Networking

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Networking


Joining a game

/*********************************************************
*NAME:          netSetup
*AUTHOR:        John Morrison
*CREATION DATE: 21/02/99
*LAST MODIFIED: 01/04/02
*PURPOSE:
* Sets the network kind of game being played and sets up
* netClient
*
*ARGUMENTS:
*  value       - The network type of game being played
*  myPort      - netClient port on this machine
*  targetIP    - Target IP on a machine to join
*  targetPort  - Target port on that machine
*  password    - Password for the net game (NULL for none)
*  usCreate    - TRUE if we started the game, FALSE if we
*                joined
*  trackerAddr - Address of the tracker to use
*  trackerPort - Port of the tracker
*  useTracker  - Whether to use the tracker or not
*  wantRejoin  - TRUE if we want to rejoin the game else
*                just join
*  useWinboloNet - TRUE if we want to participate in
*                  WinBolo.net
*  wbnPassword   - Our WinBolo.net password
*********************************************************/
bool netSetup(netType value, unsigned short myPort, char *targetIp, unsigned short targetPort,
              char *password, bool usCreate, char *trackerAddr, unsigned short trackerPort,
              bool useTracker, bool wantRejoin, bool useWinboloNet, char *wbnPassword);



netJoinInit(); is called. does setup, , checks password, checks name netJoinFinalise(); is the point of no return. gets player number at the end...

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