// Function for client void vClientConnection( char *szServerIP, int iServerListenPort ) { SocketObject ClientSocketObject; char DataPacket[128]; // Data packet to transmit int iBytesSent = 0; // # of bytes sent cout << "<Client> Connecting to " << szServerIP << ", Port " << iServerListenPort << endl; // Connect to the IP and Port if( ClientSocketObject.Connect( szServerIP, iServerListenPort ) ) { cout << "<Client> Connected" << endl; // Populate the data packet //strcpy(DataPacket, "TestData from Client"); sprintf(DataPacket, "TestData from Client"); //scanf("%s", &DataPacket); // Send data iBytesSent = ClientSocketObject.Send(DataPacket, 128, 0); cout << "<Client> Transmitted " << iBytesSent << " Bytes" << endl; // Disconnect from the server ClientSocketObject.Disconnect(); cout << "<Client> Disconnected From Server" << endl; } else { cout << "<Client> Failed to Connect" << endl; } }
// Function for server void vServerConnection( int iListenPort ) { SocketObject ServerSocketObject; SocketObject ClientSocketObject; //Data can be greater than 128 in length, it's just set to 128 for efficiency. //char DataPacket[128]; // Data packet to receive//original version char DataPacket[1024]; // Data packet to receive memset(DataPacket, 0, 1024); int iBytesReceived = 0; // # of bytes received cout << "<Server> Attempting to listen on Port " << iListenPort << endl; // Attempt to start the server if ( ServerSocketObject.Bind( iListenPort ) ) { cout << "<Server> Listening" << endl; // Listen for connection on the Listen port, ServerSocketObject.Listen(); // Accept the connection ServerSocketObject.Accept( ClientSocketObject ); cout << "<Server> Client Connected to Port " << iListenPort << endl; // Receive data //iBytesReceived = ClientSocketObject.Recv(&DataPacket[0], 128, 0);//original version iBytesReceived = ClientSocketObject.Recv(&DataPacket[0], 1024, 0); printf("%s\n", strerror(errno)); cout << "<Server> Received " << iBytesReceived << " Bytes" << endl; cout << "<Server> Data Received = " << DataPacket << endl; // Disconnect the client ClientSocketObject.Disconnect(); cout << "<Server> Client Disconnected" << endl; } else { cout << "<Server> Failed to Listen" << endl; } }