Config from Network Stream

What changes would be needed to load the config from a different source, like a network stream, instead of a file?

Loading a configuration from a network stream instead of a file involves a few key changes. The main difference is how we initially get the data into a std::string. Instead of using SDL_RWFromFile(), we'll need functions to receive data over the network.

Network Communication

For network communication, we might use libraries like SDL_net or platform-specific APIs. For simplicity, let's assume we have a hypothetical function ReceiveNetworkData that can read data from a network stream and return it as a std::string.

Adapting ReadFile()

Our original ReadFile() function used SDL_RWops to read from a file. We'll need a new function, let's call it ReadNetworkData(), that uses our network function to get the data.

We'll also update our Load function

#include <iostream>
#include <string>

// Hypothetical function - implementation
// depends on your network library
std::string ReceiveNetworkData() {
  return "WINDOW_TITLE: Networked Window\n"
    "WINDOW_WIDTH: 800";
}

class Config {
public:
  std::string WindowTitle;
  int WindowWidth;
  void Load(const std::string& Path) {
    std::string Content{ReadFile(Path)};
    if (Content.empty()) return;
    ParseConfig(Content);
  }

  void LoadFromNetwork() {
    std::string Content{ReadNetworkData()};
    if (Content.empty()) return;
    ParseConfig(Content);
  }

  void ParseConfig(const std::string& Content) {
    size_t Start{ 0 };
    size_t End{ Content.find('\n', Start) };
    while (End != std::string::npos) {
      ProcessLine(Content.substr(
        Start, End - Start));
      Start = End + 1;
      End = Content.find('\n', Start);
    }

    ProcessLine(Content.substr(Start));
  }
    
  void ProcessLine(const std::string& Line) {
    size_t Delim{ Line.find(": ") };
    if (Delim == std::string::npos) return;

    std::string Key{ Line.substr(0, Delim) };
    std::string Value{ Line.substr(Delim + 2) };

    if (Key == "WINDOW_TITLE") {
      WindowTitle = Value;
    }
    else if (Key == "WINDOW_WIDTH") {
      WindowWidth = std::stoi(Value);
    }
  }

 private:
  std::string ReadFile(const std::string& Path) {
    return ""; // Not used in this example
  }

  std::string ReadNetworkData() {
    return ReceiveNetworkData();
  }
};

int main() {
  Config C;
  C.LoadFromNetwork();
  std::cout << C.WindowTitle << "\n";
  std::cout << C.WindowWidth << "\n";
}
Networked Window
800

Other Considerations

  • Error Handling: Network communication is more prone to errors than local file reading. You'll need robust error handling to manage timeouts, disconnects, and other network issues.
  • Buffering: Network data might arrive in chunks. You might need to buffer the incoming data until you have a complete configuration.
  • Protocol: You'll need a defined protocol to ensure that both the sender and receiver understand how the configuration data is structured and transmitted over the network.

Parsing Data using std::string

Learn how to read, parse, and use config files in your game using std::string and SDL_RWops

Questions & Answers

Answers are generated by AI models and may not have been reviewed. Be mindful when running any code on your device.

Moving Past Delimiters
Why do we use Start = End + 1 to move to the next position after finding a delimiter (like \n or ,)?
Trimming Extra Spaces
What if a key in our config file has multiple spaces before or after it, such as " KEY : VALUE"? How can we trim leading/trailing spaces from the key and value?
Saving Config Changes
How could we extend the Config class to allow writing the configuration back to a file, effectively saving changes made in-game?
Implementing a Default Config
How could we implement a default configuration that is used if the config file is missing or invalid?
Error Line Numbers
When we encounter an error parsing a file, how can we output an error message that includes where the error occurred - for example, the line number within the file?
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