@ -8,9 +8,10 @@
# include "includes/raygui/raygui.h"
# include "includes/raygui/raygui.h"
# include "includes/exception_consts.hpp"
# include "includes/exception_consts.hpp"
# include "includes/raygui_helpers.hpp"
# include "includes/raygui_helpers.hpp"
# include "includes/display_text.hpp"
# include "includes/timer.h"
# 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 ;
GameType type ;
std : : string addr ;
std : : string addr ;
uint16_t port ;
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 */
/* Create server socket and wait for client to connect */
Server * server = new Server ( ES_UDP , addr . data ( ) , port ) ;
Server * server = new Server ( ES_UDP , addr . data ( ) , port ) ;
server - > create_socket ( ) ;
server - > create_socket ( ) ;
display_text _centered ( " Your code is " + code + " \n Waiting for connection... " ) ;
display_text ( " Your code is " + code + " \n Waiting for connection... " , if_mode ) ;
std : : string response = " " ;
std : : string response = " " ;
char * temp_response = NULL ;
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.
/* 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 ) ;
response = std : : string ( temp_response ) ;
server - > sendAll ( " U2 " ) ;
server - > sendAll ( " U2 " ) ;
display_text_centered ( " Connection received from " + server - > get_peer_addr ( ) ) ;
display_text ( " Connection received from " + server - > get_peer_addr ( ) , if_mode ) ;
Timer timer = timer_init ( 3 ) ;
while ( ! timer_done ( timer ) ) ; // Wait for five seconds
type . mode = M_SERVER ;
type . mode = M_SERVER ;
type . netsock = server ;
type . netsock = server ;
return type ;
return type ;
}
}
GameType check_client ( char * code_text ) {
GameType check_client ( char * code_text , const int if_mode ) {
GameType type ;
GameType type ;
std : : vector < std : : string > addr_port ;
std : : vector < std : : string > 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. */
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 {
try {
addr_port = connect_code : : decode ( connect_code ) ;
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 * client = new Client ( ES_UDP , addr_port [ 0 ] . data ( ) , std : : stoi ( addr_port [ 1 ] ) ) ;
client - > create_socket ( ) ;
client - > create_socket ( ) ;
/* Send a specific message to the server, and wait for the appropriate response, to know that the server is ready */
/* Send a specific message to the server, and wait for the appropriate response, to know that the server is ready */
client - > sendAll ( " GG " ) ;
client - > sendAll ( " GG " ) ;
std : : string msg_from_server = client - > recvAll NB ( ) ;
std : : string msg_from_server = client - > recvAll ( ) ;
if ( msg_from_server = = " U2 " ) {
if ( msg_from_server = = " U2 " ) {
display_text_centered ( " Connection made " ) ;
display_text ( " Connection made " , if_mode ) ;
Timer timer = timer_init ( 3 ) ;
while ( ! timer_done ( timer ) ) ;
} else {
} else {
throw std : : invalid_argument ( " Server didn't respond with correct message. " ) ;
throw std : : invalid_argument ( " Server didn't respond with correct message. " ) ;
}
}