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fix for server crashing when sending udp packets if no udp server present to listen to it (receiver): cannot use connect and write
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@ -37,7 +37,7 @@ int setUDPDestinationDetails(int index, const char* ip, unsigned short int port)
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// convert ip to internet address
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struct addrinfo hints;
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memset(&hints, 0, sizeof(hints));
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hints.ai_family = AF_UNSPEC;
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hints.ai_family = AF_INET;
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hints.ai_socktype = SOCK_DGRAM;
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hints.ai_flags = 0;
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hints.ai_protocol = 0;
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@ -83,19 +83,16 @@ int createUDPSocket(int index) {
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LOG(logINFO, ("Udp client socket created for server (port %d, ip:%s)\n",
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udpDestinationPort[index], udpDestinationIp[index]));
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// Using connect expects that the receiver (udp server) exists to listen to these packets
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// connecting allows to use "send/write" instead of "sendto", avoiding checking for server address for each packet
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// using write without a connect will end in segv
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if (connect(udpSockfd[index],udpServerAddrInfo[index]->ai_addr, udpServerAddrInfo[index]->ai_addrlen)==-1) {
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LOG(logERROR, ("Could not connect to UDP server at ip:%s, port:%d. (Error code:%d, %s)\n",
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udpDestinationIp[index], udpDestinationPort[index], errno, gai_strerror(errno)));
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}
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// using write without a connect will end in segv
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LOG(logINFO, ("Udp client socket connected\n",
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udpDestinationPort[index], udpDestinationIp[index]));
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return OK;
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}
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int sendUDPPacket(int index, const char* buf, int length) {
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int n = write(udpSockfd[index], buf, length);
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int n = sendto(udpSockfd[index], buf, length, 0, udpServerAddrInfo[index]->ai_addr, udpServerAddrInfo[index]->ai_addrlen);
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// udp sends atomically, no need to handle partial data
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if (n == -1) {
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LOG(logERROR, ("Could not send udp packet for socket %d. (Error code:%d, %s)\n",
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