diff --git a/check_input.cpp b/check_input.cpp index 9083623..52faa1e 100644 --- a/check_input.cpp +++ b/check_input.cpp @@ -8,9 +8,10 @@ #include "includes/raygui/raygui.h" #include "includes/exception_consts.hpp" #include "includes/raygui_helpers.hpp" +#include "includes/display_text.hpp" #include "includes/timer.h" -GameType check_server(char* ip_text, char* port_text) { +GameType check_server(char* ip_text, char* port_text, const int if_mode) { GameType type; std::string addr; uint16_t port; @@ -33,7 +34,7 @@ GameType check_server(char* ip_text, char* port_text) { /* Create server socket and wait for client to connect */ Server* server = new Server(ES_UDP, addr.data(), port); server->create_socket(); - display_text_centered("Your code is " + code + "\nWaiting for connection..."); + display_text("Your code is " + code + "\nWaiting for connection...", if_mode); std::string response = ""; char* temp_response = NULL; /* Wait for the client to connect. Since recvAll returns a char*, we need to create a temporary variable to check for NULL. @@ -44,30 +45,29 @@ GameType check_server(char* ip_text, char* port_text) { response = std::string(temp_response); server->sendAll("U2"); - display_text_centered("Connection received from " + server->get_peer_addr()); - Timer timer = timer_init(3); - while (!timer_done(timer)); // Wait for five seconds + display_text("Connection received from " + server->get_peer_addr(), if_mode); type.mode = M_SERVER; type.netsock = server; return type; } -GameType check_client(char* code_text) { +GameType check_client(char* code_text, const int if_mode) { GameType type; std::vector addr_port; 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); + if (check_ip_ver(addr_port[0].data()) < 0) { + throw std::invalid_argument("Invalid code entered."); + } 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"); - std::string msg_from_server = client->recvAllNB(); + std::string msg_from_server = client->recvAll(); if (msg_from_server == "U2") { - display_text_centered("Connection made"); - Timer timer = timer_init(3); - while (!timer_done(timer)); + display_text("Connection made", if_mode); } else { throw std::invalid_argument("Server didn't respond with correct message."); } diff --git a/includes/check_input.hpp b/includes/check_input.hpp index ccb7e4c..730c6f0 100644 --- a/includes/check_input.hpp +++ b/includes/check_input.hpp @@ -17,12 +17,14 @@ typedef struct { /* This function checks the IP address and port passed to it, and returns a struct, that contains information about the game mode, and contains the server socket. -It assumes that both ip_text and port_text are non-null +It assumes that both ip_text and port_text are non-null. +Any errors are printed using the display_text function, with the given if_type. TODO - Add better error checking. */ -GameType check_server(char* ip_text, char* port_text); +GameType check_server(char* ip_text, char* port_text, const int if_type); /* NOT IMPLEMENTED YET - This function checks the code given to it, and returns a struct -that contains information about the game mode, and contains the client socket. */ -GameType check_client(char* code); +that contains information about the game mode, and contains the client socket. +Any errors are printed using the display_text function, with the given if_type. */ +GameType check_client(char* code, const int if_type); #endif