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if((sockfd = socket(PF_INET, SOCK_STREAM, 0)) == -1)
fatal("in socket");
if(setsockopt(sockfd, SOL_SOCKET, SO_REUSEADDR, &yes, sizeof(int)) == -1)
fatal("setting socket option SO_REUSEADDR");
host_addr.sin_family = AF_INET;
host_addr.sin_port = htons(PORT);
host_addr.sin_addr.s_addr = 0;
memset(&(host_addr.sin_zero), '\0', 8);
if(bind(sockfd, (struct sockaddr *)&host_addr, sizeof(struct sockaddr)) == -1)
fatal("binding to socket");
if(listen(sockfd, 5) == -1)
fatal("listening on socket");
cout << "Server setup was sucessful!" << endl;
cout << "Waiting for players to connect... " << endl;
//Wait for 2 players to connect
while(gameInProgress){
sin_size = sizeof(struct sockaddr_in);
if(players == 0){
player1 = accept(sockfd,(struct sockaddr *)&player1_addr, &sin_size);
if(player1 == -1)
fatal("accepting connection");
else
players++;
cout << "server: got connection from "
<< inet_ntoa(player1_addr.sin_addr)
<< " port " << ntohs(player1_addr.sin_port) << endl;
send(player1, "P1\n", 3, 0);
}
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