int main(void) { if( !initSockets(true) ) return 1; IConnection * tcpConnection = new TCPConnection(); if(static_cast<TCPConnection*>(tcpConnection)->connect(Socket::localIP(), 1024)) std::cout << "Connected!" << std::endl; else std::cout << "Error connecting! #" << WSAGetLastError() << std::endl; if( 14 != tcpConnection->send((ubyte*)"hello, world!", 14) ) std::cout << "send failed!" << std::endl; std::cout << std::endl << tcpConnection->connectionInfo() << std::endl; // wait for input. std::getchar(); static_cast<TCPConnection*>(tcpConnection)->close(); // cleanup. cleanSockets(); return 0; }
int WINAPI WinMain(HINSTANCE instanceH, HINSTANCE prevInstanceH, LPSTR command_line, int show) { gWIN_WIDTH = 800; gWIN_HEIGHT = 600; // Initialize the system AESysInit (instanceH, show); GameStateManager gsm; gsm.init(new GameState_StartServer()); initSockets(true); while(!gsm.quit()) { // reset the system modules AESysReset(); // If not restarting, load the gamestate if(!gsm.restart()) gsm.loadState(); else gsm.restartState(); // Initialize the gamestate gsm.initState(); while(!gsm.changeState()) { AESysFrameStart(); AEInputUpdate(); gsm.updateState(); gsm.drawState(); AESysFrameEnd(); // check if forcing the application to quit gsm.quit((gAESysWinExists == false) || AEInputCheckTriggered(DIK_ESCAPE)); } gsm.freeState(); if(!gsm.restart()) gsm.unloadState(); gsm.nextState(); } cleanSockets(); // free the system AESysExit(); }