I am new in Socket Programming. I am trying to create a client application. The server is a camera which communicates using TCP. The camera is sending continuous data. Using Wireshark, I can see that the camera is sending continuous packets of different sizes, but not more than 1514 bytes. But my recv function is always returning 2000 which is the size of my buffer.
unsigned char buf[2000];
int bytesIn = recv(sock, (char*)buf, sizeof(buf) , 0);
if (bytesIn > 0)
{
std::cout << bytesIn << std::endl;
}
The first packet I receive is of size 9 bytes, which recv returns correct, but after that it always returns 2000.
Can anyone please tell me the solution so that I can get the correct size of the actual data payload?
EDIT
int bytesIn = recv(sock, (char*)buf, sizeof(buf) , 0);
if (bytesIn > 0)
{
while (bytes != 1514)
{
if (count == 221184)
{
break;
}
buffer[count++] = buf[bytes++];
}
std::cout << count;
}
EDIT:
Here is my Wireshark capture:
My Code to handle packets
int bytesIn = recv(sock, (char*)&buf, sizeof(buf) , 0);
if (bytesIn > 0)
{
if (flag1 == true)
{
while ((bytes != 1460 && (buf[bytes] != 0)) && _fillFlag)
{
buffer[fill++] = buf[bytes++];
if (fill == 221184)
{
flag1 = false;
_fillFlag = false;
fill = 0;
queue.Enqueue(buffer, sizeof(buffer));
break;
}
}
}
if ((strncmp(buf, _string2, 10) == 0))
{
flag1 = true;
}
}
For each frame camera is sending 221184 bytes and after each frame it sends a packet of data 9 bytes which I used to compare this 9 bytes are constant.
This 221184 bytes send by camera doesn't have 0 so I use this condition in while loop. This code is working and showing the frame but after few frame it shows fully black frame. I think the mistake is in receiving the packet.
Size of per frame is : 221184 (fixed)
Size of per recv is : 0 ~ 1514
My implementation here :
DWORD MakeFrame(int socket)
{
INT nFrameSize = 221184;
INT nSizeToRecv = 221184;
INT nRecvSize = 2000;
INT nReceived = 0;
INT nTotalReceived = 0;
BYTE byCamera[2000] = { 0 }; // byCamera size = nRecvSize
BYTE byFrame[221184] = { 0 }; // byFrame size = nFrameSize
while(0 != nSizeToRecv)
{
nRecvSize = min(2000, nSizeToRecv);
nReceived = recv(socket, (char*)byCamera, nRecvSize, 0);
memcpy_s(byFrame + nTotalReceived, nFrameSize, byCamera, nReceived);
nSizeToRecv -= nReceived;
nTotalReceived += nReceived;
}
// byFrame is ready to use.
// ...
// ...
return WSAGetLastError();
}
The first packet I receive is of size 9 bytes which it print correct after that it always print 2000. So can anyone please tell me the solution that I only get the size of actual data payload.
TCP is no packet-oriented, but a stream-oriented transport protocol. There is no notion of packets in TCP (apart maybe from a MTU). If you want to work in packets, you have to either use UDP (which is in fact packet-oriented, but by default not reliable concerning order, discarding and alike) or you have to implement your packet logic in TCP, i.e. reading from a stream and partition the data into logical packets once received.
Related
I'm using FFMPEG to decode H264 (or H265) RTSP Stream.
My system have 2 software: Server and Client
Server: Read frames from RTSP stream --> Forward frames to Client
Client: Receive frames from Server --> Decode --> Render
I have implemented and it worked ok, but there is a case make my system work not good. That is when internet from Server - Client is slow, frames can not transfer real-time to Client.
