DrawNetworkText("Looking for local network server ...");
- if (SDLNet_CheckSockets(udp_socket_set, 500) == 1)
+ /* wait for any local network server to answer UDP broadcast */
+ for (i = 0; i < 5; i++)
{
- int num_packets = SDLNet_UDP_Recv(udp, &packet);
-
- if (num_packets == 1)
+ if (SDLNet_CheckSockets(udp_socket_set, 0) == 1)
{
- DrawNetworkText_Success("Network server found!");
+ int num_packets = SDLNet_UDP_Recv(udp, &packet);
+
+ if (num_packets == 1)
+ {
+ DrawNetworkText_Success("Network server found!");
+
+ server_host = SDLNet_Read32(&packet.address.host);
+ }
+ else
+ {
+ DrawNetworkText_Failed("No answer from network server!");
+ }
- server_host = SDLNet_Read32(&packet.address.host);
+ break;
}
else
{
- DrawNetworkText_Failed("No answer from network server!");
+ Delay_WithScreenUpdates(100);
}
}
- else
- {
+
+ if (server_host == 0)
DrawNetworkText_Failed("No network server found!");
- }
}
rfds = SDLNet_AllocSocketSet(1);
return TRUE;
}
- Delay(100);
+ Delay_WithScreenUpdates(100);
}
DrawNetworkText_Failed("Failed to connect to network server!");
Error(ERR_NETWORK_CLIENT, "cannot switch -- you keep client # %d",
new_client_nr);
}
+
+ if (game_status == GAME_MODE_MAIN)
+ DrawNetworkPlayers();
}
static void Handle_OP_PLAYER_NAME(unsigned int len)
stored_player[index_nr].connected_locally = FALSE;
stored_player[index_nr].connected_network = FALSE;
+
+ if (game_status == GAME_MODE_PLAYING)
+ {
+ char message[100];
+
+ sprintf(message, "Player %d left network server! Network game stopped!",
+ player_nr);
+
+ Request(message, REQ_CONFIRM | REQ_STAY_CLOSED);
+
+ SetGameStatus(GAME_MODE_MAIN);
+
+ DrawMainMenu();
+ }
+ else if (game_status == GAME_MODE_MAIN)
+ {
+ DrawNetworkPlayers();
+ }
}
static void Handle_OP_START_PLAYING()
int index_nr = client_nr - 1;
struct PlayerInfo *client_player = &stored_player[index_nr];
boolean stopped_by_remote_player = (!client_player->connected_locally);
- char *message = (buffer[2] == NETWORK_STOP_BY_PLAYER ?
- "Network game stopped by player!" :
- buffer[2] == NETWORK_STOP_BY_ERROR ?
- "Network game stopped due to internal error!" :
- "Network game stopped!");
+ char message[100];
+
+ sprintf(message, (buffer[2] == NETWORK_STOP_BY_PLAYER ?
+ "Network game stopped by player %d!" :
+ buffer[2] == NETWORK_STOP_BY_ERROR ?
+ "Network game stopped due to internal error!" :
+ "Network game stopped!"), client_nr);
if (buffer[2] != NETWORK_STOP_BY_PLAYER || stopped_by_remote_player)
Request(message, REQ_CONFIRM | REQ_STAY_CLOSED);
- }
- SetGameStatus(GAME_MODE_MAIN);
+ SetGameStatus(GAME_MODE_MAIN);
- DrawMainMenu();
+ DrawMainMenu();
+ }
}
static void Handle_OP_MOVE_PLAYER(unsigned int len)
DrawNetworkText_Success("Successfully disconnected!");
/* short time to recognize result of network initialization */
- Delay(1000);
+ Delay_WithScreenUpdates(1000);
}