Client::Client( int _udpport ) { if(network.simLag > 0) ZCom_simulateLag(0, network.simLag); if(network.simLoss > 0.f) ZCom_simulateLoss(0, network.simLoss); if ( !ZCom_initSockets( true,_udpport, 1, 0 ) ) { console.addLogMsg("* ERROR: FAILED TO INITIALIZE SOCKETS"); } ZCom_setControlID(0); ZCom_setDebugName("ZCOM_CLI"); ZCom_setUpstreamLimit(network.upLimit, network.upLimit); }
/*********************************************************************** * Constructor ***********************************************************************/ GameClient::GameClient(unsigned short downpacketpersecond, unsigned short downbyteperpacket) : m_id(ZCom_Invalid_ID), m_zoi_id(ZCom_Invalid_ID), m_connected(false), m_downpacketpersecond(downpacketpersecond), m_downbyteperpacket(downbyteperpacket), m_disconnecting(false), m_callback(NULL) { // this will allocate the sockets and create local bindings if ( !ZCom_initSockets( eZCom_EnableUDP, 0, 0, 0 ) ) { LogHandler::getInstance()->LogToFile("Zoid: Failed to initialize sockets!", 2); } // string shown in log output ZCom_setDebugName("ZCOM_GAME_CLI"); //register classes MapInfoObject::registerClass(this); ActorObject::registerClass(this); PlayerObject::registerClass(this); }
/*********************************************************************** * Constructor ***********************************************************************/ MainServerClient::MainServerClient(unsigned short downpacketpersecond, unsigned short downbyteperpacket, GameServerCallbackBase* callbH) : m_id(ZCom_Invalid_ID), m_zoi_id(ZCom_Invalid_ID), m_connected(false), m_downpacketpersecond(downpacketpersecond), m_downbyteperpacket(downbyteperpacket), _callbH(callbH) { // this will allocate the sockets and create local bindings if ( !ZCom_initSockets( eZCom_EnableUDP, 0, 0, 0 ) ) { LogHandler::getInstance()->LogToFile("Main client: Failed to initialize sockets!", 2); } // string shown in log output ZCom_setDebugName("ZCOM_MainCLI"); // register classes ChatChannelManager::registerClass(this); ChatChannel::registerClass(this); ClientObject::registerClass(this); GameServerHandler::registerClass(this); }
Server::Server( int _udpport ) : m_preShutdown(false), socketsInited(false), port(_udpport) { if(network.simLag > 0) ZCom_simulateLag(0, network.simLag); if(network.simLoss > 0.f) ZCom_simulateLoss(0, network.simLoss); // TODO: Asynchronize this loop int tries = 10; bool result = false; while ( !result && tries-- > 0 ) { rest(100); result = ZCom_initSockets( true, _udpport, 1, 0 ); } if(!result) console.addLogMsg("* ERROR: FAILED TO INITIALIZE SOCKETS"); ZCom_setControlID(0); ZCom_setDebugName("ZCOM_CLI"); ZCom_setUpstreamLimit(network.upLimit, network.upLimit); console.addLogMsg("SERVER UP"); }