Reputation: 1
So I've been creating a winsock server/client in UE4. I can get the client to connect to the server however once the client sends the first message it seems to close the socket, preventing any further messages to be sent to the server. It also seems like the server is doing the same thing when sending data.
client
// Convert IP & port to standard lib
const std::string IP = std::string(TCHAR_TO_UTF8((*GameInstance->GetIPAddress())));
const std::string PORT = std::string(TCHAR_TO_UTF8(*GameInstance->GetPort()));
// Set the version of WSA we are using
auto Version = MAKEWORD(2, 2);
WSAData WSData;
struct addrinfo* Result = nullptr, * ptr = nullptr, hints;
int iResult; // Store Initializing results
std::string message; // Define a message to send to the server
UE_LOG(LogTemp, Log, TEXT("Starting Client"));
// Initialize WinSock
iResult = WSAStartup(Version, &WSData); // Start winsock
if(iResult != 0)
{
UE_LOG(LogTemp, Error, TEXT("Failed to initialize winsock"));
return ECreateConnectionFlag::WINSOCK_FAILED;
}
UE_LOG(LogTemp, Log, TEXT("Initialized WinSock"));
// Setup hints
ZeroMemory(&hints, sizeof(hints));
hints.ai_family = AF_UNSPEC;
hints.ai_socktype = SOCK_STREAM;
hints.ai_protocol = IPPROTO_TCP;
UE_LOG(LogTemp, Log, TEXT("Connecting"));
// Get the address details
iResult = getaddrinfo(IP.c_str(), PORT.c_str(), &hints, &Result);
if(iResult != 0)
{
UE_LOG(LogTemp, Error, TEXT("Error getting address info from the server"));
WSACleanup();
return 0;
}
// Connect the player
for(ptr = Result; ptr != nullptr; ptr->ai_next)
{
GameInstance->SetPlayerSocket(socket(ptr->ai_family, ptr->ai_socktype, ptr->ai_protocol));
if(GameInstance->GetLoggedInPlayer().PlayerSocket == INVALID_SOCKET)
{
UE_LOG(LogTemp, Error, TEXT("Failed to create socket"));
WSACleanup();
return 0;
}
iResult = connect(GameInstance->GetLoggedInPlayer().PlayerSocket, ptr->ai_addr, ptr->ai_addrlen);
if(iResult == SOCKET_ERROR)
{
closesocket(GameInstance->GetLoggedInPlayer().PlayerSocket);
GameInstance->SetPlayerSocket(INVALID_SOCKET);
continue;
}
break;
}
freeaddrinfo(Result); // Release Address information as it's no longer required
// Ensure the socket is valid
if(GameInstance->GetLoggedInPlayer().PlayerSocket == INVALID_SOCKET)
{
UE_LOG(LogTemp, Error, TEXT("Unable to connect to server..."));
WSACleanup();
return 0;
}
// WE ARE CONNECTED
/* CONNECT AND SEND USERNAME */
FString SignInMessage = FString("Username-" + GameInstance->GetLoggedInPlayer().Username);
std::string ConnectionMessage = std::string(TCHAR_TO_UTF8(*SignInMessage));
iResult = send(GameInstance->GetLoggedInPlayer().PlayerSocket, ConnectionMessage.c_str(), (int)strlen(ConnectionMessage.c_str()), 0);
if(iResult <= 0)
{
int error = WSAGetLastError();
UE_LOG(LogTemp, Error, TEXT("Failed to send message: %d"), error);
return 0;
}
while(bRunThread)
{
UE_LOG(LogTemp, Log, TEXT("Receiving Data"));
/* DISCONNECT FROM SERVER */
const std::string msg = "Hello World";
iResult = send(GameInstance->GetLoggedInPlayer().PlayerSocket, msg.c_str(), (int)strlen(msg.c_str()), 0);
if(iResult <= 0)
{
int error = WSAGetLastError();
UE_LOG(LogTemp, Error, TEXT("Failed to send message: %d"), error);
return 0;
}
FPlatformProcess::Sleep(1.0f);
}
/* DISCONNECT FROM SERVER */
const std::string DisconnectMsg = "Disconnect";
iResult = send(GameInstance->GetLoggedInPlayer().PlayerSocket, DisconnectMsg.c_str(), (int)strlen(DisconnectMsg.c_str()), 0);
if(iResult <= 0)
{
int error = WSAGetLastError();
UE_LOG(LogTemp, Error, TEXT("Failed to send message: %d"), error);
return 0;
}
UE_LOG(LogTemp, Warning, TEXT("Client Disconnected"));
closesocket(GameInstance->GetLoggedInPlayer().PlayerSocket);
WSACleanup();
return 0;
}
server
WSAData wsa;
struct addrinfo hints; // Server Hint details
struct addrinfo* server = NULL; // Address info of the server
SOCKET serverSocket = INVALID_SOCKET; // Server Listening Socket
PlayerArray* Players = new PlayerArray(); // Reference to all the players in the server
LobbyArray* Lobbies = new LobbyArray(); // Reference to all the lobbies in the server
// Initialize the winsock library
std::cout << "Initializing WinSock..." << std::endl;
int WSA_Init = WSAStartup(MAKEWORD(2, 2), &wsa);
if (WSA_Init != 0)
{
std::cerr << "Error Initializing Winsock";
WSACleanup();
return;
}
else
{
