The code in i_net.c doesn't actually seem to be used in SRB2. I was able to compile a build without it, and hosting and joining netgames worked just fine (well, as fine as they can with the current state of the netcode...).

Do we really need to keep it around? If not, I say get rid of it. It seems like useless clutter that is just going to confuse people who are trying to understand the source code.
This commit is contained in:
Hank Brannock 2016-05-22 22:38:16 -04:00
parent 79f3d6e072
commit f94d3a1fb0
7 changed files with 1 additions and 893 deletions

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@ -207,7 +207,6 @@ endif
#determine the interface directory (where you put all i_*.c)
i_cdmus_o=$(OBJDIR)/i_cdmus.o
i_net_o=$(OBJDIR)/i_net.o
i_system_o=$(OBJDIR)/i_system.o
i_sound_o=$(OBJDIR)/i_sound.o
i_main_o=$(OBJDIR)/i_main.o

View File

@ -1080,7 +1080,7 @@ boolean D_CheckNetGame(void)
multiplayer = false;
// only dos version with external driver will return true
netgame = I_InitNetwork();
netgame = false; // I_InitNetwork() is no longer used
if (!netgame && !I_NetOpenSocket)
{
D_SetDoomcom();

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@ -148,7 +148,4 @@ extern const char *(*I_GetBanMask) (size_t ban);
extern boolean (*I_SetBanAddress) (const char *address,const char *mask);
extern boolean *bannednode;
/// \brief Called by D_SRB2Main to be defined by extern network driver
boolean I_InitNetwork(void);
#endif

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@ -398,7 +398,6 @@
</ClCompile>
<ClCompile Include="i_cdmus.c" />
<ClCompile Include="i_main.c" />
<ClCompile Include="i_net.c" />
<ClCompile Include="i_system.c" />
<ClCompile Include="i_ttf.c" />
<ClCompile Include="i_video.c" />

View File

@ -837,9 +837,6 @@
<ClCompile Include="i_main.c">
<Filter>SDLApp</Filter>
</ClCompile>
<ClCompile Include="i_net.c">
<Filter>SDLApp</Filter>
</ClCompile>
<ClCompile Include="i_system.c">
<Filter>SDLApp</Filter>
</ClCompile>

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@ -1,442 +0,0 @@
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// Copyright (C) 1993-1996 by id Software, Inc.
// Portions Copyright (C) 1998-2000 by DooM Legacy Team.
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//-----------------------------------------------------------------------------
/// \file
/// \brief SDL network interface
#include "../doomdef.h"
#include "../i_system.h"
#include "../d_event.h"
#include "../d_net.h"
#include "../m_argv.h"
#include "../doomstat.h"
#include "../i_net.h"
#include "../z_zone.h"
#include "../i_tcp.h"
#ifdef HAVE_SDL
#ifdef HAVE_SDLNET
#include "SDL_net.h"
#define MAXBANS 20
static IPaddress clientaddress[MAXNETNODES+1];
static IPaddress banned[MAXBANS];
static UDPpacket mypacket;
static UDPsocket mysocket = NULL;
static SDLNet_SocketSet myset = NULL;
static size_t numbans = 0;
static boolean NET_bannednode[MAXNETNODES+1]; /// \note do we really need the +1?
