이전에 학습한 네트워크 기본 지식 + 함수를 바탕으로 네트워크 라이브러리를 제작해보자
CorePch.h
...
#include <WinSock2.h>
#include <MSWSock.h>
#include <WS2tcpip.h>
#pragma comment(lib, "ws2_32.lib")
...
먼저 앞으로 사용할 매크로 함수를 정의하자. size 와 array의 len을 반환하는 함수다.
Types.h
...
#define size16(val) static_cast<int16>(sizeof(val))
#define size32(val) static_cast<int32>(sizeof(val))
#define len16(arr) static_cast<int16>(sizeof(arr)/sizeof(arr[0]))
#define len32(arr) static_cast<int32>(sizeof(arr)/sizeof(arr[0]))
...
클라이언트 정보(주소 등)를 담을 수 있는 자료구조를 만든다
NetAddress.h
#pragma once
/*----------
NetAddress
----------*/
class NetAddress
{
public:
NetAddress() = default;
NetAddress(SOCKADDR_IN sockAddr);
NetAddress(wstring ip, uint16 port);
SOCKADDR_IN& GetSockAddr() { return _sockAddr; }
wstring GetIpAddress();
uint16 GetPort() { return ::ntohs(_sockAddr.sin_port); }
public:
static IN_ADDR ip2Address(const WCHAR* ip);
private:
SOCKADDR_IN _sockAddr = {};
};
NetAddress.cpp
#include "pch.h"
#include "NetAddress.h"
/*----------
NetAddress
----------*/
NetAddress::NetAddress(SOCKADDR_IN sockAddr) : _sockAddr(sockAddr)
{
}
NetAddress::NetAddress(wstring ip, uint16 port)
{
::memset(&_sockAddr, 0, sizeof(_sockAddr));
_sockAddr.sin_family = AF_INET;
_sockAddr.sin_addr = ip2Address(ip.c_str());
_sockAddr.sin_port = ::htons(port);
}
wstring NetAddress::GetIpAddress()
{
WCHAR buffer[100];
::InetNtopW(AF_INET, &_sockAddr.sin_addr, buffer, len32(buffer));
return wstring(buffer);
}
IN_ADDR NetAddress::ip2Address(const WCHAR* ip)
{
IN_ADDR address;
::InetPtonW(AF_INET, ip, &address);
return address;
}
SocketUtils.h
#pragma once
#include "NetAddress.h"
/*------------
SocketUtils
------------*/
class SocketUtils
{
public:
static LPFN_CONNECTEX ConnectEx;
static LPFN_DISCONNECTEX DisconnectEx;
static LPFN_ACCEPTEX AcceptEx;
public:
static void Init();
static void Clear();
static bool BindWindowsFunction(SOCKET socket, GUID guid, LPVOID* fn);
static SOCKET CreateSocket();
static bool SetLinger(SOCKET socket, uint16 onoff, uint16 linger);
static bool SetReuseAddress(SOCKET socket, bool flag);
static bool SetRecvBufferSize(SOCKET socket, int32 size);
static bool SetSendBufferSize(SOCKET socket, int32 size);
static bool SetTcpNoDelay(SOCKET socket, bool flag);
static bool SetUpdateAcceptSocket(SOCKET socket, SOCKET listenSocket);
static bool Bind(SOCKET socket, NetAddress netAddr);
static bool BindAnyAddress(SOCKET socket, uint16 port);
static bool Listen(SOCKET socket, int32 backing = SOMAXCONN);
static void Close(SOCKET& socket);
};
template<typename T>
static inline bool SetSockOpt(SOCKET socket, int32 level, int32 optName, T optVal)
{
return SOCKET_ERROR != ::setsockopt(socket, level, optName, reinterpret_cast<char*>(&optVal), sizeof(T));
}
SocketUtils.cpp
#include "pch.h"
#include "SocketUtils.h"
/*------------
SocketUtils
------------*/
LPFN_CONNECTEX SocketUtils::ConnectEx = nullptr;
LPFN_DISCONNECTEX SocketUtils::DisconnectEx = nullptr;
LPFN_ACCEPTEX SocketUtils::AcceptEx = nullptr;
void SocketUtils::Init()
{
WSADATA wsaData;
ASSERT_CRASH(::WSAStartup(MAKEWORD(2, 2), OUT &wsaData) == 0);
/* 런타임에 주소 얻어오는 API */
SOCKET dummySocket = CreateSocket();
ASSERT_CRASH(BindWindowsFunction(dummySocket, WSAID_CONNECTEX, reinterpret_cast<LPVOID*>(&ConnectEx)));
ASSERT_CRASH(BindWindowsFunction(dummySocket, WSAID_DISCONNECTEX, reinterpret_cast<LPVOID*>(&DisconnectEx)));