In present, I deal with this issue by Skip some frames (not send to Client) when the Queue is reached limit of count. The following is my summary code
//At Server Software (include 2 threads A and B)
//Thread A: Read AVPacket and forward to Client
while(true)
{
AVPacket packet;
av_init_packet(&packet);
packet.size = 0;
packet.data = NULL;
int ret = AVERROR(EAGAIN);
while (AVERROR(EAGAIN) == ret)
ret = av_read_frame(pFormatCtx, &packet);
if(packet.size > 0)
{
if(mySendQueue.count < 120) //limit 120 packet in queue
mySendQueue.Enqueue(packet); ////Thread B will read from this queue, to send packets to Client via TCP socket
else
;//SkipThisFrame ***: No send
}
}
//Thread B: Send To Client via TCP Socket
While(true)
{
AVPacket packet;
if(mySendQueue.Dequeue(packet))
{
SendPacketToClient(packet);
}
}
//At Server Software : Receive AVPacket from Server --> Decode --> Render
While(true)
{
AVPacket packet;
AVFrame frame;
ReadPacketFromServer(packet);
if (av_decode_asyn(pCodecCtx, &frame, &frameFinished, &packet) == RS_OK)
{
if (frameFinished)
{
RenderFrame(frame);
}
}
}
UINT32 __clrcall av_decode_asyn(AVCodecContext *pCodecCtx, AVFrame *frame, int *frameFinished, AVPacket *packet)
{
int ret = -1;
*frameFinished = 0;
if (packet)
{
ret = avcodec_send_packet(pCodecCtx, packet);
// In particular, we don't expect AVERROR(EAGAIN), because we read all
// decoded frames with avcodec_receive_frame() until done.
if (ret < 0 && ret != AVERROR_EOF)
return RS_NOT_OK;
}
ret = avcodec_receive_frame(pCodecCtx, frame);
if (ret < 0 && ret != AVERROR(EAGAIN))
{
return RS_NOT_OK;
}
if (ret >= 0)
*frameFinished = 1;
return RS_OK;
}
My question is focus in line of code SkipThisFrame ***, this algorithm skip frame continuously, so it maybe make the decoder on Client occur unexpectedly error or Crash?
And when skip frame like that, make Client Render frames is not normally?
And someone call show me the proper algorithm to skip frames in my case?
Thank you very much!
I have a brief read on doc of AVPacket, it says:
For video, it should typically contain one compressed frame.
Theoretically you cannot skip frames for a compressed video stream, as most frames do not contain complete information about that frame's image, but only contain changes compared with some previous frames. So if you skip a frame, it is probable that many trailing decoded frames won't contain correct result (until next key frame flushes whole image).
"My question is focus in line of code SkipThisFrame ***, this algorithm
skip frame continuously, so it maybe make the decoder on Client occur
unexpectedly error or Crash?"
One thing I notice is wrong...
Your While(true) statements also need a break; to stop, otherwise they will run forever, blocking other functions and causing the system to crash. Think about it, you say "While the loop is true do X-Y-Z instructions" but you never say when to stop (eg: break out of this While loop to do next instructions). Computer is stuck doing first While loop only and also repeating that to infinity...
Try setting up like this:
//At Server Software (include 2 threads A and B)
//Thread A: Read AVPacket and forward to Client
while(true)
{
AVPacket packet;
av_init_packet(&packet);
packet.size = 0;
packet.data = NULL;
int ret = AVERROR(EAGAIN);
while (AVERROR(EAGAIN) == ret) { ret = av_read_frame(pFormatCtx, &packet); }
if(packet.size > 0)
{
if(mySendQueue.count < 120) //limit 120 packet in queue
{
mySendQueue.Enqueue(packet); ////Thread B will read from this queue, to send packets to Client via TCP socket
}
//else { } //no need for ELSE if doing nothing... //SkipThisFrame ***: No send
}
break; //stop this part and move to "Thead B"
}
//Thread B: Send To Client via TCP Socket
While(true)
{
AVPacket packet;
if( mySendQueue.Dequeue(packet) )
{ SendPacketToClient(packet); break; }
}
//At Server Software : Receive AVPacket from Server --> Decode --> Render
While(true)
{
AVPacket packet; AVFrame frame;
ReadPacketFromServer(packet);
if (av_decode_asyn(pCodecCtx, &frame, &frameFinished, &packet) == RS_OK)
{
if (frameFinished) { RenderFrame(frame); break; }
}
}
UINT32 __clrcall av_decode_asyn(AVCodecContext *pCodecCtx, AVFrame *frame, int *frameFinished, AVPacket *packet)
{
int ret = -1;
*frameFinished = 0;
if (packet)
{
ret = avcodec_send_packet(pCodecCtx, packet);
// In particular, we don't expect AVERROR(EAGAIN), because we read all
// decoded frames with avcodec_receive_frame() until done.
if (ret < 0 && ret != AVERROR_EOF)
return RS_NOT_OK;
}
ret = avcodec_receive_frame(pCodecCtx, frame);
if (ret < 0 && ret != AVERROR(EAGAIN))
{
return RS_NOT_OK;
}
if (ret >= 0)
*frameFinished = 1;
return RS_OK;
}
Hope it helps. Let me know of results / errors.
