From 727aeafdb9561303180a7ed0e07db1a8cceec101 Mon Sep 17 00:00:00 2001 From: Rockingcool Date: Mon, 11 Mar 2024 01:28:29 -0500 Subject: [PATCH] Updated Server and Client constructor calls --- check_input.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/check_input.cpp b/check_input.cpp index 89173ec..baf352a 100644 --- a/check_input.cpp +++ b/check_input.cpp @@ -30,7 +30,7 @@ GameType check_server(char* ip_text, char* port_text) { std::string code = connect_code::encode(addr, std::to_string(port)); /* Create server socket and wait for client to connect */ - Server* server = new Server(check_ip_ver(addr.data()), ES_UDP, addr.data(), port); + Server* server = new Server(ES_UDP, addr.data(), port); server->create_socket(); display_text_centered("Your code is " + code + "\nWaiting for connection..."); std::string response = ""; @@ -58,7 +58,7 @@ GameType check_client(char* code_text) { 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. */ try { addr_port = connect_code::decode(connect_code); - Client* client = new Client(4, ES_UDP, addr_port[0].data(), std::stoi(addr_port[1])); + Client* client = new Client(ES_UDP, addr_port[0].data(), std::stoi(addr_port[1])); client->create_socket(); /* Send a specific message to the server, and wait for the appropriate response, to know that the server is ready */ client->sendAll("GG");