static boolean init_SDLNet_driver = false;
static const char *NET_AddrToStr(IPaddress* sk)
{
static char s[22]; // 255.255.255.255:65535
strcpy(s, SDLNet_ResolveIP(sk));
if (sk->port != 0) strcat(s, va(":%d", sk->port));
return s;
}
static const char *NET_GetNodeAddress(INT32 node)
{
if (!nodeconnected[node])
return NULL;
return NET_AddrToStr(&clientaddress[node]);
}
static const char *NET_GetBanAddress(size_t ban)
{
if (ban > numbans)
return NULL;
return NET_AddrToStr(&banned[ban]);
}
static boolean NET_cmpaddr(IPaddress* a, IPaddress* b)
{
return (a->host == b->host && (b->port == 0 || a->port == b->port));
}
static boolean NET_CanGet(void)
{
return myset?(SDLNet_CheckSockets(myset,0) == 1):false;
}
static void NET_Get(void)
{
INT32 mystatus;
INT32 newnode;
mypacket.len = MAXPACKETLENGTH;
if (!NET_CanGet())
{
doomcom->remotenode = -1; // no packet
return;
}
mystatus = SDLNet_UDP_Recv(mysocket,&mypacket);
if (mystatus != -1)
{
if (mypacket.channel != -1)
{
doomcom->remotenode = mypacket.channel+1; // good packet from a game player
doomcom->datalength = mypacket.len;
return;
}
newnode = SDLNet_UDP_Bind(mysocket,-1,&mypacket.address);
if (newnode != -1)
{
size_t i;
newnode++;
M_Memcpy(&clientaddress[newnode], &mypacket.address, sizeof (IPaddress));
DEBFILE(va("New node detected: node:%d address:%s\n", newnode,
NET_GetNodeAddress(newnode)));
doomcom->remotenode = newnode; // good packet from a game player
doomcom->datalength = mypacket.len;
for (i = 0; i < numbans; i++)
{
if (NET_cmpaddr(&mypacket.address, &banned[i]))
{
DEBFILE("This dude has been banned\n");
NET_bannednode[newnode] = true;
break;
}
}
if (i == numbans)
NET_bannednode[newnode] = false;
return;
}
else
I_OutputMsg("SDL_Net: %s",SDLNet_GetError());
}
else if (mystatus == -1)
{
I_OutputMsg("SDL_Net: %s",SDLNet_GetError());
}
DEBFILE("New node detected: No more free slots\n");
doomcom->remotenode = -1; // no packet
}
#if 0
static boolean NET_CanSend(void)
{
return true;
}
#endif
static void NET_Send(void)
{
if (!doomcom->remotenode)
return;
mypacket.len = doomcom->datalength;
if (SDLNet_UDP_Send(mysocket,doomcom->remotenode-1,&mypacket) == 0)
{
I_OutputMsg("SDL_Net: %s",SDLNet_GetError());
}
}
static void NET_FreeNodenum(INT32 numnode)
{
// can't disconnect from self :)
if (!numnode)
return;
DEBFILE(va("Free node %d (%s)\n", numnode, NET_GetNodeAddress(numnode)));
SDLNet_UDP_Unbind(mysocket,numnode-1);
memset(&clientaddress[numnode], 0, sizeof (IPaddress));
}
static UDPsocket NET_Socket(void)
{
UDPsocket temp = NULL;
Uint16 portnum = 0;
IPaddress tempip = {INADDR_BROADCAST,0};
//Hurdler: I'd like to put a server and a client on the same computer
//Logan: Me too
//BP: in fact for client we can use any free port we want i have read
// in some doc that connect in udp can do it for us...
//Alam: where?
if (M_CheckParm("-clientport"))
{
if (!M_IsNextParm())
I_Error("syntax: -clientport <portnum>");
portnum = atoi(M_GetNextParm());
}
else
portnum = sock_port;
temp = SDLNet_UDP_Open(portnum);
if (!temp)
{
I_OutputMsg("SDL_Net: %s",SDLNet_GetError());
return NULL;
}
if (SDLNet_UDP_Bind(temp,BROADCASTADDR-1,&tempip) == -1)
{
I_OutputMsg("SDL_Net: %s",SDLNet_GetError());
SDLNet_UDP_Close(temp);
return NULL;
}
clientaddress[BROADCASTADDR].port = sock_port;
clientaddress[BROADCASTADDR].host = INADDR_BROADCAST;
doomcom->extratics = 1; // internet is very high ping
return temp;
}
static void I_ShutdownSDLNetDriver(void)
{
if (myset) SDLNet_FreeSocketSet(myset);
myset = NULL;
SDLNet_Quit();
init_SDLNet_driver = false;
}
static void I_InitSDLNetDriver(void)
{
if (init_SDLNet_driver)
I_ShutdownSDLNetDriver();
if (SDLNet_Init() == -1)
{
I_OutputMsg("SDL_Net: %s",SDLNet_GetError());
return; // No good!
