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StarInfo/Fletcher/!Setup/Files/Disc1/Program/NetGame/!NetGame/BasicLib/NetGameLib
This website contains an archive of files for the Acorn Electron, BBC Micro, Acorn Archimedes, Commodore 16 and Commodore 64 computers, which Dominic Ford has rescued from his private collection of floppy disks and cassettes.
Some of these files were originally commercial releases in the 1980s and 1990s, but they are now widely available online. I assume that copyright over them is no longer being asserted. If you own the copyright and would like files to be removed, please contact me.
Tape/disk: | Home » Recent acquisitions » Acorn ADFS disks » adfs_AcornUser_199801_2.adf » Regulars2 |
Filename: | StarInfo/Fletcher/!Setup/Files/Disc1/Program/NetGame/!NetGame/BasicLib/NetGameLib |
Read OK: | ✔ |
File size: | 2AD7 bytes |
Load address: | 0000 |
Exec address: | 0000 |
File contents
10REM >NetGameLib 20REM Network game support 30REM LEN Justin Fletcher, 1997 40REM Version 1.02 : 17 Jun 1997 50ERROR &803,"Don't run this, it's a library !" 60END 70: 80REM Routines which must be supplied : 90REM DEFPROCconnected(host$,type) 100REM Will be called when we have connected safely 110REM type = ngs_originate if we requested the connection 120REM = ngs_answer if we have been contacted 130REM DEFPROCdisconnected(type) 140REM Will be called when they disconnect 150REM type = ngs_dead if the connection was just dropped 160REM = ngs_going if they are leaving nicely 170REM DEFPROCincoming(text$) 180REM Will be called when we get a message from the other end 190REM 200REM Routines which must be called : 210REM port=FNnetgame_init(port) 220REM Call when you want to initialise the game 230REM May return -1 to say it couldn't initialise properly 240REM PROCnetgame_poll 250REM Call this every so often to check if things are happening 260REM Once a Wimp_Poll, or Wimp_PollIdle if sufficient. 270REM PROCnetgame_disconnect 280REM Call this if you want to disconnect 290REM PROCnetgame_connect(to$,port) 300REM Call this if you want to connect to another computer 310REM PROCnetgame_send(msg$) 320REM Call this to send a message to another program 330: 340REM ****************** Network support ************************ 350: 360REM FNnetgame_init : initialise a network game 370REM returns the port we are listening on, or -1 if none 380DEFFNnetgame_init(port) 390LIBRARY "<SocketLibrary$File>":PROCinitsockets 400LIBRARY "<DynMenuLibrary$File>":PROCinit_dynmenu 410ngs_disconnected=0:REM Not connected yet 420ngs_negotiate_orig=1:REM Connected originate, but not validated 430ngs_negotiate_ans=2:REM Connected answer, but not validated 440ngs_connected=3:REM Connected and validated 450ngs_dead=0:REM Code used when they disconnect without goodbye 460ngs_going=1:REM Code used when they disconnected ok 470ngs_failed=2:REM Code used when we couldn't get a connection 480ngs_originate=0:REM Code used when we are talking to someone else 490ngs_answer=1:REM Code used when someone is talking to us 500ng_conto$="":REM Who we are connected to 510ng_socket=-1:REM Not connected 520ng_state=ngs_disconnected:REM Not connected 530ng_time=0:REM The last time they spoke (to catch idlers) 540ng_idle=3000:REM 30 seconds idle time 550ng_sitesp=0:REM The preserved sites menu 560ng_sitesm=0:REM The sites menu 570ng_sitesl=0:REM The sites list 580ng_listen=FNsocket_createinet 590IF ng_listen<>-1 THEN 600 ng_port=FNsocket_findlisten(ng_listen,0,port,15) 610ELSE 620 ng_port=-1 630ENDIF 640=ng_port 650: 660REM PROCnetgame_final : finalise a network game 670REM shuts down the network game 680DEFPROCnetgame_final 690PROCsocket_close(ng_listen) 700IF ng_state<>ngs_disconnected THEN 710 ng_state=ngs_disconnected 720 PROCsocket_close(ng_socket) 730ENDIF 740PROCclosesockets 750ENDPROC 760: 770REM FNnetgame_connected : check if we are connected (TRUE if so) 780REM FNnetgame_theirname : return their hostname (or null if none) 790DEFFNnetgame_connected 800=(ng_state=ngs_connected) 810DEFFNnetgame_theirname 820IF ng_state=ngs_connected THEN=ng_conto$ 830="" 840: 850REM netgame_poll : find out what's happening 860DEFPROCnetgame_poll 870LOCAL sock,len,start,ptr 880CASE ng_state OF 890 WHEN ngs_disconnected:REM Awaiting a connection 900 ng_socket=FNsocket_accept(ng_listen) 910 REM Is there a connection ? 