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.
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.
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