FS#86 - Rewrite the sockets API

Updated the API documentation of the whole network module
The system headers are no longer included by the sfml-network public headers

git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1475 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
LaurentGom 2010-03-23 09:39:43 +00:00
parent a09ee0f9e3
commit 9280771665
66 changed files with 3976 additions and 2992 deletions

View file

@ -7,59 +7,66 @@
////////////////////////////////////////////////////////////
/// Create a client and send a message to a running server
/// Launch a server, wait for a message, send an answer.
///
////////////////////////////////////////////////////////////
void DoClientUDP(unsigned short port)
void RunUdpServer(unsigned short port)
{
// Ask for server address
sf::IpAddress serverAddress;
// Create a socket to receive a message from anyone
sf::UdpSocket socket;
// Listen to messages on the specified port
if (socket.Bind(port) != sf::Socket::Done)
return;
std::cout << "Server is listening to port " << port << ", waiting for a message... " << std::endl;
// Wait for a message
char in[128];
std::size_t received;
sf::IpAddress sender;
unsigned short senderPort;
if (socket.Receive(in, sizeof(in), received, sender, senderPort) != sf::Socket::Done)
return;
std::cout << "Message received from client " << sender << ": \"" << in << "\"" << std::endl;
// Send an answer to the client
const char out[] = "Hi, I'm the server";
if (socket.Send(out, sizeof(out), sender, senderPort) != sf::Socket::Done)
return;
std::cout << "Message sent to the client: \"" << out << "\"" << std::endl;
}
////////////////////////////////////////////////////////////
/// Send a message to the server, wait for the answer
///
////////////////////////////////////////////////////////////
void RunUdpClient(unsigned short port)
{
// Ask for the server address
sf::IpAddress server;
do
{
std::cout << "Type address or name of the server to send the message to : ";
std::cin >> serverAddress;
std::cout << "Type the address or name of the server to connect to: ";
std::cin >> server;
}
while (serverAddress == sf::IpAddress::None);
while (server == sf::IpAddress::None);
// Create a UDP socket for communicating with server
sf::SocketUDP client;
// Create a socket for communicating with the server
sf::UdpSocket socket;
// Send a message to the server
char message[] = "Hi, I'm a client !";
if (client.Send(message, sizeof(message), serverAddress, port) != sf::Socket::Done)
const char out[] = "Hi, I'm a client";
if (socket.Send(out, sizeof(out), server, port) != sf::Socket::Done)
return;
std::cout << "Message sent to server : \"" << message << "\"" << std::endl;
std::cout << "Message sent to the server: \"" << out << "\"" << std::endl;
// Close the socket when we're done
client.Close();
}
////////////////////////////////////////////////////////////
/// Launch a server and wait for incoming messages
///
////////////////////////////////////////////////////////////
void DoServerUDP(unsigned short port)
{
// Create a UDP socket for communicating with clients
sf::SocketUDP server;
// Bind it to the specified port
if (!server.Bind(port))
return;
// Receive a message from anyone
sf::IpAddress clientAddress;
unsigned short clientPort;
char message[128];
// Receive an answer from anyone (but most likely from the server)
char in[128];
std::size_t received;
if (server.Receive(message, sizeof(message), received, clientAddress, clientPort) != sf::Socket::Done)
sf::IpAddress sender;
unsigned short senderPort;
if (socket.Receive(in, sizeof(in), received, sender, senderPort) != sf::Socket::Done)
return;
// Display it
std::cout << "Message received from " << clientAddress << " on port " << clientPort
<< ": \"" << message << "\"" << std::endl;
// Close the socket when we're done
server.Close();
std::cout << "Message received from " << sender << ": \"" << in << "\"" << std::endl;
}