Sending strings in broadcast message.
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@ -190,7 +190,11 @@ const GameClientState::NetEvent& LanMenuState::DataRecieved( const NetEvent &mes
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{
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{
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Protocol_Broadcast_Test decoded(data);
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Protocol_Broadcast_Test decoded(data);
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int test = decoded.test;
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unsigned short port = decoded.port;
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std::string ip = decoded.ip;
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std::string name = decoded.name;
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printf("Broadcast message: %d: %s: %s\n", port, ip.c_str(), name.c_str());
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this->privData->connectIP->AppendText(L"Hej");
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}
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}
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break;
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break;
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@ -75,29 +75,41 @@ namespace GameLogic
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//#define protocol_Broadcast_Test 102
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//#define protocol_Broadcast_Test 102
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struct Protocol_Broadcast_Test :public Oyster::Network::CustomProtocolObject
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struct Protocol_Broadcast_Test :public Oyster::Network::CustomProtocolObject
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{
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{
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int test;
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unsigned short port;
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std::string ip;
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std::string name;
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Protocol_Broadcast_Test()
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Protocol_Broadcast_Test()
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{
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{
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[0].value.netShort = protocol_Broadcast_Test;
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this->protocol[0].value.netShort = protocol_Broadcast_Test;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
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this->protocol[1].type = Oyster::Network::NetAttributeType_UnsignedShort;
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this->test = 0;
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this->protocol[2].type = Oyster::Network::NetAttributeType_CharArray;
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this->protocol[3].type = Oyster::Network::NetAttributeType_CharArray;
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this->port = 0;
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}
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}
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Protocol_Broadcast_Test(int test)
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Protocol_Broadcast_Test(unsigned short port, std::string ip, std::string name)
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{
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{
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[0].value.netShort = protocol_Broadcast_Test;
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this->protocol[0].value.netShort = protocol_Broadcast_Test;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
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this->protocol[1].type = Oyster::Network::NetAttributeType_UnsignedShort;
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this->test = test;
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this->port = port;
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this->protocol[2].type = Oyster::Network::NetAttributeType_CharArray;
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this->ip = ip;
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this->protocol[3].type = Oyster::Network::NetAttributeType_CharArray;
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this->name = name;
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}
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}
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Protocol_Broadcast_Test(Oyster::Network::CustomNetProtocol& p)
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Protocol_Broadcast_Test(Oyster::Network::CustomNetProtocol& p)
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{
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{
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this->test = p[1].value.netInt;
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this->port = p[1].value.netUShort;
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this->ip.assign(p[2].value.netCharPtr);
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this->name.assign(p[3].value.netCharPtr);
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}
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}
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Oyster::Network::CustomNetProtocol GetProtocol() override
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Oyster::Network::CustomNetProtocol GetProtocol() override
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{
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{
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this->protocol[1].value = this->test;
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this->protocol[1].value = this->port;
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this->protocol.Set(2, ip);
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this->protocol.Set(3, name);
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return protocol;
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return protocol;
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}
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}
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@ -50,7 +50,7 @@ DanBiasServerReturn GameServerAPI::ServerInitiate(const ServerInitDesc& desc)
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opt.mainOptions.listenPort = desc.listenPort;
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opt.mainOptions.listenPort = desc.listenPort;
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opt.mainOptions.ownerSession = &lobby;
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opt.mainOptions.ownerSession = &lobby;
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GameLogic::Protocol_Broadcast_Test broadcastMessage(2);
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GameLogic::Protocol_Broadcast_Test broadcastMessage(opt.mainOptions.listenPort, "127.0.0.1", "ServerName");
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opt.broadcastOptions.broadcast = true;
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opt.broadcastOptions.broadcast = true;
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opt.broadcastOptions.broadcastInterval = 1.0f;
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opt.broadcastOptions.broadcastInterval = 1.0f;
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