}
D_SetDoomcom();
mypacket.data = doomcom->data;
init_SDLNet_driver = true;
}
static void NET_CloseSocket(void)
{
if (mysocket)
SDLNet_UDP_Close(mysocket);
mysocket = NULL;
}
static SINT8 NET_NetMakeNodewPort(const char *hostname, const char *port)
{
INT32 newnode;
UINT16 portnum = sock_port;
IPaddress hostnameIP;
// retrieve portnum from address!
if (port && !port[0])
portnum = atoi(port);
if (SDLNet_ResolveHost(&hostnameIP,hostname,portnum) == -1)
{
I_OutputMsg("SDL_Net: %s",SDLNet_GetError());
return -1;
}
newnode = SDLNet_UDP_Bind(mysocket,-1,&hostnameIP);
if (newnode == -1)
{
I_OutputMsg("SDL_Net: %s",SDLNet_GetError());
return newnode;
}
newnode++;
M_Memcpy(&clientaddress[newnode],&hostnameIP,sizeof (IPaddress));
return (SINT8)newnode;
}
static boolean NET_OpenSocket(void)
{
memset(clientaddress, 0, sizeof (clientaddress));
//I_OutputMsg("SDL_Net Code starting up\n");
I_NetSend = NET_Send;
I_NetGet = NET_Get;
I_NetCloseSocket = NET_CloseSocket;
I_NetFreeNodenum = NET_FreeNodenum;
I_NetMakeNodewPort = NET_NetMakeNodewPort;
//I_NetCanSend = NET_CanSend;
// build the socket but close it first
NET_CloseSocket();
mysocket = NET_Socket();
if (!mysocket)
return false;
// for select
myset = SDLNet_AllocSocketSet(1);
if (!myset)
{
I_OutputMsg("SDL_Net: %s",SDLNet_GetError());
return false;
}
if (SDLNet_UDP_AddSocket(myset,mysocket) == -1)
{
I_OutputMsg("SDL_Net: %s",SDLNet_GetError());
return false;
}
return true;
}
static boolean NET_Ban(INT32 node)
{
if (numbans == MAXBANS)
return false;
M_Memcpy(&banned[numbans], &clientaddress[node], sizeof (IPaddress));
banned[numbans].port = 0;
numbans++;
return true;
}
static boolean NET_SetBanAddress(const char *address, const char *mask)
{
(void)mask;
if (bans == MAXBANS)
return false;
if (SDLNet_ResolveHost(&banned[numbans], address, 0) == -1)
return false;
numbans++;
return true;
}
static void NET_ClearBans(void)
{
numbans = 0;
}
#endif
//
// I_InitNetwork
// Only required for DOS, so this is more a dummy
//
boolean I_InitNetwork(void)
{
#ifdef HAVE_SDLNET
char serverhostname[255];
boolean ret = false;
SDL_version SDLcompiled;
const SDL_version *SDLlinked = SDLNet_Linked_Version();
SDL_NET_VERSION(&SDLcompiled)
I_OutputMsg("Compiled for SDL_Net version: %d.%d.%d\n",
SDLcompiled.major, SDLcompiled.minor, SDLcompiled.patch);
I_OutputMsg("Linked with SDL_Net version: %d.%d.%d\n",
SDLlinked->major, SDLlinked->minor, SDLlinked->patch);
//if (!M_CheckParm ("-sdlnet"))
// return false;
// initilize the driver
I_InitSDLNetDriver();
I_AddExitFunc(I_ShutdownSDLNetDriver);
if (!init_SDLNet_driver)
return false;
if (M_CheckParm("-udpport"))
{
if (M_IsNextParm())
sock_port = (UINT16)atoi(M_GetNextParm());
else
sock_port = 0;
}
// parse network game options,
if (M_CheckParm("-server") || dedicated)
{
server = true;
// If a number of clients (i.e. nodes) is specified, the server will wait for the clients
// to connect before starting.
// If no number is specified here, the server starts with 1 client, and others can join
// in-game.
// Since Boris has implemented join in-game, there is no actual need for specifying a
// particular number here.
// FIXME: for dedicated server, numnodes needs to be set to 0 upon start
/* if (M_IsNextParm())
doomcom->numnodes = (INT16)atoi(M_GetNextParm());
else */if (dedicated)
doomcom->numnodes = 0;
else
doomcom->numnodes = 1;
if (doomcom->numnodes < 0)
doomcom->numnodes = 0;
if (doomcom->numnodes > MAXNETNODES)
doomcom->numnodes = MAXNETNODES;
// server
servernode = 0;
// FIXME:
// ??? and now ?
