Network server mode accepts multiple connections

This commit is contained in:
Chris Danford
2002-11-08 08:17:59 +00:00
parent 6dcd870c1b
commit 24ce24bbc1
5 changed files with 95 additions and 38 deletions
+9 -5
View File
@@ -16,13 +16,13 @@
#include "GameConstantsAndTypes.h"
#include "PrefsManager.h"
#include "Quad.h"
#include "RageNetwork.h"
ScreenSandbox::ScreenSandbox()
{
m_text.LoadFromFont( THEME->GetPathTo("Fonts","normal") );
m_text.SetXY( CENTER_X, CENTER_Y );
m_text.SetText( "Press Left to Become Server\nRight to become Client." );
this->AddChild( &m_text );
// m_Menu.Load(
@@ -41,6 +41,13 @@ ScreenSandbox::ScreenSandbox()
void ScreenSandbox::Update( float fDeltaTime )
{
Screen::Update( fDeltaTime );
CArray<Packet,Packet> aPackets;
NETWORK->Recv( aPackets );
for( unsigned int i=0; i<aPackets.size(); i++ )
{
m_text.SetText( "Message received." );
}
}
void ScreenSandbox::DrawPrimitives()
@@ -59,10 +66,7 @@ void ScreenSandbox::Input( const DeviceInput& DeviceI, const InputEventType type
switch( DeviceI.button )
{
case DIK_LEFT:
m_text.SetText( "You are the server." );
break;
case DIK_RIGHT:
m_text.SetText( "You are the client." );
m_text.SetText( "Message sent." );
break;
case DIK_T:
break;