Re: network programming

  • From: "Tyler Littlefield" <tyler@xxxxxxxxxxxxx>
  • To: <programmingblind@xxxxxxxxxxxxx>
  • Date: Wed, 3 Jun 2009 19:42:24 -0600

Sorry about that, i guess I considered a packet, was just looking at the struct before it actually got encapsolated and everything as a packet, which helps defining. My terminology was a bit off, though.



Thanks,
Tyler Littlefield
Web: tysdomain.com
email: tyler@xxxxxxxxxxxxx
My programs don't have bugs, they're called randomly added features.

----- Original Message ----- From: "Sina Bahram" <sbahram@xxxxxxxxx>
To: <programmingblind@xxxxxxxxxxxxx>
Sent: Wednesday, June 03, 2009 7:40 PM
Subject: RE: network programming


Sure does. Most of us love the stuff, but you mentioned the word packet in your struct, so I wasn't sure if you were doing something really low level.
If so, be prepared for latency and lots of slow down if you're expecting
high throughput traffic on the order of a device driver, but if you're not,
then by all means, totally go xml.

This has an added benefit for you Ty. This allows you to then transparently
use SSL as the encryption mechanism if you so choose.

Take care,
Sina


-----Original Message-----
From: programmingblind-bounce@xxxxxxxxxxxxx
[mailto:programmingblind-bounce@xxxxxxxxxxxxx] On Behalf Of Tyler
Littlefield
Sent: Wednesday, June 03, 2009 9:09 PM
To: programmingblind@xxxxxxxxxxxxx
Subject: Re: network programming

xml makes sense, as it's easier to manage and manipulate, and as mentioned
it's flexable.

Thanks,
Tyler Littlefield
Web: tysdomain.com
email: tyler@xxxxxxxxxxxxx
My programs don't have bugs, they're called randomly added features.

----- Original Message ----- From: "Ken Perry" <whistler@xxxxxxxxxxxxx>
To: <programmingblind@xxxxxxxxxxxxx>
Sent: Wednesday, June 03, 2009 7:06 PM
Subject: RE: network programming



That is how I do it with my commercial game server however I am shifting
to
using xml as the structure where you can still use the sockets and the
write
and read but the packets are xml for better error checking.  The current
way
I do it leaves a mess at the receiving end and you can't make its o
someone
can easily write a client for your game if you want that ability with pure
binary.  I mean sure you can tell the person read 8 bites for this and 9
for
that but it's much easier if they can use an xml parser to get your data.
Not only that but it's easier for you to up keep in the long run which is
why xml structures are becoming the norm. All the boost library does that

I
suggested is packet he data into a xml structure from a class or a
structure
with no work then you send it by horse, space ship or pipe to the distant
end and use the same boost to unpack it.  Its fast and takes no work from
the coder.  Not only that but as Tialor wants its open source for that
matter I think it's all c++ headers at least most of the library is just
headers.

Ken

Ken


Ken

-----Original Message-----
From: programmingblind-bounce@xxxxxxxxxxxxx
[mailto:programmingblind-bounce@xxxxxxxxxxxxx] On Behalf Of Sina Bahram
Sent: Wednesday, June 03, 2009 8:39 PM
To: programmingblind@xxxxxxxxxxxxx
Subject: RE: network programming

On the other hand, if you're dealing with actual packets, you might want
to
just use the write command and  write the binary structure to the socket.

Take care,
Sina


-----Original Message-----
From: programmingblind-bounce@xxxxxxxxxxxxx
[mailto:programmingblind-bounce@xxxxxxxxxxxxx] On Behalf Of Ken Perry
Sent: Wednesday, June 03, 2009 7:14 PM
To: programmingblind@xxxxxxxxxxxxx
Subject: RE: network programming


Me I would use boost library and the serialize class that makes it simple
to
turn a structure or class into an xml structure and extract it on the
other
end.

Ken

-----Original Message-----
From: programmingblind-bounce@xxxxxxxxxxxxx
[mailto:programmingblind-bounce@xxxxxxxxxxxxx] On Behalf Of Tyler
Littlefield
Sent: Wednesday, June 03, 2009 12:37 PM
To: programmingblind@xxxxxxxxxxxxx
Subject: network programming

Hello list,
I've got a question. I've been working on a program, and I have a document
that explains the protocol and how things work.
It's about 20 pages so far, but it'll probably get revised to be shorter
once I start doing the actual work and seeing whether things will work.
My question is this:
I'm working with a structure that looks something like:
struct packet
{
MessageType mtype;
int DataLength;
char* data;
};
How would I go about serializing that so that it'll go across the stream?
I'll need to memcpy the data I'm thinking, no?
I'm also looking at encryption; I need to find some sort of way to let the client encrypt with the host, without a predefined key; the only way I can think of is for the host to build a random key, but then it'd have to send
it cleartext to the client, which is rather counterproductive.



Thanks,
Tyler Littlefield
Web: tysdomain.com
email: tyler@xxxxxxxxxxxxx
My programs don't have bugs, they're called randomly added features.

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