// server on a big modem ??? 4*isdn
net_bandwidth = 16000;
hardware_MAXPACKETLENGTH = INETPACKETLENGTH;
ret = true;
}
else if (M_CheckParm("-connect"))
{
if (M_IsNextParm())
strcpy(serverhostname, M_GetNextParm());
else
serverhostname[0] = 0; // assuming server in the LAN, use broadcast to detect it
// server address only in ip
if (serverhostname[0])
{
COM_BufAddText("connect \"");
COM_BufAddText(serverhostname);
COM_BufAddText("\"\n");
// probably modem
hardware_MAXPACKETLENGTH = INETPACKETLENGTH;
}
else
{
// so we're on a LAN
COM_BufAddText("connect any\n");
net_bandwidth = 800000;
hardware_MAXPACKETLENGTH = MAXPACKETLENGTH;
}
}
mypacket.maxlen = hardware_MAXPACKETLENGTH;
I_NetOpenSocket = NET_OpenSocket;
I_Ban = NET_Ban;
I_ClearBans = NET_ClearBans;
I_GetNodeAddress = NET_GetNodeAddress;
I_GetBenAddress = NET_GetBenAddress;
I_SetBanAddress = NET_SetBanAddress;
bannednode = NET_bannednode;
return ret;
#else
if ( M_CheckParm ("-net") )
{
I_Error("-net not supported, use -server and -connect\n"
"see docs for more\n");
}
return false;
#endif
}
#endif

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@ -1,442 +0,0 @@
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// Copyright (C) 1993-1996 by id Software, Inc.
// Portions Copyright (C) 1998-2000 by DooM Legacy Team.
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//-----------------------------------------------------------------------------
/// \file
/// \brief SDL network interface
#include "../doomdef.h"
#include "../i_system.h"
#include "../d_event.h"
#include "../d_net.h"
#include "../m_argv.h"
#include "../doomstat.h"
#include "../i_net.h"
#include "../z_zone.h"
#include "../i_tcp.h"
#ifdef HAVE_SDL
#ifdef HAVE_SDLNET
#include "SDL_net.h"
#define MAXBANS 20
static IPaddress clientaddress[MAXNETNODES+1];
static IPaddress banned[MAXBANS];
static UDPpacket mypacket;
static UDPsocket mysocket = NULL;
static SDLNet_SocketSet myset = NULL;
static size_t numbans = 0;
static boolean NET_bannednode[MAXNETNODES+1]; /// \note do we really need the +1?
static boolean init_SDLNet_driver = false;
static const char *NET_AddrToStr(IPaddress* sk)
{
static char s[22]; // 255.255.255.255:65535
strcpy(s, SDLNet_ResolveIP(sk));
if (sk->port != 0) strcat(s, va(":%d", sk->port));
return s;
}
static const char *NET_GetNodeAddress(INT32 node)
{
if (!nodeconnected[node])
return NULL;
return NET_AddrToStr(&clientaddress[node]);
}
static const char *NET_GetBanAddress(size_t ban)
{
if (ban > numbans)
return NULL;
return NET_AddrToStr(&banned[ban]);
}
static boolean NET_cmpaddr(IPaddress* a, IPaddress* b)
{
return (a->host == b->host && (b->port == 0 || a->port == b->port));
}
static boolean NET_CanGet(void)
{
return myset?(SDLNet_CheckSockets(myset,0) == 1):false;
}
static void NET_Get(void)
{
INT32 mystatus;
INT32 newnode;
mypacket.len = MAXPACKETLENGTH;
if (!NET_CanGet())
{
doomcom->remotenode = -1; // no packet
return;
}
mystatus = SDLNet_UDP_Recv(mysocket,&mypacket);
if (mystatus != -1)
{
if (mypacket.channel != -1)
{
