Exemplo n.º 1
0
void sv_Create()
{
   	NMErr err;
	unsigned char gameNameStr[32], playerNameStr[32];
	char gameName[32], playerName[32];
	NMUInt32 port;
	int players;
	NSpProtocolReference protocolRef;
	unsigned char Pass[32];

	err = NSpInitialize( 0, 0, 0, 'NSe1', 0 );
	if( err )
	{
		m_ConsPrint("Network Initialization failed\n");
		return;
	}

	port = (NMUInt32)(int)net_port.value;				// 1000->32767
	players = (NMUInt32)NET_MAXPLAYER;					// 1->32
	sprintf(gameName,"%s",net_svname.string);
	sprintf(playerName,"%s",net_clname.string);
	
	GameC2PStr( gameName, gameNameStr );
	GameC2PStr( playerName, playerNameStr );
	GameC2PStr( net_password.string, Pass );

	err = NSpProtocolList_New( NULL, &_protocolListRef );
	if( err )
	{
		m_ConsPrint("Network Protocol Initialization failed\n");
		return;
	}
	
	protocolRef = NSpProtocol_CreateIP( (NMUInt16)port, 0, 0 );
	if(!protocolRef)
	{
		m_ConsPrint("Network kNSpInvalidProtocolRefErr error\n");
		return;
	}

	err = NSpProtocolList_Append( _protocolListRef, protocolRef );
	if(err)
	{
		m_ConsPrint("Network NSpProtocolList_Append error\n");
		return;
	}
	
	err = NSpGame_Host( &_gameReference, _protocolListRef, players, gameNameStr,
									Pass, playerNameStr, kPlayerType, kNSpClientServer, 0 );
	if(err)
	{
		m_ConsPrint("Network NSpGame_Host error\n");
		return;
	}

	gNetworkInitialised = true;
	m_ConsPrint("Network Initialization ok\n");
}
Exemplo n.º 2
0
NMErr NetworkStartup( void )
{
	NMErr err;

	/* First, make sure that NetSprockets is available (we weak linked to OpenPlayStubLib) */

	if( NULL == NSpInitialize )	/*|| NULL == ProtocolAcceptConnection )*/
		return( kNMModuleNotFoundErr );

	/* Initialize NetSprockets, 0 == use defaults & NSe1 stands for "NetSprocket Example 1" 
			It is an identifier for games of our type on the network */

	err = NSpInitialize( 0, 0, 0, 'NSe1', 0 );

	return( err );
}