SendToServer_StopPlaying(NETWORK_STOP_BY_ERROR);
}
-/* TODO */
+static char *HandleNetworkingPackets()
+{
+ while (1)
+ {
+ /* ---------- check network server for activity ---------- */
+
+ int num_active_sockets = SDLNet_CheckSockets(rfds, 1);
+
+ if (num_active_sockets < 0)
+ return "Error checking network sockets!";
+
+ if (num_active_sockets == 0)
+ break; // no active sockets, stop here
+
+ /* ---------- read packets from network server ---------- */
+
+ int num_bytes = SDLNet_TCP_Recv(sfd, readbuffer + nread, 1);
+
+ if (num_bytes < 0)
+ return "Error reading from network server!";
+
+ if (num_bytes == 0)
+ return "Connection to network server lost!";
+
+ nread += num_bytes;
+
+ HandleNetworkingMessages();
+ }
+
+ return NULL;
+}
+
+static void HandleNetworkingDisconnect()
+{
+ int i;
+
+ SDLNet_TCP_DelSocket(rfds, sfd);
+ SDLNet_TCP_Close(sfd);
+
+ network.enabled = FALSE;
+ network_playing = FALSE;
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ stored_player[i].connected_network = FALSE;
+}
void HandleNetworking()
{
- int r = 0;
+ char *error_message = HandleNetworkingPackets();
- do
+ if (error_message != NULL)
{
- if ((r = SDLNet_CheckSockets(rfds, 1)) < 0)
- Error(ERR_EXIT, "HandleNetworking(): SDLNet_CheckSockets() failed");
+ HandleNetworkingDisconnect();
- if (r > 0)
+ if (game_status == GAME_MODE_PLAYING)
{
- r = SDLNet_TCP_Recv(sfd, readbuffer + nread, 1);
-
- if (r < 0)
- Error(ERR_EXIT, "error reading from network server");
-
- if (r == 0)
- Error(ERR_EXIT, "connection to network server lost");
+ Request(error_message, REQ_CONFIRM | REQ_STAY_CLOSED);
- nread += r;
+ SetGameStatus(GAME_MODE_MAIN);
- HandleNetworkingMessages();
+ DrawMainMenu();
+ }
+ else
+ {
+ Request(error_message, REQ_CONFIRM);
}
}
- while (r > 0);
}