35 +00:00
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// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)
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2009-05-08 17:04:11 +00:00
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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/SocketUDP.hpp>
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#include <SFML/Network/IPAddress.hpp>
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#include <SFML/Network/Packet.hpp>
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#include <algorithm>
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#include <iostream>
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#include <string.h>
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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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SocketUDP::SocketUDP()
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{
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Create();
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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 SocketUDP::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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/// Bind the socket to a specific port
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////////////////////////////////////////////////////////////
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bool SocketUDP::Bind(unsigned short Port)
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{
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// Check if the socket is already bound to the specified port
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if (myPort != Port)
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{
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2009-06-29 15:51:35 +00:00
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// If the socket was previously bound to another port, we need to unbind it first
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Unbind();
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2009-05-08 17:04:11 +00:00
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if (Port != 0)
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{
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// Build an address with the specified port
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sockaddr_in Addr;
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Addr.sin_family = AF_INET;
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Addr.sin_port = htons(Port);
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Addr.sin_addr.s_addr = INADDR_ANY;
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memset(Addr.sin_zero, 0, sizeof(Addr.sin_zero));
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// Bind the socket to the port
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if (bind(mySocket, reinterpret_cast<sockaddr*>(&Addr), sizeof(Addr)) == -1)
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{
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std::cerr << "Failed to bind the socket to port " << Port << std::endl;
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myPort = 0;
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return false;
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}
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}
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// Save the new port
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myPort = Port;
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}
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return true;
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}
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////////////////////////////////////////////////////////////
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/// Unbind the socket to its previous port
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////////////////////////////////////////////////////////////
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bool SocketUDP::Unbind()
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{
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// To unbind the socket, we just recreate it
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if (myPort != 0)
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{
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Close();
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Create();
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myPort = 0;
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}
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return true;
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}
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////////////////////////////////////////////////////////////
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/// Send an array of bytes
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////////////////////////////////////////////////////////////
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Socket::Status SocketUDP::Send(const char* Data, std::size_t Size, const IPAddress& Address, unsigned short Port)
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{
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// Make sure the socket is valid
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if (!IsValid())
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Create();
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// Check parameters
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if (Data && Size)
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{
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// Build the target address
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sockaddr_in Target;
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Target.sin_family = AF_INET;
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Target.sin_port = htons(Port);
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Target.sin_addr.s_addr = inet_addr(Address.ToString().c_str());
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memset(Target.sin_zero, 0, sizeof(Target.sin_zero));
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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 = sendto(mySocket, Data + Length, SizeToSend - Length, 0, reinterpret_cast<sockaddr*>(&Target), sizeof(Target));
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// Check errors
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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.
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/// This function will block if the socket is blocking
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////////////////////////////////////////////////////////////
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2009-06-29 15:51:35 +00:00
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Socket::Status SocketUDP::Receive(char* Data, std::size_t MaxSize, std::size_t& SizeReceived, IPAddress& Address, unsigned short& Port)
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2009-05-08 17:04:11 +00:00
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{
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// First clear the size received
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SizeReceived = 0;
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// Make sure the socket is bound to a port
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if (myPort == 0)
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{
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std::cerr << "Failed to receive data ; the UDP socket first needs to be bound to a port" << std::endl;
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return Socket::Error;
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}
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// Make sure the socket is valid
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if (!IsValid())
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Create();
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// Check parameters
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if (Data && MaxSize)
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{
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// Data that will be filled with the other computer's address
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sockaddr_in Sender;
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Sender.sin_family = AF_INET;
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2009-06-29 15:51:35 +00:00
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Sender.sin_port = 0;
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2009-05-08 17:04:11 +00:00
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Sender.sin_addr.s_addr = INADDR_ANY;
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memset(Sender.sin_zero, 0, sizeof(Sender.sin_zero));
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SocketHelper::LengthType SenderSize = sizeof(Sender);
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// Receive a chunk of bytes
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int Received = recvfrom(mySocket, Data, static_cast<int>(MaxSize), 0, reinterpret_cast<sockaddr*>(&Sender), &SenderSize);
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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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Address = IPAddress(inet_ntoa(Sender.sin_addr));
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2009-06-29 15:51:35 +00:00
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Port = ntohs(Sender.sin_port);
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2009-05-08 17:04:11 +00:00
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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
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{
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Address = IPAddress();
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2009-06-29 15:51:35 +00:00
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Port = 0;
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2009-05-08 17:04:11 +00:00
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return Received == 0 ? Socket::Disconnected : 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
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////////////////////////////////////////////////////////////
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Socket::Status SocketUDP::Send(Packet& PacketToSend, const IPAddress& Address, unsigned short Port)
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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), Address, Port);
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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, Address, Port);
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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.
