I'm creating a game in C++ for a university project which requires some feature of networking using Sockets. My module lecturer gave us example code of working (local machine) client/servers to show us how it works. He has the following code for setting up the socket, which works fine:
#include <winsock2.h>
#pragma comment(lib, "ws2_32.lib")
#define SERVERIP "127.0.0.1"
#define SERVERPORT 5555
void main(){
WSADATA w;
int error = WSAStartup(0x0202, &w);
if (error != 0)
{
die("WSAStartup failed");
}
if (w.wVersion != 0x0202)
{
die("Wrong WinSock version");
}
// Create a TCP socket that we'll use to listen for connections.
SOCKET serverSocket = socket(AF_INET, SOCK_STREAM, 0);
if (serverSocket == INVALID_SOCKET)
{
die("socket failed");
}
// Fill out a sockaddr_in structure to describe the address we'll listen on.
sockaddr_in serverAddr;
serverAddr.sin_family = AF_INET;
serverAddr.sin_addr.s_addr = inet_addr(SERVERIP);
// htons converts the port number to network byte order (big-endian).
serverAddr.sin_port = htons(SERVERPORT);
// Bind the server socket to that address.
if (bind(serverSocket, (const sockaddr *) &serverAddr, sizeof(serverAddr)) != 0)
{
die("bind failed");
}
}
However, when I replicate most of the code, bind(...)
function keeps returning -1
, as opposed to the 0
in my lecturers example. Here is the relevant part of my code, using classes:
TCPSocket.h
#define SERVERIP "127.0.0.1"
#define SERVERPORT 5555
#include <WinSock2.h>
#pragma comment(lib, "ws2_32.lib")
class TCPSocket {
public:
TCPSocket();
~TCPSocket();
void SetupServer(char* serverIP_, int serverPort_, int messageSize_);
protected:
private:
SOCKET m_socket;
sockaddr_in m_serverAddress;
char* m_serverIP;
int m_serverPort;
int m_messageSize;
};
TCPSocket.cpp
TCPSocket::TCPSocket() {
// Initialise WinSock Library, version 2.2
WSADATA w;
int error = WSAStartup(0x0202, &w);
if(error != 0) {
//error
int i = 0;
}
if(w.wVersion != 0x0202) {
//error
int i = 0;
}
}
void TCPSocket::SetupServer(char* serverIP_, int serverPort_, int messageSize_) {
m_serverIP = serverIP_;
m_serverPort = serverPort_;
m_messageSize = messageSize_;
// Create TCP socket
m_socket = socket(AF_INET, SOCK_STREAM, 0);
if(m_socket == INVALID_SOCKET) {
//error
int i = 0;
}
m_serverAddress.sin_family = AF_INET;
m_serverAddress.sin_addr.s_addr = inet_addr(SERVERIP);
m_serverAddress.sin_port = htons(SERVERPORT); // htons: port -> network byte order (big-endian)
// Bind server socket to address
int bindex = bind(m_socket, (const sockaddr *) &m_serverAddress, sizeof(m_serverAddress));
if(bindex != 0) {
//error
int a = 0;
}
}