I am trying to implement parts of a Linux based network Tic-Tac-Toe program into a Winsock server program. I am having some issues as the Linux version opens a socket as in integer variable:
int client_sock = 0; however, in the Winsock application a Csocket object is created: m_pClientSocket = new CSocket();
Now obviously when I try to compile the function that sends the players move to the server:
if (!SendStatus(client_sock, MOVE)) {
ServerDisconnected();
}
I get an invalid variable type error as the function is expecting an int and it's receiving a Csock object.
My question is how do I get the functions to work? I have tried getting the socket handle and using that but I'm not sure if that's the right direction and using this SendStatus(this->m_pClientSocket->GetSocketHandle(), WIN); is giving me issues as it's a static function.
Send Status Function:
bool SendStatus(int socket, StatusCode status)
{
char* data = (char*)&status;
size_t left = sizeof(status);
ptrdiff_t rc;
while (left)
{
rc = send(socket, data + sizeof(status) - left, left, 0);
if (rc <= 0) return false;
left -= rc;
}
return true;
}
TakeTurn Function:
bool TakeTurn(TTTBoard& board)
{
bool game_over = false;
bool input_good = false;
int row = 0, col = 0;
// Display the board
board.DrawBoard();
while (!input_good)
{
printf("Enter move (row col): ");
// Make sure two integers were inputted
if (scanf_s("%d %d", &row, &col) == 2)
{
if (row < 0 || row > 2)
printf("Invalid row input. Try again.\n");
else if (col < 0 || col > 2)
printf("Invalid column input. Try again.\n");
else if (!board.IsBlank(row, col))
printf("That cell isn't blank. Try again.\n");
else
input_good = true;
}
else
printf("Invalid move input. Try again.\n");
// flush any data from the internal buffers
int c;
while ((c = getchar()) != '\n' && c != EOF);
}
board.PlayerMakeMove(row, col);
cout << "Sending move to server" << endl;
// Send the move to the server
if (!SendStatus(client_sock, MOVE))
ServerDisconnected();
if (!SendInt(client_sock, row))
ServerDisconnected();
if (!SendInt(client_sock, col))
ServerDisconnected();
// Check for win/draw
if (board.IsWon())
{
cout << "YOU WIN!!!!" << endl;
game_over = true;
SendStatus(client_sock, WIN);
}
else if (board.IsDraw())
{
cout << "You tied ._." << endl;
game_over = true;
SendStatus(client_sock, DRAW);
}
return game_over;
}
Hopefully I have shared enough info, I didn't want to bloat the question, thanks!
Related
The image linked above is the HTML that browser shows. Every time when I press a link, the server cannot accept the correct HTTP information from the browser. Below is my code related to communicating through HTTP.
char buf[2048];
http_handle hh(connfd, buf, 2048);
read(connfd, buf, 2048);
hh.handle_http_request(&hh);
hh.response_http_request(&hh); //the first two function works
read(connfd, buf, 2048); //this returns 0
hh.handle_http_request(&hh);
hh.response_http_request(&hh);
Below is the implementation of handle_http_requestandresponse_http_request:
void* http_handle::handle_http_request(void* arg) {
http_handle* hp = (http_handle*)arg;
hp->_handle_http_request();
return hp;
}
void http_handle::_handle_http_request() {
int i, j;
for (i = 0; this->buf[i] != ' '; i++)
method[i] = this->buf[i];
method[i] = 0;
for (j = 0, ++i; this->buf[i] != ' '; i++, j++)
url[j] = this->buf[i];
url[j] = 0;
//method stores http operations like GET and POST
//url stores the url resource in the http start line
if (!strcasecmp(method, "GET")) {
//...
}
if (!strcasecmp(method, "POST")) {
//...
}
}
void* http_handle::response_http_request(void* arg) {
http_handle* hp = (http_handle*)arg;
hp->_response_http_request();
return hp;
}
void http_handle::_response_http_request() {
if (strcasecmp(method, "GET") && strcasecmp(method, "POST")) {
unimpelented();
return;
}
if (!strcasecmp(method, "GET")) {
if (strcmp(url, "/") == 0) {
char tmp_path[256];
http_handle::path = getcwd(tmp_path, 256);
trans_dir("src");
return;
}
std::string filepath = http_handle::path + "/" + url;
struct stat filestat;
if ((stat(filepath.c_str(), &filestat)) != 0) {
perror("_response_http_request stat error");
exit(1);
}
switch (filestat.st_mode & S_IFMT) {
case S_IFREG:
trans_file(filepath);
break;
case S_IFDIR:
trans_dir(filepath);
break;
default:
break;
}
return;
}
if (!strcasecmp(method, "POST")) { //to be implemented
return;
}
}
read() returns 0 when EOF is reached, ie when the peer has closed the TCP connection on its end.
