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c++socketsudpconnection

How to find server on LAN with sockets (UDP) in C++


Hello fellow programmers! I am writing a program in C++ that is supposed to allow for real time data transfer between 2 computers over LAN using windows sockets. Since the data is supposed to be transferred as fast as possible I use UDP (this is a game, therefore only the newest data is relevant). Now, since I tested it on single machine i use the following code to assign server IP to the client

SOCKADDR_IN server_address;
server_address.sin_family = AF_INET;
server_address.sin_port = htons(PORT);
server_address.sin_addr.S_un.S_un_b.s_b1 = 127;
server_address.sin_addr.S_un.S_un_b.s_b2 = 0;
server_address.sin_addr.S_un.S_un_b.s_b3 = 0;
server_address.sin_addr.S_un.S_un_b.s_b4 = 1;

Now, I need it to run within LAN where the exact addresses of server and client may be unknown. How to connect in such a case? Is it enough if I broadcast to 255.255.255.255? Or maybe there is another way of handshaking 2 computers?


Solution

  • Okay, i finished my project, so I will take the opportunity to show a code I used for finding a server. As suggested, it is based on broadcasting on client side and sending a datagram back, providing server's IP to the client, which is used later to provide directed communication later on.

    SERVER:

    bool handshakeS()
    {
        SOCKET sockhs;
        sockhs = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
    
        char broadcast = '1';
        if (setsockopt(sockhs, SOL_SOCKET, SO_BROADCAST, &broadcast, sizeof(broadcast)) < 0)
        {
            closesocket(sockhs);
            return false;
        }
    
        struct sockaddr_in Recv_addr;
        struct sockaddr_in Sender_addr;
    
        int len = sizeof(struct sockaddr_in);
    
        char recvbuff[1];
        int recvbufflen = 1;
        char sendMSG[] = "";
    
        Recv_addr.sin_family = AF_INET;
        Recv_addr.sin_port = htons(PORTHS);
        Recv_addr.sin_addr.s_addr = INADDR_ANY;
    
        if (bind(sockhs, (sockaddr*)&Recv_addr, sizeof(Recv_addr)) < 0)
        {
            closesocket(sockhs);
            return false;
        }
        recvfrom(sockhs, recvbuff, recvbufflen, 0, (sockaddr*)&Sender_addr, &len);
    
        if (sendto(sockhs, sendMSG, strlen(sendMSG) + 1, 0, (sockaddr*)&Sender_addr, sizeof(Sender_addr)) < 0)
        {
            closesocket(sockhs);
            return false;
        }
        return true;
        closesocket(sockhs);
    }
    

    CLIENT:

    bool handshakeC(int& ip1temp, int& ip2temp, int& ip3temp, int& ip4temp)
    {
        SOCKET sockhs;
        sockhs = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
    
        char broadcast = '1';
        if (setsockopt(sockhs, SOL_SOCKET, SO_BROADCAST, &broadcast, sizeof(broadcast)) < 0)
        {
            closesocket(sockhs);
            return false;
        }
    
        struct sockaddr_in Recv_addr;
        struct sockaddr_in Sender_addr;
    
        int len = sizeof(struct sockaddr_in);
    
        char sendMSG[] = ""; //may be used for authorization
        char recvbuff[1] = "";
        int recvbufflen = 1;
    
        Recv_addr.sin_family = AF_INET;
        Recv_addr.sin_port = htons(PORTHS);
        Recv_addr.sin_addr.s_addr = INADDR_BROADCAST;
    
        sendto(sockhs, sendMSG, strlen(sendMSG) + 1, 0, (sockaddr*)&Recv_addr, sizeof(Recv_addr));
        recvfrom(sockhs, recvbuff, recvbufflen, 0, (sockaddr*)&Recv_addr, &len);
    
        ip1temp = Recv_addr.sin_addr.S_un.S_un_b.s_b1;
        ip2temp = Recv_addr.sin_addr.S_un.S_un_b.s_b2;
        ip3temp = Recv_addr.sin_addr.S_un.S_un_b.s_b3;
        ip4temp = Recv_addr.sin_addr.S_un.S_un_b.s_b4;
        closesocket(sockhs);
        return true;
    }