//----------------------------------------------------------// // CWinSysConfigDialog::Initialise //----------------------------------------------------------// //-- Description // Initialises widgets and registers the rollup container // class. Activates config dialog. //----------------------------------------------------------// s32 CWinSysConfigDialog::Initialise(const s8* strTitle, const s8* strVersion) { s32 nReturnStatus = WINSYS_OK; gDebugLog.Printf("CWinSysConfigDialog::Initialise:"); SCOPED_LOG_INDENT(gDebugLog); if (IS_FALSE(m_bRegistered)) { CWinSysRollupContainer::RegisterRollupContainerClass(); m_bRegistered = true; } if (IS_FALSE(m_ConfigIni.Initialise())) { //-- Failed to initialise config ini gDebugLog.Printf("Failed to initialise Configuration Ini storage."); return WINSYS_CONFIG_INI_NOT_LOADED; } m_strTitle = strTitle; m_strVersion = strVersion; ChangeShowAtStartup(true); SetDesiredWindowMode(DesiredWindowMode::Windowed); SetDesiredResolution(DesiredResolution::Res640x480); SetDesiredBPP(DesiredBPP::Bpp32); SetServerAddress("192.168.1.100:1234"); SetServerLoginEmail("*****@*****.**"); SetServerLoginPassword("ABC123"); if (IS_FALSE(m_ConfigIni.Load(WINSYS_CONFIG_SAVE_FILE))) { //-- Failed to load config ini MessageBox(NULL, "Configuration Ini cannot be created. Using defaults.", TEXT(m_strTitle.ConstBuffer()), MB_OK|MB_ICONEXCLAMATION); } nReturnStatus = m_RollupContainer.Initialise(this); if (WINSYS_OK != nReturnStatus) { //-- Failed to Initialise rollup container gDebugLog.Printf("Failed to initialise rollup container."); return nReturnStatus; } gDebugLog.Printf("Complete. (OK)"); //-- Success return WINSYS_OK; }
void CNetworkManager::ConnectionSuccess(RakNet::Packet *pPacket) { // Dodanie wiadomoœci o po³¹czeniu do czatu. g_pClient->GetChatbox()->AddDebugMessage("Po³¹czono pomyœlnie!"); // Ustalenie aktualnego adresu serwera SetServerAddress(pPacket->systemAddress); //Ustawianie informacji o stanie po³¹czenia. SetConnected(true); // Wys³anie pakietu z podstawowymi informacjami o graczu. RakNet::BitStream bitStream; bitStream.Write(m_pPlayerManager->GetLocalPlayer()->GetName().Get(), MAX_PLAYER_NAME); Call("Player_Connect", &bitStream, HIGH_PRIORITY, RELIABLE, 0, true); }
XmlRpcConnection::XmlRpcConnection(const std::string& address, const std::string& port) { SetServerAddress(address, port); }