The data you have shown is not larger than your buffer, so the first read() receives all of the data, and there is nothing left for the second read() because the server closed the connection after sending the data.
TL;DR
I am trying to capture keyboard events (more specifically, the Ctrl+c command) in my own C++ program. I am attempting this through generic keyboard presses in SDL2.
END TL;DR
I have found links on SO and the internet that cover the subject of handling keyboard events with SDL2. I have a few of them listed here.
https://stackoverflow.com/questions/28105533/sdl2-joystick-dont-capture-pressed-event
https://lazyfoo.net/tutorials/SDL/04_key_presses/index.php
http://www.cplusplus.com/forum/windows/182214/
http://gigi.nullneuron.net/gigilabs/handling-keyboard-and-mouse-events-in-sdl2/
The major issue I think is causing the problem is that I am also using an Xbox-style joystick at the same time. I have had no issues whatsoever with capturing joystick events. I have been doing that for a long time now. I am having issues trying to get anything with the keyboard to throw an event. I have tried if(event.type == SDL_KEYDOWN) and then checking which key it was, but that appears to return nothing. I feel like there is some macro that I need to define to allow this since I keep finding the same solutions on the internet.
I have included the entire script that I am running at the moment.
#include <boost/thread.hpp>
// Time library
#include <chrono>
// vector data structure
#include <vector>
// Thread-safe base variables
#include <atomic>
// std::cout
#include <iostream>
// Joystick library
#include <SDL2/SDL.h>
// Counters for printing
std::atomic_int printcounter{ 0 };
// This is every 3 * 1000 milliseconds
const int printer = 300;
// If an event is found, allow for printing.
std::atomic_bool eventupdate{ false };
// This function converts the raw joystick axis from the SDL library to proper double precision floating-point values.
double intToDouble(int input)
{
return (double) input / 32767.0 ;
}
// Prevent joystick values from going outside the physical limit
double clamp(double input)
{
return (input < -1.0) ? -1.0 : ( (input > 1.0) ? 1.0 : input);
}
// SDL library joystick deadband
const int JOYSTICK_DEAD_ZONE = 5000;
// These are the raw read in values from the joystick in XInput (XBox) mode.
//Normalized direction
int leftX = 0;
int leftY = 0;
int rightX = 0;
int rightY = 0;
int leftTrigger = -32768;
int rightTrigger = -32768;
// Button array
uint buttons[11] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
// Tbe pov hat is only 4 bits - 1, 2, 4, 8
int povhat = 0;
// These are the rectified joystick values
double leftstickx = 0;
double leftsticky = 0;
double rightstickx = 0;
double rightsticky = 0;
double lefttrigger = 0;
double righttrigger = 0;
// These are the rectified boolean buttons
bool leftstickbut = false;
bool rightstickbut = false;
bool xbutton = false;
bool ybutton = false;
bool abutton = false;
bool bbutton = false;
bool rightbut = false;
bool leftbut = false;
bool startbut = false;
bool backbut = false;
bool centbut = false;
// This is the boolean that controls running the robot.
std::atomic_bool quitrobot{false};
// Joystick values
static double joyvalues[6] = { 0, 0, 0, 0, 0, 0};
static bool joybuttons[11] = { false };
// Sleep function
void wait(int milliseconds)
{
boost::this_thread::sleep_for(boost::chrono::milliseconds{milliseconds});
}
// Now the main code
int main(int argc, char** argv)
{
// Now the robot goes through the looping code until a quit flag is set to true
while ( ! quitrobot)
{
// Now we look for an Xbox-style joystick
std::cout << "Looking for gamepad..." << std::endl;
while(true)
{
// Now the program waits until an Xbox-style joystick is plugged in.
// resetting SDL makes things more stable
SDL_Quit();
// restart SDL with the expectation that a jostick is required.
SDL_Init(SDL_INIT_JOYSTICK);
// SDL_HINT_GRAB_KEYBOARD
// check for a joystick
int res = SDL_NumJoysticks();
if (res > 0) { break; } // Here a joystick has been detected.
if (res < 0)
{
std::cout << "Joystick detection error: " << std::to_string(res) << std::endl;
}
// we don't want the program running super fast when detecting hardware.
wait(20);
}
// Now we check to make sure that the joystick is valid.
