void FCEUD_NetworkClose(void) { if(Socket>0) close(Socket); Socket=-1; if(FCEUDnetplay) FCEUI_NetplayStop(); FCEUDnetplay = 0; }
void FCEUD_NetworkClose(void) { if(s_Socket > 0) { closesocket(s_Socket); } s_Socket = -1; if(FCEUDnetplay) { FCEUI_NetplayStop(); } FCEUDnetplay = 0; }
void FCEUD_NetworkClose(void) { if(s_Socket > 0) { #ifdef BEOS closesocket(s_Socket); #else close(s_Socket); #endif } s_Socket = -1; if(FCEUDnetplay) { FCEUI_NetplayStop(); } FCEUDnetplay = 0; }
void FCEUD_NetworkClose(void) { NetStatAdd("*** Connection lost."); if (netwin) { SetDlgItemText(netwin, 250, "Connect"); FixCDis(netwin, 1); } if (Socket != INVALID_SOCKET) { closesocket(Socket); Socket = INVALID_SOCKET; } if (wsainit) { WSACleanup(); wsainit = 0; } /* Make sure blocking is returned to normal once network play is stopped. */ NoWaiting &= ~2; FCEUDnetplay = 0; FCEUI_NetplayStop(); }