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  • How to use data receive event in Socket class?

    - by affan
    I have wrote a simple client that use TcpClient in dotnet to communicate. In order to wait for data messages from server i use a Read() thread that use blocking Read() call on socket. When i receive something i have to generate various events. These event occur in the worker thread and thus you cannot update a UI from it directly. Invoke() can be use but for end developer its difficult as my SDK would be use by users who may not use UI at all or use Presentation Framework. Presentation framework have different way of handling this. Invoke() on our test app as Microstation Addin take a lot of time at the moment. Microstation is single threaded application and call invoke on its thread is not good as it is always busy doing drawing and other stuff message take too long to process. I want my events to generate in same thread as UI so user donot have to go through the Dispatcher or Invoke. Now i want to know how can i be notified by socket when data arrive? Is there a build in callback for that. I like winsock style receive event without use of separate read thread. I also do not want to use window timer to for polling for data. I found IOControlCode.AsyncIO flag in IOControl() function which help says Enable notification for when data is waiting to be received. This value is equal to the Winsock 2 FIOASYNC constant. I could not found any example on how to use it to get notification. If i am write in MFC/Winsock we have to create a window of size(0,0) which was just used for listening for the data receive event or other socket events. But i don't know how to do that in dotnet application.

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  • c++ builder TClientWinSocket simbol substitution

    - by Vlad
    I have the following problem. I have to send a text telegram over tcp/ip to a host device. Telegram should be terminated using 0x1A (CTRL-Z) character. But when I send it, host told me that there is a wrong symbol in the telegram. When I terminate a telegram with 32 (0x20) everything is ok. I look the transfered data using WireShark and I see that when I send 0x1A it is substituted with 0x16, when I send 32 (0x20) as a terminator it is somehow substituted with 0x1A. Can you explain it please. P.S. I am working on windows 7, using c++builder xe2. Thanks, Vladimir

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  • C++ Winsock P2P

    - by Goober
    Scenario Does anyone have any good examples of peer-to-peer (p2p) networking in C++ using Winsock? It's a requirement I have for a client who specifically needs to use this technology (god knows why). I need to determine whether this is feasible. Any help would be greatly appreciated.

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  • How to rewrite a TCP MMOG server designed to run in a single machine, in a distributed way?

    - by Dokkat
    I have a MMOG server running on C++, using winsockets. My server won't support more than 200 players. I had the idea of redesigning it so it will use multiple servers instead of one, so, maybe, for example, each server could take care of a number of players, and, if it was too laggy, it could transfer the responsability of that player to other server. I'm not sure of how to program a consistent game logic like that, though. Are there techniques for this?

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