// Open the joystick for reading and store its handle in the joy variable
SDL_Joystick *joy = SDL_JoystickOpen(0);
if (joy == NULL) {
/* back to top of while loop */
continue;
}
// Get information about the joystick
const char *name = SDL_JoystickName(joy);
const int num_axes = SDL_JoystickNumAxes(joy);
const int num_buttons = SDL_JoystickNumButtons(joy);
const int num_hats = SDL_JoystickNumHats(joy);
printf("Now reading from joystick '%s' with:\n"
"%d axes\n"
"%d buttons\n"
"%d hats\n\n",
name,
num_axes,
num_buttons,
num_hats);
/* I'm using a logitech F350 wireless in X mode.
If num axis is 4, then gamepad is in D mode, so neutral drive and wait for X mode.
[SAFETY] This means 'D' becomes our robot-disable button.
This can be removed if that's not the goal. */
if (num_axes < 5) {
/* back to top of while loop */
continue;
}
// This is the read joystick and drive robot loop.
while(true)
{
// poll for disconnects or bad things
SDL_Event e;
if (SDL_PollEvent(&e)) {
// SDL generated quit command
if (e.type == SDL_QUIT) { break; }
// Checking for Ctrl+c on the keyboard
// SDL_Keymod modstates = SDL_GetModState();
// if (modstates & KMOD_CTRL)
// {
// One of the Ctrl keys are being held down
// std::cout << "Pressed Ctrl key." << std::endl;
// }
if(e.key.keysym.scancode == SDLK_RCTRL || e.key.keysym.scancode == SDLK_LCTRL || SDL_SCANCODE_RCTRL == e.key.keysym.scancode || e.key.keysym.scancode == SDL_SCANCODE_LCTRL)
{
std::cout << "Pressed QQQQ." << std::endl;
}
if (e.type == SDL_KEYDOWN)
{
switch(e.key.keysym.sym){
case SDLK_UP:
std::cout << "Pressed up." << std::endl;
break;
case SDLK_RCTRL:
std::cout << "Pressed up." << std::endl;
break;
case SDLK_LCTRL:
std::cout << "Pressed up." << std::endl;
break;
}
// Select surfaces based on key press
switch( e.key.keysym.sym )
{
case SDLK_UP:
std::cout << "Pressed Up." << std::endl;
break;
case SDLK_DOWN:
std::cout << "Pressed Up." << std::endl;
break;
case SDLK_LEFT:
std::cout << "Pressed Up." << std::endl;
break;
case SDLK_RIGHT:
std::cout << "Pressed Up." << std::endl;
break;
}
std::cout << "Pressed blah di blah blah please print me." << std::endl;
}
// Checking which joystick event occured
if (e.jdevice.type == SDL_JOYDEVICEREMOVED) { break; }
// Since joystick is not erroring out, we can
else if( e.type == SDL_JOYAXISMOTION )
{
//Motion on controller 0
if( e.jaxis.which == 0 )
{
// event happened
eventupdate = true;
// Left X axis
if( e.jaxis.axis == 0 )
{
// dead zone check
if( e.jaxis.value > -JOYSTICK_DEAD_ZONE && e.jaxis.value < JOYSTICK_DEAD_ZONE)
{
leftX = 0;
}
else
{
leftX = e.jaxis.value;
}
}
// Right Y axis
else if( e.jaxis.axis == 1 )
{
// dead zone check
if( e.jaxis.value > -JOYSTICK_DEAD_ZONE && e.jaxis.value < JOYSTICK_DEAD_ZONE)
{
leftY = 0;
}
else
{
leftY = e.jaxis.value;
}
}
// Left trigger
else if ( e.jaxis.axis == 2 )
{
// dead zone check
if( e.jaxis.value > -JOYSTICK_DEAD_ZONE && e.jaxis.value < JOYSTICK_DEAD_ZONE)
{
leftTrigger = 0;
}
else
{
leftTrigger = e.jaxis.value;
}
}
// Right X axis
else if( e.jaxis.axis == 3 )
{
// dead zone check
if( e.jaxis.value > -JOYSTICK_DEAD_ZONE && e.jaxis.value < JOYSTICK_DEAD_ZONE)
{
rightX = 0;
}
else
{
rightX = e.jaxis.value;
}
}
// Right Y axis
else if( e.jaxis.axis == 4 )
{
// dead zone check
if( e.jaxis.value > -JOYSTICK_DEAD_ZONE && e.jaxis.value < JOYSTICK_DEAD_ZONE)
{
rightY = 0;
}
else
{
rightY = e.jaxis.value;
}
}
// Right trigger
else if( e.jaxis.axis == 5 )
{
// dead zone check
if( e.jaxis.value > -JOYSTICK_DEAD_ZONE && e.jaxis.value < JOYSTICK_DEAD_ZONE)
{
rightTrigger = 0;
}
else
{
rightTrigger = e.jaxis.value;
}
}
}
}
else if ( e.type == SDL_JOYBUTTONUP || e.type == SDL_JOYBUTTONDOWN )
{
// now we are looking for button events.
