137 lines
2.4 KiB
C++
137 lines
2.4 KiB
C++
#include "Connection.h"
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#include <winsock2.h>
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#include <iostream>
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#include <string>
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using namespace Oyster::Network;
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Connection::~Connection()
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{
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closesocket( this->socket );
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}
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int Connection::Connect(unsigned short port , const char serverName[])
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{
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struct hostent *hostEnt;
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if((hostEnt = gethostbyname(serverName)) == NULL)
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{
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return WSAGetLastError();
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}
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struct sockaddr_in server;
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server.sin_family = AF_INET;
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server.sin_port = htons(port);
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server.sin_addr.s_addr = *(unsigned long*) hostEnt->h_addr;
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if(connect(this->socket, (sockaddr*)&server, sizeof(server)) == SOCKET_ERROR)
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{
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return WSAGetLastError();
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}
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//connection succesfull!
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return 0;
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}
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int Connection::InitiateServer(unsigned short port)
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{
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int errorCode = 0;
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if((errorCode = initiateSocket()) != 0)
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{
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return errorCode;
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}
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struct sockaddr_in server;
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server.sin_family = AF_INET;
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server.sin_port = htons(port);
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server.sin_addr.s_addr = INADDR_ANY;
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if(bind(this->socket, (sockaddr*)&server, sizeof(server)) == SOCKET_ERROR)
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{
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errorCode = WSAGetLastError();
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closesocket(this->socket);
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return errorCode;
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}
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//not our Listen function! its trying to keep our socket open for connections
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if(listen(this->socket, 5) == SOCKET_ERROR)
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{
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errorCode = WSAGetLastError();
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closesocket(this->socket);
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return errorCode;
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}
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//Server started!
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return 0;
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}
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int Connection::InitiateClient()
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{
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int errorCode;
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return initiateSocket();
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}
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int Connection::Disconnect()
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{
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closesocket(this->socket);
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return WSAGetLastError();
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}
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int Connection::Send(const unsigned char message[])
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{
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int nBytes;
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unsigned long messageSize = strlen((char*)message);
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messageSize = 1600;
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nBytes = send(this->socket, (char*)message , messageSize, 0);
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if(nBytes == SOCKET_ERROR)
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{
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return WSAGetLastError();
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}
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return 0;
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}
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int Connection::Recieve(unsigned char message[])
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{
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int nBytes;
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nBytes = recv(this->socket, (char*)message, 1600, 0);
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if(nBytes == SOCKET_ERROR)
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{
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return WSAGetLastError();
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}
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message[nBytes] = '\0';
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return 0;
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}
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int Connection::Listen()
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{
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int clientSocket;
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if((clientSocket = accept(this->socket, NULL, NULL)) == INVALID_SOCKET)
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{
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return WSAGetLastError();
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}
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return clientSocket;
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}
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///////////////////////////////////////
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//Private functions
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///////////////////////////////////////
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int Connection::initiateSocket()
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{
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this->socket = ::socket(AF_INET, SOCK_STREAM, 0);
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if(this->socket == SOCKET_ERROR)
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{
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return WSAGetLastError();
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}
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return 0;
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}
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