I have a function for receiving messages of variable length through TCP. The send-function creates a buffer, puts the length of message in first four bytes, fills the rest with the message, and sends by parts. But the receive-function was receiving 4 bytes less. And suddenly, when I put one printf, everything is working as it should.
bool TCP_Server::recvMsg(SOCKET client_sock, std::unique_ptr<char[]>& buf_ptr, int* buf_len)
{
int msg_len;
int rcvd = 0, tmp;////
/* get msg len */
if((tmp = recv(client_sock, (char*)&msg_len, sizeof(msg_len), 0)) == -1)
{
handle_error("recv");
return false;
}
*buf_len = msg_len;
printf("msg_len = %d\n", msg_len); //
printf("tmp getting msg_len = %d\n", tmp);//
rcvd += tmp;//
buf_ptr.reset((char*)malloc(msg_len));
if(buf_ptr.get() == nullptr) // not enough memory
{
handle_error("malloc");
return false;
}
/* get msg of specified len */
/* get by biggest available pieces */
int i = 1;
while(int(msg_len - 1440 * i) > 0)
{
char* cur_ptr = buf_ptr.get() + 1440 * (i - 1);
if((tmp=recv(client_sock, cur_ptr, 1440, 0)) == -1)
{
handle_error("recv");
return false;
}
printf("1440 = %d\n", tmp); // doesn't work if I comment this line
rcvd += tmp;
i++;
}
int rest = msg_len - 1440 * (i - 1);
/* get the rest */
if((tmp = recv(client_sock, buf_ptr.get() + msg_len - rest, rest, 0)) == -1)
{
handle_error("(recv)reading with msg_len");
return false;
}
rcvd += tmp;//
printf("rcvd = %d\n", rcvd);//
return true;
}
In sum, if I comment printf("1440 = %d\n", tmp);, the function is receiving 4 bytes less.
I'm compiling with x86 Debug.
Here's the dissimilar lines in asm(/FA flag): http://text-share.com/view/50743a5e
But I don't see anything suspicious
printf writes to the console, which is a fairly slow operation, relatively speaking. The extra delay it produces might easily change how much data has arrived in the buffer when you call recv.
As Tulon comments, reads from TCP streams can be any length. TCP doesn't preserve message boundaries, so they don't necessarily match the send sizes on the other end. And if less data has been sent across the network than you asked to read, you'll get what is available.
Solution: stop thinking of 1440 byte chunks. Get rid of i and simply compare rcvd to msg_len.
I'm currently working on a project using sockets via WinSock and have come across a peculiar problem. I'll attach the code before I start explaining.
#include "Connection.h"
Connection::Connection(SOCKET sock, int socketType)
: m_sock(sock), m_recvCount(0), m_sendCount(0), m_socketType(socketType)
{
printf("Succesfully created connection\n");
}
Connection::~Connection(void)
{
printf("Closing socket %d", m_sock);
closesocket(m_sock);
}
void Connection::ProcessMessage(const NetMessage *message){
printf("Got network message: type %d, data %s\n", message->type, message->data);
}
bool Connection::ReadSocket(){
// Call this when the socket is ready to read.
// Returns true if the socket should be closed.
