Networking
From WinBolo
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...