GameConnect::GameConnect(CommTimer* t, NetworkMonitor* m, int team, int player) : _timer(t), _monitor(m), _myTeamNumber(team), _haveRemoteGC(false), _gcTimestamp(0) { _socket = new UDPSocket(); setUpSocket(); }
int getServSocket(const char *port) { struct addrinfo hints, *localhosts; int serverSocket; setHints(&hints); run(getaddrinfo(NULL, port, &hints, &localhosts)); run(serverSocket = setUpSocket(localhosts)); freeaddrinfo(localhosts); return serverSocket; }
/* * Constructor with IP Address Specified * * Creates ar_drone and takes char * IP address as argument * @param char * IP (IP address of the ARDrone) * */ void ar_drone(char * ip) { IP_ADDRESS = ip; #ifdef printUpdates printf("Setting Up Drone @ %s\n", ip); #endif setUpSocket(); count = 0; }
int main(int argc, char** argv) { // this is called after the contructor! if(argc < 2) { printf("Expecting server's port number\n"); return 1; } if(argc < 3) { printf("Expecting configuration filename\n"); return 1; } headerPlug = malloc(sizeof(struct plug_node)); printf("Reading configuration\n"); readConfiguration(argv[2]); printf("Plugs found: %d\n",getListlength(headerPlug)); printf("About to configure GPIO\n"); // you must run this as root!!! // Configure GPIO 17 as output INP_GPIO(17); OUT_GPIO(17); socketId = setUpSocket(atoi(argv[1])); listenForData(socketId); /* plug_local_info * plug = &headerPlug->plug; sendSequence(plug->plug_code,TYPE_SWITCH_ON); sendSequence(plug->plug_code,TYPE_SWITCH_ON); sendSequence(plug->plug_code,TYPE_SWITCH_ON); */ close(socketId); }
void Shortcut::stealthInteraction(QString path){ // using the socket we will inform the main application the shortcuts have changed setUpSocket(); int pathIndex = shortcutList->indexOfItemWithPath(path); // if there exist a shortcut to the file ask if the user wants to delete it bool toDelete = false; if (pathIndex != -1) toDelete = interaction->msgDoYouWantToDelete (path,shortcutList->getShortcut(pathIndex)); if (toDelete){ shortcutList->delShortcut(pathIndex); signalServer(); return; } // do not allow creating shortcuts if one exists else if(toDelete == false && pathIndex != -1) return; // if the user inputs a wrong shortcut, ask again QString shortcut; do{ shortcut = interaction->askForShortcut(this,path); if (!containsLetterAndNumbersOnly(shortcut)){ interaction->shortcutIncorrect(); continue; } break; }while(true); if (shortcut.compare("abort") == 0) return; bool shortcutExist = shortcutList->getIndex(shortcut); int answer = 0; if (shortcutExist == true) answer = interaction->msgShortcutExists(); // the yes answer means that the shortcut should be replaced int addedSuccessfully; if (answer == QMessageBox::Yes || answer == 0){ addedSuccessfully = shortcutList->addShortcut(shortcut, path); } else if(answer == QMessageBox::Cancel) return; if (addedSuccessfully == 0){ interaction->msgShortcutAdded(shortcut); signalServer(); return; }else if(addedSuccessfully == -1){ interaction->msgShortcutError(shortcut); return; } // is this needed here? close(); }
TeamConnect::TeamConnect(CommTimer* t, NetworkMonitor* m) : timer(t), monitor(m), myLastSeqNum(0) { socket = new UDPSocket(); setUpSocket(); }