// used to store count between the sockets
int count = 0;
if(m_socketType == SOCK_STREAM){
// attempt to read a TCP socket message
// Receive as much data from the client as will fit in the buffer.
count = recv(m_sock, &m_recvBuf[m_recvCount], sizeof(m_recvBuf) - m_recvCount, 0);
}
else if(m_socketType == SOCK_DGRAM){
// attempt to read UDP socket message
// temporarily stores details of the address which sent the message
// since UDP doesn't worry about whether it's connected to the
// sender or not
sockaddr_in fromAddr;
int fromAddrSize = sizeof(fromAddr);
count = recvfrom(m_sock, &m_recvBuf[m_recvCount], sizeof(m_recvBuf) - m_recvCount, 0, (sockaddr*) &fromAddr, &fromAddrSize);
}
else{
printf("Unknown socket type %d\n", m_socketType);
return true;
}
if (count <= 0)
{
printf("Tried to receive on socket %d and got %d bytes\n", m_sock, count);
printf("Client connection closed or broken\n");
return true;
}
// if we get to this point we have essentially received a complete message
// and must process it
printf("Received %d bytes from the client (total %d)\n", count, m_recvCount);
m_recvCount += count;
// Have we received a complete message?
// if so, process it
if (m_recvCount == sizeof NetMessage)
{
ProcessMessage((const NetMessage *) m_recvBuf);
m_recvCount = 0;
}
return false;
}
bool Connection::WriteSocket(){
// Sends the data in the send buffer through the socket
int count;
if(m_socketType == SOCK_STREAM){
// attempt to read TCP socket message
count = send(m_sock, m_sendBuf, m_sendCount, 0);
}
else if(m_socketType == SOCK_DGRAM){
// attempt to read UDP socket message
count = sendto(m_sock, m_sendBuf, m_sendCount, 0, 0, 0);
}
else{
// unhandled type of socket, kill server
printf("Unknown socket type %d", m_socketType);
return true;
}
if (count <= 0)
{
// we have received an error from the socket
printf("Client connection closed or broken\n");
return true;
}
m_sendCount -= count;
printf("Sent %d bytes to the client (%d left)\n", count, m_sendCount);
printf("Data: %s", m_sendBuf);
// Remove the sent data from the start of the buffer.
memmove(m_sendBuf, &m_sendBuf[count], m_sendCount);
return false;
}
bool Connection::WantWrite(){
if(m_sendCount > 0){
return true;
}
return false;
}
bool Connection::WantRead(){
return true;
}
bool Connection::SetMessage(const NetMessage *message){
// store contents of the message in the send buffer
// to allow us to send later
if (m_sendCount + sizeof(NetMessage) > sizeof(m_sendBuf))
{
return true;
}
memcpy(&m_sendBuf, message, sizeof(message));
m_sendCount += sizeof(NetMessage);
return false;
}
and the protocol
/* Definitions for the network protocol that the client and server use to communicate */
#ifndef PROTOCOL_H
#define PROTOCOL_H
// Message types.
enum MessageType
{
MT_UNKNOWN = 0,
MT_WELCOME = 1,
MT_KEYPRESS = 2,
MT_CHATMESSAGE = 3
};
// The message structure.
// This is a "plain old data" type, so we can send it over the network.
// (In a real program, we would want this structure to be packed.)
struct NetMessage
{
MessageType type;
char* data;
NetMessage()
: type(MT_UNKNOWN)
{
}
};
#endif
Essentially the protocol holds the definition of the messages that the client and server throw around to each other. The problem I am having is that, in connection.cpp line 132 (memcpy), the message becomes garbled in sendBuf.
http://imgur.com/MekQfgm,9ShRtHi
The image above shows exactly what is happening. As said in protocol.h the struct is a POD so when I do memcpy it should transfer the number of bytes as is held in the struct (so for example the message type should be 1 byte, followed by 7 or 8 bytes of data, in the example).
Can anyone shed some light on this? It's driving me crazy.
The line you wrote will copy 4 bytes (sizeof(pointer)) on 32bit systems:
memcpy(&m_sendBuf, message, sizeof(message));
what you probably meant is:
memcpy(&m_sendBuf, message, sizeof(NetMessage));
Edit:
In addition, as a commenter remarked, your data type is NOT a POD. It holds a pointer. You transfer that pointer. At the target system, it will point to the same place in RAM, but there will not be anything there. You need to actually make your datatype a POD by using an array or you need to find a way to transfer the data pointed to. You can achieve this by transfering the type, a length and a number of characters. That means that your receiver can NOT rely on messages being of fixed size.
