#include #include "includes/easysock.hpp" #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" /* Display the given text, centered on the screen, as a label */ void display_text_centered(std::string to_disp) { const char* to_disp_cstr = to_disp.c_str(); Vector2 label_size = MeasureTextEx(GetFontDefault(), to_disp_cstr, GuiGetStyle(DEFAULT, TEXT_SIZE), GuiGetStyle(DEFAULT, TEXT_SPACING)); BeginDrawing(); ClearBackground(BLACK); GuiLabel(Rectangle{(GetScreenWidth()/2) - (label_size.x/2), (GetScreenHeight()/2) - (label_size.y/2), label_size.x, label_size.y}, to_disp_cstr); EndDrawing(); return; } GameType check_server(char* ip_text, char* port_text) { GameType type; std::string addr; uint16_t port; addr = std::string(ip_text); port = std::stoi(std::string(port_text)); /* 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)); display_text_centered("Your code is " + code); /* Create server socket and wait for client to connect */ Server* server = new Server(4, 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. */ 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; }