public static void ExampleMain()
    {
        // This byte array is used for encoding and decoding, this is what you would send on the wire or save to disk
        var byteBuffer = new byte[4096];
        // You need to "wrap" the array with a DirectBuffer, this class is used by the generated code to read and write efficiently to the underlying byte array
        var         directBuffer  = new DirectBuffer(byteBuffer);
        const short SchemaVersion = 0;
        int         bufferOffset  = 0;

        var MessageHeader = new MessageHeader();
        var Car           = new Car();

        // Before encoding a message we need to create a SBE header which specify what we are going to encode (this will allow the decoder to detect that it's an encoded 'car' object)
        // We will probably simplify this part soon, so the header gets applied automatically, but for now it's manual
        MessageHeader.Wrap(directBuffer, bufferOffset, Car.SchemaVersion); // position the MessageHeader on the DirectBuffer, at the correct position
        MessageHeader.BlockLength = Car.BlockLength;                       // size that a car takes on the wire
        MessageHeader.SchemaId    = Car.SchemaId;
        MessageHeader.TemplateId  = Car.TemplateId;                        // identifier for the car object (SBE template ID)
        MessageHeader.Version     = Car.SchemaVersion;                     // this can be overriden if we want to support different versions of the car object (advanced functionality)

        // Now that we have encoded the header in the byte array we can encode the car object itself
        bufferOffset += MessageHeader.Size;
        CarExample.Encode(Car, directBuffer, bufferOffset);


        // Now we have encoded the message is the byte array, we are going to decode it

        // first we decode the header (in a real world scenario you would need the header to decide which SBE decoder you are going to use
        bufferOffset = 0;
        // position the MessageHeader object at the beginning of the array
        MessageHeader.Wrap(directBuffer, bufferOffset, SchemaVersion);

        // Extract info from the header
        // In a real app you would use that to lookup the applicable flyweight to decode this type of message based on templateId and version.
        int actingBlockLength = MessageHeader.BlockLength;
        int actingVersion     = MessageHeader.Version;

        bufferOffset += MessageHeader.Size;
        // now we decode the message
        CarExample.Decode(Car, directBuffer, bufferOffset, actingBlockLength, actingVersion);
    }
Example #2
0
        static void Main(string[] args)
        {
            TcpListener server = null;

            try
            {
                // Set the TcpListener on port 13000.
                Int32     port      = 13000;
                IPAddress localAddr = IPAddress.Parse("127.0.0.1");

                // TcpListener server = new TcpListener(port);
                server = new TcpListener(localAddr, port);

                // Start listening for client requests.
                server.Start();

                // Buffer for reading data
                Byte[] bytes = new Byte[256];

                // Enter the listening loop.
                while (true)
                {
                    Console.Write("Waiting for a connection... ");

                    // Perform a blocking call to accept requests.
                    // You could also user server.AcceptSocket() here.
                    TcpClient client = server.AcceptTcpClient();
                    Console.WriteLine("Connected!");


                    // Get a stream object for reading and writing
                    NetworkStream stream = client.GetStream();

                    int i;

                    // Loop to receive all the data sent by the client.
                    while ((i = stream.Read(bytes, 0, bytes.Length)) != 0)
                    {
                        var byteBuffer = new byte[4096];
                        // You need to "wrap" the array with a DirectBuffer, this class is used by the generated code to read and write efficiently to the underlying byte array
                        var         directBuffer  = new DirectBuffer(bytes);
                        int         bufferOffset  = 0;
                        const short SchemaVersion = 0;

                        string type = "qatsbeengine";
                        switch (type)
                        {
                            #region car
                        case "car":
                            var MessageHeader = new Sbe.MessageHeader();
                            var Car           = new Sbe.Car();

                            // position the MessageHeader object at the beginning of the array
                            MessageHeader.Wrap(directBuffer, bufferOffset, SchemaVersion);

                            Console.WriteLine("MessageHeader.BlockLength=" + MessageHeader.BlockLength);
                            Console.WriteLine("MessageHeader.TemplateId=" + MessageHeader.TemplateId);
                            Console.WriteLine("MessageHeader.SchemaId=" + MessageHeader.SchemaId);
                            Console.WriteLine("MessageHeader.Version=" + MessageHeader.Version);

                            // Extract info from the header
                            // In a real app you would use that to lookup the applicable flyweight to decode this type of message based on templateId and version.
                            int actingBlockLength = MessageHeader.BlockLength;
                            int actingVersion     = MessageHeader.Version;

                            bufferOffset += Sbe.MessageHeader.Size;
                            // now we decode the message
                            CarExample.Decode(Car, directBuffer, bufferOffset, actingBlockLength, actingVersion);
                            break;

                            #endregion
                        case "fix":
                            var MessageHeaderFix = new SbeFIX.MessageHeader();
                            var sno = new NegotiateResponse();

                            // position the MessageHeader object at the beginning of the array
                            MessageHeaderFix.Wrap(directBuffer, bufferOffset, SchemaVersion);

                            Console.WriteLine("MessageHeader.BlockLength=" + MessageHeaderFix.BlockLength);
                            Console.WriteLine("MessageHeader.TemplateId=" + MessageHeaderFix.TemplateId);
                            Console.WriteLine("MessageHeader.SchemaId=" + MessageHeaderFix.SchemaId);
                            Console.WriteLine("MessageHeader.Version=" + MessageHeaderFix.Version);

                            // Extract info from the header
                            // In a real app you would use that to lookup the applicable flyweight to decode this type of message based on templateId and version.
                            int actingBlockLengthFix = MessageHeaderFix.BlockLength;
                            int actingVersionFix     = MessageHeaderFix.Version;

                            bufferOffset += SbeFIX.MessageHeader.Size;

                            // now we decode the message
                            NewOrderSingleExample.Decode(sno, directBuffer, bufferOffset, actingBlockLengthFix, actingVersionFix);
                            break;

                        case "qatsbeengine":
                            try
                            {
                                SbeReflectionWrapper _Wrapper = new SBEReflection.SbeReflectionWrapper();
                                SbeLoader.Load(@"C:\Users\Akio\source\repos\POC_SBE\packages\sbe-tool.1.17.0\tools\fixp-entrypoint-messages-1.2.xml");
                                Console.WriteLine(_Wrapper.DecodeSBEMessageQATEngine(bytes));
                            }
                            catch (Exception ex)
                            {
                                Console.WriteLine(ex.Message);
                            }
                            break;

                        case "reflection":
                            try
                            {
                                SbeReflectionWrapper _Wrapper = new SBEReflection.SbeReflectionWrapper(@"C:\Users\Akio\source\repos\POC_SBE\fixp-entrypoint-messages-1.2\bin\Debug\fixp-entrypoint-messages-1.2.dll");
                                SbeLoader.Load(@"C:\Users\Akio\source\repos\POC_SBE\packages\sbe-tool.1.17.0\tools\fixp-entrypoint-messages-1.2.xml");
                                Console.WriteLine(_Wrapper.DecodeSBEMessage(bytes));
                            }
                            catch (Exception ex)
                            {
                                Console.WriteLine(ex.Message);
                            }
                            break;
                        }
                    }

                    // Shutdown and end connection
                    client.Close();
                }
            }
            catch (SocketException e)
            {
                Console.WriteLine("SocketException: {0}", e);
            }
            finally
            {
                // Stop listening for new clients.
                server.Stop();
            }

            Console.WriteLine("\nHit enter to continue...");
            Console.Read();
        }