I'm trying to change the implementation of a fire-and-forget UDP send-function from being synchronous to asynchronous.
The current simplified synchronous function looks like this:
ssize_t UDPTransport::send_to(const char * buffer, size_t bufferSize) {
return mPSocket->send_to(boost::asio::buffer(buffer, bufferSize), mOutputEndpoint);
}
I've got a thread_group
set up and io_service::run()
is set to use it. However, the problem is that I have no guarantee that buffer
will exist after this call has completed. I need to store the contents of the buffer and then know when it is free so that I can re-use it later or delete it. The following is simple, but if I fire off two send_to
calls, then I have no guarantee that the handle_send
will be called in the same order and I might pop
something that is still needed!
ssize_t UDPTransport::send_to(const char * buffer, size_t bufferSize) {
boost::asio::mutable_buffer b1 = boost::asio::buffer(buffer,bufferSize);
mMutex.lock();
mQueue.push(b1);
mPSocket->async_send_to(mQueue.back(), mOutputEndpoint,
boost::bind(&UDPTransport::handle_send, this,
boost::asio::placeholders::error,
boost::asio::placeholders::bytes_transferred));
mMutex.unlock();
return bufferSize;
}
void UDPTransport::handle_send(const boost::system::error_code& error,
std::size_t bytes_transferred)
{
mMutex.lock();
mQueue.pop();
mMutex.unlock();
}
What's a good way to store an asynchronous buffer, then clean it up once it's no longer needed?
Reading online an even simpler way may be below, but I don't know if I trust it. Why would a shared pointer decide to not de-allocate itself until after the handler has been called?
ssize_t UDPTransport::send_to(const char * buffer, size_t bufferSize)
{
auto buf = std::make_shared<std::string>(buffer, bufferSize);
mPSocket->async_send_to(boost::asio::buffer(*buf), mOutputEndpoint,
boost::bind(&UDPTransport::handle_send, this,
boost::asio::placeholders::error,
boost::asio::placeholders::bytes_transferred));
return bufferSize;
}