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UnrealEngineUWP/Engine/Source/Runtime/Sockets/Private/NetworkMessage.cpp

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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "NetworkMessage.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "SocketSubsystem.h"
#include "Sockets.h"
#include "MultichannelTcpSocket.h"
bool FSimpleAbstractSocket_FSocket::Receive(uint8 *Results, int32 Size) const
{
int32 Offset = 0;
while (Size > 0)
{
int32 NumRead = 0;
Socket->Recv(Results + Offset, Size, NumRead);
check(NumRead <= Size);
// make sure we were able to read at least something (and not too much)
if (NumRead <= 0)
{
return false;
}
// if we read a partial block, move along
Offset += NumRead;
Size -= NumRead;
}
return true;
}
bool FSimpleAbstractSocket_FSocket::Send(const uint8 *Buffer, int32 Size) const
{
int32 AmountSent = 0;
Socket->Send(Buffer, Size, AmountSent);
// make sure it sent it all
if (AmountSent != Size)
{
return false;
}
return true;
}
bool FSimpleAbstractSocket_FMultichannelTCPSocket::Receive(uint8 *Results, int32 Size) const
{
int32 NumRead = Socket->BlockingReceive(Results, Size, ReceiveChannel);
// make sure we were able to read at least something (and not too much)
check(NumRead <= Size);
if (NumRead <= 0)
{
return false;
}
return true;
}
bool FSimpleAbstractSocket_FMultichannelTCPSocket::Send(const uint8 *Buffer, int32 Size) const
{
Socket->Send(Buffer, Size, SendChannel);
return true;
}
bool FNFSMessageHeader::WrapAndSendPayload(const TArray<uint8>& Payload, const FSimpleAbstractSocket& Socket)
{
// make a header for the payload
FNFSMessageHeader Header(Socket, Payload);
// serialize out the header
FBufferArchive Ar;
Ar << Header;
// append the payload bytes to send it in one network packet
Ar.Append(Payload);
// Send it, and make sure it sent it all
if (!Socket.Send(Ar.GetData(), Ar.Num()))
{
UE_LOG(LogSockets, Error, TEXT("Unable to send."));
return false;
}
return true;
}
bool FNFSMessageHeader::ReceivePayload(FArrayReader& OutPayload, const FSimpleAbstractSocket& Socket)
{
// make room to receive a header
TArray<uint8> HeaderBytes;
int32 Size = sizeof(FNFSMessageHeader);
HeaderBytes.AddZeroed(Size);
if (!Socket.Receive(HeaderBytes.GetData(), Size))
{
UE_LOG(LogSockets, Error, TEXT("Unable to read full network header"));
return false;
}
// parse it as a header (doing any byte swapping as needed)
FMemoryReader Reader(HeaderBytes);
FNFSMessageHeader Header(Socket);
Reader << Header;
// make sure it's valid
if (Header.Magic != Socket.GetMagic())
{
UE_LOG(LogSockets, Error, TEXT("Bad network header magic"));
return false;
}
if (!Header.PayloadSize)
{
UE_LOG(LogSockets, Error, TEXT("Empty payload"));
return false;
}
// was the header byteswapped? If so, make the archive byteswapped
OutPayload.SetByteSwapping(Reader.ForceByteSwapping());
// we are going to append to the payload, so note how much data is in it now
int32 PayloadOffset = OutPayload.AddUninitialized(Header.PayloadSize);
// put the read head at the start of the new data
OutPayload.Seek(PayloadOffset);
// receive the payload
if (!Socket.Receive(OutPayload.GetData() + PayloadOffset, Header.PayloadSize))
{
UE_LOG(LogSockets, Error, TEXT("Unable to read full payload"));
return false;
}
// make sure it's valid
uint32 ActualPayloadCrc = FCrc::MemCrc_DEPRECATED(OutPayload.GetData() + PayloadOffset, Header.PayloadSize);
if (Header.PayloadCrc != ActualPayloadCrc)
{
UE_LOG(LogSockets, Error, TEXT("Payload Crc failure."));
return false;
}
// success!
return true;
}
bool FNFSMessageHeader::SendPayloadAndReceiveResponse(const TArray<uint8>& Payload, FArrayReader& Response, const FSimpleAbstractSocket& Socket)
{
// send payload
if (WrapAndSendPayload(Payload, Socket) == false)
{
return false;
}
// wait for response and get it
return ReceivePayload(Response, Socket);
}