..:: CMap to take a pointer to a socket and a CString ::..

Hi,

I am trying to use a CMap or a CTypedPtrList or any other suggestion,
to construct a list of open socket connections and associated with it a username of the user connected at that socket.

so when a request comes in to talk to 'bob' bob is looked up in the list found the socket it it connected to and starts a chat session.

what i have done so far only works for a socket list, I cant seem to associate a username to it as well so the above functionality does not
yet work.

any help please, code snippets pls.

many thanks
nikon70Asked:
Who is Participating?
 
martynjpearsonConnect With a Mentor Commented:
You could use CMapStringToOb, which maps a string to an MFC object derived from CObject (which CAsyncSocket and CSocket are). Alternatively, you could use CMapStringToPtr which maps strings to pointers.

So, you could do something like this :

CMapStringToOb mapConnections;
CString strName;
CAsyncSocket * pSocket; // Set this accordingly

strName = "Bob";

mapConnection.SetAt(strName, pSocket);

Then to get it back again

if (mapConnections.Lookup(strName, (CObject &*)pSocket))
{
   // pSocket now points to to the socket associated with the name in strName
}

Hope this helps
Martyn
0
 
nikon70Author Commented:
Hi,

Thanks got your code working, I think this is what i need.

but a question, this sets up a name 'bob' initally, can this be changed as i want to be able for the user to change the nickname.

Cheers
0
 
martynjpearsonCommented:
Sure, just set strName to the appropriate username before you do SetAt() or Lookup(). This could come from a dialog box, some setting or indeed from data sent to via your sockets.

All the best
Martyn

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nikon70Author Commented:
Cheers really helpful code.

but the way i have set my accept to work:

void CSockServerDlg::OnAccept()
{
      MessageBox("Now accepting...", "Accepting", MB_OK);
      CConnUser *user = new CConnUser();
      CConnSocket *socket = new CConnSocket();
      user->setSocket(socket);
      socket->SetParent(this);

      m_ConnUserList.AddTail(user);
      m_sListenSocket.Accept(*socket);

      /////////////

      strName = "Bob";
      mapConnections.SetAt(strName, socket);

      if (mapConnections.Lookup(strName, (CObject *&)socket))
            {
                  socket->Send(strName, strName.GetLength());
            }

      /////////////

}

It sets the nickname before any data has been sent through. hence wanted to change the nickname in the map after its been set.
0
 
martynjpearsonCommented:
If the nickname is coming over the socket, you could do something like this :

Set nickname to some unique value and place in the map
Send a message to the socket, requesting the username, passing the unique value as a parameter
The other party then responds, sending the unique value and the actual username
When the message is received lookup the socket via the unique value, and then remove the entry, adding a new entry for the socket and the correct username

Hope this helps
Martyn
0
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