dynamic array through sockets
#2 Moderators - Reputation: 7562
Posted 01 August 2012 - 01:27 PM
Are you interested in a particular language's capabilities in this regard, or a networking library, or...?
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#4 Members - Reputation: 3710
Posted 01 August 2012 - 02:47 PM
im interested in c++
C++ doesn't have any network features and winsock is a low level library so its all up to you how to encode and send it.
one rather simple format to encode an array in would be
a header that tells the reciever that the packet contains an array with x elements of datatype y. (in a verbose plaintext format you could encode it as Array:5454:Enemy (in a binary representation you'd replace the words Array and Enemy with an integer number between 0 and the max number of different packet and datatypes supported)
and then just send 5454 Enemy objects (if they have a fixed size you can just write the member variables in a fixed order to the socket, if they have dynamic fields you need a header for each object in the array aswell)
Edited by SimonForsman, 01 August 2012 - 02:49 PM.
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#5 Moderators - Reputation: 5035
Posted 01 August 2012 - 03:48 PM
Are you using TCP or UDP?
#10 Banned - Reputation: 197
Posted 02 August 2012 - 03:28 PM
ok so is there any way to send a dynamic array in the struct i'm sending ?
Yes, use a serialization library .
#11 Members - Reputation: 168
Posted 02 August 2012 - 05:04 PM
Yes, use a serialization library .
is boost a good library for this ?
btw currently i'm using a static array to send the players data from server to clients:
struct data
{
Player array[50];
}
But this will send an array with 50 elements even if less people are logged in the game.
That's why i want to try and put a dynamic array, but i read that serialization greatly increases
the size of the struct so at the end is it worth it ?
Edited by Demx, 02 August 2012 - 06:13 PM.
#12 Banned - Reputation: 197
Posted 02 August 2012 - 08:28 PM
is boost a good library for this ?
There are a lot of good libraries in Boost. The serialization library in Boost has some weaknesses though.
btw currently i'm using a static array to send the players data from server to clients:
struct data { Player array[50]; }
But this will send an array with 50 elements even if less people are logged in the game.
That's why i want to try and put a dynamic array, but i read that serialization greatly increases
the size of the struct so at the end is it worth it ?
Where did you read that?
#13 Members - Reputation: 168
Posted 03 August 2012 - 07:47 AM
btw currently i'm using a static array to send the players data from server to clients:
struct data { Player array[50]; }
But this will send an array with 50 elements even if less people are logged in the game.
That's why i want to try and put a dynamic array, but i read that serialization greatly increases
the size of the struct so at the end is it worth it ?
Where did you read that?
on some random forums.. so serialization doesn't increase the size of the struct ?
#14 Moderators - Reputation: 13554
Posted 03 August 2012 - 07:58 AM
e.g.
Data myData; send( &myData, sizeof(Data) );//send the whole struct ///.... on the other end .... Data myData; receive( &myData, sizeof(Data) );//read the whole structThe usual solution is to prepend the your variable-length data with the amount of data that is going to be sent/received. e.g.
struct Data { int numPlayers; Player array[50]; }
Data myData;
myData.numPlayers = 42;
send( &myData.numPlayers, sizeof(int) );//send the length so the other end knows how much of the array to expect
send( &myData.array[0], sizeof(Player)*myData.numPlayers );//only send the part of the array that matters
///.... on the other end ....
Data myData;
receive( &myData.numPlayers, sizeof(int) );//read the length in first
receive( &myData.array[0], sizeof(Player)*myData.numPlayers );//now we know how much data to readA serialisation library usually just tries to make all of this less complicated, by implementing these details for you.
Edited by Hodgman, 03 August 2012 - 08:04 AM.
#15 Members - Reputation: 37
Posted 04 August 2012 - 08:44 PM
#16 Moderators - Reputation: 5035
Posted 06 August 2012 - 05:33 PM
Forget about structs. What you need to worry about is the amount of data on the wire. The data on the wire is a serialised form of the data in memory. Directly sending a struct is an extremely basic form of serialisation - one where the memory and serialised representations are identical. Though basic, It is not the most efficient.... so serialization doesn't increase the size of the struct ?
A structure will often contain "padding bytes". These bytes are placed so that data can be efficiently accessed by the processor (or in some architectures, so that it can be accessed without triggering an error!). It is not necessary to send such padding on the wire. Another example is data ranges. Say you have a Player structure with a health member variable of type "int". On common toolchains, you will have a four byte variable. However, your game might only ever have health values in the range 0 to 100. Thus, you could efficiently encode the health in a single byte.
Serialisation can go beyond just bytes. You can serialise boolean values to individual bits. The aforementioned health value needs only 7 bits to encode the full range.
Finally, one you get out of the mentality of "sending" a "struct" to "serialise to a byte stream and send that", you can easily add compression as part of the serialisation process, which might save more space depending on the nature of the data.
Combining these, a hand rolled serialisation scheme will almost certainly be as space efficient, if not more so, than directly sending the source structure. A serialisation library, one with space efficiency as a design goal, should also be able to compete with the source structures on size.
What you read on "some random forums" was probably referring to generalised and/or automatic serialisation. Such tools may not designed for space optimisation. For example, they may not allow you to express domain specific knowledge such as the range of a "health" variable, etc.on some random forums...
Where did you read that?
... i read that serialization greatly increases the size of the struct so at the end is it worth it ?
They have different design goals. For example they may not require you to list all possible messages/serialised forms up front. They may support deserialising more than one "version" of the data.
#17 Moderators - Reputation: 3293
Posted 07 August 2012 - 01:51 AM
#18 Banned - Reputation: 197
Posted 08 August 2012 - 03:31 PM
What you read on "some random forums" was probably referring to generalised and/or automatic serialisation. Such tools may not designed for space optimisation. For example, they may not allow you to express domain specific knowledge such as the range of a "health" variable, etc.
All the serialization libraries I know of eliminate padding that compilers have added. They also allow marshalling of single bytes. They may not support bit level access though. I'm not aware of a library that supports that.
Edited by wood_brian, 08 August 2012 - 03:32 PM.
#19 Moderators - Reputation: 5035
Posted 08 August 2012 - 04:02 PM
I was thinking of Raknet, which, while not a standalone serialisation library, provides related functionality through its BitStream class.They may not support bit level access though. I'm not aware of a library that supports that.
Actually, if we are recommending libraries to the OP, Raknet is a reasonably popular networking library that solves these problems in a high level way.






