Removed check_server_client() function.

It has been replaced by check_server() and check_client().
master
Aadhavan Srinivasan 9 months ago
parent 463dfbd3e5
commit f3dcbc3b3e

@ -120,109 +120,6 @@ void check_num_args(int argc, char** argv) {
return; return;
} }
/* This function checks the command-line arguments passed to the program.
It then decides whether the game is in Server or Client mode (or neither), and
instantiates the appropriate object. The (uninitialized) objects are passed to the
function as pointers. It returns a GameType struct, that indicates whether the game
is in server, client or single player mode, and contains the appropriate socket object. */
GameType check_server_client(int argc, char** argv) {
std::string connect_code;
std::vector<std::string> addr_port; /* Vector to store (IPv4) address and port */
GameType type;
if (argc < 2) { /* Game was not started in client or server mode */
type.mode = M_SINGLE;
type.netsock = nullptr;
return type;
}
/* GAME STARTED IN CLIENT MODE */
if (strcmp(argv[1],"-C") == 0) {
if (argc < 3) { /* No address was provided */
throw EXCEPT_TOOFEWARGS;
}
connect_code = std::string(argv[2]); /* 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);
/* Check IP address version */
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->recvAll();
if (msg_from_server == "U2") {
std::cout << "Connection made. Waiting for server to begin game..." << std::endl;
} else {
throw EXCEPT_WRONGRESPONSE;
}
type.mode = M_CLIENT;
type.netsock = client;
return type;
} catch (int e) {
throw;
} catch (std::exception& e) {
throw;
}
}
/* GAME STARTED IN SERVER MODE */
else if (strcmp(argv[1],"-S") == 0) {
std::string addr;
uint16_t port;
/* No IP address or port specified */
if (argc < 3) {
throw EXCEPT_TOOFEWARGS;
}
/* IP address but no port */
else if (argc < 4) {
std::cout << "No port specified, using 6500..." << std::endl;
addr = std::string(argv[2]);
port = 6500;
} else {
addr = std::string(argv[2]);
port = std::stoi(std::string(argv[3]));
}
/* Check if IP is valid */
if (check_ip_ver(addr.data()) < 0) {
throw EXCEPT_INVALIDIP;
}
std::string code = connect_code::encode(addr, std::to_string(port));
std::cout << "Your code is " << code << std::endl;
/* Create server socket and wait for client to connect */
Server* server = new Server(ES_UDP, addr.data(), port);
server->create_socket();
std::cout << "Waiting for connection..." << std::endl;
std::string response = "";
char* temp_response = NULL;
/* Wait for the right client to connect. Since recvAll returns a char*, we need to create a temporary variable to check for NULL.
TODO - Check that the client actually sends 'GG'. */
do {
temp_response = server->recvAll();
} while (temp_response == NULL);
response = std::string(temp_response);
std::cout << "Connection received from " << server->get_peer_addr() << std::endl;
server->sendAll("U2");
type.mode = M_SERVER;
type.netsock = server;
return type;
}
else {
throw EXCEPT_INVALIDARGS;
}
}
int main(int argc, char** argv) { int main(int argc, char** argv) {
/* Check the number and validity of command-line arguments. Invalid arguments /* Check the number and validity of command-line arguments. Invalid arguments
will throw an exception. */ will throw an exception. */
@ -244,31 +141,22 @@ int main(int argc, char** argv) {
/* Check if game was started in server or client mode, and call the appropriate function to process the arguments. /* Check if game was started in server or client mode, and call the appropriate function to process the arguments.
If game was started in single-player mode (i.e. with no arguments), then the user is prompted in the GUI. */ If game was started in single-player mode (i.e. with no arguments), then the user is prompted in the GUI. */
try { // I put this try-catch block outside the if-statement because the exception handling is the same for both client and server. try { // I put this try-catch block outside the if-statement because the exception handling is the same for both client and server.
if (argc > 1) { // Server or client mode if (argc > 1) { // Server or client mode
if (std::string(argv[1]) == "-S") { // Server mode if (std::string(argv[1]) == "-S") { // Server mode
type = check_server(argv[2], argv[3], IF_CLI); type = check_server(argv[2], argv[3], IF_CLI);
} }
if (std::string(argv[1]) == "-C") { // Client mode if (std::string(argv[1]) == "-C") { // Client mode
type = check_client(argv[2], IF_CLI); type = check_client(argv[2], IF_CLI);
}
} }
} catch (std::invalid_argument& inv) {
std::cout << inv.what() << std::endl;
return -1;
} catch (int err) {
std::cout << strerror(err) << std::endl;
return -1;
} }
} catch (std::invalid_argument& inv) {
//try { std::cout << inv.what() << std::endl;
//type = check_server_client(argc, argv); return -1;
//} catch(int e) { } catch (int err) {
std::cout << strerror(err) << std::endl;
//else { return -1;
//std::cout << strerror(e) << std::endl; }
//return -7;
//}
/* Initialize window and other variables */ /* Initialize window and other variables */
SetTraceLogLevel(LOG_NONE); SetTraceLogLevel(LOG_NONE);

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