Well i make a IOCP for handling client connections with the following details:
- Threads = (CPU cores * 2)
- Assigning an completion port to each socket
- Accessing the socket context by Client Index or overlapped struct (either way is the same)
So i am trying to debug the incoming packets, its works like a charm, except for a little but nasty detail... I set a break point on WorkersThread function (where i recv the packet) i am watching the buffer with the packet i recv, when suddenly the buffer gets overwritten with a new packet that i got from client.
Why is that? according to what i read, IOCP should wait till i process the packet, send a response to client before recv any other packet. So i set a flag on my socket context called "Processing" and still got the overwritten buffer with an incoming packet. So it doesn't let me debug at all and its driving me crazy
Is ollydbg (debugger) fault that let the other threads running while i set a break point? Or is some error in my IOCP implementation?
Here is how my WorkerThread is coded:
DWORD WINAPI WorkerThread(void* argument)
{
int BytesTransfer;
int BytesRecv;
int ClientID;
int result;
OVERLAPPED* overlapped = 0;
ClientInfo* clientinfo = 0;
WSABUF wsabuf;
int flags;
//Exit only when shutdown signal is recv
while (WaitForSingleObject(IOCPBase::internaldata->sockcontext.ShutDownSignal, NULL) != WAIT_OBJECT_0)
{
flags = 0; BytesTransfer = 0; BytesRecv = 0; ClientID = 0;
//Get from queued list
if (GetQueuedCompletionStatus(IOCPBase::internaldata->sockcontext.CompletionPort, (LPDWORD)&BytesTransfer, (PULONG_PTR)&ClientID, &overlapped, INFINITE) == TRUE)
{
if (overlapped == 0)
{
//Fatal error
break;
}
clientinfo = (ClientInfo*)overlapped;
if (BytesTransfer != 0)
{
//Assign the buffer pointer and buffer len to WSABUF local
clientinfo->RecvContext.RecvBytes = BytesTransfer;
wsabuf.buf = (char*)clientinfo->RecvContext.Buffer;
wsabuf.len = clientinfo->RecvContext.Len;
//Switch for OperationCode
//switch (IOCPBase::internaldata->ClientContext[ClientID].OperationCode)
switch (clientinfo->OperationCode)
{
case FD_READ:
// Check if we have send all data to the client from a previous send
if (clientinfo->SendContext.SendBytes < clientinfo->SendContext.TotalBytes)
{
clientinfo->OperationCode = FD_READ; //We set FD_READ caused on the next send, there could still be bytes left to send
wsabuf.buf += clientinfo->SendContext.SendBytes; //The buffer position is + sended bytes
wsabuf.len = clientinfo->SendContext.TotalBytes - clientinfo->SendContext.SendBytes; //the buffer len is total - sended bytes
//Send the remain bytes
result = WSASend(clientinfo->sock, &wsabuf, 1, (LPDWORD)&BytesRecv, flags, &clientinfo->overlapped, NULL);
if (result == SOCKET_ERROR && (WSAGetLastError() != WSA_IO_PENDING))
{
CloseClient(ClientID);
}
clientinfo->SendContext.SendBytes += BytesRecv;
}
else
{
if (clientinfo->Processing == 0)
{
clientinfo->OperationCode = FD_WRITE; //If no more bytes left to send now we can set the operation code to write (in fact is read)
memset(clientinfo->RecvContext.Buffer, NULL, MAX_DATA_BUFFER_SIZE); //Clean the buffer for recv new data
//Recv data from our client
clientinfo->RecvContext.RecvBytes = WSARecv(clientinfo->sock, &wsabuf, 1, (LPDWORD)&BytesRecv, (LPDWORD)&flags, &clientinfo->overlapped, NULL);
if (clientinfo->RecvContext.RecvBytes == SOCKET_ERROR && WSAGetLastError() != WSA_IO_PENDING)
{
CloseClient(ClientID);
break;
}
}
}
break;
case FD_WRITE:
//Send data to the RecvProtocol
clientinfo->Processing = 1;
IOCPBase::internaldata->callback.RecvProtocol(clientinfo->RecvContext.Buffer, clientinfo->RecvContext.Len, ClientID);
clientinfo->Processing = 0;
default:
break;
}
}
}
}
return false;
}
The problem appears when looking at clientinfo->RecvContext.Buffer. I am watching the packet, past a few seconds and boom the buffer is overwritten with a new packet.