920 IF ng_socket<>-1 THEN 930 REM Yes, lets find out who it is 940 ng_conto$=FNsocket_getpeername(ng_socket) 950 REM We're now negotiating for a connection 960 ng_state=ngs_negotiate_ans 970 REM Mark the time they connected 980 ng_time=TIME 990 REM Allow us to read the buffer as text 1000 PROCsocket_makebuffered(ng_socket) 1010 ENDIF 1020 WHEN ngs_negotiate_orig,ngs_negotiate_ans 1030 REM Awaiting a message from them saying 'ok' 1040 IF TIME>ng_time+ng_idle THEN 1050 REM They took too long to respond - kill them 1060 PROCsocket_close(ng_socket) 1070 IF ng_state=ngs_negotiate_orig THEN 1080 REM Couldn't get a connection 1090 PROCdisconnected(ngs_failed) 1100 ENDIF 1110 ng_state=ngs_disconnected 1120 ELSE 1130 sock=FNsocket_accept(ng_listen) 1140 REM Has someone else connected ? 1150 IF sock<>-1 THEN 1160 PROCsocket_sendline(sock,"#Game already in progress") 1170 PROCsocket_close(sock) 1180 ELSE 1190 IF FNsocket_eof(ng_socket) THEN 1200 REM They came and they went 1210 PROCsocket_close(ng_socket) 1220 IF ng_state=ngs_negotiate_orig THEN 1230 REM Couldn't get a connection 1240 PROCdisconnected(ngs_failed) 1250 ENDIF 1260 ng_state=ngs_disconnected 1270 ELSE 1280 len=FNsocket_readline(ng_socket,start) 1290 IF len<>-1 THEN 1300 REM We received something 1310 ptr=0 1320 WHILE ptr<len 1330 line$=FNbuffer_getrest(start,len,ptr) 1340 IF LEFT$(line$,1)<>"#" THEN 1350 REM Bad opener - kill them 1360 PROCsocket_close(ng_socket) 1370 IF ng_state=ngs_negotiate_orig THEN 1380 REM Couldn't get a connection 1390 PROCdisconnected(ngs_failed) 1400 ENDIF 1410 ng_state=ngs_disconnected 1420 ELSE 1430 IF ng_state=ngs_negotiate_ans THEN 1440 REM We're answering 1450 IF MID$(line$,2)=Appname$ THEN 1460 REM Hey, good connection - say hi ! 1470 PROCsocket_sendline(ng_socket,"#Hi! Let's play !") 1480 REM Yeah ! Got one ! Tell user who they are 1490 PROCconnected(ng_conto$,ngs_answer) 1500 ng_state=ngs_connected 1510 ELSE 1520 REM No, you're playing the wrong game, go away ! 1530 PROCsocket_sendline(ng_socket,"#No! Wrong game !") 1540 REM Kill 'em 1550 PROCsocket_close(ng_socket) 1560 ng_state=ngs_disconnected 1570 ENDIF 1580 ELSE 1590 REM We're originate 1600 IF LEFT$(line$,4)="#Hi!" THEN 1610 REM Good connection made by us 1620 ng_conto$=FNsocket_getpeername(ng_socket) 1630 PROCconnected(ng_conto$,ngs_originate) 1640 ng_state=ngs_connected 1650 ELSE 1660 REM They said the wrong thing, walk out on them 1670 PROCsocket_close(ng_socket) 1680 REM Couldn't get a connection 1690 PROCdisconnected(ngs_failed) 1700 ng_state=ngs_disconnected 1710 ENDIF 1720 ENDIF 1730 ENDIF 1740 ENDWHILE 1750 ENDIF 1760 ENDIF 1770 ENDIF 1780 ENDIF 1790 WHEN ngs_connected:REM Game on ! 1800 sock=FNsocket_accept(ng_listen) 1810 REM Has someone else connected ? 1820 IF sock<>-1 THEN 1830 PROCsocket_sendline(sock,"#Game already in progress") 1840 PROCsocket_close(sock) 1850 ELSE 1860 IF FNsocket_eof(ng_socket) THEN 1870 REM They've gone, so tell the user 1880 PROCdisconnected(ngs_dead) 1890 REM And kill the dead socket 1900 PROCsocket_close(sock) 1910 ng_state=ngs_disconnected 1920 ELSE 1930 len=FNsocket_readline(ng_socket,start) 1940 IF len<>-1 THEN 1950 REM We received something 1960 ptr=0 1970 WHILE ptr<len 1980 line$=FNbuffer_getrest(start,len,ptr) 1990 IF LEFT$(line$,1)<>"#" THEN 2000 REM Bad first character - kill them 2010 PROCsocket_close(sock) 2020 PROCdisconnected(ngs_dead) 2030 ng_state=ngs_disconnected 2040 ELSE 2050 REM Command ok - pass it on to the program 2060 line$=MID$(line$,2) 2070 CASE LEFT$(line$,4) OF 2080 WHEN "Data":REM Message from the user program 2090 PROCincoming(MID$(line$,5)) 2100 WHEN "Cya!":REM Peer go bye-bye 2110 PROCdisconnected(ngs_going) 2120 PROCsocket_close(ng_socket) 2130 ng_state=ngs_disconnected 2140 OTHERWISE 2150 REM Help... I dunno what's going on - let's kill em 2160 PROCdisconnected(ngs_dead) 2170 PROCsocket_close(ng_socket) 2180 ng_state=ngs_disconnected 2190 ENDCASE 2200 ENDIF 2210 ENDWHILE 2220 ENDIF 2230 ENDIF 2240 ENDIF 2250 2260 OTHERWISE:REM What's going on ! 2270 quit%=TRUE:REM Exit because the game is in trouble 2280ENDCASE 2290ENDPROC 2300: 2310REM PROCnetgame_disconnect : Disconnect us from them ;-( 2320DEFPROCnetgame_disconnect 2330IF ng_state<>ngs_disconnected THEN 2340 REM Say goodbye, like a nice boy 2350 PROCsocket_sendline(ng_socket,"#Cya!") 2360 REM Bye bye, little socket 2370 PROCsocket_close(ng_socket) 2380 REM Hey, we're not connected any more ! 