#include #include #include "includes/easysock.h" #include "includes/connect_code.hpp" #include "includes/server.hpp" #include "includes/client.hpp" #include "includes/check_input.hpp" #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, const int if_mode) { GameType type; std::string addr; uint16_t port; /* Check if IP address and port are in valid forms */ if (check_ip_ver(ip_text) < 0) { throw std::invalid_argument("Invalid IP address."); } if (port_to_num(port_text) < 0) { throw std::invalid_argument("Invalid port."); } /* From here on, we assume that the IP and port are valid */ addr = std::string(ip_text); port = std::stoi(std::string(port_text)); std::string code = connect_code::encode(addr, std::to_string(port)); /* Create server socket and wait for client to connect */ Server* server = new Server(ES_UDP, addr.data(), port); server->create_socket(); 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. TODO - Check that the client actually sends 'GG'. */ do { temp_response = server->recvAll(); } while (temp_response == NULL); response = std::string(temp_response); server->sendAll("U2"); 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, 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->recvAll(); if (msg_from_server == "U2") { display_text("Connection made", if_mode); } else { throw std::invalid_argument("Server didn't respond with correct message."); } type.mode = M_CLIENT; type.netsock = client; return type; } catch (int e) { throw; } catch (std::exception& e) { throw; } }