int NetworkSendGameListRequest (void) { tSequencePacket me; #ifdef _DEBUG memset (&me, 0, sizeof (me)); #endif me.nType = PID_GAME_LIST; memcpy (me.player.callsign, LOCALPLAYER.callsign, CALLSIGN_LEN + 1); if (gameStates.multi.nGameType >= IPX_GAME) { memcpy (me.player.network.ipx.node, IpxGetMyLocalAddress (), 6); memcpy (me.player.network.ipx.server, IpxGetMyServerAddress (), 4); if (gameStates.multi.nGameType != UDP_GAME) SendBroadcastSequencePacket (me); else { int i; con_printf (0, "looking for netgames\n"); if (gameStates.multi.bUseTracker) { if (!RequestServerListFromTracker ()) return 0; //memset (activeNetGames, 0, sizeof (activeNetGames)); //networkData.nActiveGames = 0; for (i = 0; GetServerFromList (i); i++) SendInternetSequencePacket (me, ipx_ServerAddress, ipx_ServerAddress + 4); } else { //memset (activeNetGames, 0, sizeof (activeNetGames)); //networkData.nActiveGames = 0; SendInternetSequencePacket (me, ipx_ServerAddress, ipx_ServerAddress + 4); } } } return 1; }
int NetworkSendGameListRequest (void) { tSequencePacket me; #if DBG memset (&me, 0, sizeof (me)); #endif me.nType = PID_GAME_LIST; memcpy (me.player.callsign, LOCALPLAYER.callsign, CALLSIGN_LEN + 1); if (gameStates.multi.nGameType >= IPX_GAME) { memcpy (me.player.network.ipx.node, IpxGetMyLocalAddress (), 6); memcpy (me.player.network.ipx.server, IpxGetMyServerAddress (), 4); if (gameStates.multi.nGameType != UDP_GAME) SendBroadcastSequencePacket (me); else { console.printf (0, "looking for netgames\n"); if (tracker.m_bUse) { if (!tracker.RequestServerList ()) return 0; for (int i = 0; tracker.GetServerFromList (i); i++) SendInternetSequencePacket (me, ipx_ServerAddress, ipx_ServerAddress + 4); } else { SendInternetSequencePacket (me, ipx_ServerAddress, ipx_ServerAddress + 4); } } } return 1; }
void NetworkSendAllInfoRequest (char nType, int nSecurity) { // Send a broadcast request for game info tSequencePacket me; me.nSecurity = nSecurity; me.nType = nType; memcpy (me.player.callsign, LOCALPLAYER.callsign, CALLSIGN_LEN + 1); if (gameStates.multi.nGameType >= IPX_GAME) { memcpy (me.player.network.ipx.node, IpxGetMyLocalAddress (), 6); memcpy (me.player.network.ipx.server, IpxGetMyServerAddress (), 4); SendBroadcastSequencePacket (me); } }