if (e.jbutton.which == 0)
{
// event happened
eventupdate = true;
// buttons[e.jbutton.button] = e.jbutton.state;
if (e.jbutton.button == 0)
{
buttons[0] = e.jbutton.state;
}
if (e.jbutton.button == 1)
{
buttons[1] = e.jbutton.state;
}
if (e.jbutton.button == 2)
{
buttons[2] = e.jbutton.state;
}
if (e.jbutton.button == 3)
{
buttons[3] = e.jbutton.state;
}
if (e.jbutton.button == 4)
{
buttons[4] = e.jbutton.state;
}
if (e.jbutton.button == 5)
{
buttons[5] = e.jbutton.state;
}
if (e.jbutton.button == 6)
{
buttons[6] = e.jbutton.state;
}
if (e.jbutton.button == 7)
{
buttons[7] = e.jbutton.state;
}
if (e.jbutton.button == 8)
{
buttons[8] = e.jbutton.state;
}
if (e.jbutton.button == 9)
{
buttons[9] = e.jbutton.state;
}
if (e.jbutton.button == 10)
{
buttons[10] = e.jbutton.state;
}
if (e.jbutton.button == 11)
{
buttons[11] = e.jbutton.state;
}
}
}
else if ( e.type == SDL_JOYHATMOTION)
{
if (e.jhat.which == 0)
{
// event happened
eventupdate = true;
povhat = e.jhat.value;
}
}
}
// Now that we have read in the values directly from the joystick we need top convert the values properly.
leftstickx = clamp(intToDouble(leftX));
leftsticky = clamp(intToDouble(leftY));
rightstickx = clamp(intToDouble(rightX));
rightsticky = clamp(intToDouble(rightY));
lefttrigger = clamp(intToDouble(leftTrigger));
righttrigger = clamp(intToDouble(rightTrigger));
// rectify the buttons to become boolean values instead of integers.
abutton = buttons[0] > 0;
bbutton = buttons[1] > 0;
xbutton = buttons[2] > 0;
ybutton = buttons[3] > 0;
//
rightbut = buttons[4] > 0;
leftbut = buttons[5] > 0;
//
centbut = buttons[8] > 0;
startbut = buttons[7] > 0;
backbut = buttons[6] > 0;
//
leftstickbut = buttons[9] > 0;
rightstickbut = buttons[10] > 0;
// Transfer axis to the array.
joyvalues[0] = leftstickx;
joyvalues[1] = leftsticky;
joyvalues[2] = rightstickx;
joyvalues[3] = rightsticky;
joyvalues[4] = lefttrigger;
joyvalues[5] = righttrigger;
// We are using the "B" button to quit the program
if (bbutton)
{
quitrobot = true;
std::cout << "Shutting down program." << std::endl;
break;
}
if (eventupdate)
{
// This section of code is meant for running code that happens when SDL has detected an event.
// This code section can be used for something else as well.
if (e.key.keysym.sym == SDL_SCANCODE_RCTRL || e.key.keysym.sym == SDL_SCANCODE_LCTRL || e.key.keysym.sym == SDLK_LCTRL || e.key.keysym.sym == SDLK_RCTRL)
{
std::cout << "SDL Event: Ctrl pressed.\n" << std::endl;
}
// Simply print the event
eventupdate = false;
} else {}
if ( ! (printcounter = ((printcounter + 1) % printer)))
{
// const Uint8 *state = SDL_GetKeyboardState(NULL);
// if (state[SDL_SCANCODE_RETURN]) {
// printf("<RETURN> is pressed.\n");
// }
}
// Sleep the program for a short bit
wait(5);
}
// Reset SDL since the robot is no longer being actuated.
SDL_JoystickClose(joy);
// We get here only if the joystick has been disconnected.
std::cout << "Gamepad disconnected.\n" << std::endl;
}
// The program then completes.
return 0;
}
The most important part of that huge block of code is lines 129 to 179. I was doing more fooling around trying to get key capture to work but I could not get a response. Everywhere else is logic for the joystick reading (which has worked for me flawlessly). I have been referring to this link for all of the macros available to the programmer. I have not been able to capture the left control button or the right control button. I have also been trying the arrow keys for kicks as well and those are not working either. I know there are remnants of other code snippets thrown in there as I was testing. Given all of my testing, I am just not sure how to capture any keyboard keys, let alone Ctrl+c. None of my desired print statements print.