doomcom->remotenode = mypacket.channel+1; // good packet from a game player
doomcom->datalength = mypacket.len;
return;
}
newnode = SDLNet_UDP_Bind(mysocket,-1,&mypacket.address);
if (newnode != -1)
{
size_t i;
newnode++;
M_Memcpy(&clientaddress[newnode], &mypacket.address, sizeof (IPaddress));
DEBFILE(va("New node detected: node:%d address:%s\n", newnode,
NET_GetNodeAddress(newnode)));
doomcom->remotenode = newnode; // good packet from a game player
doomcom->datalength = mypacket.len;
for (i = 0; i < numbans; i++)
{
if (NET_cmpaddr(&mypacket.address, &banned[i]))
{
DEBFILE("This dude has been banned\n");
NET_bannednode[newnode] = true;
break;
}
}
if (i == numbans)
NET_bannednode[newnode] = false;
return;
}
else
I_OutputMsg("SDL_Net: %s",SDLNet_GetError());
}
else if (mystatus == -1)
{
I_OutputMsg("SDL_Net: %s",SDLNet_GetError());
}
DEBFILE("New node detected: No more free slots\n");
doomcom->remotenode = -1; // no packet
}
#if 0
static boolean NET_CanSend(void)
{
return true;
}
#endif
static void NET_Send(void)
{
if (!doomcom->remotenode)
return;
mypacket.len = doomcom->datalength;
if (SDLNet_UDP_Send(mysocket,doomcom->remotenode-1,&mypacket) == 0)
{
I_OutputMsg("SDL_Net: %s",SDLNet_GetError());
}
}
static void NET_FreeNodenum(INT32 numnode)
{
// can't disconnect from self :)
if (!numnode)
return;
DEBFILE(va("Free node %d (%s)\n", numnode, NET_GetNodeAddress(numnode)));
SDLNet_UDP_Unbind(mysocket,numnode-1);
memset(&clientaddress[numnode], 0, sizeof (IPaddress));
}
static UDPsocket NET_Socket(void)
{
UDPsocket temp = NULL;
Uint16 portnum = 0;
IPaddress tempip = {INADDR_BROADCAST,0};
//Hurdler: I'd like to put a server and a client on the same computer
//Logan: Me too
//BP: in fact for client we can use any free port we want i have read
// in some doc that connect in udp can do it for us...
//Alam: where?
if (M_CheckParm("-clientport"))
{
if (!M_IsNextParm())
I_Error("syntax: -clientport <portnum>");
portnum = atoi(M_GetNextParm());
}
else
portnum = sock_port;
temp = SDLNet_UDP_Open(portnum);
if (!temp)
{
I_OutputMsg("SDL_Net: %s",SDLNet_GetError());
return NULL;
}
if (SDLNet_UDP_Bind(temp,BROADCASTADDR-1,&tempip) == -1)
{
I_OutputMsg("SDL_Net: %s",SDLNet_GetError());
SDLNet_UDP_Close(temp);
return NULL;
}
clientaddress[BROADCASTADDR].port = sock_port;
clientaddress[BROADCASTADDR].host = INADDR_BROADCAST;
doomcom->extratics = 1; // internet is very high ping
return temp;
}
static void I_ShutdownSDLNetDriver(void)
{
if (myset) SDLNet_FreeSocketSet(myset);
myset = NULL;
SDLNet_Quit();
init_SDLNet_driver = false;
}
static void I_InitSDLNetDriver(void)
{
if (init_SDLNet_driver)
I_ShutdownSDLNetDriver();
if (SDLNet_Init() == -1)
{
I_OutputMsg("SDL_Net: %s",SDLNet_GetError());
return; // No good!
}
D_SetDoomcom();
mypacket.data = doomcom->data;
init_SDLNet_driver = true;
}
static void NET_CloseSocket(void)
{
if (mysocket)
SDLNet_UDP_Close(mysocket);
mysocket = NULL;
}
static SINT8 NET_NetMakeNodewPort(const char *hostname, const char *port)
{
INT32 newnode;
UINT16 portnum = sock_port;
IPaddress hostnameIP;
// retrieve portnum from address!
