TCP/UDP question
BlitzMax Forums/BlitzMax Programming/TCP/UDP question
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I've made my own client/server before with TCP, and now I'm trying to make one with UDP but I'm having some trouble. How can I identify where the UDP connection comes from? The function SocketRemoteIP(udpsocket) always seem to be zero, even if there's a connection active on the socket. In TCP I would use SocketAccept(mytcpsocket) to check if a connection had been made, but this does not, according to the docs, work with UDP. I just wanna know basically, if it's possible in some way to distinguish connections to an UDP socket. If I want to make a multiplayer game, it would be nice to know who or what is sending to the socket.. Am I making sense? |
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I would like to know this as well, the networking system of BlitzMax doesnt seem to be well documented. Is there a demo that shows a server/client system using sockets etc. Blitz3d and Blitz+ had simple connection commands that were easy to follow and use the new system seems overly complicated. |
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If you interested in it, BNetEx: http://www.blitzbasic.com/Community/posts.php?topic=50723 (UDP examples includet) It's very easy to detect, where is the sender: MyUDPStream.RecvMsg() Print TNetwork.StringIP(MyUDPStream.GetMsgIP()) Print MyUDPStream.GetMsgPort() I use BNetEx successfully in a gameserver and in a spider on a Unix server. The spider runs 24h of every day and spiders tausends of website content(registered websites). cu olli |
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Thanks vertex, I'll dig through the code of bnetex to see how they come up with the source ip.. |
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Make the initial connection with TCP then use the info from that to switch to UDP. |
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interesting idea :) |
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Yeah I hadn't thought of that, I think I'll give it a try.. Doesn't seem like people know how to get the connecting client info any other way :( |