OpenIP, creates the network sockets.
()
| 173 | * OpenIP, creates the network sockets. |
| 174 | */ |
| 175 | public static void OpenIP() { |
| 176 | cvar_t port, ip, clientport; |
| 177 | |
| 178 | port = Cvar.getInstance().Get("port", "" + Defines.PORT_SERVER, Defines.CVAR_NOSET); |
| 179 | ip = Cvar.getInstance().Get("ip", "localhost", Defines.CVAR_NOSET); |
| 180 | clientport = Cvar.getInstance().Get("clientport", "" + Defines.PORT_CLIENT, Defines.CVAR_NOSET); |
| 181 | |
| 182 | cvar_t thinclient = Cvar.getInstance().Get("thinclient", "0", 0); |
| 183 | cvar_t dedicated = Cvar.getInstance().Get("dedicated", "0", 0); |
| 184 | |
| 185 | // clients do not need server sockets |
| 186 | if (thinclient.value == 0.f) { |
| 187 | if (ip_sockets[NS_SERVER] == null) |
| 188 | ip_sockets[NS_SERVER] = Socket(NS_SERVER, ip.string, (int) port.value); |
| 189 | } |
| 190 | |
| 191 | // servers do not need client sockets |
| 192 | if (dedicated.value == 0) { |
| 193 | // first try with cvar clientport value |
| 194 | if (ip_sockets[Defines.NS_CLIENT] == null) |
| 195 | ip_sockets[Defines.NS_CLIENT] = Socket(Defines.NS_CLIENT, ip.string, (int) clientport.value); |
| 196 | // try any port |
| 197 | if (ip_sockets[Defines.NS_CLIENT] == null) |
| 198 | ip_sockets[Defines.NS_CLIENT] = Socket(Defines.NS_CLIENT, ip.string, Defines.PORT_ANY); |
| 199 | } |
| 200 | } |
| 201 | |
| 202 | /** |
| 203 | * Config multi or singlepalyer - A single player game will only use the loopback code. |
no test coverage detected