On Wed, Apr 19, 2017 at 3:16 PM Sven Wick <[email protected]> wrote:
> Hi,
>
> I am currently experimenting with GJS
> and try to do a simple socket server just for learning purposes.
>
>
> This is what I have so far:
>
>
> const GLib = imports.gi.GLib
> const Gio = imports.gi.Gio;
>
> let s = new Gio.Socket({
> family: Gio.SocketFamily.IPV4,
> protocol: Gio.SocketProtocol.UDP,
> type: Gio.SocketType.DATAGRAM
> });
>
> let address = new Gio.InetSocketAddress({
> address: Gio.InetAddress.new_any(Gio.SocketFamily.IPV4),
> port: 4444,
> });
>
> s.init(null);
>
> s.bind(address, true);
>
> while(true) {
>
> let buf = GLib.ByteArray.new(256);
>
> for (let ii=0; (ii<256); ++ii) {
> buf[ii]= 0;
> }
>
> buf[256]= 0;
>
> let n = s.receive(buf, null );
>
> print(n);
> print(buf);
> }
>
>
>
> I can connect to it via
>
> nc -u 127.0.0.1 4444
>
>
> If I type in an "a" for example,
> the socket server prints:
>
> 2
> <blank>
>
> So, it doesn't echo the input from netcat
> and only prints the size of the input string.
>
>
> Any idea what I'm doing wrong?
>
Hi Sven,
There's no GLib.ByteArray.new(length) constructor. What I believe is
happening is that the "256" argument is getting ignored and you're getting
a 0-length GLib.ByteArray, which isn't really a binding-friendly object and
doesn't support JS indexing. I think that you're subsequently setting 256
Javascript properties on it, that are not visible to the C code that you're
calling.
I would suggest to use GJS's native ByteArray:
const ByteArray = imports.byteArray;
...etc...
let buf = new ByteArray.ByteArray(256);
This _should_ work. However, it doesn't when I try it. I would suggest two
things:
1. Write the equivalent C code of your test program, and if that works as
expected, then please file a bug with GJS;
2. As a workaround, try using the methods of Gio.DatagramBased since
Gio.Socket implements that interface. Gio.DatagramBased.receive_messages()
looks like it might work for you.
Regards,
Philip C
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