void Client::sendConsistencyInfo() { std::auto_ptr<ZCom_BitStream> req(new ZCom_BitStream); req->addInt(Network::ConsistencyInfo, 8); req->addInt(Network::protocolVersion, 32); game.addCRCs(req.get()); ZCom_sendData( network.getServerID(), req.release(), eZCom_ReliableOrdered ); }
void Client::requestPlayer(PlayerOptions const& playerOptions) { ZCom_BitStream *req = new ZCom_BitStream; req->addInt(Network::PLAYER_REQUEST,8); req->addString( playerOptions.name.c_str() ); req->addInt(playerOptions.colour, 24); req->addSignedInt(playerOptions.team, 8); req->addInt(playerOptions.uniqueID, 32); ZCom_sendData( network.getServerID(), req, eZCom_ReliableOrdered ); }
void Server::ZCom_cbConnectionSpawned( ZCom_ConnID _id ) { console.addLogMsg("* CONNECTION SPAWNED"); ZCom_requestDownstreamLimit(_id, network.downPPS, network.downBPP); network.incConnCount(); std::auto_ptr<ZCom_BitStream> data(new ZCom_BitStream); Encoding::encode(*data, Network::ClientEvents::LuaEvents, Network::ClientEvents::Max); network.encodeLuaEvents(data.get()); ZCom_sendData ( _id, data.release(), eZCom_ReliableOrdered); }
void Client::Send_data(ZCom_BitStream *message) { ZCom_sendData(server_id, message); }