The client now downloads a zipped server list file from pokerth.net. This is parsed and the first server entry is used for now. Error handling still missing. boost::iostreams now required.

This commit is contained in:
lotodore
2008-04-19 11:48:09 +00:00
parent 17a7a19298
commit 7a157b682a
10 changed files with 380 additions and 11 deletions
+6 -3
View File
@@ -181,7 +181,8 @@ void Session::startInternetClient()
myConfig->readConfigInt("InternetServerUseSctp") == 1,
myConfig->readConfigString("InternetServerPassword"),
myConfig->readConfigString("MyName"),
myConfig->readConfigString("MyAvatar"));
myConfig->readConfigString("MyAvatar"),
myConfig->readConfigString("CacheDir"));
myNetClient->Run();
}
@@ -203,7 +204,8 @@ void Session::startNetworkClient(const string &serverAddress, unsigned serverPor
sctp,
pwd,
myConfig->readConfigString("MyName"),
myConfig->readConfigString("MyAvatar"));
myConfig->readConfigString("MyAvatar"),
myConfig->readConfigString("CacheDir"));
myNetClient->Run();
myNetClient->SendJoinFirstGame("");
}
@@ -228,7 +230,8 @@ void Session::startNetworkClientForLocalServer(const GameData &gameData)
myConfig->readConfigInt("ServerUseSctp") == 1,
myConfig->readConfigString("ServerPassword"),
myConfig->readConfigString("MyName"),
myConfig->readConfigString("MyAvatar"));
myConfig->readConfigString("MyAvatar"),
myConfig->readConfigString("CacheDir"));
myNetClient->Run();
myNetClient->SendCreateGame(gameData, NET_DEFAULT_GAME, "");
}