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- {
- with(Client)
- instance_destroy();
- global.players = ds_list_create();
- global.tcpListener = -1;
- global.serverSocket = -1;
- global.serverName = "Testing Server"
- global.gamemode = 0
- global.hostingPort = 8190
- randomize();
- global.randomSeed=random_get_seed();
- updatePlayer = 1;
- frame = 0;
- // Player 0 is reserved for the Server.
- serverPlayer = instance_create(0,0,Player);
- serverPlayer.name = global.playerName;
- ds_list_add(global.players, serverPlayer);
- global.tcpListener = tcp_listen(global.hostingPort);
- if(socket_has_error(global.tcpListener))
- {
- show_message("Unable to host: " + socket_error(global.tcpListener));
- instance_destroy();
- exit;
- }
- global.serverSocket = tcp_connect("127.0.0.1", global.hostingPort);
- if(socket_has_error(global.serverSocket))
- {
- show_message("Unable to connect to self.");
- instance_destroy();
- exit;
- }
- var loopbackStartTime;
- loopbackStartTime = current_time;
- do {
- io_handle()
- if(current_time - loopbackStartTime > 2000) // 0.5s should be enough to create a loopback connection...
- {
- show_message("Unable to host: Maybe the port is already in use.");
- instance_destroy();
- exit;
- }
- serverPlayer.socket = socket_accept(global.tcpListener);
- io_handle(); // Make sure the game doesn't appear to freeze
- } until(serverPlayer.socket>=0);
- global.playerID = 0;
- global.myself = serverPlayer;
- global.joinedServerName = global.serverName; // so no errors of unknown variable occur when you create a server
- global.mapchanging=0;
- global.difficulty=1
- room_goto(TestingRoom1)
- }
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