From: Roscoe Rush 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 Lines: 54 Message-ID: <6fighh$qh6@bgtnsc02.worldnet.att.net> References: <351ba7ab DOT 75849474 AT news DOT earthlink DOT net> NNTP-Posting-Host: 12.66.118.62 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Precedence: bulk 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 ) 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