I am able to run the code on Ubuntu 1804 LTS with the stock GUI manager and window manager. I have a feeling the problem might also have something to do with the operating system not letting SDL2 capture the keyboard, but I don't know what to do to allow only the keyboard or certain keys to be consumed by SDL2.
I am trying to not use platform-specific code since I already have successfully used platform-specific signal interrupts. My goal is to simply make a certain combination of depressed keys result in a program terminating. I figured that, since SDL2 can access all keys on a keyboard, that I should be able to simply
Unless you want to read keyboard input from stdin you need to open a window and focus it to get key events in SDL. Here's an example (note the call to SDL_Init uses SDL_INIT_VIDEO and there's some code in there for rendering a background and handling resize events).
#include <iostream>
#include <SDL2/SDL.h>
int main(int argc, char** argv)
{
if (SDL_Init(SDL_INIT_VIDEO) < 0) { // also initialises the events subsystem
std::cout << "Failed to init SDL.\n";
return -1;
}
SDL_Window *window = SDL_CreateWindow(
"Window", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
680, 480, SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE);
if(!window) {
std::cout << "Failed to create window.\n";
return -1;
}
// Create renderer and select the color for drawing.
SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, 0);
SDL_SetRenderDrawColor(renderer, 200, 200, 200, 255);
while(true)
{
// Clear the entire screen and present.
SDL_RenderClear(renderer);
SDL_RenderPresent(renderer);
SDL_Event event;
while (SDL_PollEvent(&event))
{
if (event.type == SDL_QUIT) {
SDL_Quit();
return 0;
}
if(event.type == SDL_WINDOWEVENT) {
if (event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED) {
int width = event.window.data1;
int height = event.window.data2;
std::cout << "resize event: " << width << "," << height << std::endl;
}
}
if (event.type == SDL_KEYDOWN) {
int key = event.key.keysym.sym;
if (key == SDLK_ESCAPE) {
SDL_Quit();
return 0;
}
std::cout << "key event: " << key << std::endl;
}
}
}
return 0;
}
Key events are sent to the currently focused window and SDL uses the underlying OS to handle this. E.g. In Linux this means SDL calls X11 functions.
edit:
As detailed in this question it appears you can also get a snapshot of the state of the keys. In either case I think a window needs to be opened to receive events even though I've edited this multiple times to come to that conclusion (apologies if that caused any confusion). Your OS may provide functions for polling the state of the keyboard without using events or windows, such as GetAsyncKeyState in Windows.
I have a matrix relay with a nanopi fire (like rasperry pi). I connected this relay to my device and want to change gpio value.(my device has multi gpio pin. first I should create gpio(echo 95 > /sys/class/gpio/export) and then change direction folder "out" (echo "out" > /sys/class/gpio/gpio95/direction) and with changing value the relay should turn on and off.)
this is my code:
bool GPIOClass::ChangeValue(QString IO, QString port)
{
QString gpio;
QString comand;
// comand=" echo ";
// comand.append(QIO);
// comand.append(" > ");
// gpio=config->GpioFromPort(port);
// if(gpio.length()==0)
// return false;
// //IO should be 1 or 0
QString src=IdenGPIOSrc(gpio);//src is /sys/class/gpio/gpio95
src.append("/value");
// comand.append(src);
// qDebug()<<port<<gpio<<"with src:"
// <<src <<"with command:"<<comand;
// system(comand.toStdString().c_str());
///===========================================================
QFile file(src);
if ( file.open(QIODevice::WriteOnly) )
{
//clear the content
// file.resize(0);
file.seek(0);
file.write(QByteArray::number(IO.toInt()),1);
}
if(GetValue(port)==IO.toInt())
{
return true;
}
else
return false;
}
the relay is not changed, but when I run the executable sample the relay is turn on and off:
int main(int argc, char ** argv)
{
int pin = GPIO_PIN(7);
int i, value, board;
int ret = -1;
if ((board = boardInit()) < 0) {
printf("Fail to init board\n");
return -1;
}
if (board == BOARD_NANOPI_T2)
pin = GPIO_PIN(15);
if (argc == 2)
pin = GPIO_PIN(atoi(argv[1]));
if ((ret = exportGPIOPin(pin)) == -1) {
printf("exportGPIOPin(%d) failed\n", pin);
}
if ((ret = setGPIODirection(pin, GPIO_OUT)) == -1) {
printf("setGPIODirection(%d) failed\n", pin);
}
for (i = 0; i < STATUS_CHANGE_TIMES; i++) {
if (i % 2) {
value = GPIO_HIGH;
} else {
value = GPIO_LOW;
}
if ((ret = setGPIOValue(pin, value)) > 0) {
printf("%d: GPIO_PIN(%d) value is %d\n", i+1, pin, value);
} else {
printf("setGPIOValue(%d) failed\n", pin);
}
sleep(1);
}
unexportGPIOPin(pin);
return 0;
}
in that code also the value in that address changed like my code (change value file to 1 and 0 ) and the relay is working. where is the diffrence between my code and that code? both of them change the value content.
where is my code problem?
