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Parsing custom data packets in an object oriented manner

I am currently developing some software in C++ where I am sending and receiving custom data packets. I want to parse and manage these packets in a well structured manner. Obviously I am first receiving the header and after that the body of the data. The main problem is that I don't like creating a Packet-Object with only the header information and later on adding the body data. What is an elegant way of parsing and storing custom data packets?

Here is a rough sketch of what such a custom data packet could look like:

+-------+---------+---------+----------+------+
| Magic | Command | Options | Bodysize | Body |
+-------+---------+---------+----------+------+

(Lets assume Magic is 4 bytes, Command 1 byte, Options 2 bytes, Bodysize 4 bytes and the body itself is variable in length.) How would I parse this without using any third party libraries?

Normally I'd say something like this could be done to store packet data:

#include <array>

class Packet {
public:

    explicit Packet(std::array<char, 10> headerbytes);

    void set_body(std::vector<char> data);
    std::vector<char> get_body();

    int8_t get_command();

    int16_t get_options();

    bool is_valid();

private:

    bool valid;

    int8_t _command;

    int16_t _options;

    int32_t body_size;

    std::vector<char> _data;

};

The problem is that I provide the header-information first and than add the body data in a hacky way later on. The packet object has a point of time where it is accessible in an incomplete state.

I first receive the header and after the header was received another receive call is made to read the body. Would it make sense to have a parser instance that populates information into the packet object only make it accessible once it holds all needed information? Would it make sense to have a separate class for the header and the body? What would be the best design choice?

I am developing with C++ and for the sending and receiving of data over sockets the boost library is used.

like image 407
Kyu96 Avatar asked Sep 11 '26 17:09

Kyu96


1 Answers

If you don’t want to tie the data reading into one complete constructor (for understandable reasons of separation of concerns), this is a good application for non-polymorphic inheritance:

struct Header {
  static constexpr SIZE=10;
  Header(std::array<char,SIZE>);

  std::int8_t get_command() const {return command;}
  std::int16_t get_options() const {return options;}
  std::int32_t body_size() const {return length;}

private:
  std::int8_t command;
  std::int16_t options;
  std::int32_t length;
};

struct Packet : private Header {
  using Body=std::vector<char>;
  Packet(const Header &h,Body b) : Header(h),body(std::move(b))
  {if(body.size()!=body_size()) throw …;}

  using Header::get_command;
  using Header::get_options;
  const Body& get_body() const {return body;}

private:
  Body body;
};

// For some suitable Stream class:
Header read1(Stream &s)
{return {s.read<Header::SIZE>()};}
Packet read2(const Header &h,Stream &s)
{return {h,s.read(h.body_size())};}
Packet read(Stream &s)
{return read2(read1(s),s);}

Note that the private inheritance prevents undefined behavior from deleting a Packet via a Header*, as well as the surely-unintended

const Packet p=read(s);
const Packet q=read2(p,s);   // same header?!

Composition would of course work as well, but might result in more adapter code in a full implementation.

If you were really optimizing, you could make a HeaderOnly without the body size and derive Header and Packet from that.

like image 117
Davis Herring Avatar answered Sep 13 '26 08:09

Davis Herring