Net Namespace Reference
Detailed Description
The Nebula3 Net subsystem offers simple client/server-style communication using the TCP protocol over LAN or internet connections. It is not intended for highlevel game-oriented communication with lobbies, session management and synchronisation of player data. This will be provided in higher level Nebula3 networking subsystems.Working with IP addresses
An IpAddress object identifies a communication endpoint by host name or tcp/ip address and a port number. IpAddress objects can be created in a number of ways:
// from TCP/IP address and port number: IpAddress ipAddr("192.168.0.2", 1234); // from host name and port number: IpAddress ipAddr("www.radonlabs.de", 1234); // from the local host (127.0.0.1) and port number: IpAddress ipAddr("localhost", 1234); // from the "any" address (0.0.0.0) and a port number: IpAddress ipAddr("any", 1234); // from the broadcast address (255.255.255.255) and a port number: IpAddress ipAddr("broadcast", 1234); // from the host's first valid network adapter's address and a port number IpAddress ipAddr("self", 1234); // from the host's first valid network adapter connected to the internet and a port number: IpAddress ipAddr("insetself", 1234); // from an URI which defines a host name and a port number: IpAddress ipAddr(IO::URI("http://www.radonlabs.de:2100"));
An IpAddress object can be used to lookup a TCP/IP address from a host name:
IpAddress ipAddr("www.radonlabs.de", 0);
String numericalAddr = ipAddr.GetHostAddr();
Setting Up A Client/Server System
The Net subsystem provides an easy-to-use TCP-based client/server system implemented in the classes TcpServer and TcpClient using the TCP protocol. Any number of TcpClients can be served by a single TcpServer simultanously.Setting up a server is done like this:
using namespace Net; Ptr<TcpServer> tcpServer = TcpServer::Create(); tcpServer->SetAddress(IpAddress("any", 2352)); if (tcpServer->Open()) { // TcpServer successfully opened }
This will setup the server to listen on port 2352 for incoming client connection requests.
To communicate with the TcpServer, a TcpClient object needs to be setup on the client side:
using namespace Net; Ptr<TcpClient> tcpClient = TcpClient::Create(); tcpClient->SetBlocking(false); tcpClient->SetAddress(IpAddress("localhost", 2352)); TcpClient::Result res = tcpClient->Connect();
This assumes that the server is running on the same machine as the client (since the client connects to "localhost").
In a non-blocking scenario as above, the Connect() method will either return with TcpClient::Success (which means the connection is established), or more likely with TcpClient::Connecting, in this case the connection hasn't been established yet, and the application needs to continue calling the Connect() method. In the case of an connection error, the return code TcpClient::Error will be returned.
In a blocking scenario the Connect() method will not return until either the connection has been established (result would be TcpClient::Success) or an error occured (TcpClient::Error).
- Note:
- An interactive application should never block during network communication and instead should provide continouos feedback to the user what's going on.
For sending and receiving data, IO::Stream objects are used. By attaching IO::StreamReader and IO::StreamWriter objects to the communication streams it is very easy to encode and decode data from the stream.
- Note:
- Send-data is not sent immediately, instead the data will accumulate in the send stream until the Send() method is called.
using namespace Net; using namespace IO; // obtain pointer to client's send stream and attach a TextWriter const Ptr<Stream>& sendStream = tcpClient->GetSendStream(); Ptr<TextWriter> textWriter = TextWriter::Create(); textWriter->SetStream(sendStream); textWriter->Open()) textWriter->WriteString("Hello Server"); textWriter->Close(); // send off the data to the server if (this->tcpClient->Send()) { // data has been sent }
To receive client data on the server side, the application needs to poll for TcpClientConnection which contain data from clients frequently (e.g. once per frame). More then one TcpClientConnection may be waiting for processing, thus the processing loop should look like this:
using namespace Util; using namespace IO; using namespace Net; // get array of client connections which received data since the last time Array<Ptr<TcpClientConnection>> recvConns = tcpServer->Recv(); IndexT i; for (i = 0; i < recvConns.Size(); i++) { // get receive stream from current connection, attach a text reader and read content Ptr<TextReader> textReader = TextReader::Create(); textReader->SetStream(recvConns[i]->GetRecvStream()); textReader->Open(); String str = textReader->ReadString(); textReader->Close(); // process received string and send response back to client // create a TextWriter and attach it to the send stream of the client connection Ptr<TextWriter> textWriter = TextWriter::Create(); textWriter->SetStream(recvConns[i]->GetSendStream()); textWriter->Open(); textWriter->WriteString("Hello Client"); textWriter->Close(); // finally send the response back to the client recvConns[i]->Send(); }
To get server responses on the client side, call the TcpClient::Recv() method which will block until data arrives (in blocking mode), or come back immediately (in non-blocking mode) and return true when data from the server is available:
using namespace Net; using namespace IO; // check if data is available from the server if (tcpClient->Recv()) { // yep, data is available, get the recv stream and read the data from it const Ptr<Stream>& recvStream = tcpClient->GetRecvStream(); Ptr<TextReader> textReader = TextReader::Create(); textReader->SetStream(recvStream); textReader->Open(); String responseString = textReader->ReadString(); n_printf("The server said: %s\n", responseString.AsCharPtr()); textReader->Close(); }
A client should also check whether the connection is still up by calling the IsConnected() method. If the connection has been dropped for some reason, this method will return false.
- Note:
- TcpServer and TcpClient do not implement an underlying communication protocol which enables them to work with "foreign" clients and servers (for instance, a TcpServer could work with standard web browsers as client, and a TcpClient class could communicate with a standard HTTP server).
Byte Order Issues
Servers and clients may run on CPUs with different byte order. If binary data is sent over a network connection, the data must be converted into a "network byte order" which both clients agree on. Nebula3 offers automatic byte order conversion in the IO::BinaryReader and IO::BinaryWriter classes. Simply call the following methods before reading from or writing to a network communication stream:
binaryReader->SetStreamByteOrder(System::ByteOrder::Network); binaryWriter->SetStreamByteOrder(System::ByteOrder::Network);
The Socket Class
The Net subsystem provides a Socket class which wraps the traditional socket functions into a C++ interface. Usually an application doesn't use Socket class directly and instead uses higher level networking classes like TcpServer. But if that's not possible for some reason the Socket class is much more convenient then working directly with socket functions.
Data Structures | |
class | DebugMessage |
class | DebugPacket |
class | MessageClient |
class | MessageClientConnection |
class | Socket |
class | StdTcpClient |
class | StdTcpClientConnection |
class | StdTcpServer |
class | TcpClient |
class | TcpClientConnection |
class | TcpMessageCodec |
class | TcpServer |
class | IpAddress |