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/// This function will block if the socket is blocking
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////////////////////////////////////////////////////////////
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2009-06-29 15:51:35 +00:00
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Socket::Status SocketUDP::Receive(Packet& PacketToReceive, IPAddress& Address, unsigned short& Port)
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2009-05-08 17:04:11 +00:00
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{
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// This is not safe at all, as data can be lost, duplicated, or arrive in a different order.
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// So if a packet is split into more than one chunk, nobody knows what could happen...
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// Conclusion : we shouldn't use packets with UDP, unless we build a more complex protocol on top of it.
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// We start by getting the size of the incoming packet
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Uint32 PacketSize = 0;
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std::size_t Received = 0;
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if (myPendingPacketSize < 0)
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{
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2009-06-29 15:51:35 +00:00
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Socket::Status Status = Receive(reinterpret_cast<char*>(&PacketSize), sizeof(PacketSize), Received, Address, Port);
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2009-05-08 17:04:11 +00:00
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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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// Clear the user packet
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PacketToReceive.Clear();
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// Use another address instance for receiving the packet data ;
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// chunks of data coming from a different sender will be discarded (and lost...)
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IPAddress Sender;
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2009-06-29 15:51:35 +00:00
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unsigned short SenderPort;
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2009-05-08 17:04:11 +00:00
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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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2009-06-29 15:51:35 +00:00
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Socket::Status Status = Receive(Buffer, SizeToGet, Received, Sender, SenderPort);
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2009-05-08 17:04:11 +00:00
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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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2009-06-29 15:51:35 +00:00
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if ((Sender == Address) && (SenderPort == Port) && (Received > 0))
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2009-05-08 17:04:11 +00:00
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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 SocketUDP::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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myPort = 0;
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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 SocketUDP::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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/// Get the port the socket is currently bound to
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////////////////////////////////////////////////////////////
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unsigned short SocketUDP::GetPort() const
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{
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return myPort;
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}
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////////////////////////////////////////////////////////////
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/// Comparison operator ==
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////////////////////////////////////////////////////////////
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bool SocketUDP::operator ==(const SocketUDP& 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 SocketUDP::operator !=(const SocketUDP& 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 SocketUDP::operator <(const SocketUDP& 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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SocketUDP::SocketUDP(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 SocketUDP::Create(SocketHelper::SocketType Descriptor)
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|
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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_DGRAM, 0);
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|
myIsBlocking = true;
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|
// Clear the last port used
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|
myPort = 0;
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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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|
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|
|
std::cerr << "Failed to set socket option \"reuse address\" ; "
|
|
|
|
|
<< "binding to a same port may fail if too fast" << std::endl;
|
|
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|
|
}
|
|
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|
|
// Enable broadcast by default
|
|
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|
|
if (setsockopt(mySocket, SOL_SOCKET, SO_BROADCAST, reinterpret_cast<char*>(&Yes), sizeof(Yes)) == -1)
|
|
|
|
|
{
|
|
|
|
|
std::cerr << "Failed to enable broadcast on UDP socket" << std::endl;
|
|
|
|
|
}
|
|
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|
|
// Set blocking by default (should always be the case anyway)
|
|
|
|
|
SetBlocking(true);
|
|
|
|
|
}
|
|
|
|
|
}
|
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} // namespace sf
|