In network communication, since the size of data packets is not fixed, packet sticking phenomenon often occurs, that is, multiple data packets are merged together and sent to the receiver, causing the receiver to be unable to correctly parse the data packets. In order to solve this problem, we need to work on the code so that the receiver can correctly parse the packet and process it accordingly.
As a high-performance language, Go language also has excellent performance in network communication. In the Go language, through some simple techniques, we can solve the sticky problem relatively easily.
1. Introduction
In network communication, sticky packets are a very common problem, which often affects the correctness and integrity of data. To solve the problem of sticky packets, we need to consider both the sending end and the receiving end. First, we need to ensure that the packet size sent by the sender is appropriate each time, and that there is a clear boundary between packets when sending them multiple times. Secondly, we need to perform corresponding processing on the receiving end to ensure that the received data packets can be correctly parsed.
Go language is an efficient programming language. Its concurrency model and programming language features are very suitable for network programming. In the Go language, we can easily solve the sticky problem by using some simple techniques. Let's introduce the specific methods below.
2. Basic Principle
In Go language, you can use the bufio
library to implement Socket buffering. In this library, the Reader
structure is a buffer reader, which can read the data on the Socket into the buffer, thereby realizing the ability to read data online. In addition, we can use the Scanner
type in the bufio
library to easily read data line by line from the buffer.
In the Go language, each Socket connection is an independent coroutine, which makes the program very efficient when processing Socket I/O. By using coroutines and buffers, we can easily solve the sticky problem and achieve very high performance in network programming.
3. Code Practice
Let’s use a simple code example to illustrate how to use the bufio
library to solve the sticky problem. In this example, we will use the Scanner
type in the bufio
library.
First, we need to write a receiver function to process the received data. In this function, we need to split the received data according to the actual situation, and then process it accordingly.
func read(conn net.Conn) { scanner := bufio.NewScanner(conn) for scanner.Scan() { // 处理接收到的数据 handle(scanner.Text()) } if err := scanner.Err(); err != nil { // 处理错误 } }
In the above code, we read data from the buffer line by line by creating an instance of type bufio.Scanner
. When we call the scanner.Scan()
function, it will wait until data is readable and return a bool
value to indicate whether the data is successfully read. When it returns true
, we can get the read data by calling scanner.Text()
.
In the handle()
function, we can split and process the received data according to the actual situation. For example, in this example, we can split the data according to commas. , and then perform corresponding processing.
func handle(data string) { fields := strings.Split(data, ",") // 处理拆分后的数据 // ... }
In addition, when we send data, we need to ensure that the size of the data packet sent each time does not exceed the maximum packet length, so as to avoid the problem of sticky packets when sending. The following is an example function for sending data:
func write(conn net.Conn, data []byte) { _, err := conn.Write(data) if err != nil { // 处理错误 } }
In this function, we use the conn.Write()
function to send data. If an error occurs, we need to handle it accordingly. .
4. Summary
By using the bufio
library and the coroutine feature of the Go language, we can easily solve the sticky problem and achieve very high results in network programming. performance. In actual applications, we need to make corresponding adjustments according to specific situations to ensure the correctness and performance of the code.
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