Thanks !
Never mind i fix the debug problem by copy the packet to the stack frame of the function i use to analyze the packet, this way i have no overwritten problem.
I am having a problem with a Serial Port communication between Arduino Nano and C++, even though the problem is in C++ side. Basically I want to send integers (or long,...) from the Arduino to a C++ program to be processed.
First I did a test sending information from the Arduino to the computer using Matlab. The Arduino code is pretty simple:
int i = 0;
void setup() {
// start serial port at 9600 bps:
Serial.begin(9600);
establishContact();
}
void loop() {
Serial.println(i);
i=i+1;
delay(10);
}
void establishContact() {
while (Serial.available() <= 0) {
Serial.println('A', BYTE);
delay(10);
}
}
The Matlab side is also simple:
clc;
clear all;
numSec=2;
t=[];
v=[];
s1 = serial('COM3'); % define serial port
s1.BaudRate=9600; % define baud rate
set(s1, 'terminator', 'LF'); % define the terminator for println
fopen(s1);
try % use try catch to ensure fclose
% signal the arduino to start collection
w=fscanf(s1,'%s'); % must define the input % d or %s, etc.
if (w=='A')
display(['Collecting data']);
fprintf(s1,'%s\n','A'); % establishContact just wants
% something in the buffer
end
i=0;
t0=tic;
while (toc(t0)<=numSec)
i=i+1;
t(i)=toc(t0);
t(i)=t(i)-t(1);
v(i)=fscanf(s1,'%d');
end
fclose(s1);
plot(t,v,'*r')
catch me
fclose(s1);
end
My goal is, with C++, do the same that is done in Matlab using fscanf(s1, '%d').
Here is the current code that I am using (C++ code):
void main()
{
HANDLE hSerial;
hSerial = CreateFile(TEXT("COM3"),
GENERIC_READ | GENERIC_WRITE,
0,
NULL,
OPEN_EXISTING,
FILE_ATTRIBUTE_NORMAL,//FILE_FLAG_OVERLAPPED,
NULL);
if ( hSerial == INVALID_HANDLE_VALUE)
{
printf("Error initializing handler");
}
else
{
// Set the parameters of the handler to the serial port.
DCB dcb = {0};
dcb.DCBlength = sizeof(dcb);
if ( !GetCommState(hSerial, &dcb) )
{
printf("Error setting parameters");
}
FillMemory(&dcb, sizeof(dcb), 0);
dcb.BaudRate = CBR_9600;
dcb.ByteSize = 8;
dcb.StopBits = ONESTOPBIT;
dcb.Parity = NOPARITY;
if ( !SetCommState(hSerial, &dcb) )
{
// error setting serial port state.
}
// Tell the program not to wait for data to show up
COMMTIMEOUTS timeouts = {0};
timeouts.ReadIntervalTimeout = 0;//20;
timeouts.ReadTotalTimeoutConstant = 0;//20;
timeouts.ReadTotalTimeoutMultiplier = 0;//50;
timeouts.WriteTotalTimeoutConstant = 0;//100;
timeouts.WriteTotalTimeoutMultiplier = 0;//100;
if ( !SetCommTimeouts(hSerial, &timeouts) )
{
printf("Error setting the timeouts");
}
char szBuff[5] = "";
DWORD dwBytesRead = 0;
int i = 0;
char test[] = "B\n";
int maxSamples = 10;
DWORD dwCommStatus;
WriteFile(hSerial, test, 2, &dwBytesRead, NULL);
SetCommMask(hSerial,EV_RXCHAR);
while (i < maxSamples)
{
WaitCommEvent (hSerial, &dwCommStatus, 0);
if (dwCommStatus & EV_RXCHAR)
{
memset(szBuff,0,sizeof(szBuff));
ReadFile(hSerial, LPVOID(szBuff), 4, &dwBytesRead, NULL);
cout<<szBuff;
printf(" - %d - \n", atoi(szBuff));
}
i++;
}
scanf("%d", &i);
CloseHandle(hSerial);
}
}
The goal of my code would be something like num = ReadSerialCOM(hSerial, "%d");
My current C++ code reads the information from the buffer, but there is not an accepted end of line, which implies that my numbers (integers) are received cut.
