Example #1
0
NMErr NetworkSendAnswer
(
	char answer			/* the answer to send (just a char!) */
)
{
	AnswerPacket_t answerPacket;
	NMErr err;

	/* init the NetSprocket portion of the packet */

	NSpClearMessageHeader( &answerPacket.header );

	answerPacket.header.what = kMessageType_Answer;
	answerPacket.header.to = kNSpHostID;	/* %% was kNSpHostOnly */
	answerPacket.header.messageLen = sizeof(answerPacket);

	/* fill in the data section */

	answerPacket.answer = answer;

	/* tell NetSprocket to send the message */

	err = NSpMessage_Send( _gameReference, &answerPacket.header, kNSpSendFlag_Registered );
	if( err )
	{
		printf( "*** ERROR *** Unable to send answer packet, error # %d\n\n", err );
		fflush(stdout);
	}

	return( err );
}
Example #2
0
void sv_Send(char *message, int id_packet, hBool SafeSend)
{
	MessagePacketPtr	qpp;
	unsigned long		messageLen, size;
	NMErr				err;
	NSpFlags			Flag;

	if( !message )
		return; //( kNSpInvalidParameterErr );

	// get size of message string & total size of network packet
	messageLen = strlen( message );
	size = sizeof(MessagePacket_t) + messageLen + 1;	/* header + num_chars + terminator */

	// allocate the memory for the packet
	qpp = (MessagePacketPtr)malloc( size );
	if( !qpp )
	{
		m_ConsPrint(" *** ERROR *** Unable to allocate message buffer!\n");
		fflush(stdout);
		return; //( kNSpMemAllocationErr );
	}

	// init the NetSprocket portion of the packet
	NSpClearMessageHeader( &qpp->header );

	qpp->header.what = (NMSInt32)id_packet;
	qpp->header.to = kNSpAllPlayers;
	qpp->header.messageLen = size;

	// fill in the data section
	strcpy( qpp->str, message );

	// tell NetSprocket to send the message
	if(SafeSend)
		Flag = kNSpSendFlag_Registered;
	else
		Flag = /*kNSpSendFlag_Junk; //*/kNSpSendFlag_Normal;

	err = NSpMessage_Send( _gameReference, &qpp->header, Flag );
	if( !err )
	{
		net_AddUpload(size);
//		qpp->header.to = kNSpHostOnly;		// allow host to play as well!
//		err = NSpMessage_Send( _gameReference, &qpp->header, kNSpSendFlag_Registered );
	}

	if( err )
	{
		m_ConsPrint("*** ERROR *** Unable to send message packet, error # %d\n", err );
		fflush(stdout);
	}

	// clean up after ourselves
	s_free( qpp );
}
Example #3
0
void sv_Send2(char *message, int messageLen, int id_packet, hBool SafeSend)
{
	MessagePacketPtr	qpp;
	unsigned long		size;
	NMErr				err;
	NSpFlags			Flag;

	if(!message)
		return; //( kNSpInvalidParameterErr );

	size = sizeof(MessagePacket_t) + messageLen + 1;
	qpp = (MessagePacketPtr)malloc( size );
	if( !qpp )
	{
		m_ConsPrint(" *** ERROR *** Unable to allocate message buffer!\n");
		fflush(stdout);
		return; //( kNSpMemAllocationErr );
	}

	NSpClearMessageHeader( &qpp->header );
	qpp->header.what = (NMSInt32)id_packet;
	qpp->header.to = kNSpAllPlayers;
	qpp->header.messageLen = size;
	memcpy( qpp->str, message, messageLen);

	if(SafeSend)
		Flag = kNSpSendFlag_Registered;
	else
		Flag = /*kNSpSendFlag_Junk; //*/kNSpSendFlag_Normal;

	err = NSpMessage_Send( _gameReference, &qpp->header, Flag );
	if( err )
	{
		m_ConsPrint("*** ERROR *** Unable to send message packet, error # %d\n", err );
		fflush(stdout);
	}
	else
	{
		net_AddUpload(size);
	}
	s_free( qpp );
}
Example #4
0
NMErr NetworkSendPlayerMessage
(
	const char *message,		/* ptr to message string to send */
	NMUInt32 messageType		/* type of message (question, info, etc. */
)
{
	MessagePacketPtr qpp;
	unsigned long messageLen, size;
	NMErr err;

	/* sanity checks */

	if( !message )
		return( kNSpInvalidParameterErr );

	/* get size of message string & total size of network packet */

	messageLen = strlen( message );
	size = sizeof(MessagePacket_t) + messageLen + 1;	/* header + num_chars + terminator */

	/* allocate the memory for the packet */

	qpp = (MessagePacketPtr)malloc( size );
	if( !qpp )
	{
		printf( " *** ERROR *** Unable to allocate message buffer!\n\n" );
		fflush(stdout);
		return( kNSpMemAllocationErr );
	}

	/* init the NetSprocket portion of the packet */

	NSpClearMessageHeader( &qpp->header );

	qpp->header.what = (NMSInt32)messageType;
	qpp->header.to = kNSpAllPlayers;
	qpp->header.messageLen = size;

	/* fill in the data section */

	strcpy( qpp->str, message );

	/* tell NetSprocket to send the message */

	err = NSpMessage_Send( _gameReference, &qpp->header, kNSpSendFlag_Registered );
	if( !err )
	{
		qpp->header.to = kNSpHostID;	/* %% was kNSpHostOnly */		/* allow host to play as well! */

		err = NSpMessage_Send( _gameReference, &qpp->header, kNSpSendFlag_Registered );
	}

	if( err )
	{
		printf( "*** ERROR *** Unable to send message packet, error # %d\n\n", err );
		fflush(stdout);
	}

	/* clean up after ourselves! */

	free( qpp );

	return( err );
}