Problem with networking

Hi.

I’m having a problem in using the networking functionality in Urho3D.
I have two classes: ‘App’ and ‘Server’ in my program. App extends the Urho3D::Application class and hosts an instance of Server. My problem is, that my server keeps receiving messages even without me sending any of them. I’m calling Urho3D::Connection::SendMessage only once.

My code:

// SandboxApplication.cpp
#pragma once

#include "stdafx.h"
#include "SandboxServer.h"

class SandboxApp : public Urho3D::Application
{
public:
	SandboxApp(Urho3D::Context *context)
		: Application(context), _net(0), _connection(0)
	{}

	void Setup()
	{
		// Irrelevant
	}

	void Start()
	{
		_net = GetSubsystem<Urho3D::Network>();

		_server = new SandboxServer(context_);
		_server->Start();

		SubscribeToEvent(Urho3D::E_KEYUP, URHO3D_HANDLER(SandboxApp, HandleKeyUp));

		SubscribeToEvent(Urho3D::E_NETWORKMESSAGE, URHO3D_HANDLER(SandboxApp, HandleNetworkMessage));
		SubscribeToEvent(Urho3D::E_SERVERCONNECTED, URHO3D_HANDLER(SandboxApp, HandleServerConnected));
		SubscribeToEvent(Urho3D::E_SERVERDISCONNECTED, URHO3D_HANDLER(SandboxApp, HandleServerDisconnected));
		SubscribeToEvent(Urho3D::E_CONNECTFAILED, URHO3D_HANDLER(SandboxApp, HandleConnectFailed));
	}

	void Stop()
	{
		if (_connection)
			_connection->Disconnect();
		_server->Stop();
	}

	void HandleKeyUp(Urho3D::StringHash eventType, Urho3D::VariantMap &eventData)
	{
		if (eventData[Urho3D::KeyUp::P_KEY] == Urho3D::KEY_ESC)
		{
			engine_->Exit();
		}
		else if (eventData[Urho3D::KeyUp::P_KEY] == Urho3D::KEY_RETURN && _connection)
		{
			URHO3D_LOGDEBUGF("App::KeyUp(RETURN)");
			Urho3D::VectorBuffer data;
			Urho3D::String msg = "Message from client";
			data.WriteString(msg);
			URHO3D_LOGDEBUGF("Client sent a message to server: '%s'", msg.CString());
			_connection->SendMessage(1024, true, true, data);
		}
		else if (eventData[Urho3D::KeyUp::P_KEY] == Urho3D::KEY_SPACE && !_connection)
		{
			URHO3D_LOGDEBUG("App::KeyUp(SPACE)");
			if (!_net->Connect("localhost", 26000, 0))
			{
				URHO3D_LOGDEBUGF("Network::Connect failed");
			}
		}
	}

	void HandleNetworkMessage(Urho3D::StringHash eventType, Urho3D::VariantMap &eventData)
	{
		URHO3D_LOGDEBUGF("App::Networkmessage");
		if (eventData[Urho3D::NetworkMessage::P_MESSAGEID] == 1024)
		{
			const Urho3D::PODVector<uint8_t> &data = eventData[Urho3D::NetworkMessage::P_DATA].GetBuffer();
			Urho3D::MemoryBuffer msgFromServer(data);
			Types::String text = msgFromServer.ReadString();
			URHO3D_LOGDEBUGF("Client received a message from server: '%s'", text.CString());
		}
	}

	void HandleServerConnected(Urho3D::StringHash eventType, Urho3D::VariantMap &eventData)
	{
		_connection = _net->GetServerConnection();
		URHO3D_LOGDEBUG("App::Connected");
	}

	void HandleConnectFailed(Urho3D::StringHash eventType, Urho3D::VariantMap &eventData)
	{
		_connection = 0;
		URHO3D_LOGDEBUG("App::ConnectFailed");
	}

private:
	Urho3D::Network *_net;
	Urho3D::SharedPtr<SandboxServer> _server;
	Urho3D::Connection *_connection;
};
// SandboxServer.h
#pragma once

#include "stdafx.h"

class SandboxServer : public Urho3D::Object
{
	URHO3D_OBJECT(SandboxServer, Object)

public:
	SandboxServer(Urho3D::Context *context)
		: Object(context)
	{

	}

	void Start()
	{
		_net = GetSubsystem<Urho3D::Network>();

		if (!_net->StartServer(26000))
		{
			URHO3D_LOGDEBUG("Network::StartServer failed");
			GetSubsystem<Urho3D::Engine>()->Exit();
		}