2390 ng_state=ngs_disconnected 2400ENDIF 2410ENDPROC 2420: 2430REM PROCnetgame_send : Send a message to the other end 2440DEFPROCnetgame_send(msg$) 2450IF ng_state=ngs_connected THEN 2460 REM Send a data as a message to them 2470 PROCsocket_sendline(ng_socket,"#Data"+msg$) 2480ENDIF 2490ENDPROC 2500: 2510REM FNnetgame_connect : Connect to someone ;-) 2520DEFFNnetgame_connect(to$,port) 2530LOCAL sock,ok 2540IF ng_state<>ngs_disconnected THEN 2550 PROCsocket_close(ng_socket) 2560 ng_state=ngs_disconnected 2570ENDIF 2580REM Get a socket 2590sock=FNsocket_createinet 2600IF sock=-1 THEN 2610 ok=FALSE:REM No sockets left 2620ELSE 2630 ok=FNsocket_connect(sock,FNinet_gethostbyname(to$),port) 2640 IF ok THEN 2650 REM Wooo... gotcha ! Send our application name ;-) 2660 PROCsocket_sendline(sock,"#"+Appname$) 2670 REM Allow us to read the buffer as text 2680 PROCsocket_makebuffered(sock) 2690 REM Mark the time we connected in case they're not ready 2700 ng_time=TIME:ng_state=ngs_negotiate_orig 2710 REM Remember the socket for later 2720 ng_socket=sock 2730 ELSE 2740 REM Oh dear - no connection ;-( 2750 PROCsocket_close(sock):ok=FALSE 2760 ENDIF 2770ENDIF 2780=ok 2790: 2800REM FNnetgame_sitesmenu : Returns handle of sites menu 2810DEFFNnetgame_sitesmenu 2820IF ng_sitesm=0 THENPROCnetgame_makesites 2830=ng_sitesm 2840: 2850REM PROCnetgame_makesites : Produces the sites menu 2860DEFPROCnetgame_makesites 2870LOCAL p% 2880PROCdynmenu_restore(ng_sitesp) 2890PROCdynmenu_menu("Sites") 2900p%=ng_sitesl:REM The list of sites 2910WHILE p%<>0 2920 PROCdynmenu_add($(p%!4),"",0):REM Add entry 2930 p%=!p%:REM Next item 2940ENDWHILE 2950ng_sitesm=FNdynmenu_end 2960ENDPROC 2970: 2980REM PROCnetgame_readsites : Reads the sites menu in 2990DEFPROCnetgame_readsites 3000LOCAL i%,n%,a$,b$,p% 3010REM First release any space already claimed 3020WHILE ng_sitesl<>0 3030 n%=!ng_sitesl:REM The next entry 3040 PROCrelease(ng_sitesl!4):REM Release it's name 3050 PROCrelease(ng_sitesl!8):REM Release the host 3060 PROCrelease(ng_sitesl!12):REM Release the port name 3070 PROCrelease(ng_sitesl):REM Release the site entry 3080 ng_sitesl=n% 3090ENDWHILE 3100i%=OPENIN(Appdir$+".Sites") 3110IF i%<>0 THEN 3120 WHILE NOT EOF#i% 3130 a$=GET$#i% 3140 IF LEFT$(a$,1)<>"#" AND NOT EOF#i% THEN 3150 b$=GET$#i%:REM Host <space> port 3160 p%=FNclaim(16):REM Claim space for the block 3170 !p%=ng_sitesl:ng_sitesl=p%:REM Add it to the list 3180 p%!4=FNstrdup(a$) 3190 p%!8=FNstrdup(LEFT$(b$,INSTR(b$+" "," ")-1)) 3200 p%!12=FNstrdup(FNstripspaces(MID$(b$,INSTR(b$+" "," ")+1))) 3210 ENDIF 3220 ENDWHILE 3230 CLOSE#i% 3240ENDIF 3250ng_sitesm=0 3260ENDPROC 3270: 3280REM PROCnetgame_selectsite : Selects the site number 3290REM n% = number on menu 3300REM win% = window for result 3310REM h% = host icon, or -1 to ignore 3320REM r% = port icon, or -1 to ignore 3330REM m% = name icon, or -1 to ignore 3340DEFPROCnetgame_selectsite(n%,win%,h%,r%,m%) 3350LOCAL p%:p%=ng_sitesl:REM The list of sites 3360WHILE p%<>0 AND n%<>0:n%-=1:p%=!p%:ENDWHILE:REM Find it 3370IF p%<>0 THEN 3380 IF h%<>-1 THENPROCseticontext(win%,h%,$(p%!8)):REM Host 3390 IF r%<>-1 THENPROCseticontext(win%,r%,$(p%!12)):REM Port 3400 IF m%<>-1 THENPROCseticontext(win%,m%,$(p%!4)):REM Name 3410ENDIF 3420ENDPROC 3430: 3440REM PROCnetgame_editsites : Start editing the sites available 3450DEFPROCnetgame_editsites(p%) 3460LOCAL h%,a$:IF p%>0 THENa$=" -port "+STR$p% ELSEa$="" 3480REM Start the Site editor 3490SYS "XWimp_StartTask","SiteEdit -app "+Appname$+" -task "+STR$taskhandle+" -site "+Appdir$+".Sites"+a$ TO h% 3500IF h%=0 THEN 3510 REM It didn't start... load it into a text editor 3520 SYS "Wimp_StartTask","Filer_Run "+Appdir$+".Sites" 3530ENDIF 3540ENDPROC
� >NetGameLib � Network game support � � Justin Fletcher, 1997 ( � Version 1.02 : 17 Jun 1997 2-� &803,"Don't run this, it's a library !" <� F: P'� Routines which must be supplied : Z"� DEFPROCconnected(host$,type) d4� Will be called when we have connected safely n;� type = ngs_originate if we requested the connection x3� = ngs_answer if we have been contacted �� DEFPROCdisconnected(type) �+� Will be called when they disconnect �:� type = ngs_dead if the connection was just dropped �3� = ngs_going if they are leaving nicely �� DEFPROCincoming(text$) �?