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I thought I might be able to weigh in on this issue...
Note that NSpInitialize does not call the "OpenPlay" layer functions,
whereas the function NSpProtocol_CreateIP does, namely the function
"ProtocolCreateConfig()". I would propose two possible problems:
(1) That there is a deeper problem with your particular build of OpenPlay.
(I have numerous working products that don't show your problem), or...
(2) The function "NSpProtocol_CreateIP()" does reference some of the
globals passed into the call to "NSpInitialize()", and it passes them
forward into "ProtocolCreateConfig()". So, out of curiousity, what are you
passing in to NSpInitialize() for the variable inGameID? I don't recall
what happens if you supply NULL, but I also don't recall any reason why
someone would want to do so. Do not pass this as a string... it is a four
byte code that represents the game type.
Don't know what else to say. This function has been working fine for me in
the 4 years since I initially ported NetSptocket to sit on top of OpenPlay.
On 7/4/04 1:38 PM, space aliens overheard Lane Roathe say:
on Sun, Jul 4, 2004 Ryan Joseph may have said:
I will certainly let you know what happens with my efforts. I'm portingThat could help :)
a old OT engine which functions specifically for an online-RPG which
runs off a dedicated server. Not sure if that has any use in OpenPlay
but I could make that open source too.
I did read over NetSprocket pretty well (and looked over your source) soIf you examine the example code you will see that you can not call
I'm confident I have not mis-used the function. For that matter I'm not
even sure how I COULD mis-use a function with only 3 numeric arguments.
That was my next NS call after NSpInitialize (which did work) so I don't
see how this could be a case of mis-used code.
NSpProtocol_CreateIP without first calling something that creates a
protocol list, like NSpProtocolList_New. This, while your call may be
correct, since you do not create a protocol list first the call will fail.
I'm very confused here. I can't even understand how this could be aNever said it was a Pascal problem :) If you want to get more information
pascal problem, unless you think that NSpProtocol_CreateIP is trying to
access something which my project does not contain? If you know the
internal working of that functions that would be very helpful. any ideas?
on any internal workings, the entire source code to OpenPlay, including
the NetSprocket API set is available on Source Forge. Also, documentation
on the API set is included which documents how to use the various API's
available. The SF site is:
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=on Sun, Jul 4, 2004 Ryan Joseph may have said:
I recently learned about OpenPlay as the continuation of NetSprocket andPlease keep us informed of your progress; I would be happy to add the
put together a little Pascal project after building the "OpenPlayLib"
and recovering the old NetSprocket.p interface.
necessary files into CVS for Pascal support once we know it works.
After getting a fewHave you taken a look at any of the C example programs? They will show
lines in I found that the function NSpProtocol_CreateIP is returning
null while other functions are working fine and even NSpInitialize
returned without error. I looked for the function in OpenPlay.h and
found it, so it appears to still be active. Did something happen to this
function in OpenPlay or this a bug? Any way to work around this would be
greatly appreciated. Below is my call to the function in question. cheers
protocol := NSpProtocol_CreateIP(5000, 0, 0);
the correct usage of this function and are known to work. For example the
"OPExample1" file "NSpNetwork.c" has this function which uses the API:
NMUInt16 port, /* port clients will connect on */
NMUInt32 maxPlayers, /* max # of players to allow into game */
const unsigned char *gameName, /* name of game (displayed to clients on
const unsigned char *playerName /* name of player on server computer */
/* Create a new protocol list to store our IP protocol reference in */
err = NSpProtocolList_New( NULL, &_protocolListRef );
if( !err )
/* Create a protocol reference for our IP connection, on our specified
port w/default maxRTT and throughput */
protocolRef = NSpProtocol_CreateIP( port, 0, 0 );
if( protocolRef )
Lane Roathe, President Ideas From the Deep
When we drive on parkways, park in driveways, and never obey the speed
limit, is it any wonder our children have trouble with right and wrong?
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|>Re: NSpProtocol_CreateIP failing (From: Randy Thompson <email@hidden>)|
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