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https://github.com/glest/glest-source.git
synced 2025-08-26 17:34:24 +02:00
Fixed nework UI bugs
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@@ -3626,12 +3626,12 @@ namespace Game {
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ClientInterface *
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clientInterface = networkManager.getClientInterface();
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for (int i = 0; i < GameConstants::maxPlayers; ++i) {
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if (listBoxControls[i].getSelectedItemIndex() == ctNetwork) {
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/*if (listBoxControls[i].getSelectedItemIndex() == ctNetwork) {
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bool renderIt = true;
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//printf("Player #%d [%s] control = %d\n",i,labelPlayerNames[i].getText().c_str(),listBoxControls[i].getSelectedItemIndex());
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/*if (labelNetStatus[i].getText().length() == 0) {
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if (labelNetStatus[i].getText().length() == 0) {
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renderIt = false;
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}*/
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}
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labelPlayers[i].setVisible(renderIt);
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labelPlayerNames[i].setVisible(renderIt);
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listBoxControls[i].setVisible(renderIt);
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@@ -3639,7 +3639,7 @@ namespace Game {
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listBoxFactions[i].setVisible(renderIt);
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listBoxTeams[i].setVisible(renderIt);
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labelNetStatus[i].setVisible(renderIt);
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}
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}*/
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if (listBoxControls[i].getSelectedItemIndex() != ctClosed) {
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renderer.renderLabel(&labelPlayerStatus[i]);
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@@ -2100,15 +2100,12 @@ namespace Shared {
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std::vector<string> foundServers;
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short port; // The port for the broadcast.
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struct sockaddr_in bcSender; // local socket address for the broadcast.
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struct sockaddr_in bcaddr; // The broadcast address for the receiver.
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PLATFORM_SOCKET bcfd; // The file descriptor used for the broadcast.
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//bool one = true; // Parameter for "setscokopt".
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socklen_t alen = 0;
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port = htons(Socket::getBroadCastPort());
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// Prepare to receive the broadcast.
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bcfd = socket(AF_INET, SOCK_DGRAM, 0);
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if (bcfd <= 0) {
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@@ -2118,7 +2115,7 @@ namespace Shared {
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memset((char*) &bcaddr, 0, sizeof(bcaddr));
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bcaddr.sin_family = AF_INET;
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bcaddr.sin_addr.s_addr = htonl(INADDR_ANY);
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bcaddr.sin_port = htons(port);
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bcaddr.sin_port = htons(Socket::getBroadCastPort());
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int val = 1;
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#ifndef WIN32
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@@ -2920,7 +2917,6 @@ namespace Shared {
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if (SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork, "Broadcast thread is running\n");
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const int MAX_NIC_COUNT = 10;
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short port = 0; // The port for the broadcast.
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struct sockaddr_in bcLocal[MAX_NIC_COUNT]; // local socket address for the broadcast.
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PLATFORM_SOCKET bcfd[MAX_NIC_COUNT]; // The socket used for the broadcast.
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int one = 1; // Parameter for "setscokopt".
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@@ -2970,8 +2966,6 @@ namespace Shared {
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ipSubnetMaskList.push_back("*");
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}
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port = htons(Socket::getBroadCastPort());
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//for(unsigned int idx = 0; idx < ipList.size() && idx < MAX_NIC_COUNT; idx++) {
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for (unsigned int idx = 0; idx < (unsigned int) ipSubnetMaskList.size(); idx++) {
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// Create the broadcast socket
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@@ -2985,7 +2979,7 @@ namespace Shared {
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if (SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork, "UDP Socket broadcast using IP [%s]\n", ipSubnetMaskList[idx].c_str());
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bcLocal[idx].sin_addr.s_addr = inet_addr(ipSubnetMaskList[idx].c_str()); //htonl( INADDR_BROADCAST );
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}
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bcLocal[idx].sin_port = htons(port); // We are letting the OS fill in the port number for the local machine.
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bcLocal[idx].sin_port = htons(Socket::getBroadCastPort()); // We are letting the OS fill in the port number for the local machine.
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#ifdef WIN32
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bcfd[idx] = INVALID_SOCKET;
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#else
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