void CNetGame::UpdateNetwork() { Packet* p; unsigned char packetId; while(p = this->rakServerInterface->Receive()) { packetId = p->data[0]; switch(packetId) { case ID_NEW_INCOMING_CONNECTION: Packet_NewIncomingConnection(p); break; case ID_DISCONNECTION_NOTIFICATION: Packet_DisconnectionNotification(p); break; case ID_CONNECTION_LOST: Packet_ConnectionLost(p); break; /*case ID_MODIFIED_PACKET: //unused? Packet_ModifiedPacket(p); break;*/ case ID_UNOCCUPIED_SYNC: Packet_UnoccupiedSync(p); break; case ID_TRAILER_SYNC: Packet_TrailerSync(p); break; case ID_PASSENGER_SYNC: Packet_PassengerSync(p); break; case ID_PLAYER_SYNC: Packet_PlayerSync(p); break; case ID_WEAPONS_UPDATE: Packet_WeaponsUpdate(p); break; case ID_SPECTATOR_SYNC: Packet_SpectatorSync(p); break; case ID_AIM_SYNC: Packet_AimSync(p); break; case ID_VEHICLE_SYNC: Packet_VehicleSync(p); break; case ID_RCON_COMMAND: Packet_InGameRcon(p); break; case ID_STATS_UPDATE: Packet_StatsUpdate(p); break; } this->rakServerInterface->DeallocatePacket(p); } }
void CRcon::Process(void) { if (!m_pRakServer) return; Packet *pPacket; while (pPacket = m_pRakServer->Receive()) { switch (pPacket->data[0]) { case ID_NEW_INCOMING_CONNECTION: Packet_NewIncomingConnection(pPacket); break; case ID_DISCONNECTION_NOTIFICATION: Packet_DisconnectionNotification(pPacket); break; case ID_CONNECTION_LOST: Packet_ConnectionLost(pPacket); break; } m_pRakServer->DeallocatePacket(pPacket); } }
void CNetGame::UpdateNetwork() { Packet* p; unsigned char packetIdentifier; while(p=m_pRak->Receive()) { packetIdentifier = GetPacketID(p); //printf("Raw Packet ID: %u\n",packetIdentifier); switch(packetIdentifier) { case ID_NEW_INCOMING_CONNECTION: Packet_NewIncomingConnection(p); break; case ID_DISCONNECTION_NOTIFICATION: Packet_DisconnectionNotification(p); break; case ID_CONNECTION_LOST: Packet_ConnectionLost(p); break; case ID_MODIFIED_PACKET: Packet_ModifiedPacket(p); break; /* // Not in latest RakNet, so not going to support it. case ID_REMOTE_PORT_REFUSED: Packet_RemotePortRefused(p); break; */ case ID_PLAYER_SYNC: Packet_PlayerSync(p); break; case ID_VEHICLE_SYNC: Packet_VehicleSync(p); break; case ID_PASSENGER_SYNC: Packet_PassengerSync(p); break; case ID_SPECTATOR_SYNC: Packet_SpectatorSync(p); break; case ID_AIM_SYNC: Packet_AimSync(p); break; case ID_RCON_COMMAND: Packet_InGameRcon(p); break; case ID_STATS_UPDATE: Packet_StatsUpdate(p); break; case ID_WEAPONS_UPDATE: Packet_WeaponsUpdate(p); break; case ID_TRAILER_SYNC: Packet_TrailerSync(p); break; } m_pRak->DeallocatePacket(p); } }