Пример #1
0
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 );
}
Пример #2
0
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 );
}
Пример #3
0
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);
}
Пример #4
0
void Client::Send_data(ZCom_BitStream *message)
{
    ZCom_sendData(server_id, message);
}