� Will be called when we get a message from the other end �� �%� Routines which must be called : �� port=FNnetgame_init(port) �1� Call when you want to initialise the game �<� May return -1 to say it couldn't initialise properly �� PROCnetgame_poll �A� Call this every so often to check if things are happening 9� Once a Wimp_Poll, or Wimp_PollIdle if sufficient. � PROCnetgame_disconnect +� Call this if you want to disconnect "#� PROCnetgame_connect(to$,port) ,<� Call this if you want to connect to another computer 6� PROCnetgame_send(msg$) @6� Call this to send a message to another program J: TA� ****************** Network support ************************ ^: h0� FNnetgame_init : initialise a network game r9� returns the port we are listening on, or -1 if none |ݤnetgame_init(port) �*ț "<SocketLibrary$File>":�initsockets �,ț "<DynMenuLibrary$File>":�init_dynmenu �*ngs_disconnected=0:� Not connected yet �Angs_negotiate_orig=1:� Connected originate, but not validated �=ngs_negotiate_ans=2:� Connected answer, but not validated �-ngs_connected=3:� Connected and validated �?ngs_dead=0:� Code used when they disconnect without goodbye �5ngs_going=1:� Code used when they disconnected ok �>ngs_failed=2:� Code used when we couldn't get a connection �Cngs_originate=0:� Code used when we are talking to someone else �:ngs_answer=1:� Code used when someone is talking to us �*ng_conto$="":� Who we are connected to � ng_socket=-1:� Not connected -ng_state=ngs_disconnected:� Not connected :ng_time=0:� The last time they spoke (to catch idlers) 'ng_idle=3000:� 30 seconds idle time &*ng_sitesp=0:� The preserved sites menu 0 ng_sitesm=0:� The sites menu : ng_sitesl=0:� The sites list D ng_listen=�socket_createinet N� ng_listen<>-1 � X4 ng_port=�socket_findlisten(ng_listen,0,port,15) b� l ng_port=-1 v� �=ng_port �: �1� PROCnetgame_final : finalise a network game �!� shuts down the network game ���netgame_final ��socket_close(ng_listen) �"� ng_state<>ngs_disconnected � � ng_state=ngs_disconnected � �socket_close(ng_socket) �� ��closesockets �� �: B� FNnetgame_connected : check if we are connected (TRUE if so) C� FNnetgame_theirname : return their hostname (or null if none) ݤnetgame_connected =(ng_state=ngs_connected) *ݤnetgame_theirname 4(� ng_state=ngs_connected �=ng_conto$ >="" H: R.� netgame_poll : find out what's happening \��netgame_poll f� sock,len,start,ptr pȎ ng_state � z/ � ngs_disconnected:� Awaiting a connection �) ng_socket=�socket_accept(ng_listen) � � Is there a connection ? � � ng_socket<>-1 � �% � Yes, lets find out who it is �/ ng_conto$=�socket_getpeername(ng_socket) �/ � We're now negotiating for a connection �! ng_state=ngs_negotiate_ans �% � Mark the time they connected � ng_time=� �, � Allow us to read the buffer as text �& �socket_makebuffered(ng_socket) � � �+ � ngs_negotiate_orig,ngs_negotiate_ans 0 � Awaiting a message from them saying 'ok' � �>ng_time+ng_idle � 2 � They took too long to respond - kill them $ �socket_close(ng_socket) .& � ng_state=ngs_negotiate_orig � 8# � Couldn't get a connection B! �disconnected(ngs_failed) L � V ng_state=ngs_disconnected ` � j% sock=�socket_accept(ng_listen) t% � Has someone else connected ? ~ � sock<>-1 � �: �socket_sendline(sock,"#Game already in progress") � �socket_close(sock) � � �" � �socket_eof(ng_socket) � �" � They came and they went �! �socket_close(ng_socket) �( � ng_state=ngs_negotiate_orig � �% � Couldn't get a connection �# �disconnected(ngs_failed) � � �" ng_state=ngs_disconnected � � . len=�socket_readline(ng_socket,start) � len<>-1 � ! � We received something ptr=0 ( ȕ ptr<len 2/ line$=�buffer_getrest(start,len,ptr) < � �line$,1)<>"#" � F$ � Bad opener - kill them P$ �socket_close(ng_socket) Z+ � ng_state=ngs_negotiate_orig � d( � Couldn't get a connection n& �disconnected(ngs_failed) x � �% ng_state=ngs_disconnected � � �* � ng_state=ngs_negotiate_ans � � � We're answering �# � �line$,2)=Appname$ � �/ � Hey, good connection - say hi ! �= �socket_sendline(ng_socket,"#Hi! Let's play !") �7 � Yeah ! Got one ! Tell user who they are �. �connected(ng_conto$,ngs_answer) �$ ng_state=ngs_connected � � �< � No, you're playing the wrong game, go away ! �= �socket_sendline(ng_socket,"#No! Wrong game !") � Kill 'em & �socket_close(ng_socket) ' ng_state=ngs_disconnected " � , � 6 � We're originate @! � �line$,4)="#Hi!" � J* � Good connection made by us T6 ng_conto$=�socket_getpeername(ng_socket) ^1 �connected(ng_conto$,ngs_originate) h$ ng_state=ngs_connected r � |; � They said the wrong thing, walk out on them �& �socket_close(ng_socket) �) � Couldn't get a connection �' �disconnected(ngs_failed) �' ng_state=ngs_disconnected � � � � � � � � � � � � � � � � � � ngs_connected:� Game on ! $ sock=�socket_accept(ng_listen) $ � Has someone else connected ? � sock<>-1 � &9 �socket_sendline(sock,"#Game already in progress") 0 �socket_close(sock) : � D! � �socket_eof(ng_socket) � N( � They've gone, so tell the user X �disconnected(ngs_dead) b" � And kill the dead socket l �socket_close(sock) v! ng_state=ngs_disconnected � � �- len=�socket_readline(ng_socket,start) � � len<>-1 � � � We received something � ptr=0 � ȕ ptr<len �. line$=�buffer_getrest(start,len,ptr) � � �line$,1)<>"#" � �, � Bad first character - kill them � �socket_close(sock) �" �disconnected(ngs_dead) �$ ng_state=ngs_disconnected � � 3 � Command ok - pass it on to the program line$=�line$,2) Ȏ �line$,4) � 4 � "Data":� Message from the user program *! �incoming(�line$,5)) 4& � "Cya!":� Peer go bye-bye >% �disconnected(ngs_going) H% �socket_close(ng_socket) R& ng_state=ngs_disconnected \ f> � Help... I dunno what's going on - let's kill em p$ �disconnected(ngs_dead) z% �socket_close(ng_socket) �& ng_state=ngs_disconnected � � � � � � � � � � � � � � :� What's going on ! �3 quit%=�:� Exit because the game is in trouble �� �� �: :� PROCnetgame_disconnect : Disconnect us from them ;-( ��netgame_disconnect "� ng_state<>ngs_disconnected � $# � Say goodbye, like a nice boy .( �socket_sendline(ng_socket,"#Cya!") 8 � Bye bye, little socket B �socket_close(ng_socket) L* � Hey, we're not connected any more ! V ng_state=ngs_disconnected `� j� t: ~8� PROCnetgame_send : Send a message to the other end ���netgame_send(msg$) �� ng_state=ngs_connected � �' � Send a data as a message to them �- �socket_sendline(ng_socket,"#Data"+msg$) �� �� �: �0� FNnetgame_connect : Connect to someone ;-) �ݤnetgame_connect(to$,port) � � sock,ok �"� ng_state<>ngs_disconnected � � �socket_close(ng_socket) ng_state=ngs_disconnected � � Get a socket sock=�socket_createinet (� sock=-1 � 2 ok=�:� No sockets left <� F; ok=�socket_connect(sock,�inet_gethostbyname(to$),port) P � ok � Z6 � Wooo... gotcha ! Send our application name ;-) d) �socket_sendline(sock,"#"+Appname$) n+ � Allow us to read the buffer as text x �socket_makebuffered(sock) �< � Mark the time we connected in case they're not ready �+ ng_time=�:ng_state=ngs_negotiate_orig �% � Remember the socket for later � ng_socket=sock � � �# � Oh dear - no connection ;-( � �socket_close(sock):ok=� � � �� �=ok �: �8� FNnetgame_sitesmenu : Returns handle of sites menu �ݤnetgame_sitesmenu %� ng_sitesm=0 ��netgame_makesites =ng_sitesm : "5� PROCnetgame_makesites : Produces the sites menu ,��netgame_makesites 6� p% @�dynmenu_restore(ng_sitesp) J�dynmenu_menu("Sites") T$p%=ng_sitesl:� The list of sites ^ȕ p%<>0 h+ �dynmenu_add($(p%!4),"",0):� Add entry r p%=!p%:� Next item |� �ng_sitesm=�dynmenu_end �� �: �5� PROCnetgame_readsites : Reads the sites menu in ���netgame_readsites �� i%,n%,a$,b$,p% �-� First release any space already claimed �ȕ ng_sitesl<>0 �# n%=!ng_sitesl:� The next entry �. �release(ng_sitesl!4):� Release it's name �- �release(ng_sitesl!8):� Release the host �3 �release(ng_sitesl!12):� Release the port name �1 �release(ng_sitesl):� Release the site entry ng_sitesl=n% � i%=�(Appdir$+".Sites") & � i%<>0 � 0 ȕ � �#i% : a$=�#i% D � �a$,1)<>"#" � � �#i% � N" b$=�#i%:� Host <space> port X0 p%=�claim(16):� Claim space for the block b6 !p%=ng_sitesl:ng_sitesl=p%:� Add it to the list l p%!4=�strdup(a$) v( p%!8=�strdup(�b$,�b$+" "," ")-1)) �7 p%!12=�strdup(�stripspaces(�b$,�b$+" "," ")+1))) � � � � � �#i% �� �ng_sitesm=0 �� �: �6� PROCnetgame_selectsite : Selects the site number �� n% = number on menu �� win% = window for result �%� h% = host icon, or -1 to ignore �%� r% = port icon, or -1 to ignore %� m% = name icon, or -1 to ignore *��netgame_selectsite(n%,win%,h%,r%,m%) )� p%:p%=ng_sitesl:� The list of sites -ȕ p%<>0 � n%<>0:n%-=1:p%=!p%:�:� Find it * � p%<>0 � 43 � h%<>-1 ��seticontext(win%,h%,$(p%!8)):� Host >4 � r%<>-1 ��seticontext(win%,r%,$(p%!12)):� Port H3 � m%<>-1 ��seticontext(win%,m%,$(p%!4)):� Name R� \� f: p?� PROCnetgame_editsites : Start editing the sites available z��netgame_editsites(p%) �+� h%,a$:� p%>0 �a$=" -port "+�p% �a$="" �� Start the Site editor �kș "XWimp_StartTask","SiteEdit -app "+Appname$+" -task "+�taskhandle+" -site "+Appdir$+".Sites"+a$ � h% �� h%=0 � �4 � It didn't start... load it into a text editor �6 ș "Wimp_StartTask","Filer_Run "+Appdir$+".Sites" �� �� �
