[SDL] Non-blocking calls in SDL_net?
BESTJ at Nationwide.com
BESTJ at Nationwide.com
Tue Feb 24 14:19:00 PST 2004
Non-blocking TCP communication is quite common, and does not always
require polling. The library I am using uses events (in windows) or
signals (in Linux) to tell me when new data is available if I want that.
I do, in fact, poll the network, though. I do it once per game cycle.
This is the first time I would use the events anyway, and the network poll
is very efficient.
You can, in fact, use blocking IO and do a select() or poll() to see if
data is ready on the connections so you don't block on the read. To go
into any more detail would be off topic. I recommend "Unix network
programming" by W. Richard Stevens. I do not use the SDL_net library
because it does not provide these features (Though I may be willing to add
them if people are interested).
James Best
Bob Pendleton <bob at pendleton.com>
Sent by: sdl-admin at libsdl.org
02/23/2004 03:24 PM
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Subject: Re: [SDL] Non-blocking calls in SDL_net?
On Fri, 2004-02-20 at 04:47, Jorge Garcia wrote:
> Is there any way to make non-blocking calls in SDL_net? It seems that
> send/receive calls wait until everything is sent or received, and you
cannot
> know how many bytes are available for sending/receiving before calling.
If you
> use socket sets and check them you are only guaranteed that one byte(?)
is
> available and asking for more bytes in a receive call may block the
thread.
> AFAIK, some socket implementations allow a non-blocking mode which is
very handy
> if you don't want to mess with threads.
Take a look at the net2 library at:http://gameprogrammer.com/game.html.
Even if you don't use the library, the article and code tells you how to
do what you want. And, you don't really want to use non-blocking code.
Non-blocking code makes you poll for input which leads to serious
performance and synchronization problems.
Bob Pendleton
>
> Jorge
>
>
>
>
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+---------------------------------------+
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+ email: Bob at Pendleton.com +
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