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client.h
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client.h
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#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <winsock2.h>
#include <ws2tcpip.h>
#include <stdlib.h>
#include <stdio.h>
#include <iostream>
#include <thread>
#include <mutex>
#include "helper_udp.h"
// Need to link with Ws2_32.lib, Mswsock.lib, and Advapi32.lib
#pragma comment (lib, "Ws2_32.lib")
#pragma comment (lib, "Mswsock.lib")
#pragma comment (lib, "AdvApi32.lib")
#define DEFAULT_BUFLEN 512
#define DEFAULT_PORT "27015"
class Client
{
public:
Client();
int Start(const char* ipaddress, const char* port);
int Interact(void);
void Stop(void);
player_state server_player; // received data from client and save it in this variable.
player_state client_player; // send this to client
private:
WSADATA wsaData;
SOCKET ConnectSocket = INVALID_SOCKET;
struct addrinfo *result = NULL, *ptr = NULL, hints;
int iResult;
};
Client::Client()
{
}
int Client::Start(const char* ipaddress, const char* port)
{
// Initialize Winsock
iResult = WSAStartup(MAKEWORD(2, 2), &wsaData);
if (iResult != 0) {
printf("WSAStartup failed with error: %d\n", iResult);
return 1;
}
ZeroMemory(&hints, sizeof(hints));
hints.ai_family = AF_UNSPEC;
hints.ai_socktype = SOCK_STREAM;
hints.ai_protocol = IPPROTO_TCP;
// Resolve the server address and port
iResult = getaddrinfo(ipaddress, port, &hints, &result);
if (iResult != 0) {
printf("getaddrinfo failed with error: %d\n", iResult);
WSACleanup();
return 1;
}
// Attempt to connect to an address until one succeeds
for (ptr = result; ptr != NULL; ptr = ptr->ai_next) {
// Create a SOCKET for connecting to server
ConnectSocket = socket(ptr->ai_family, ptr->ai_socktype,
ptr->ai_protocol);
if (ConnectSocket == INVALID_SOCKET) {
printf("socket failed with error: %ld\n", WSAGetLastError());
WSACleanup();
return 1;
}
// Connect to server.
iResult = connect(ConnectSocket, ptr->ai_addr, (int)ptr->ai_addrlen);
if (iResult == SOCKET_ERROR) {
closesocket(ConnectSocket);
ConnectSocket = INVALID_SOCKET;
continue;
}
break;
}
freeaddrinfo(result);
if (ConnectSocket == INVALID_SOCKET) {
printf("Unable to connect to server!\n");
WSACleanup();
return 1;
}
std::cout << "Server connected" << std::endl;
}
int Client::Interact( void )
{
// iResult = send(ConnectSocket, recvbuf, sizeof(recvbuf), 0);
iResult = send(ConnectSocket, (char *) &client_player, sizeof(client_player), 0);
if (iResult == SOCKET_ERROR) {
printf("send failed with error: %d\n", WSAGetLastError());
closesocket(ConnectSocket);
WSACleanup();
}
// iResult = recv(ConnectSocket, recvbuf, recvbuflen, 0);
iResult = recv(ConnectSocket, (char *) &server_player, sizeof(server_player), 0);
server_player.print();
if (iResult > 0)
printf("Server says: %d\n", server_player.score);
return iResult;
}
void Client::Stop(void)
{
// cleanup
closesocket(ConnectSocket);
WSACleanup();
}
//int __cdecl main(int argc, char **argv)
//{
//
// if (argc < 3) {
// std::cout << "Usage: " << argv[0] << " hostname port" << std::endl;
// } else {
// Client client;
//
// int status = client.Start( argv[1], argv[2] );
// if ( status )
// {
// while( status > 0 ) {
// client.client_player.score += 1;
// status = client.Interact();
// }
//
// client.Stop();
// }
// }
//
// return 0;
//}