On 2015-02-06 at 05:17, Gan wrote:
Oh sweet. Though if one message length is off by even 1 byte, then all future
messages get corrupted?
Yes, but you can easily detect that by adding a magic number and packet
checksum to the header.
On 2015-02-05, 8:17 PM, Gan wrote:
On Friday, 6 February 2015 at 01:36:17 UTC, Mike Parker wrote:
On 2/6/2015 9:50 AM, Gan wrote:
On Friday, 6 February 2015 at 00:35:12 UTC, Adam D. Ruppe wrote:
On Friday, 6 February 2015 at 00:31:37 UTC, Gan wrote:
Or am I misunderstanding the receive functi
On Friday, 6 February 2015 at 01:36:17 UTC, Mike Parker wrote:
On 2/6/2015 9:50 AM, Gan wrote:
On Friday, 6 February 2015 at 00:35:12 UTC, Adam D. Ruppe
wrote:
On Friday, 6 February 2015 at 00:31:37 UTC, Gan wrote:
Or am I misunderstanding the receive function? Does it send
whole
messages or
On 2/6/2015 9:50 AM, Gan wrote:
On Friday, 6 February 2015 at 00:35:12 UTC, Adam D. Ruppe wrote:
On Friday, 6 February 2015 at 00:31:37 UTC, Gan wrote:
Or am I misunderstanding the receive function? Does it send whole
messages or just message chunks?
It sends as much as it can when you call i
On Friday, 6 February 2015 at 00:50:43 UTC, Gan wrote:
How can you distinguish between different packets that get
sent? Won't they all be merged to a giant blob of data?
Yeah, that's normal in TCP though, because it is a stream
oriented protocol. You could add stuff to your data indicating
me
On Friday, 6 February 2015 at 00:35:12 UTC, Adam D. Ruppe wrote:
On Friday, 6 February 2015 at 00:31:37 UTC, Gan wrote:
Or am I misunderstanding the receive function? Does it send
whole messages or just message chunks?
It sends as much as it can when you call it. So if there's only
12 bytes a
On Friday, 6 February 2015 at 00:31:37 UTC, Gan wrote:
Or am I misunderstanding the receive function? Does it send
whole messages or just message chunks?
It sends as much as it can when you call it. So if there's only
12 bytes available when you send it with a 4096 buffer, it will
fill the fi
On Friday, 6 February 2015 at 00:28:00 UTC, Gan wrote:
On Friday, 6 February 2015 at 00:24:54 UTC, Adam D. Ruppe wrote:
On Friday, 6 February 2015 at 00:15:15 UTC, Gan wrote:
ubyte[] buf = new ubyte[](0);
This is your problem: receive fills a preexisting buffer, and
you alloc
On Friday, 6 February 2015 at 00:24:54 UTC, Adam D. Ruppe wrote:
On Friday, 6 February 2015 at 00:15:15 UTC, Gan wrote:
ubyte[] buf = new ubyte[](0);
This is your problem: receive fills a preexisting buffer, and
you allocated zero bytes for it to fill, so it can't give you
an
On Friday, 6 February 2015 at 00:15:15 UTC, Gan wrote:
ubyte[] buf = new ubyte[](0);
This is your problem: receive fills a preexisting buffer, and you
allocated zero bytes for it to fill, so it can't give you
anything.
Give it a bigger buffer, I like to use 4096, and it will
I managed to get the client to connect but immediately on the
server side, this happens:
long length = player.playerSocket.receive(buf);
if (length == 0) { //No longer connected
player.playerSocket.shutdown(SocketShutdown.BOTH);
pla
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