ASSERT_CRASH(BindWindowsFunction(dummySocket, WSAID_ACCEPTEX, reinterpret_cast<LPVOID*>(&AcceptEx)));
Close(dummySocket);
}
void SocketUtils::Clear()
{
::WSACleanup();
}
bool SocketUtils::BindWindowsFunction(SOCKET socket, GUID guid, LPVOID* fn)
{
DWORD bytes = 0;
return SOCKET_ERROR != ::WSAIoctl(socket, SIO_GET_EXTENSION_FUNCTION_POINTER, &guid, sizeof(guid), fn, sizeof(*fn), OUT & bytes, NULL, NULL);
}
SOCKET SocketUtils::CreateSocket()
{
return ::WSASocket(AF_INET, SOCK_STREAM, IPPROTO_TCP, NULL, 0, WSA_FLAG_OVERLAPPED);
}
bool SocketUtils::SetLinger(SOCKET socket, uint16 onoff, uint16 linger)
{
LINGER option;
option.l_onoff = onoff;
option.l_linger = linger;
return SetSockOpt(socket, SOL_SOCKET, SO_LINGER, option);
}
bool SocketUtils::SetReuseAddress(SOCKET socket, bool flag)
{
return SetSockOpt(socket, SOL_SOCKET, SO_REUSEADDR, flag);
}
bool SocketUtils::SetRecvBufferSize(SOCKET socket, int32 size)
{
return SetSockOpt(socket, SOL_SOCKET, SO_RCVBUF, size);
}
bool SocketUtils::SetSendBufferSize(SOCKET socket, int32 size)
{
return SetSockOpt(socket, SOL_SOCKET, SO_SNDBUF, size);
}
bool SocketUtils::SetTcpNoDelay(SOCKET socket, bool flag)
{
return SetSockOpt(socket, SOL_SOCKET, TCP_NODELAY, flag);
}
// ListenSocket의 특성을 ClientSocket에 그대로 적용
bool SocketUtils::SetUpdateAcceptSocket(SOCKET socket, SOCKET listenSocket)
{
return SetSockOpt(socket, SOL_SOCKET, SO_UPDATE_ACCEPT_CONTEXT, listenSocket);
}
bool SocketUtils::Bind(SOCKET socket, NetAddress netAddr)
{
return SOCKET_ERROR != ::bind(socket, reinterpret_cast<const SOCKADDR*>(&netAddr.GetSockAddr()), sizeof(SOCKADDR_IN));
}
bool SocketUtils::BindAnyAddress(SOCKET socket, uint16 port)
{
SOCKADDR_IN myAddress;
myAddress.sin_family = AF_INET;
myAddress.sin_addr.s_addr = ::htonl(INADDR_ANY);
myAddress.sin_port = ::htons(port);
return SOCKET_ERROR != ::bind(socket, reinterpret_cast<const SOCKADDR*>(&myAddress), sizeof(myAddress));
}
bool SocketUtils::Listen(SOCKET socket, int32 backing)
{
return SOCKET_ERROR != ::listen(socket, backing);
}
void SocketUtils::Close(SOCKET& socket)
{
if (socket != INVALID_SOCKET)
::closesocket(socket);
socket = INVALID_SOCKET;
}
지금까지 만든 모듈을 테스트 해보자.
GameServer.cpp
...
#include "SocketUtils.h"
int main()
{
SOCKET socket = SocketUtils::CreateSocket();
SocketUtils::BindAnyAddress(socket, 7777);
SocketUtils::Listen(socket);
SOCKET clientSocket = ::accept(socket, nullptr, nullptr);
cout << "Client Connected!" << endl;
GThreadManager->Join();
}
GThreadManager Join 콜 한 것은 프로젝트 다른 곳에서 CoreGlobal을 사용하지 않아 Init이 되지 않는 상황을 방지 하기 위해서다.
전역 Scope에서 SocketUtils를 초기화 해준다.
CoreGlobal.cpp
...
#include "SocketUtils.h"
ThreadManager* GThreadManager = nullptr;
Memory* GMemory = nullptr;
DeadLockProfiler* GDeadLockProfiler = nullptr;
class CoreGlobal
{
public:
CoreGlobal()
{
GThreadManager = new ThreadManager();
GMemory = new Memory();
GDeadLockProfiler = new DeadLockProfiler();
SocketUtils::Init();
}
~CoreGlobal()
{
delete GThreadManager;
delete GMemory;
delete GDeadLockProfiler;
SocketUtils::Clear();
}
} GCoreGlobal;
1. BindWindowsFunction 함수가 하는 일은?
- win socket에서 사용할 함수 포인터 얻어옴.
2. Bind와 BindAnyAddress 차이는?
- 특정 ip 사용 또는 아무 ip 주소나 사용할 건지 차이
3. SetTcpNoDelay, SetUpdateAcceptSocket 이 하는 일은?
- SetTcpNoDelay : 네이글 알고리즘 적용 여부
- SetUpdateAcceptSocket : Listen socket 특성을 client socket에 그대로 적용함.
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