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- // Fill out your copyright notice in the Description page of Project Settings.
- #include "Testspel.h"
- #include "GameServer.h"
- bool UGameServer::ConnectToServer(int32 port)
- {
- FString address = TEXT("127.0.0.1");
- TSharedRef < FInternetAddr > addr = ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM)->CreateInternetAddr();
- FIPv4Address ip;
- FIPv4Address::Parse(address, ip);
- addr->SetIp(ip.GetValue());
- addr->SetPort(port);
- //bool connected = Socket->Connect(*addr);
- //Socket->Bind(*addr);
- Socket = FUdpSocketBuilder(TEXT("default"))
- .AsNonBlocking()
- .AsReusable()
- .BoundToAddress(ip)
- .BoundToPort(port);
- if (Socket)
- {
- return true;
- }
- else
- {
- return true;
- }
- return true;
- }
- FString UGameServer::SendMessageToServer()
- {
- FString serialized = TEXT("message, hellooo|1");
- TCHAR *serializedChar = serialized.GetCharArray().GetData();
- int32 size = FCString::Strlen(serializedChar);
- int32 sent = 0;
- FString returnst = "True";
- if (bool successful = Socket->Send((uint8*)TCHAR_TO_UTF8(serializedChar), size, sent))
- {
- GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Yellow, TEXT("Successfully sent to Server!!"));
- return returnst;
- }
- else
- {
- GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Yellow, TEXT("Failed sending to Server!!"));
- return "False";
- }
- }
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