00000000 0d 00 0a 11 f4 20 3e 4e 65 74 47 61 6d 65 4c 69 |..... >NetGameLi| 00000010 62 0d 00 14 1a f4 20 4e 65 74 77 6f 72 6b 20 67 |b..... Network g| 00000020 61 6d 65 20 73 75 70 70 6f 72 74 0d 00 1e 1d f4 |ame support.....| 00000030 20 a9 20 4a 75 73 74 69 6e 20 46 6c 65 74 63 68 | . Justin Fletch| 00000040 65 72 2c 20 31 39 39 37 0d 00 28 20 f4 20 56 65 |er, 1997..( . Ve| 00000050 72 73 69 6f 6e 20 31 2e 30 32 20 3a 20 31 37 20 |rsion 1.02 : 17 | 00000060 4a 75 6e 20 31 39 39 37 0d 00 32 2d 85 20 26 38 |Jun 1997..2-. &8| 00000070 30 33 2c 22 44 6f 6e 27 74 20 72 75 6e 20 74 68 |03,"Don't run th| 00000080 69 73 2c 20 69 74 27 73 20 61 20 6c 69 62 72 61 |is, it's a libra| 00000090 72 79 20 21 22 0d 00 3c 05 e0 0d 00 46 05 3a 0d |ry !"..<....F.:.| 000000a0 00 50 27 f4 20 52 6f 75 74 69 6e 65 73 20 77 68 |.P'. Routines wh| 000000b0 69 63 68 20 6d 75 73 74 20 62 65 20 73 75 70 70 |ich must be supp| 000000c0 6c 69 65 64 20 3a 0d 00 5a 22 f4 20 44 45 46 50 |lied :..Z". DEFP| 000000d0 52 4f 43 63 6f 6e 6e 65 63 74 65 64 28 68 6f 73 |ROCconnected(hos| 000000e0 74 24 2c 74 79 70 65 29 0d 00 64 34 f4 20 20 20 |t$,type)..d4. | 000000f0 57 69 6c 6c 20 62 65 20 63 61 6c 6c 65 64 20 77 |Will be called w| 00000100 68 65 6e 20 77 65 20 68 61 76 65 20 63 6f 6e 6e |hen we have conn| 00000110 65 63 74 65 64 20 73 61 66 65 6c 79 0d 00 6e 3b |ected safely..n;| 00000120 f4 20 20 20 74 79 70 65 20 3d 20 6e 67 73 5f 6f |. type = ngs_o| 00000130 72 69 67 69 6e 61 74 65 20 69 66 20 77 65 20 72 |riginate if we r| 00000140 65 71 75 65 73 74 65 64 20 74 68 65 20 63 6f 6e |equested the con| 00000150 6e 65 63 74 69 6f 6e 0d 00 78 33 f4 20 20 20 20 |nection..x3. | 00000160 20 20 20 20 3d 20 6e 67 73 5f 61 6e 73 77 65 72 | = ngs_answer| 00000170 20 69 66 20 77 65 20 68 61 76 65 20 62 65 65 6e | if we have been| 00000180 20 63 6f 6e 74 61 63 74 65 64 0d 00 82 1f f4 20 | contacted..... | 00000190 44 45 46 50 52 4f 43 64 69 73 63 6f 6e 6e 65 63 |DEFPROCdisconnec| 000001a0 74 65 64 28 74 79 70 65 29 0d 00 8c 2b f4 20 20 |ted(type)...+. | 000001b0 20 57 69 6c 6c 20 62 65 20 63 61 6c 6c 65 64 20 | Will be called | 000001c0 77 68 65 6e 20 74 68 65 79 20 64 69 73 63 6f 6e |when they discon| 000001d0 6e 65 63 74 0d 00 96 3a f4 20 20 20 74 79 70 65 |nect...:. type| 000001e0 20 3d 20 6e 67 73 5f 64 65 61 64 20 69 66 20 74 | = ngs_dead if t| 000001f0 68 65 20 63 6f 6e 6e 65 63 74 69 6f 6e 20 77 61 |he connection wa| 00000200 73 20 6a 75 73 74 20 64 72 6f 70 70 65 64 0d 00 |s just dropped..| 00000210 a0 33 f4 20 20 20 20 20 20 20 20 3d 20 6e 67 73 |.3. = ngs| 00000220 5f 67 6f 69 6e 67 20 69 66 20 74 68 65 79 20 61 |_going if they a| 00000230 72 65 20 6c 65 61 76 69 6e 67 20 6e 69 63 65 6c |re leaving nicel| 00000240 79 0d 00 aa 1c f4 20 44 45 46 50 52 4f 43 69 6e |y..... DEFPROCin| 00000250 63 6f 6d 69 6e 67 28 74 65 78 74 24 29 0d 00 b4 |coming(text$)...| 00000260 3f f4 20 20 20 57 69 6c 6c 20 62 65 20 63 61 6c |?. Will be cal| 00000270 6c 65 64 20 77 68 65 6e 20 77 65 20 67 65 74 20 |led when we get | 00000280 61 20 6d 65 73 73 61 67 65 20 66 72 6f 6d 20 74 |a message from t| 00000290 68 65 20 6f 74 68 65 72 20 65 6e 64 0d 00 be 05 |he other end....| 000002a0 f4 0d 00 c8 25 f4 20 52 6f 75 74 69 6e 65 73 20 |....%. Routines | 000002b0 77 68 69 63 68 20 6d 75 73 74 20 62 65 20 63 61 |which must be ca| 000002c0 6c 6c 65 64 20 3a 0d 00 d2 1f f4 20 70 6f 72 74 |lled :..... port| 000002d0 3d 46 4e 6e 65 74 67 61 6d 65 5f 69 6e 69 74 28 |=FNnetgame_init(| 000002e0 70 6f 72 74 29 0d 00 dc 31 f4 20 20 20 43 61 6c |port)...1. Cal| 000002f0 6c 20 77 68 65 6e 20 79 6f 75 20 77 61 6e 74 20 |l when you want | 00000300 74 6f 20 69 6e 69 74 69 61 6c 69 73 65 20 74 68 |to initialise th| 00000310 65 20 67 61 6d 65 0d 00 e6 3c f4 20 20 20 4d 61 |e game...<. Ma| 00000320 79 20 72 65 74 75 72 6e 20 2d 31 20 74 6f 20 73 |y return -1 to s| 00000330 61 79 20 69 74 20 63 6f 75 6c 64 6e 27 74 20 69 |ay it couldn't i| 00000340 6e 69 74 69 61 6c 69 73 65 20 70 72 6f 70 65 72 |nitialise proper| 00000350 6c 79 0d 00 f0 16 f4 20 50 52 4f 43 6e 65 74 67 |ly..... PROCnetg| 00000360 61 6d 65 5f 70 6f 6c 6c 0d 00 fa 41 f4 20 20 20 |ame_poll...A. | 00000370 43 61 6c 6c 20 74 68 69 73 20 65 76 65 72 79 20 |Call this every | 00000380 73 6f 20 6f 66 74 65 6e 20 74 6f 20 63 68 65 63 |so often to chec| 00000390 6b 20 69 66 20 74 68 69 6e 67 73 20 61 72 65 20 |k if things are | 000003a0 68 61 70 70 65 6e 69 6e 67 0d 01 04 39 f4 20 20 |happening...9. | 000003b0 20 4f 6e 63 65 20 61 20 57 69 6d 70 5f 50 6f 6c | Once a Wimp_Pol| 000003c0 6c 2c 20 6f 72 20 57 69 6d 70 5f 50 6f 6c 6c 49 |l, or Wimp_PollI| 000003d0 64 6c 65 20 69 66 20 73 75 66 66 69 63 69 65 6e |dle if sufficien| 000003e0 74 2e 0d 01 0e 1c f4 20 50 52 4f 43 6e 65 74 67 |t...... PROCnetg| 000003f0 61 6d 65 5f 64 69 73 63 6f 6e 6e 65 63 74 0d 01 |ame_disconnect..| 00000400 18 2b f4 20 20 20 43 61 6c 6c 20 74 68 69 73 20 |.+. Call this | 00000410 69 66 20 79 6f 75 20 77 61 6e 74 20 74 6f 20 64 |if you want to d| 00000420 69 73 63 6f 6e 6e 65 63 74 0d 01 22 23 f4 20 50 |isconnect.."