Closed rvcalisto closed 5 years ago
Isn't this doable with StreamPeerBuffer
?
Yes it is, I just saw your reply on it, thanks again. However .to_utf8
still exists, functions with the same capabilities, as .to_32
also should, don't you think?
Edit: Also, I tested it now, using .put_utf8_string
on the StreamPeerBuffer
uses the Godot's packet specification header. The point is making netcode in Godot less bound to it, for practicity sake.
Are you sure StreamPeerBuffer::put_utf8_string()
does that? From what I see in C++, it would just ends up with this structure in the raw array: <unsigned int><8-bit characters...>
.
Where did you see a Godot specification header? If there is one it doesn't seem to come from StreamPeerBuffer.
Code:
var stream = StreamPeerBuffer.new()
stream.put_utf8_string('string')
var raw = stream.get_data_array()
client.put_data(raw)
Output (server-side):
<Buffer 06 00 00 00 73 74 72 69 6e 67>
See the those 4 bytes in front of the actual string? They are the Godot's specification header.
The four bytes you see are not Godot's specification header, they are the length of the string as an unsigned int, with a big-endian encoding, as I wrote in my last post. So... yeah, they are kinda like a header, but it's actually very common to send strings like that, it's not something Godot-specific tbh, but more like a convention choice. Also the big-endian thing is also very common because network often works that way, as far as I can tell.
Is your server actually relying on null-terminated strings? Maybe that's your actual problem?
I know they're the length (yet traces of the header), and I know they are very common, but i don't want to rely on this predetermined feature as they are. I send my length in 8bits, and is the length of the full packet of strings and integers, that are, yes, terminated with null, each one in the array.
I just want the int.to_32
, otherwise me and whoever wants to use custom data packets have no choice other restructuring the server code to accommodate Godot's predefined architecture.
I think the C++ code has some functions to do this. Maybe they could be added to the Marshalls singleton.
Why do you want int .to_32? When using a StreamPeerBuffer, they end up as the same data, you know? (like, 4 bytes).
However I agree it's a bit annoying to not have a way to choose how more complex objects like strings are structured in the buffer, because conventions are legion.
I guess I'm a failure trying to represent my specific problem to you @Zylann, it's not the first time you seem to not understand my reasoning. I won't save any lines this time.
packet desired (bytes): [0b 48 45 4c 4c 4f 00 01 00 00 00]
The way I currently go around it now:
I create a RawArray, then I .append_array
the string 'HELLO'.to_utf8
to convert each char to byte inside an array.
Then I append a single '0', this is converted by default as a null single byte.
The next part is where I'm stuck, I want to send a 32bit integer, in this case is a simple '1', but it has to be 32bit, as it is with any integer handling in the server. But there is no way I can put this in, appending a '1' as I do with the '0' will turn it into a single byte, it needs to be 4. No escape.
(The first byte in the packet is my pkt.lenght, I put it before sending with array.insert(0, array.size()+1)
)
With the StreamPeerBuffer I can use .put_32
, wich gives me the 4bytes array, however, my desired packet needs a string don't it? So before the integer, I use the string.put_utf8_string
on the buffer. Surprise, it comes with 4 bytes of length I didn't ask for. Even tried.set_data_array()
and put the string.to_utf8
to go around the 4 bonus bytes, it works, but as soon I try to put an 32bit int with .put_32
on the buffer, it writes above the existing bytes, as it can't append data. I'm blocked.
I hope this clarifies my situation for you.
there is no way I can put this in, appending a '1' as I do with the '0' will turn it into a single byte, it needs to be 4
What? How? That sounds completely wrong (unless you actually write the quotes?).
I understand how unpractical it is currently, and in your case you would have to use StreamPeerBuffer anyways (and I would too, since I don't get why StreamPeerTCP sends everything per put_* calls, I was used to make buffered packets everytime before, using typical serialization).
StreamPeerBuffer works with an internal cursor pointing at the next address things will be written, like a file. When you use set_data_array()
, it surprisingly won't move that pointer, that's why you end up overwriting your data. However, you can use the seek
function to position the cursor after the bytes you added :)
But that will be even harder to work on if you need to put another RawArray afterwards, because you would have to use put_var, which I guess does again a formatting you don't want as well, so you would have to create a second StreamPeerBuffer which gives you another RawArray and... no, wait. Did the snake just ate his own tail here? :s
Maybe the title of this issue is not explicit enough, because the problem here is that serializing arbitrary data into a buffer with custom formatting looks surprisingly complicated in some cases (not only integers) when using only GDScript... that's such a low-level thing the API was never thought for it :|
It is not wrong, try it for yourself, why do you think appending a integer to an RawArray would return anything other than a single byte?
I don't really need StreamPeerBuffer for sending strings and 8bit integers right now, I can do it with RawArray, .to_utf8
and .put_data()
, just want the .to_32
to be able to go on using Godot for multiplayer.
Is very simple, really. If .to_utf8
exists, so should .to_32
, .to_16
, .to_8
, give the tools for the people and let the heavy lifting for the coders that want customization, what is the point of .to_utf8
otherwise?
StreamPeerBuffer seems to work as intended, for people that like the way Godot's packet arquitecture currently works.
I agree with @Lohan120, .to_32
or RawArray::append_32()
is going to be pretty helpful for hard binary work.
But... I thought RawArray was just a way to pass data on the stack, and not a "stream"? If you go that way, we should add all append_xxx functions to it, then. Which leads me to question the relevance of StreamPeerBuffer :s
First of all thank you for your report and sorry for the delay.
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@bojidar-bg @godotengine/network What's the status here, is this still needed?
Fully customized binary serialization is possible via StreamPeerBuffer
.
As an example:
func get_my_buffer():
var buf = StreamPeerBuffer.new()
buf.put_data("string".to_utf8()) # The string, without any godot serialization
buf.put_u8(0) # The terminator you want
buf.put_32(1) # The 32 bits integer
return buf.data_array
Will get the packet as the OP wanted: [115, 116, 114, 105, 110, 103, 0, 1, 0, 0, 0]
Closing
Lately when handling netcode on Godot, I've been using RawArray to send a customized packet array to my server by
put_data(RawArray)
, and could only do it because the.to_utf8
converts every char from a string into a byte inside the array.So when I was going to write other types of data into the packet array, I noticed that only strings have this formatting feature.
So my proposal is adding features like int
.to_32
, that would return a RawArray, just like.to_utf8
does. It would make the netcode less bound to Godot's packet specification.