[gameprogrammer] Networking for games
- From: Vince <uberneen@xxxxxxxxx>
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Mon, 9 May 2005 06:37:18 -0700 (PDT)
I'm working on a rogue-like that uses client-server
architecture. I've come to the point where I need to
worry about encapsulation and handling partial sends,
etc. Right now when I send messages over the tcp
connection the function loops until all the data is
sent if it wasn't sent the first try, but I'm a little
hung up on the receiving part. Originally I wanted to
terminate commands with \n and figured that I'd loop
through data until I had a complete command and no
fragments. The more I think about it, the more I'm
leaning toward sending the size of the message in
bytes inside my own header. Ultimately I envision
being able to send and recv with confidence using a
[msg type][size][data] format.
Is there an industry standard way of doing this, or is
this sufficient? I'd like to use this framework in
larger projects eventually so I'm looking for
efficiency.
Vince~
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