Eg:
I send 8889 from the Arduino, which places it in the COM port. And the command ReadFile saves '88' into szBuff. At the next iteration '89\n' is saved into sZBuff. Basically I want to avoid to post-process sZBuff to concat '88' and '89\n'.
Anyone?
Thanks!
If I understand your question correctly, one way to avoid having to 'post-process' is to move the pointer passed to ReadFile to the end of the available data, so the ReadFile call is appending to the buffer, instead of overwriting.
Essentially, you would have two pointers. One to the buffer, the other to the end of the data in the buffer. So when your program starts, both pointers will be the same. Now, you read the first 2 bytes. You increment the end-of-data pointer by 2. You do another read, but instead of szBuff, you pass a pointer to the end of the previously read data. You read the next three bytes and you have the complete entry in szBuff.
If you need to wait until some delimiter to mark the end of an entry is received, you could just search the received data for it. If it's not there, you keep reading until you find it. If it is there, you can just return.
// Fill the buffer with 0
char szBuff[256] = {0};
// We have no data in the buffer, so the end of data points to the beginning
// of the buffer.
char* szEndOfData = szBuff;
while (i < maxSamples)
{
WaitCommEvent (hSerial, &dwCommStatus, 0);
if (dwCommStatus & EV_RXCHAR)
{
// Append up to 4 bytes from the serial port to the buffer
ReadFile(hSerial, LPVOID(szEndOfData), 4, &dwBytesRead, NULL);
// Increment the end of data pointer, so it points to the end of the
// data available in the buffer.
szEndOfData += dwBytesRead;
cout<<szBuff;
printf(" - %d - \n", atoi(szBuff));
}
i++;
}
// Output, assuming what you mentioned happens:
// - 88 -
// - 8889 -
If this approach is acceptable to you, it will require a bit more work. For example, you would have to ensure you don't overflow your buffer. When you remove data from the buffer, you'll have to move all of the data after the removed segment to the beginning, and fix the end of data pointer. Alternatively, you could use a circular buffer.
As Hans Passant and dauphic pointed, it doesn't seem to be a general solution for my question. I am writing, though, the code that I was trying to avoid, just in case somebody finds it useful or face the same problem that I had:
int i = 0;
DWORD dwBytesRead = 0;
DWORD dwCommStatus = 0;
char szBuff[2] = "";
int maxRead = 20;
int sizeNum = 1;
int *num = (int*)malloc(maxRead*sizeof(int));
char *currNum;
char *pastNum;
// Write something into the Serial Port to start receive
// information from the Arduino
WriteFile(hSerial, (LPCVOID)"A\0", 1, &dwBytesRead, NULL);
SetCommMask(hSerial, EV_RXCHAR);
// Start reading from the Serial Port
while ( i < maxRead )
{
WaitCommEvent (hSerial, &dwCommStatus, 0);
if (dwCommStatus & EV_RXCHAR) // if a char is received in the serial port
{
ReadFile(hSerial, LPVOID(szBuff), 1, &dwBytesRead, NULL);
if ( szBuff[0] > 47 && szBuff[0] < 58 )
{
sizeNum++;
if (sizeNum ==2)
{
currNum = (char*)malloc(sizeNum*sizeof(char));
strcpy(currNum, szBuff);
} else
{
if (pastNum != NULL)
free(pastNum);
pastNum = currNum;
currNum = (char*)malloc(sizeNum*sizeof(char));
strcpy(currNum, pastNum);
strcpy(currNum+(sizeNum-2)*sizeof(char), szBuff);
}
cout << szBuff<<endl;
} else if (szBuff[0] == '\n' && sizeNum > 1) // end of number
{
num[i] = atoi(currNum);
i++;
sizeNum = 1;
if (currNum!=NULL)
free(currNum);
}
}
}