Reputation: 41
Hello fellow programmers! I am writing a program in C++ that is supposed to allow for real time data transfer between 2 computers over LAN using windows sockets. Since the data is supposed to be transferred as fast as possible I use UDP (this is a game, therefore only the newest data is relevant). Now, since I tested it on single machine i use the following code to assign server IP to the client
SOCKADDR_IN server_address;
server_address.sin_family = AF_INET;
server_address.sin_port = htons(PORT);
server_address.sin_addr.S_un.S_un_b.s_b1 = 127;
server_address.sin_addr.S_un.S_un_b.s_b2 = 0;
server_address.sin_addr.S_un.S_un_b.s_b3 = 0;
server_address.sin_addr.S_un.S_un_b.s_b4 = 1;
Now, I need it to run within LAN where the exact addresses of server and client may be unknown. How to connect in such a case? Is it enough if I broadcast to 255.255.255.255? Or maybe there is another way of handshaking 2 computers?
Upvotes: 2
Views: 1067
Reputation: 41
Okay, i finished my project, so I will take the opportunity to show a code I used for finding a server. As suggested, it is based on broadcasting on client side and sending a datagram back, providing server's IP to the client, which is used later to provide directed communication later on.
SERVER:
bool handshakeS()
{
SOCKET sockhs;
sockhs = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
char broadcast = '1';
if (setsockopt(sockhs, SOL_SOCKET, SO_BROADCAST, &broadcast, sizeof(broadcast)) < 0)
{
closesocket(sockhs);
return false;
}
struct sockaddr_in Recv_addr;
struct sockaddr_in Sender_addr;
int len = sizeof(struct sockaddr_in);
char recvbuff[1];
int recvbufflen = 1;
char sendMSG[] = "";
Recv_addr.sin_family = AF_INET;
Recv_addr.sin_port = htons(PORTHS);
Recv_addr.sin_addr.s_addr = INADDR_ANY;
if (bind(sockhs, (sockaddr*)&Recv_addr, sizeof(Recv_addr)) < 0)
{
closesocket(sockhs);
return false;
}
recvfrom(sockhs, recvbuff, recvbufflen, 0, (sockaddr*)&Sender_addr, &len);
if (sendto(sockhs, sendMSG, strlen(sendMSG) + 1, 0, (sockaddr*)&Sender_addr, sizeof(Sender_addr)) < 0)
{
closesocket(sockhs);
return false;
}
return true;
closesocket(sockhs);
}
CLIENT:
bool handshakeC(int& ip1temp, int& ip2temp, int& ip3temp, int& ip4temp)
{
SOCKET sockhs;
sockhs = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
char broadcast = '1';
if (setsockopt(sockhs, SOL_SOCKET, SO_BROADCAST, &broadcast, sizeof(broadcast)) < 0)
{
closesocket(sockhs);
return false;
}
struct sockaddr_in Recv_addr;
struct sockaddr_in Sender_addr;
int len = sizeof(struct sockaddr_in);
char sendMSG[] = ""; //may be used for authorization
char recvbuff[1] = "";
int recvbufflen = 1;
Recv_addr.sin_family = AF_INET;
Recv_addr.sin_port = htons(PORTHS);
Recv_addr.sin_addr.s_addr = INADDR_BROADCAST;
sendto(sockhs, sendMSG, strlen(sendMSG) + 1, 0, (sockaddr*)&Recv_addr, sizeof(Recv_addr));
recvfrom(sockhs, recvbuff, recvbufflen, 0, (sockaddr*)&Recv_addr, &len);
ip1temp = Recv_addr.sin_addr.S_un.S_un_b.s_b1;
ip2temp = Recv_addr.sin_addr.S_un.S_un_b.s_b2;
ip3temp = Recv_addr.sin_addr.S_un.S_un_b.s_b3;
ip4temp = Recv_addr.sin_addr.S_un.S_un_b.s_b4;
closesocket(sockhs);
return true;
}
Upvotes: 1