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- /// Client connecting:
- socket = network_create_socket(network_socket_tcp)
- data = buffer_create(1024, buffer_fixed, 1)
- if (network_connect(socket, "127.0.0.1", 7800) >= 0) {
- state = 2
- subst = 1
- buffer_write(data, buffer_u32, game_id & $ffffffff)
- network_send_packet(socket, data, buffer_tell(data))
- text += "Request (" + string(buffer_tell(data)) + ") sent.#"
- } else text += "Failed to connect."
- /// Client network event:
- switch (ds_map_find_value(async_load, "type")) {
- case network_type_data:
- var b = ds_map_find_value(async_load, "buffer"),
- n = ds_map_find_value(async_load, "size");
- text += "Response: [" + string(n) + "] "
- + buffer_hex(b, n) + "#";
- break
- }
- /// Server startup:
- listener = network_create_server(network_socket_tcp, 7800, 1)
- if (listener >= 0) {
- text += "Up on port 7800.#"
- } else text += "Failed to host.#"
- /// Server network event:
- switch (ds_map_find_value(async_load, "type")) {
- case network_type_data:
- var b = ds_map_find_value(async_load, "buffer"),
- n = ds_map_find_value(async_load, "size");
- text += "[" + string(n) + "] "
- + buffer_hex(b, n) + "#";
- text += "Matches: " + string(buffer_read(b, buffer_u32) == game_id) + "#"
- buffer_seek(data, buffer_seek_start, 0)
- buffer_write(data, buffer_u8, $D0)
- text += "Reply (" + string(buffer_tell(data)) + ") sent.#"
- network_send_packet(socket, data, buffer_tell(data))
- break
- case network_type_connect: // client joined
- socket = ds_map_find_value(async_load, "socket")
- text += "Client connected.#"
- break
- case network_type_disconnect:
- break
- }
- /// Drawing (same for client and server):
- draw_set_font(fnt_test)
- draw_text(x, y, text)
- /// buffer_hex(buffer, length):
- var o = argument0, q = buffer_tell(o), r = "", d, v;
- repeat (argument1) {
- v = buffer_read(o, buffer_u8)
- d = v >> 4
- if (d < 10) r += chr(48 + d) else r += chr(55 + d)
- d = v & 15
- if (d < 10) r += chr(48 + d) else r += chr(55 + d)
- r += " "
- }
- buffer_seek(o, buffer_seek_start, q)
- return r
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