#. P| 00000430 52 4f 43 6e 65 74 67 61 6d 65 5f 63 6f 6e 6e 65 |ROCnetgame_conne| 00000440 63 74 28 74 6f 24 2c 70 6f 72 74 29 0d 01 2c 3c |ct(to$,port)..,<| 00000450 f4 20 20 20 43 61 6c 6c 20 74 68 69 73 20 69 66 |. Call this if| 00000460 20 79 6f 75 20 77 61 6e 74 20 74 6f 20 63 6f 6e | you want to con| 00000470 6e 65 63 74 20 74 6f 20 61 6e 6f 74 68 65 72 20 |nect to another | 00000480 63 6f 6d 70 75 74 65 72 0d 01 36 1c f4 20 50 52 |computer..6.. PR| 00000490 4f 43 6e 65 74 67 61 6d 65 5f 73 65 6e 64 28 6d |OCnetgame_send(m| 000004a0 73 67 24 29 0d 01 40 36 f4 20 20 20 43 61 6c 6c |sg$)..@6. Call| 000004b0 20 74 68 69 73 20 74 6f 20 73 65 6e 64 20 61 20 | this to send a | 000004c0 6d 65 73 73 61 67 65 20 74 6f 20 61 6e 6f 74 68 |message to anoth| 000004d0 65 72 20 70 72 6f 67 72 61 6d 0d 01 4a 05 3a 0d |er program..J.:.| 000004e0 01 54 41 f4 20 2a 2a 2a 2a 2a 2a 2a 2a 2a 2a 2a |.TA. ***********| 000004f0 2a 2a 2a 2a 2a 2a 2a 20 4e 65 74 77 6f 72 6b 20 |******* Network | 00000500 73 75 70 70 6f 72 74 20 2a 2a 2a 2a 2a 2a 2a 2a |support ********| 00000510 2a 2a 2a 2a 2a 2a 2a 2a 2a 2a 2a 2a 2a 2a 2a 2a |****************| 00000520 0d 01 5e 05 3a 0d 01 68 30 f4 20 46 4e 6e 65 74 |..^.:..h0. FNnet| 00000530 67 61 6d 65 5f 69 6e 69 74 20 3a 20 69 6e 69 74 |game_init : init| 00000540 69 61 6c 69 73 65 20 61 20 6e 65 74 77 6f 72 6b |ialise a network| 00000550 20 67 61 6d 65 0d 01 72 39 f4 20 72 65 74 75 72 | game..r9. retur| 00000560 6e 73 20 74 68 65 20 70 6f 72 74 20 77 65 20 61 |ns the port we a| 00000570 72 65 20 6c 69 73 74 65 6e 69 6e 67 20 6f 6e 2c |re listening on,| 00000580 20 6f 72 20 2d 31 20 69 66 20 6e 6f 6e 65 0d 01 | or -1 if none..| 00000590 7c 18 dd a4 6e 65 74 67 61 6d 65 5f 69 6e 69 74 ||...netgame_init| 000005a0 28 70 6f 72 74 29 0d 01 86 2a c8 9b 20 22 3c 53 |(port)...*.. "<S| 000005b0 6f 63 6b 65 74 4c 69 62 72 61 72 79 24 46 69 6c |ocketLibrary$Fil| 000005c0 65 3e 22 3a f2 69 6e 69 74 73 6f 63 6b 65 74 73 |e>":.initsockets| 000005d0 0d 01 90 2c c8 9b 20 22 3c 44 79 6e 4d 65 6e 75 |...,.. "<DynMenu| 000005e0 4c 69 62 72 61 72 79 24 46 69 6c 65 3e 22 3a f2 |Library$File>":.| 000005f0 69 6e 69 74 5f 64 79 6e 6d 65 6e 75 0d 01 9a 2a |init_dynmenu...*| 00000600 6e 67 73 5f 64 69 73 63 6f 6e 6e 65 63 74 65 64 |ngs_disconnected| 00000610 3d 30 3a f4 20 4e 6f 74 20 63 6f 6e 6e 65 63 74 |=0:. 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Code used when| 000006f0 20 74 68 65 79 20 64 69 73 63 6f 6e 6e 65 63 74 | they disconnect| 00000700 20 77 69 74 68 6f 75 74 20 67 6f 6f 64 62 79 65 | without goodbye| 00000710 0d 01 cc 35 6e 67 73 5f 67 6f 69 6e 67 3d 31 3a |...5ngs_going=1:| 00000720 f4 20 43 6f 64 65 20 75 73 65 64 20 77 68 65 6e |. Code used when| 00000730 20 74 68 65 79 20 64 69 73 63 6f 6e 6e 65 63 74 | they disconnect| 00000740 65 64 20 6f 6b 0d 01 d6 3e 6e 67 73 5f 66 61 69 |ed ok...>ngs_fai| 00000750 6c 65 64 3d 32 3a f4 20 43 6f 64 65 20 75 73 65 |led=2:. Code use| 00000760 64 20 77 68 65 6e 20 77 65 20 63 6f 75 6c 64 6e |d when we couldn| 00000770 27 74 20 67 65 74 20 61 20 63 6f 6e 6e 65 63 74 |'t get a connect| 00000780 69 6f 6e 0d 01 e0 43 6e 67 73 5f 6f 72 69 67 69 |ion...Cngs_origi| 00000790 6e 61 74 65 3d 30 3a f4 20 43 6f 64 65 20 75 73 |nate=0:. Code us| 000007a0 65 64 20 77 68 65 6e 20 77 65 20 61 72 65 20 74 |ed when we are t| 000007b0 61 6c 6b 69 6e 67 20 74 6f 20 73 6f 6d 65 6f 6e |alking to someon| 000007c0 65 20 65 6c 73 65 0d 01 ea 3a 6e 67 73 5f 61 6e |e else...:ngs_an| 000007d0 73 77 65 72 3d 31 3a f4 20 43 6f 64 65 20 75 73 |swer=1:. Code us| 000007e0 65 64 20 77 68 65 6e 20 73 6f 6d 65 6f 6e 65 20 |ed when someone | 000007f0 69 73 20 74 61 6c 6b 69 6e 67 20 74 6f 20 75 73 |is talking to us| 00000800 0d 01 f4 2a 6e 67 5f 63 6f 6e 74 6f 24 3d 22 22 |...*ng_conto$=""| 00000810 3a f4 20 57 68 6f 20 77 65 20 61 72 65 20 63 6f |:. Who we are co| 00000820 6e 6e 65 63 74 65 64 20 74 6f 0d 01 fe 20 6e 67 |nnected to... ng| 00000830 5f 73 6f 63 6b 65 74 3d 2d 31 3a f4 20 4e 6f 74 |_socket=-1:. Not| 00000840 20 63 6f 6e 6e 65 63 74 65 64 0d 02 08 2d 6e 67 | connected...-ng| 00000850 5f 73 74 61 74 65 3d 6e 67 73 5f 64 69 73 63 6f |_state=ngs_disco| 00000860 6e 6e 65 63 74 65 64 3a f4 20 4e 6f 74 20 63 6f |nnected:. Not co| 00000870 6e 6e 65 63 74 65 64 0d 02 12 3a 6e 67 5f 74 69 |nnected...:ng_ti| 00000880 6d 65 3d 30 3a f4 20 54 68 65 20 6c 61 73 74 20 |me=0:. The last | 00000890 74 69 6d 65 20 74 68 65 79 20 73 70 6f 6b 65 20 |time they spoke | 000008a0 28 74 6f 20 63 61 74 63 68 20 69 64 6c 65 72 73 |(to catch idlers| 000008b0 29 0d 02 1c 27 6e 67 5f 69 64 6c 65 3d 33 30 30 |)...'ng_idle=300| 000008c0 30 3a f4 20 33 30 20 73 65 63 6f 6e 64 73 20 69 |0:. 