Replaced display_text_centered() with the environment-agnostic display_text() function; Changed function to include parameter to indicate environment type
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@@ -8,9 +8,10 @@
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#include "includes/raygui/raygui.h"
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#include "includes/exception_consts.hpp"
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#include "includes/raygui_helpers.hpp"
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#include "includes/display_text.hpp"
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#include "includes/timer.h"
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GameType check_server(char* ip_text, char* port_text) {
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GameType check_server(char* ip_text, char* port_text, const int if_mode) {
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GameType type;
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std::string addr;
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uint16_t port;
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@@ -33,7 +34,7 @@ GameType check_server(char* ip_text, char* port_text) {
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/* Create server socket and wait for client to connect */
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Server* server = new Server(ES_UDP, addr.data(), port);
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server->create_socket();
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display_text_centered("Your code is " + code + "\nWaiting for connection...");
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display_text("Your code is " + code + "\nWaiting for connection...", if_mode);
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std::string response = "";
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char* temp_response = 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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@@ -44,30 +45,29 @@ GameType check_server(char* ip_text, char* port_text) {
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response = std::string(temp_response);
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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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display_text("Connection received from " + server->get_peer_addr(), if_mode);
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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 check_client(char* code_text, const int if_mode) {
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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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if (check_ip_ver(addr_port[0].data()) < 0) {
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throw std::invalid_argument("Invalid code entered.");
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}
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Client* client = new Client(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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std::string msg_from_server = client->recvAllNB();
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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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display_text("Connection made", if_mode);
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} else {
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throw std::invalid_argument("Server didn't respond with correct message.");
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}
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@@ -17,12 +17,14 @@ 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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It assumes that both ip_text and port_text are non-null.
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Any errors are printed using the display_text function, with the given if_type.
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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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GameType check_server(char* ip_text, char* port_text, const int if_type);
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/* NOT IMPLEMENTED YET - This function checks the code given to it, and returns a struct
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that contains information about the game mode, and contains the client socket. */
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GameType check_client(char* code);
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that contains information about the game mode, and contains the client socket.
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Any errors are printed using the display_text function, with the given if_type. */
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GameType check_client(char* code, const int if_type);
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#endif
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