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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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howie_007

winsocket overlapped i/o question

4 posts in this topic

With the the overlapped i/o model, do you still need parse the received data because what is received can be a partial or a mixture of multiple sends?
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Yes, overlapped io doesn't buffer up received TCP data any differently than using send()/recv() and you still need to be prepared to receive data in fragments or larger units.
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I read the overlapped io model is the most efficient but I'm not sure why. Is it because the send and receive can happen at the same time? Hence the name "overlapped"?
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Overlapped I/O is most efficient because it uses the least system call overhead (and least number of overall system calls) per network stream/data unit transferred. Unless you have > 50 connections running at the same time, it's pretty hard to even measure the difference, though, and the programming model is a lot harder, so for smaller games, I highly recommend using select() in the main thread.

If you need to go overlapped, a good wrapper is boost::asio, which uses overlapped I/O with I/O completion ports on Windows, and kevent/devpoll/whatever-is-best on UNIX flavors.

Also note that the kernel will buffer both outgoing and incoming data. Your call to send() will copy the data you send into the kernel buffer, and then the kernel will take care of sending the data on the network. Your call to recv() will only receive data that is in the kernel buffer. Thus, the regular send()/recv() API also lets you "send and receive at the same time" on the actual wire, assuming your network card is full duplex.
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Thanks for the info. From what you've said, overlapped send() is a "fire and forget". That's nice because that's one less baby sitting job that needs to be done. Don't think I'd ever need more then 50 connections.
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