I send a packet as client to server and I want to the server sends that packet forward to all client, here is the code:
#include <iostream>
#include <SFML/Network.hpp>
using namespace std;
int main()
{
int fromID; // receive data from 'fromID'
int Message; // fromID's message
sf::SocketTCP Listener;
if (!Listener.Listen(4567))
return 1;
// Create a selector for handling several sockets (the listener + the socket associated to each client)
sf::SelectorTCP Selector;
Selector.Add(Listener);
while (true)
{
unsigned int NbSockets = Selector.Wait();
for (unsigned int i = 0; i < NbSockets; ++i)
{
// Get the current socket
sf::SocketTCP Socket = Selector.GetSocketReady(i);
if (Socket == Listener)
{
// If the listening socket is ready, it means that we can accept a new connection
sf::IPAddress Address;
sf::SocketTCP Client;
Listener.Accept(Client, &Address);
cout << "Client connected ! (" << Address << ")" << endl;
// Add it to the selector
Selector.Add(Client);
}
else
{
// Else, it is a client socket so we can read the data he sent
sf::Packet Packet;
if (Socket.Receive(Packet) == sf::Socket::Done)
{
// Extract the message and display it
Packet >> Message;
Packet >> fromID;
cout << Message << " From: " << fromID << endl;
//send the message to all clients
for(unsigned int j = 0; j < NbSockets; ++j)
{
sf::SocketTCP Socket2 = Selector.GetSocketReady(j);
sf::Packet SendPacket;
SendPacket << Message;
if(Socket2.Send(SendPacket) != sf::Socket::Done)
cout << "Error sending message to all clients" << endl;
}
}
else
{
// Error : we'd better remove the socket from the selector
Selector.Remove(Socket);
}
}
}
}
return 0;
}
Client code: in Player class I have this function :
void Player::ReceiveData()
{
int mess;
sf::Packet Packet;
if(Client.Receive(Packet) == sf::Socket::Done)
{
Client.Receive(Packet);
Packet >> mess;
cout << mess << endl;
}
}
main.cpp:
Player player;
player.Initialize();
player.LoadContent();
player.Connect();
..
..
//GAME LOOP
while(running==true)
{
sf::Event Event;
while(..) // EVENT LOOP
{
...
}
player.Update(Window);
player.ReceiveData();
player.Draw(Window);
}
When I run this client code, the program not responding, freezes. The problem is with that ReceiveDate() function.