I am working on a multi threading program to read and write to a serial port. If I test my application with Putty everything is fine. But when I test it with the created .exe-file, it doesn't work. (I start the program in VS2017 and then the .exe file)
E.g.: My input: "Test", the output in the other window: "Teeeeeeeeeeeessssssssssttttttt".
My code to send the data:
void SendDataToPort()
{
for (size_t i = 0; i <= strlen(line); i++) // loop through the array until
every letter has been sent
{
try
{
if (i == strlen(line)) // If ever letter has been sent
{ // end it with a new line
c = '\n'; // a new line
}
else
{
c = line[i];
}
WriteFile(serialHandle, &c, 1, &dwBytesWrite, NULL); // Send letter to serial port
}
catch (const exception&)
{
cout << "Error while writing.";
}
}
cout << endl << "Sent." << endl;
}
In the array "line" I have the input from the user.
My code to read the data:
int newLineCounter = 0;
unsigned char tmp;
while (!endCurrentRead)
{
ReadFile(hSerial, &tmp, 1, &bytesRead, NULL); // Get new letter
if (tmp != '\n')
{
newLineCounter = 0;
if (tmp >= 32 && tmp <= 126)
{
output += tmp; // Add current letter to the output
}
}
else
{
newLineCounter++;
if (newLineCounter < 2) // If there are more than 2 '\n' it doesn't write it down
{
output += tmp;
}
else if (newLineCounter == 2)
{
Print(output);
output = receiverName;
endCurrentRead = true;
}
}
}
After that I write the data down with the Print(output) function:
cout << output << endl;
How I create the Handle File:
serialHandle = CreateFile(LcomPort, GENERIC_READ | GENERIC_WRITE, 0, 0, OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL, 0);
Why is this happening and why is this only happening when I test it with the .exe-file and not with Putty?
Thanks to the help of #quetzalcoatl, I was able to solve the problem. I have to check if the bytesRead are bigger then 0.
Solution:
int newLineCounter = 0;
DWORD dwCommModemStatus;
unsigned char tmp;
while (!endCurrentRead)
{
ReadFile(hSerial, &tmp, 1, &bytesRead, NULL); // Get new letter
if (bytesRead > 0)
{
if (tmp != '\n')
{
newLineCounter = 0;
if (tmp >= 32 && tmp <= 126)
{
output += tmp; // Add current letter to the output
}
}
else
{
output += tmp;
Print(output);
output = receiverName;
endCurrentRead = true;
}
}
}
Okay, maybe I'm doing something fatally stupid, but I'm mad. All day I've been dealing with vectors storing in them pointers to my own class, but they mess up (much of the time). Sometimes when I traverse through them, I end up getting the other vector's variable, other times I get some complete nonsense from memory.
Here's some of the code:
vector<TCPClientProtocol*> clients;
vector<TCPClientProtocol*> robots;
//this function gets names from "robots" and sends them to all the "clients"
void sendRobotListToClients(){
//collect the list:
int numRobots = robots.size();
char *list = (char*)malloc(numRobots * USERNAME_SIZE);
for(int i=0; i<numRobots; i++){
int namelen = strlen(robots[i]->name);
memcpy(&list[i*USERNAME_SIZE], robots[i]->name,
namelen);
if(namelen < USERNAME_SIZE)
list[i*USERNAME_SIZE + namelen] = (char)0;
}
//send it to all clients:
int numClients = clients.size();
for(int i=0; i<numClients; i++){
int result = clients[i]->sendRobotList(list, numRobots);
if(result < 0){
cout<<"Failed sending refreshed list to "
<<clients[i]->name<<"."<<endl;
}
}
delete list; //forgot to add this before
}
//How I created vectors:
vector<TCPClientProtocol*> clients;
vector<TCPClientProtocol*> robots;
//and this is how I add to them:
robots.push_back(robot);
Basically, I'm not getting the memory I want. I'm considering going to arrays, or making my own class, but I wanted dynamic storage. This is silly, though...
robots.push_back(robot1);
clients.push_back(client1);
As an example:
TCPClientProtocol *robot = new TCPClientProtocol(mySocket); //create with existing socket
robot->name = "robot1";
cout<<robot->name<<endl; //prints correctly
robots.push_back(robot);
... //do some other stuff (this IS multithreaded, mind you)
cout<<robots[0]->name<<endl; //prints something strange
The TCPClientProtocols are derived from a listening server socket that returns sockets and puts them into the class. While the pointers sit inside the vectors, I use socket functions in the class, i.e
robot->sendData(buffer, lenght);
robot->receiveData(buffer, length);
etc. Afterwards, I go try to reference them again. I can't put all the code here... it's over 500 lines long.