		SubscribeToEvent(Urho3D::E_NETWORKMESSAGE, URHO3D_HANDLER(SandboxServer, HandleNetworkMessage));
		SubscribeToEvent(Urho3D::E_CLIENTCONNECTED, URHO3D_HANDLER(SandboxServer, HandleClientConnected));
		SubscribeToEvent(Urho3D::E_CLIENTDISCONNECTED, URHO3D_HANDLER(SandboxServer, HandleClientDisconnected));
	}

	void Stop()
	{
		_net->StopServer();
	}

	void HandleNetworkMessage(Urho3D::StringHash eventType, Urho3D::VariantMap &eventData)
	{
		URHO3D_LOGDEBUGF("Server::Networkmessage");
		if (eventData[Urho3D::NetworkMessage::P_MESSAGEID] == 1024 && _net->IsServerRunning())
		{
			const Urho3D::PODVector<uint8_t> &data = eventData[Urho3D::NetworkMessage::P_DATA].GetBuffer();
			Urho3D::MemoryBuffer msgFromClient(data);
			Types::String text = msgFromClient.ReadString();
			URHO3D_LOGDEBUGF("Server received a message from client: '%s'", text.CString());

			Urho3D::VectorBuffer buf;
			Urho3D::String msg = "Broadcasted message from server";
			buf.WriteString(msg);
			URHO3D_LOGDEBUGF("Server broadcasted a message to the clients: '%s'", msg.CString());
			_net->BroadcastMessage(1024, true, true, buf);
		}
	}

	void HandleClientConnected(Urho3D::StringHash eventType, Urho3D::VariantMap &eventData)
	{
		URHO3D_LOGDEBUGF("Server::ClientConnected");
	}

	void HandleClientDisconnected(Urho3D::StringHash eventType, Urho3D::VariantMap &eventData)
	{
		URHO3D_LOGDEBUGF("Server::ClientConnected");
	}

private:
	Urho3D::Network *_net;
};

My output log:

(Init stuff)
[Sat Jun 18 22:10:48 2016] INFO: Started server on port 26000
[Sat Jun 18 22:10:48 2016] DEBUG: Reloading shaders
[Sat Jun 18 22:10:49 2016] DEBUG: App::KeyUp(SPACE)
[Sat Jun 18 22:10:49 2016] INFO: Connecting to server 127.0.0.1:26000
[Sat Jun 18 22:10:49 2016] INFO: Client 127.0.0.1:54314 connected
[Sat Jun 18 22:10:49 2016] DEBUG: Server::ClientConnected
[Sat Jun 18 22:10:49 2016] INFO: Connected to server
[Sat Jun 18 22:10:49 2016] DEBUG: App::Connected
[Sat Jun 18 22:10:49 2016] DEBUG: App::KeyUp(RETURN)
[Sat Jun 18 22:10:49 2016] DEBUG: Client sent a message to server: 'Message from client'
[Sat Jun 18 22:10:49 2016] DEBUG: Server::Networkmessage
[Sat Jun 18 22:10:49 2016] DEBUG: Server received a message from client: 'Message from client'
[Sat Jun 18 22:10:49 2016] DEBUG: Server broadcasted a message to the clients: 'Broadcasted message from server'
[Sat Jun 18 22:10:49 2016] DEBUG: App::Networkmessage
[Sat Jun 18 22:10:49 2016] DEBUG: Client received a message from server: 'Message from client'
[Sat Jun 18 22:10:49 2016] DEBUG: Server::Networkmessage
[Sat Jun 18 22:10:49 2016] DEBUG: Server received a message from client: 'Broadcasted message from server'
[Sat Jun 18 22:10:49 2016] DEBUG: Server broadcasted a message to the clients: 'Broadcasted message from server'
[Sat Jun 18 22:10:49 2016] DEBUG: App::Networkmessage
[Sat Jun 18 22:10:49 2016] DEBUG: Client received a message from server: 'Broadcasted message from server'
[Sat Jun 18 22:10:49 2016] DEBUG: Server::Networkmessage
(This just keeps on going)

Is it even possible to have a client and server in the same application or am I just doing something wrong?

Your message traffic is cyclic because the client echos server’s broadcast message back to the server.

…and when in doubt, there’s the demo examples for you to learn from or familiarize yourself with Urho3D networking. :slight_smile: