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Abstraction of network (socket) functionality. More...
Classes | |
class | EthernetAdapter |
Description of an ethernet or wireless ethernet adapter. More... | |
Public Member Functions | |
~NetworkDevice () | |
const Array< EthernetAdapter > & | adapterArray () const |
Returns the available ethernet adapters for the current machine that are online. More... | |
const Array< uint32 > & | broadcastAddressArray () const |
Returns the (unique) IP addresses for UDP broadcasting extracted from adapterArray(). More... | |
void | describeSystem (TextOutput &t) |
Prints a human-readable description of this machine to the text output stream. More... | |
void | describeSystem (String &s) |
void | localHostAddresses (Array< NetAddress > &array) const |
There is often more than one address for the local host. More... | |
String | localHostName () const |
Returns the name (or one of the names) of this computer. More... | |
Static Public Member Functions | |
static void | cleanup () |
Shuts down the network device (destroying the global instance). More... | |
static String | formatIP (uint32 ip) |
Prints an IP address to a string. More... | |
static String | formatMAC (const uint8 mac[6]) |
Prints a MAC address to a string. More... | |
static NetworkDevice * | instance () |
Returns nullptr if there was a problem initializing the network. More... | |
Friends | |
class | Conduit |
class | LightweightConduit |
class | NetListener |
class | ReliableConduit |
Abstraction of network (socket) functionality.
An abstraction over sockets that provides a message-based network infrastructure optimized for sending many small (~500 bytes) messages. All functions always return immediately.
Create only one NetworkDevice per process (a WinSock restriction).
NetworkDevice is technically not thread safe. However, as long as you use different conduits on different threads (or lock conduits before sending), you will encounter no problems sharing the single NetworkDevice across multiple threads. That is, do not invoke the same Conduit's send or receive method on two threads at once.
This assumes that the underlying WinSock/BSD sockets implementation is thread safe. That is not guaranteed, but in practice seems to always be true (see http://tangentsoft.net/wskfaq/intermediate.html#threadsafety)
IP networks use "network byte order" (big-endian) for communicating integers. "Host byte order" is the endian-ness of the local machine (typically little-endian; see System::endian). The C functions htonl() and ntohl() convert 32-bit values between these formats. G3D only ever exposes host byte order, so programmers rarely need to be aware of the distinction.
These classes abstract networking from the socket level to a serialized messaging style that is more appropriate for games. The performance has been tuned for sending many small messages. The message protocol contains a header that prevents them from being used with raw UDP/TCP (e.g. connecting to an HTTP server).
LightweightConduit and ReliableConduits have different interfaces because they have different semantics. You would never want to interchange them without rewriting the surrounding code.
NetworkDevice creates conduits because they need access to a global log pointer and because I don't want non-reference counted conduits being created.
Be careful with threads and reference counting. The reference counters are not threadsafe, and are also not updated correctly if a thread is explicitly killed. Since the conduits will be passed by const XConduitRef& most of the time this doesn't appear as a major problem. With non-blocking conduits, you should need few threads anyway.
LightweightConduits preceed each message with a 4-byte host order unsigned integer that is the message type. This does not appear in the message serialization/deserialization.
ReliableConduits preceed each message with two 4-byte host order unsigned integers. The first is the message type and the second indicates the length of the rest of the data. The size does not include the size of the header itself. The minimum message is 9 bytes:a 4-byte type, a 4-byte header equal to "1", and one byte of data.
G3D::NetworkDevice::~NetworkDevice | ( | ) |
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inline |
Returns the available ethernet adapters for the current machine that are online.
Does not include the loopback adapter for localhost.
Returns the (unique) IP addresses for UDP broadcasting extracted from adapterArray().
All are in host byte order.
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static |
Shuts down the network device (destroying the global instance).
void G3D::NetworkDevice::describeSystem | ( | TextOutput & | t | ) |
Prints a human-readable description of this machine to the text output stream.
void G3D::NetworkDevice::describeSystem | ( | String & | s | ) |
Prints an IP address to a string.
ip | In host byte order. |
Prints a MAC address to a string.
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static |
Returns nullptr if there was a problem initializing the network.
void G3D::NetworkDevice::localHostAddresses | ( | Array< NetAddress > & | array | ) | const |
There is often more than one address for the local host.
This returns all of them.
String G3D::NetworkDevice::localHostName | ( | ) | const |
Returns the name (or one of the names) of this computer.
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