Then I collect the robot names, and I either get gibbrish, or the client's name. Anyway, thanks for your help.
EDIT: I deliberately tested it to see exactly what it was doing at every step. It printed out the exact name/string (robot->name) that I wanted. After it was pushed into the vector, however, I took that exact same pointer from within the vector, it no longer pointed to the right name, instead gave me something else entirely. That's why I'm confused. My apparently bad memory manipulation works well enough when vectors aren't involved.
The function that adds directly to the vector:
void addRobotToList(TCPClientProtocol *robot){
//add robot to list
robots.push_back(robot);
cout<<"Added "<<robot->name<<endl;
}
The function that calls this function (warning: long!) - and yes, I mean to divide it up but this is sort of a draft:
DWORD WINAPI AcceptThread(void* parameter){
TCPClientProtocol* cl = (TCPClientProtocol*)parameter;
TCPHeader *head = new TCPHeader;
loginInfo *logInfo = new loginInfo;
//Read header.
int result = cl->receiveHeader(head);
if(result < 0)
return -1;
//Check data. Expected: DATATYPE_CONNETION_REQUEST
// and check protocol version.
if( head->version != (char)PROTOCOL_VERSION ||
head->type != (char)DATATYPE_CONNECTION_REQUEST ||
head->size != (int)CONNECTION_REQUEST_LENGTH){
goto REJECT;
}
cout<<"Accepted connection."<<endl;
result = cl->requestLoginInfo();
if(result < 0)
goto CONNECTIONLOST;
//Read header.
result = cl->receiveHeader(head);
if(result < 0)
goto CONNECTIONLOST;
if(head->type != DATATYPE_LOGIN_INFO){
goto REJECT;
}
//read login information
result = cl->receiveLoginInfo(logInfo);
if(result < 0)
goto CONNECTIONLOST;
//check for authentication of connector. If failed, return.
if(!authenticate(logInfo)){
goto REJECT;
}
cout<<"Authenticated."<<endl;
//add name to robot/client
cl->name = logInfo->username;
//Check for appropriate userType and add it as a variable:
switch(logInfo->userType){
case USERTYPE_ROBOT:
cl->userType = USERTYPE_ROBOT;
cl->isClient = false;
cout<<"Robot connected: "<<cl->name<<endl;
break;
case USERTYPE_CLIENT:
cl->userType = USERTYPE_CLIENT;
cl->isClient = true;
cout<<"Client connected: "<<cl->name<<endl;
break;
default:
goto REJECT;
break;
}
//Send a phase change to PHASE 2:
result = cl->notifyPhaseChange(2);
if(result < 0)
goto CONNECTIONLOST;
//if client, send robot availability list and listen for errors
// and disconnects while updating client with refreshed lists.
if(cl->isClient){
//add client to clients list:
clients.push_back(cl);
//send initial list:
int numRobots = robots.size();
char *list = (char*)malloc(numRobots * USERNAME_SIZE);
for(int i=0; i<numRobots; i++){
cout<<(i+1)<<" of "<<numRobots<<": "<<robots[i]->name<<endl;
int namelen = strlen(robots[i]->name);
memcpy(&list[i*USERNAME_SIZE], robots[i]->name,
namelen);
if(namelen < USERNAME_SIZE)
list[i*USERNAME_SIZE + namelen] = (char)0;
}
result = cl->sendRobotList(list, numRobots);
if(result < 0){
removeClientFromList(cl->name);
goto CONNECTIONLOST;
}
cout<<"Sent first robot list."<<endl;
//wait to receive a ROBOT_SELECTION, or error or disconnect:
result = cl->receiveHeader(head);
if(result < 0){
removeClientFromList(cl->name);
goto CONNECTIONLOST;
}
if(head->type != DATATYPE_ROBOT_SELECTION){
removeClientFromList(cl->name);
goto REJECT;
}
//receive and process robot selection
char *robotID = (char*)malloc(ROBOT_SELECTION_LENGTH+1);
result = cl->receiveRobotSelection(robotID);
robotID[USERNAME_SIZE] = (char)0;
robotID = formatUsername(robotID);
if(result < 0){
removeClientFromList(cl->name);
goto CONNECTIONLOST;
}
cout<<"Got a selection.."<<endl;
//get the robot and remove it from list
TCPClientProtocol *robot = removeRobotFromList(formatUsername(robotID));
cout<<"Removal win."<<endl;
//check robot status:
if(robot == NULL){
//TRY AGAIN
cout<<"Oh mai gawsh, robot is NULL!"<<endl;
