Reputation: 15109
I'm developing a 3d (first/third person) game and I'm trying to make it multiplayer using TCP sockets. I'm using the boost asio library for this, and I'm in a little over my head. I've played with the tutorials and examples a bit on the boost asio doc page and they compiled/ran/worked just fine, I'm just a little confused as to how everything works.
Right now I'm just trying to make the server accept messages from the client, and print the message after receiving it. When I execute the code below (it compiles/links/runs fine), nothing happens. More specifically, the client appears to successfully send the message, and the server never seems to receive the message.
Client code:
ClientFramework::ClientFramework() :
mResolver(mIOService)
{
}
bool ClientFramework::Initialize()
{
try
{
tcp::resolver::query query("localhost", "daytime");
tcp::resolver::iterator it = mResolver.resolve(query);
tcp::socket socket(mIOService);
boost::asio::connect(socket, it);
std::string s = "hello world";
boost::system::error_code e;
socket.write_some(boost::asio::buffer(s.c_str(), s.size()), e);
if (e)
{
throw boost::system::system_error(e);
}
} catch (std::exception& e)
{
gLog << LOG_ERROR << e.what() << "\n";
}
return true;
}
Server code:
ServerFramework::ServerFramework() :
mAcceptor(mIOService, tcp::endpoint(tcp::v4(), 13))
{
}
bool ServerFramework::Initialize()
{
mIOService.run();
StartAccept();
return true;
}
void ServerFramework::StartAccept()
{
Connection::ptr conn =
Connection::create(mAcceptor.get_io_service());
mAcceptor.async_accept(conn->Socket(),
boost::bind(&ServerFramework::HandleAccept, this, conn,
boost::asio::placeholders::error));
}
void ServerFramework::HandleAccept(Connection::ptr conn,
const boost::system::error_code& error)
{
if (!error)
{
conn->Initialize();
}
StartAccept();
}
Connection::ptr Connection::create(boost::asio::io_service& io_service)
{
return ptr(new Connection(io_service));
}
tcp::socket& Connection::Socket()
{
return mSocket;
}
void Connection::Initialize()
{
boost::asio::async_read(mSocket, boost::asio::buffer(buf, BUFFER_SIZE),
boost::bind(&Connection::handle_read, shared_from_this(),
boost::asio::placeholders::error,
boost::asio::placeholders::bytes_transferred));
}
Connection::Connection(boost::asio::io_service& io_service) :
mSocket(io_service)
{
}
void Connection::handle_read(const boost::system::error_code& e, size_t size)
{
std::string s(buf, size);
gLog << LOG_INFO << s << "\n";
boost::asio::async_read(mSocket, boost::asio::buffer(buf, BUFFER_SIZE),
boost::bind(&Connection::handle_read, shared_from_this(),
boost::asio::placeholders::error,
boost::asio::placeholders::bytes_transferred));
}
Upvotes: 3
Views: 1841
Reputation: 24174
It does not look like your io_service
has any work to do when you invoke run()
.
bool ServerFramework::Initialize()
{
mIOService.run(); // <-- you don't check the return value here
StartAccept();
return true;
}
it will return the number of handlers executed, I suspect it is zero. Try invoking it after async_accept()
bool ServerFramework::Initialize()
{
StartAccept();
mIOService.run();
return true;
}
Though, it isn't entirely obvious by your limited code snippets where you invoke ServerFramework::Initialize()
. I suggest editing your question with a short, self contained, correct example that we can compile with little to no effort. Your current code will not compile without additional boilerplate stuff, like main()
.
Upvotes: 4