break;
if (player == NULL) // should not happen
- Error(ERR_EXIT, "protocol error: reference to non-existing player %d",
- player_nr);
+ Fail("protocol error: reference to non-existing player %d", player_nr);
return player;
}
struct NetworkClientPlayerInfo *player;
if (player_nr == 0)
- return("the network game server");
+ return "the network game server";
else if (player_nr == first_player.nr)
- return("you");
+ return "you";
else
for (player = &first_player; player; player = player->next)
if (player->nr == player_nr && strlen(player->name) > 0)
- return(player->name);
+ return player->name;
- return(EMPTY_PLAYER_NAME);
+ return EMPTY_PLAYER_NAME;
}
boolean hasStartedNetworkGame(void)
p = port;
- server_thread = SDL_CreateThread(NetworkServerThread,
- "NetworkServerThread", &p);
- network_server = TRUE;
+ network.server_thread = SDL_CreateThread(NetworkServerThread,
+ "NetworkServerThread", &p);
}
boolean ConnectToServer(char *hostname, int port)
SDLNet_SocketSet udp_socket_set = SDLNet_AllocSocketSet(1);
if (!udp_socket_set)
- Error(ERR_EXIT, "SDLNet_AllocSocketSet() failed: %s"), SDLNet_GetError();
+ Fail("SDLNet_AllocSocketSet() failed: %s"), SDLNet_GetError();
udp = SDLNet_UDP_Open(0);
if (!udp)
- Error(ERR_EXIT, "SDLNet_UDP_Open() failed: %s", SDLNet_GetError());
+ Fail("SDLNet_UDP_Open() failed: %s", SDLNet_GetError());
if (SDLNet_UDP_AddSocket(udp_socket_set, udp) == -1)
- Error(ERR_EXIT_NETWORK_SERVER, "SDLNet_TCP_AddSocket() failed: %s"),
- SDLNet_GetError();
+ Fail("SDLNet_TCP_AddSocket() failed: %s"), SDLNet_GetError();
char *data_ptr = "network server UDB broadcast";
int data_len = strlen(data_ptr) + 1;
}
if (first_player.nr > MAX_PLAYERS)
- Error(ERR_EXIT, "sorry, more than %d players not allowed", MAX_PLAYERS);
+ Fail("sorry, more than %d players not allowed", MAX_PLAYERS);
Debug("network:client", "you get client # %d", new_client_nr);
for (player = &first_player; player; player = player->next)
{
if (player->nr == new_client_nr)
- Error(ERR_EXIT, "multiplayer server sent duplicate player id");
+ Fail("multiplayer server sent duplicate player id");
last_player = player;
}
leveldir_identifier = getStringCopy(getNetworkBufferString(read_buffer));
if (hasPathSeparator(leveldir_identifier))
- Error(ERR_EXIT, "protocol error: invalid filename from network client");
+ Fail("protocol error: invalid filename from network client");
InitNetworkLevelDirectory(leveldir_identifier);
file_info->filename = getPath2(network_level_dir, file_info->basename);
if (hasPathSeparator(file_info->basename))
- Error(ERR_EXIT, "protocol error: invalid filename from network client");
+ Fail("protocol error: invalid filename from network client");
int num_bytes = getNetworkBufferFile(read_buffer, file_info->filename);
tmpl_info->filename = getPath2(network_level_dir, tmpl_info->basename);
if (hasPathSeparator(tmpl_info->basename))
- Error(ERR_EXIT, "protocol error: invalid filename from network client");
+ Fail("protocol error: invalid filename from network client");
getNetworkBufferFile(read_buffer, tmpl_info->filename);