Allow for broadcast reception, so users can see all currently running SMLAN servers on a network easily. This code may be very active in the next few days depending on bugs we find.

This commit is contained in:
Charles Lohr
2005-11-30 04:04:21 +00:00
parent cf46864b1a
commit bc1b00e437
5 changed files with 89 additions and 2 deletions
+53 -1
View File
@@ -27,6 +27,7 @@ void NetworkSyncManager::SendChat(const CString& message) { }
void NetworkSyncManager::SelectUserSong() { }
CString NetworkSyncManager::MD5Hex( const CString &sInput ) { return CString(); }
int NetworkSyncManager::GetSMOnlineSalt() { return 0; }
void NetworkSyncManager::GetListOfLANServers( vector<NetServerInfo>& AllServers ) { }
#else
#include "ezsockets.h"
#include "ProfileManager.h"
@@ -58,6 +59,7 @@ int NetworkSyncManager::GetSMOnlineSalt()
NetworkSyncManager::NetworkSyncManager( LoadingWindow *ld )
{
LANserver = NULL; //So we know if it has been created yet
BroadcastReception = NULL;
if( GetCommandlineArgument( "runserver" ))
{
@@ -91,7 +93,13 @@ NetworkSyncManager::~NetworkSyncManager ()
//Close Connection to server nicely.
if (useSMserver)
NetPlayerClient->close();
delete NetPlayerClient;
SAFE_DELETE( NetPlayerClient );
if ( BroadcastReception )
{
BroadcastReception->close();
SAFE_DELETE( BroadcastReception );
}
if( isLanServer )
{
@@ -236,6 +244,10 @@ void NetworkSyncManager::StartUp()
else if( GetCommandlineArgument( "listen" ) )
PostStartUp("LISTEN");
BroadcastReception = new EzSockets;
BroadcastReception->create( IPPROTO_UDP );
BroadcastReception->bind( 8765 );
BroadcastReception->blocking = false;
}
@@ -517,6 +529,41 @@ void NetworkSyncManager::Update(float fDeltaTime)
if (useSMserver)
ProcessInput();
PacketFunctions BroadIn;
if ( BroadcastReception->ReadPack( (char*)&BroadIn.Data, 1020 ) )
{
NetServerInfo ThisServer;
BroadIn.Position = 0;
if ( BroadIn.Read1() == 141 )
{
ThisServer.Name = BroadIn.ReadNT();
int port = BroadIn.Read2();
BroadIn.Read2(); //Num players connected.
unsigned long addy = ntohl(BroadcastReception->fromAddr.sin_addr.S_un.S_addr);
ThisServer.Address = ssprintf( "%d.%d.%d.%d:%d",
(addy<<0)>>24, (addy<<8)>>24, (addy<<16)>>24, (addy<<24)>>24, port );
//It's fairly safe to assume that users will not be on networks with more than
//30 or 40 servers. Until this point, maps would be slower than vectors.
//So I am going to use a vector to store all of the servers.
//
//In this situation, I will traverse the vector to find the element that
//contains the corresponding server.
unsigned int i;
for ( i = 0; i < m_vAllLANServers.size(); i++ )
{
if ( m_vAllLANServers[i].Address == ThisServer.Address )
{
m_vAllLANServers[i].Name = ThisServer.Name;
break;
}
}
if ( i >= m_vAllLANServers.size() )
m_vAllLANServers.push_back( ThisServer );
}
}
}
void NetworkSyncManager::ProcessInput()
@@ -866,6 +913,11 @@ CString NetworkSyncManager::MD5Hex( const CString &sInput )
return HashedName;
}
void NetworkSyncManager::GetListOfLANServers( vector<NetServerInfo>& AllServers )
{
AllServers = m_vAllLANServers;
}
static bool ConnectToServer( const CString &t )
{
NSMAN->PostStartUp( t );