std::cout << "Winsock Initialized" << std::endl;
}
// Setup Hints
ZeroMemory(&hints, sizeof(hints));
hints.ai_family = AF_INET;
hints.ai_socktype = SOCK_STREAM;
hints.ai_protocol = IPPROTO_TCP;
hints.ai_flags = AI_PASSIVE;
// Setup the server
std::cout << "Setting up Server" << std::endl;
getaddrinfo(IP_ADDRESS, PORT, &hints, &server);
// Create the listening socket
std::cout << "Creating Listening socket" << std::endl;
serverSocket = socket(server->ai_family, server->ai_socktype, server->ai_protocol);
if (serverSocket == INVALID_SOCKET)
{
std::cerr << "Failed creating listening socket" << std::endl;
WSACleanup();
return;
}
else
{
std::cout << "Created listen socket" << std::endl;
}
// Set the socket to be TCP
setsockopt(serverSocket, IPPROTO_TCP, TCP_NODELAY, &OPTION_VALUE, sizeof(int));
// Bind the socket
std::cout << "Binding Socket..." << std::endl;
bind(serverSocket, server->ai_addr, (int)server->ai_addrlen);
// Start the server
std::cout << "Server has started & is listening..." << std::endl;
listen(serverSocket, SOMAXCONN);
while (true)
{
std::cout << "Players Connected: " << Players->Count() << std::endl;
SOCKET Incoming = INVALID_SOCKET; // Define a socket for anything incoming
Incoming = accept(serverSocket, NULL, NULL); // Accept the incoming message from the socket
// If the socket is not valid than continue through the loop
if (Incoming == INVALID_SOCKET)
{
std::cout << "Invalid Socket" << std::endl;
continue;
}
else
{
std::cout << "Valid Socket" << std::endl;
}
char tempmsg[DFT_BUFLEN] = ""; // Define a temp msg to store the message from the client
int received = recv(Incoming, tempmsg, DFT_BUFLEN, 0); // Receive a message from the client
std::string convertedMessage = tempmsg;
// Check that the received message is from a valid socket
if (received != SOCKET_ERROR)
{
std::string message = tempmsg; // Assing the temp message to a string to split
if (convertedMessage == "Disconnect")
{
Players->RemovePlayer(Incoming);
std::cout << "Player Disconnected..." << std::endl;
continue;
}
else
{
std::cout << tempmsg << std::endl; // === DEBUG ===
// Split the string
char* next_split;
char* split_string = strtok_s(tempmsg, "-", &next_split);
std::string FirstMsg = split_string;
if (FirstMsg == "Username")
{
std::cout << next_split << " Has joined the server" << std::endl; // Server message
// Get the player that we want to set the username to
// Create the player and add it to the server list
Player* NewPlayer = new Player();
Players->AddPlayer(NewPlayer);
NewPlayer->SetUsername(next_split); // Set the usernames
continue;
}
else if (split_string == "Lobby")
{
if (next_split == "Create")
{
Lobby* NewLobby = Lobbies->CreateLobby(); // Create a new lobby
Player* SocketPlayer = Players->GetPlayerBySocket(Incoming); // Get the player creating it by socket
// ensure that the player is valid, if so add the player to the lobby
// Otherwise send an error message to the console.
if (SocketPlayer != nullptr)
{
NewLobby->AddPlayerToLobby(SocketPlayer);
}
else
{
std::cerr << "Failed Locate player to add to lobby" << std::endl;
}
}
else if (next_split == "Destroy")
{
// TODO: Destroy Specific lobby
}
continue;
}
else
{
std::cout << "Error Reading Message" << std::endl;
}
}
}
else
{
std::cerr << "Socket Error when recieving message" << std::endl;
}
}
// Clean up the server
delete Players;
delete Lobbies;
closesocket(serverSocket);
WSACleanup();
return;
Console output after disconnecting
Upvotes: 0
Views: 919
Reputation: 50210
You are making a fundamental TCP mistake. TCP is a stream protocol., its only gurantees are
BUT there are no 'messages' or 'records' in TCP. You can send a 100 byte message and the other end can receive
So in the receive logic you must do this
char buffer[1000]; // or whatever
int length = ????;
char* bptr = buffer;
while(length > 0){
int recvLen = recv(sock, bptr, length,0);
if (recvLen < 1){
// error - disconnect or other failure
break;
}
bptr += recvLen;
length -= recvLen;
}
Ie keep pulling data till you have the whole message
BUT this means you need to know the messages length in advance. So either
Or you can have a recognizable termination sequence- ie 10 byte of FF means end of message (see crlfcrlf at end of HTTP get for example)
The first option is the most robust (send length then data)
Upvotes: 2