getch();
}
else if(!robot->tcpConnected()){
//TRY AGAIN
cout<<"Oh mai gawsh, robot DISCONNECTED!"<<endl;
getch();
}else{
cout<<"Collected chosen robot: "<<robot->name<<endl;
}
//request stream socket information from client
result = cl->requestStreamSocketInfo();
if(result < 0){
removeClientFromList(cl->name);
addRobotToList(robot); //re-add the robot to availability
goto CONNECTIONLOST;
}
result = cl->receiveHeader(head);
if(result < 0){
removeClientFromList(cl->name);
addRobotToList(robot); //re-add the robot to availability
goto CONNECTIONLOST;
}
//check for datatype
if(head->type != DATATYPE_STREAM_SOCKET_INFO){
removeClientFromList(cl->name);
addRobotToList(robot); //re-add the robot to availability
goto REJECT;
}
//receive stream socket info:
char *ip = (char*)malloc(20);
int port;
result = cl->receiveStreamSocketInfo(ip, &port);
if(result < 0){
removeClientFromList(cl->name);
addRobotToList(robot); //re-add the robot to availability
goto CONNECTIONLOST;
}
cout<<"Got ip: "<<ip<<" port: "<<port<<endl;
//send stream socket information to robot
result = robot->sendStreamSocketInfo(ip, port);
if(result < 0){
//RETURN CLIENT TO 'step 5'
removeClientFromList(cl->name);
delete robot;
goto CONNECTIONLOST;
}
//send phase changes to both, and use this thread
// to monitor signals from client to robot.
result = cl->notifyPhaseChange(3);
if(result < 0){
addRobotToList(robot); //re-add the robot to availability
removeClientFromList(cl->name);
goto CONNECTIONLOST;
}
result = robot->notifyPhaseChange(3);
if(result < 0){
//RETURN CLIENT TO 'step 5'
removeClientFromList(cl->name);
delete robot;
goto CONNECTIONLOST;
}
cout<<"PHASE 3 INITIATED"<<endl;
removeClientFromList(cl->name);
//run a thread sending connections from CLIENT to ROBOT.
while(true){
cout<<"Listening for header..."<<endl;
//read next header from client
result = cl->receiveHeader(head);
cout<<"Got something"<<endl;
if(result < 0){
cout<<"Failed read."<<endl;
delete robot;
goto CONNECTIONLOST;
}
if(head->type != DATATYPE_COMMAND){
cout<<"Not a command. Protocol mismatch"<<endl;
continue;
}
cout<<"Gots header"<<endl;
//read command
result = cl->receiveCommand();
if(result < 0){
//RESET ROBOT!
delete robot;
goto CONNECTIONLOST;
}
cout<<"Got data."<<endl;
result = robot->sendCommand((char)result);
if(result < 0){
//RESET CLIENT!
delete robot;
goto CONNECTIONLOST;
}
}
//spawn a thread for robot-to-client and client-to-robot comm,
// possibly just client-to-robot.
//send a phase change (to phase 3) - in thread!
}
//if robot, add to robot list and wait.
else{
//add robot to robots list:
addRobotToList(cl);
}
delete head;
delete logInfo;
return 0;
//Clean up variables and send reject message
REJECT:
cout<<"Connection rejected."<<endl;
cl->sendRejection();
delete cl;
delete head;
delete logInfo;
return -1;
CONNECTIONLOST:
cout<<"Connection lost."<<endl;
delete cl;
delete head;
delete logInfo;
return -1;
}
You code is a horrible mix of C and C++ and of course all the errors are in the C parts :). So don't blame vectors but instead look at all that horrible low level memory manipulation.
Looks to me that
There's no guarantee that you won't overflow the bounds of list
There's no guarantee that list will be null terminated
The list memory leaks
Start using std::string would seem to be the best advice.
Some of the things to point out with one look at the code here will be:
You should be using new instead of malloc.
You should be using smart pointers not storing raw pointers in your vector.
Use iterators for iterating over the vector contents.
Use std::string and not char*
SOLVED: The error was deleting the loginInfo struct lead to erasing the name object inside of it, thus invalidating the pointers in the name variable. Thanks to all who recommended using strings, they definitely solved the problem and they're not as risky to use.