Replaced display_text_centered() with the environment-agnostic display_text() function; Changed function to include parameter to indicate environment type

master
Aadhavan Srinivasan 7 months ago
parent 43ba4aba0c
commit ec2f3320e3

@ -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<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. */
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.");
}

@ -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

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