if (port && !port[0])
portnum = atoi(port);
if (SDLNet_ResolveHost(&hostnameIP,hostname,portnum) == -1)
{
I_OutputMsg("SDL_Net: %s",SDLNet_GetError());
return -1;
}
newnode = SDLNet_UDP_Bind(mysocket,-1,&hostnameIP);
if (newnode == -1)
{
I_OutputMsg("SDL_Net: %s",SDLNet_GetError());
return newnode;
}
newnode++;
M_Memcpy(&clientaddress[newnode],&hostnameIP,sizeof (IPaddress));
return (SINT8)newnode;
}
static boolean NET_OpenSocket(void)
{
memset(clientaddress, 0, sizeof (clientaddress));
//I_OutputMsg("SDL_Net Code starting up\n");
I_NetSend = NET_Send;
I_NetGet = NET_Get;
I_NetCloseSocket = NET_CloseSocket;
I_NetFreeNodenum = NET_FreeNodenum;
I_NetMakeNodewPort = NET_NetMakeNodewPort;
//I_NetCanSend = NET_CanSend;
// build the socket but close it first
NET_CloseSocket();
mysocket = NET_Socket();
if (!mysocket)
return false;
// for select
myset = SDLNet_AllocSocketSet(1);
if (!myset)
{
I_OutputMsg("SDL_Net: %s",SDLNet_GetError());
return false;
}
if (SDLNet_UDP_AddSocket(myset,mysocket) == -1)
{
I_OutputMsg("SDL_Net: %s",SDLNet_GetError());
return false;
}
return true;
}
static boolean NET_Ban(INT32 node)
{
if (numbans == MAXBANS)
return false;
M_Memcpy(&banned[numbans], &clientaddress[node], sizeof (IPaddress));
banned[numbans].port = 0;
numbans++;
return true;
}
static boolean NET_SetBanAddress(const char *address, const char *mask)
{
(void)mask;
if (bans == MAXBANS)
return false;
if (SDLNet_ResolveHost(&banned[numbans], address, 0) == -1)
return false;
numbans++;
return true;
}
static void NET_ClearBans(void)
{
numbans = 0;
}
#endif
//
// I_InitNetwork
// Only required for DOS, so this is more a dummy
//
boolean I_InitNetwork(void)
{
#ifdef HAVE_SDLNET
char serverhostname[255];
boolean ret = false;
SDL_version SDLcompiled;
const SDL_version *SDLlinked = SDLNet_Linked_Version();
SDL_NET_VERSION(&SDLcompiled)
I_OutputMsg("Compiled for SDL_Net version: %d.%d.%d\n",
SDLcompiled.major, SDLcompiled.minor, SDLcompiled.patch);
I_OutputMsg("Linked with SDL_Net version: %d.%d.%d\n",
SDLlinked->major, SDLlinked->minor, SDLlinked->patch);
//if (!M_CheckParm ("-sdlnet"))
// return false;
// initilize the driver
I_InitSDLNetDriver();
I_AddExitFunc(I_ShutdownSDLNetDriver);
if (!init_SDLNet_driver)
return false;
if (M_CheckParm("-udpport"))
{
if (M_IsNextParm())
sock_port = (UINT16)atoi(M_GetNextParm());
else
sock_port = 0;
}
// parse network game options,
if (M_CheckParm("-server") || dedicated)
{
server = true;
// If a number of clients (i.e. nodes) is specified, the server will wait for the clients
// to connect before starting.
// If no number is specified here, the server starts with 1 client, and others can join
// in-game.
// Since Boris has implemented join in-game, there is no actual need for specifying a
// particular number here.
// FIXME: for dedicated server, numnodes needs to be set to 0 upon start
/* if (M_IsNextParm())
doomcom->numnodes = (INT16)atoi(M_GetNextParm());
else */if (dedicated)
doomcom->numnodes = 0;
else
doomcom->numnodes = 1;
if (doomcom->numnodes < 0)
doomcom->numnodes = 0;
if (doomcom->numnodes > MAXNETNODES)
doomcom->numnodes = MAXNETNODES;
// server
servernode = 0;
// FIXME:
// ??? and now ?
// server on a big modem ??? 4*isdn
net_bandwidth = 16000;
hardware_MAXPACKETLENGTH = INETPACKETLENGTH;
ret = true;
}
else if (M_CheckParm("-connect"))
{
if (M_IsNextParm())
strcpy(serverhostname, M_GetNextParm());
else
serverhostname[0] = 0; // assuming server in the LAN, use broadcast to detect it
// server address only in ip
if (serverhostname[0])
{
COM_BufAddText("connect \"");
COM_BufAddText(serverhostname);
COM_BufAddText("\"\n");
// probably modem
hardware_MAXPACKETLENGTH = INETPACKETLENGTH;
}
else
{
// so we're on a LAN
COM_BufAddText("connect any\n");
net_bandwidth = 800000;
hardware_MAXPACKETLENGTH = MAXPACKETLENGTH;
}
}
mypacket.maxlen = hardware_MAXPACKETLENGTH;
I_NetOpenSocket = NET_OpenSocket;
I_Ban = NET_Ban;
I_ClearBans = NET_ClearBans;
I_GetNodeAddress = NET_GetNodeAddress;
I_GetBenAddress = NET_GetBenAddress;
I_SetBanAddress = NET_SetBanAddress;
bannednode = NET_bannednode;
return ret;
#else
if ( M_CheckParm ("-net") )
{
I_Error("-net not supported, use -server and -connect\n"
"see docs for more\n");
}
return false;
#endif
}
#endif