/* ==================== NET_Config A single player game will only use the loopback code ==================== */ void NET_Config (qboolean multiplayer) { int i; if (!multiplayer) { // shut down any existing sockets for (i=0 ; i<2 ; i++) { if (ip_sockets[i]) { close (ip_sockets[i]); ip_sockets[i] = 0; } if (ipx_sockets[i]) { close (ipx_sockets[i]); ipx_sockets[i] = 0; } } } else { // open sockets NET_OpenIP (); NET_OpenIPX (); } }
/* ==================== NET_Config A single player game will only use the loopback code ==================== */ void NET_Config (qboolean multiplayer) { int i; static qboolean old_config; if (old_config == multiplayer) return; old_config = multiplayer; if (!multiplayer) { // shut down any existing sockets for (i=0 ; i<2 ; i++) { if (ip_sockets[i]) { closesocket (ip_sockets[i]); ip_sockets[i] = 0; } if (ipx_sockets[i]) { closesocket (ipx_sockets[i]); ipx_sockets[i] = 0; } } } else { // open sockets if (! noudp->value) NET_OpenIP (); if (! noipx->value) NET_OpenIPX (); } }
/* ==================== NET_Config A single player game will only use the loopback code ==================== */ void NET_Config (qboolean multiplayer) { int i; if (!multiplayer) { // shut down any existing sockets for (i=0 ; i<2 ; i++) { if (ip_sockets[i]) { // >>> FIX: For Nintendo Wii using devkitPPC / libogc // Switching to the equivalent function in the library: //close (ip_sockets[i]); net_close (ip_sockets[i]); // <<< FIX ip_sockets[i] = 0; } if (ipx_sockets[i]) { // >>> FIX: For Nintendo Wii using devkitPPC / libogc // Switching to the equivalent function in the library: //close (ipx_sockets[i]); net_close (ipx_sockets[i]); // <<< FIX ipx_sockets[i] = 0; } } } else { // open sockets NET_OpenIP (); NET_OpenIPX (); } }
/* <d4991> ../engine/net_ws.c:2182 */ void NET_Config(qboolean multiplayer) { int i; static qboolean old_config; static qboolean bFirst = TRUE; if (old_config == multiplayer) { return; } old_config = multiplayer; if (multiplayer) { if (!noip) NET_OpenIP(); #ifdef _WIN32 if (!noipx) NET_OpenIPX(); #endif //_WIN32 if (bFirst) { bFirst = FALSE; NET_GetLocalAddress(); } } else { NET_ThreadLock(); for (i = 0; i < 3; i++) { if (ip_sockets[i]) { #ifdef _WIN32 CRehldsPlatformHolder::get()->closesocket(ip_sockets[i]); #else SOCKET_CLOSE(ip_sockets[i]); #endif //_WIN32 ip_sockets[i] = 0; } #ifdef _WIN32 if (ipx_sockets[i]) { CRehldsPlatformHolder::get()->closesocket(ipx_sockets[i]); ipx_sockets[i] = 0; } #endif //_WIN32 } NET_ThreadUnlock(); } net_configured = multiplayer ? 1 : 0; }
/* ==================== NET_Config ==================== */ void NET_Config( qboolean enableNetworking ) { qboolean modified; qboolean stop; qboolean start; // get any latched changes to cvars modified = NET_GetCvars(); if( net_noudp->integer && net_noipx->integer ) { enableNetworking = qfalse; } // if enable state is the same and no cvars were modified, we have nothing to do if( enableNetworking == networkingEnabled && !modified ) { return; } if( enableNetworking == networkingEnabled ) { if( enableNetworking ) { stop = qtrue; start = qtrue; } else { stop = qfalse; start = qfalse; } } else { if( enableNetworking ) { stop = qfalse; start = qtrue; } else { stop = qtrue; start = qfalse; } networkingEnabled = enableNetworking; } if( stop ) { if ( ip_socket && ip_socket != INVALID_SOCKET ) { closesocket( ip_socket ); ip_socket = 0; } if ( socks_socket && socks_socket != INVALID_SOCKET ) { closesocket( socks_socket ); socks_socket = 0; } if ( ipx_socket && ipx_socket != INVALID_SOCKET ) { closesocket( ipx_socket ); ipx_socket = 0; } } if( start ) { if (! net_noudp->integer ) { NET_OpenIP(); } if (! net_noipx->integer ) { NET_OpenIPX(); } } }