30 seconds i| 000008d0 64 6c 65 20 74 69 6d 65 0d 02 26 2a 6e 67 5f 73 |dle time..&*ng_s| 000008e0 69 74 65 73 70 3d 30 3a f4 20 54 68 65 20 70 72 |itesp=0:. The pr| 000008f0 65 73 65 72 76 65 64 20 73 69 74 65 73 20 6d 65 |eserved sites me| 00000900 6e 75 0d 02 30 20 6e 67 5f 73 69 74 65 73 6d 3d |nu..0 ng_sitesm=| 00000910 30 3a f4 20 54 68 65 20 73 69 74 65 73 20 6d 65 |0:. The sites me| 00000920 6e 75 0d 02 3a 20 6e 67 5f 73 69 74 65 73 6c 3d |nu..: ng_sitesl=| 00000930 30 3a f4 20 54 68 65 20 73 69 74 65 73 20 6c 69 |0:. The sites li| 00000940 73 74 0d 02 44 20 6e 67 5f 6c 69 73 74 65 6e 3d |st..D ng_listen=| 00000950 a4 73 6f 63 6b 65 74 5f 63 72 65 61 74 65 69 6e |.socket_createin| 00000960 65 74 0d 02 4e 15 e7 20 6e 67 5f 6c 69 73 74 65 |et..N.. ng_liste| 00000970 6e 3c 3e 2d 31 20 8c 0d 02 58 34 20 6e 67 5f 70 |n<>-1 ...X4 ng_p| 00000980 6f 72 74 3d a4 73 6f 63 6b 65 74 5f 66 69 6e 64 |ort=.socket_find| 00000990 6c 69 73 74 65 6e 28 6e 67 5f 6c 69 73 74 65 6e |listen(ng_listen| 000009a0 2c 30 2c 70 6f 72 74 2c 31 35 29 0d 02 62 05 cc |,0,port,15)..b..| 000009b0 0d 02 6c 0f 20 6e 67 5f 70 6f 72 74 3d 2d 31 0d |..l. ng_port=-1.| 000009c0 02 76 05 cd 0d 02 80 0c 3d 6e 67 5f 70 6f 72 74 |.v......=ng_port| 000009d0 0d 02 8a 05 3a 0d 02 94 31 f4 20 50 52 4f 43 6e |....:...1. PROCn| 000009e0 65 74 67 61 6d 65 5f 66 69 6e 61 6c 20 3a 20 66 |etgame_final : f| 000009f0 69 6e 61 6c 69 73 65 20 61 20 6e 65 74 77 6f 72 |inalise a networ| 00000a00 6b 20 67 61 6d 65 0d 02 9e 21 f4 20 73 68 75 74 |k game...!. shut| 00000a10 73 20 64 6f 77 6e 20 74 68 65 20 6e 65 74 77 6f |s down the netwo| 00000a20 72 6b 20 67 61 6d 65 0d 02 a8 13 dd f2 6e 65 74 |rk game......net| 00000a30 67 61 6d 65 5f 66 69 6e 61 6c 0d 02 b2 1c f2 73 |game_final.....s| 00000a40 6f 63 6b 65 74 5f 63 6c 6f 73 65 28 6e 67 5f 6c |ocket_close(ng_l| 00000a50 69 73 74 65 6e 29 0d 02 bc 22 e7 20 6e 67 5f 73 |isten)...". ng_s| 00000a60 74 61 74 65 3c 3e 6e 67 73 5f 64 69 73 63 6f 6e |tate<>ngs_discon| 00000a70 6e 65 63 74 65 64 20 8c 0d 02 c6 1e 20 6e 67 5f |nected ..... ng_| 00000a80 73 74 61 74 65 3d 6e 67 73 5f 64 69 73 63 6f 6e |state=ngs_discon| 00000a90 6e 65 63 74 65 64 0d 02 d0 1d 20 f2 73 6f 63 6b |nected.... .sock| 00000aa0 65 74 5f 63 6c 6f 73 65 28 6e 67 5f 73 6f 63 6b |et_close(ng_sock| 00000ab0 65 74 29 0d 02 da 05 cd 0d 02 e4 11 f2 63 6c 6f |et)..........clo| 00000ac0 73 65 73 6f 63 6b 65 74 73 0d 02 ee 05 e1 0d 02 |sesockets.......| 00000ad0 f8 05 3a 0d 03 02 42 f4 20 46 4e 6e 65 74 67 61 |..:...B. FNnetga| 00000ae0 6d 65 5f 63 6f 6e 6e 65 63 74 65 64 20 3a 20 63 |me_connected : c| 00000af0 68 65 63 6b 20 69 66 20 77 65 20 61 72 65 20 63 |heck if we are c| 00000b00 6f 6e 6e 65 63 74 65 64 20 28 54 52 55 45 20 69 |onnected (TRUE i| 00000b10 66 20 73 6f 29 0d 03 0c 43 f4 20 46 4e 6e 65 74 |f so)...C. FNnet| 00000b20 67 61 6d 65 5f 74 68 65 69 72 6e 61 6d 65 20 3a |game_theirname :| 00000b30 20 72 65 74 75 72 6e 20 74 68 65 69 72 20 68 6f | return their ho| 00000b40 73 74 6e 61 6d 65 20 28 6f 72 20 6e 75 6c 6c 20 |stname (or null | 00000b50 69 66 20 6e 6f 6e 65 29 0d 03 16 17 dd a4 6e 65 |if none)......ne| 00000b60 74 67 61 6d 65 5f 63 6f 6e 6e 65 63 74 65 64 0d |tgame_connected.| 00000b70 03 20 1d 3d 28 6e 67 5f 73 74 61 74 65 3d 6e 67 |. .=(ng_state=ng| 00000b80 73 5f 63 6f 6e 6e 65 63 74 65 64 29 0d 03 2a 17 |s_connected)..*.| 00000b90 dd a4 6e 65 74 67 61 6d 65 5f 74 68 65 69 72 6e |..netgame_theirn| 00000ba0 61 6d 65 0d 03 34 28 e7 20 6e 67 5f 73 74 61 74 |ame..4(. ng_stat| 00000bb0 65 3d 6e 67 73 5f 63 6f 6e 6e 65 63 74 65 64 20 |e=ngs_connected | 00000bc0 8c 3d 6e 67 5f 63 6f 6e 74 6f 24 0d 03 3e 07 3d |.=ng_conto$..>.=| 00000bd0 22 22 0d 03 48 05 3a 0d 03 52 2e f4 20 6e 65 74 |""..H.:..R.. net| 00000be0 67 61 6d 65 5f 70 6f 6c 6c 20 3a 20 66 69 6e 64 |game_poll : find| 00000bf0 20 6f 75 74 20 77 68 61 74 27 73 20 68 61 70 70 | out what's happ| 00000c00 65 6e 69 6e 67 0d 03 5c 12 dd f2 6e 65 74 67 61 |ening..\...netga| 00000c10 6d 65 5f 70 6f 6c 6c 0d 03 66 18 ea 20 73 6f 63 |me_poll..f.. soc| 00000c20 6b 2c 6c 65 6e 2c 73 74 61 72 74 2c 70 74 72 0d |k,len,start,ptr.| 00000c30 03 70 11 c8 8e 20 6e 67 5f 73 74 61 74 65 20 ca |.p... ng_state .| 00000c40 0d 03 7a 2f 20 c9 20 6e 67 73 5f 64 69 73 63 6f |..z/ . ngs_disco| 00000c50 6e 6e 65 63 74 65 64 3a f4 20 41 77 61 69 74 69 |nnected:. 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