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Mail Archives: djgpp/1998/03/28/05:45:38

From: Roscoe Rush <chesterrr AT worldnet DOT att DOT net>
Newsgroups: comp.os.msdos.djgpp
Subject: Re: Any help with JonIPX??
Date: Sat, 28 Mar 1998 04:39:13 -0600
Organization: AT&T WorldNet Services
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To: djgpp AT delorie DOT com
DJ-Gateway: from newsgroup comp.os.msdos.djgpp

Jaster wrote:
> 
>         I've been attempting to use JonIPX with DJGPP.. I can send and
> recieve packets.  But I'm having trouble sending strings.  If there is
> anyone that has written maybe a small chat program, or a game using
> JonIPX.. I'd like a little help.. Some source code would be nice.
> 
> Thanks
> Jaster

whats the problem? jon uses a string definition of 80 characters, as
long as you stay within that (or increase the buffer) for your transfers
it should be fine, it could be other problems as well... to explain in
summary... you have to announce the "node" you are sending on... it's
like a channel of information, anyone else listening on that frequency
will recieve the information, the default "broadcast" node (all 0xff's)
is the default that everyone can hear on... otherwise they're private
nodes.... (for specific programs, for instance, doom... which i believe
uses something simple, like increasing #'s from 0) from what i've been
told... it doesn't matter which node you use, just pick one at random,
and if you're sure someone else uses it, then don't use that.. (for
instance doom! ;) anyways, it shouldn't really interfere since they
probably run a checksum on the packets sent... if the format isn't for
that specific program's protocol, it won't send.... now when it comes to
writing your own game, chat or whatever... you pick a node, setup your
data string, and send the information... jon, does all the really hard
stuff for you ;)... like ecb's etc.. as for checking for a waiting
packet, jon's functions *only* check broadcast.... he never wrote a
check for packet waiting that allowed you to specify the node, tho if
you rip some of the code from Jon_Get_Packet() specifically the first
part of it up until where he starts using the information he recieved
from checking if there's a packet waiting, etc... and then write your
own function, quite simple and worked for me... so far, i've made a
simple split screen chat program... with simple color codes... and a
mud, (i only wrote the engine, i didn't add objects or "places" tho it's
easy to put them in... using ipx it's kindof useless unless you're
thinking of using it over kali, which isn't a bad idea, but it was fun
over a network <g>) oh well to skip to the point, i figure the problem
your having is either because you didn't understand the way he
transfered information (he gave an example using 1 char, which
personally bugs me when programmers are sloppy with their examples and
think the end developers understand whats going on) or because you're
messing the nodes up...
ok any further questions, email me...
one last thing, remember to grab a crc checking function and run it on
the string you're sending (with info about the string attached to teh
front, size, chksum #, etc) so that you can make sure the transfer is
accurate and nothing was lost!... i could be wrong, maybe the network
checks it for you, but it's good to be on the safe side, adn when it
comes to something like kali etc... it's important.. tho i do seem to
remember playing doom over the modem and seeing how many packets were
lost in the debug info in sirdoom... anyways... l8tr

blakesteel AT hotmail DOT com

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