Filled out implementation of check_client function
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@@ -6,17 +6,17 @@
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#include "includes/check_input.hpp"
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#include "includes/raygui/raygui.h"
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#include "includes/exception_consts.hpp"
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#include "includes/timer.h"
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/* Display the given text, centered on the screen, as a label */
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void display_text_centered(std::string to_disp) {
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const char* to_disp_cstr = to_disp.c_str();
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Vector2 label_size = MeasureTextEx(GetFontDefault(), to_disp_cstr, GuiGetStyle(DEFAULT, TEXT_SIZE), GuiGetStyle(DEFAULT, TEXT_SPACING));
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Vector2 label_size = MeasureTextEx(GetFontDefault(), to_disp_cstr, GuiGetStyle(DEFAULT, TEXT_SIZE)+1, GuiGetStyle(DEFAULT, TEXT_SPACING)+1); // The '+1' is there to account for any rounding errors
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BeginDrawing();
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ClearBackground(BLACK);
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GuiLabel(Rectangle{(GetScreenWidth()/2) - (label_size.x/2), (GetScreenHeight()/2) - (label_size.y/2), label_size.x, label_size.y}, to_disp_cstr);
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EndDrawing();
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EndDrawing();
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return;
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}
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@@ -34,24 +34,56 @@ GameType check_server(char* ip_text, char* port_text) {
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}
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std::string code = connect_code::encode(addr, std::to_string(port));
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display_text_centered("Your code is " + code);
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/* Create server socket and wait for client to connect */
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Server* server = new Server(4, ES_UDP, addr.data(), port);
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server->create_socket();
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std::cout << "Waiting for connection..." << std::endl;
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display_text_centered("Your code is " + code + "\nWaiting for connection...");
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std::string response = "";
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char* temp_response = NULL;
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/* Wait for the right client to connect. Since recvAll returns a char*, we need to create a temporary variable to check for NULL. */
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/* Wait for the client to connect. Since recvAll returns a char*, we need to create a temporary variable to check for NULL.
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TODO - Check that the client actually sends 'GG'. */
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do {
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temp_response = server->recvAll();
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} while (temp_response == NULL);
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response = std::string(temp_response);
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std::cout << "Connection received from " << server->get_peer_addr() << std::endl;
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server->sendAll("U2");
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display_text_centered("Connection received from " + server->get_peer_addr());
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Timer timer = timer_init(3);
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while (!timer_done(timer)); // Wait for five seconds
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type.mode = M_SERVER;
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type.netsock = server;
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return type;
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}
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GameType check_client(char* code_text) {
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GameType type;
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std::vector<std::string> addr_port;
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std::string connect_code = std::string(code_text); /* The connect code is a special string, that contains the server address and port. It is given by the server. */
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try {
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addr_port = connect_code::decode(connect_code);
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Client* client = new Client(4, ES_UDP, addr_port[0].data(), std::stoi(addr_port[1]));
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client->create_socket();
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/* Send a specific message to the server, and wait for the appropriate response, to know that the server is ready */
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client->sendAll("GG");
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// display_text_centered("Connecting...");
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std::string msg_from_server = client->recvAll();
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if (msg_from_server == "U2") {
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display_text_centered("Connection made");
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Timer timer = timer_init(3);
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while (!timer_done(timer));
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} else {
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throw EXCEPT_WRONGRESPONSE;
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}
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type.mode = M_CLIENT;
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type.netsock = client;
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return type;
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} catch (int e) {
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throw;
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} catch (std::exception& e) {
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throw;
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}
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}
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@@ -17,6 +17,7 @@ typedef struct {
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/* This function checks the IP address and port passed to it, and returns a struct,
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that contains information about the game mode, and contains the server socket.
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It assumes that both ip_text and port_text are non-null
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TODO - Add better error checking. */
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GameType check_server(char* ip_text, char* port_text);
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