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#
# This file was taken from RakNet 4.082.
# Please see licenses/RakNet license.txt for the underlying license and related copyright.
#
#
# Modified work: Copyright (c) 2017-2019, SLikeSoft UG (haftungsbeschränkt)
#
# This source code was modified by SLikeSoft. Modifications are licensed under the MIT-style
# license found in the license.txt file in the root directory of this source tree.
#
cmake_minimum_required(VERSION 2.6)
project("Chat Example")
include_directories(${SLIKENET_HEADER_FILES} ./)
add_executable(ChatServer "Server/Chat Example Server.cpp")
add_executable(ChatClient "Client/Chat Example Client.cpp")
target_link_libraries(ChatServer ${SLIKENET_COMMON_LIBS})
VSUBFOLDER(ChatServer "Samples")
target_link_libraries(ChatClient ${SLIKENET_COMMON_LIBS})
VSUBFOLDER(ChatClient "Samples")

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/*
* Original work: Copyright (c) 2014, Oculus VR, Inc.
* All rights reserved.
*
* This source code is licensed under the BSD-style license found in the
* RakNet License.txt file in the licenses directory of this source tree. An additional grant
* of patent rights can be found in the RakNet Patents.txt file in the same directory.
*
*
* Modified work: Copyright (c) 2016-2019, SLikeSoft UG (haftungsbeschränkt)
*
* This source code was modified by SLikeSoft. Modifications are licensed under the MIT-style
* license found in the license.txt file in the root directory of this source tree.
*/
// ----------------------------------------------------------------------
// RakNet version 1.0
// Filename ChatExample.cpp
// Very basic chat engine example
// ----------------------------------------------------------------------
#include "slikenet/MessageIdentifiers.h"
#include "slikenet/peerinterface.h"
#include "slikenet/statistics.h"
#include "slikenet/types.h"
#include "slikenet/BitStream.h"
#include "slikenet/PacketLogger.h"
#include <assert.h>
#include <cstdio>
#include <cstring>
#include <stdlib.h>
#include <limits> // used for std::numeric_limits
#include "slikenet/types.h"
#include "slikenet/Kbhit.h"
#ifdef _WIN32
#include "slikenet/WindowsIncludes.h" // Sleep
#else
#include <unistd.h> // usleep
#endif
#include "slikenet/Gets.h"
#include "slikenet/linux_adapter.h"
#include "slikenet/osx_adapter.h"
#if LIBCAT_SECURITY==1
#include "slikenet/SecureHandshake.h" // Include header for secure handshake
#endif
// We copy this from Multiplayer.cpp to keep things all in one file for this example
unsigned char GetPacketIdentifier(SLNet::Packet *p);
int main(void)
{
SLNet::RakNetStatistics *rss;
// Pointers to the interfaces of our server and client.
// Note we can easily have both in the same program
SLNet::RakPeerInterface *client= SLNet::RakPeerInterface::GetInstance();
// client->InitializeSecurity(0,0,0,0);
//SLNet::PacketLogger packetLogger;
//client->AttachPlugin(&packetLogger);
// Holds packets
SLNet::Packet* p;
// GetPacketIdentifier returns this
unsigned char packetIdentifier;
// Just so we can remember where the packet came from
bool isServer;
// Record the first client that connects to us so we can pass it to the ping function
SLNet::SystemAddress clientID= SLNet::UNASSIGNED_SYSTEM_ADDRESS;
// Crude interface
// Holds user data
char ip[64], serverPort[30], clientPort[30];
// A client
isServer=false;
printf("This is a sample implementation of a text based chat client.\n");
printf("Connect to the project 'Chat Example Server'.\n");
printf("Difficulty: Beginner\n\n");
// Get our input
puts("Enter the client port to listen on");
Gets(clientPort,sizeof(clientPort));
if (clientPort[0]==0)
strcpy_s(clientPort, "0");
const int intClientPort = atoi(clientPort);
if ((intClientPort < 0) || (intClientPort > std::numeric_limits<unsigned short>::max())) {
printf("Specified client port %d is outside valid bounds [0, %u]", intClientPort, std::numeric_limits<unsigned short>::max());
return 1;
}
puts("Enter IP to connect to");
Gets(ip, sizeof(ip));
client->AllowConnectionResponseIPMigration(false);
if (ip[0]==0)
strcpy_s(ip, "127.0.0.1");
// strcpy_s(ip, "natpunch.slikesoft.com");
puts("Enter the port to connect to");
Gets(serverPort,sizeof(serverPort));
if (serverPort[0]==0)
strcpy_s(serverPort, "1234");
int intServerPort = atoi(serverPort);
if ((intServerPort < 0) || (intServerPort > std::numeric_limits<unsigned short>::max())) {
printf("Specified server port %d is outside valid bounds [0, %u]", intServerPort, std::numeric_limits<unsigned short>::max());
return 2;
}
// Connecting the client is very simple. 0 means we don't care about
// a connectionValidationInteger, and false for low priority threads
SLNet::SocketDescriptor socketDescriptor(static_cast<unsigned short>(intClientPort),0);
socketDescriptor.socketFamily=AF_INET;
client->Startup(8,&socketDescriptor, 1);
client->SetOccasionalPing(true);
#if LIBCAT_SECURITY==1
char public_key[cat::EasyHandshake::PUBLIC_KEY_BYTES];
FILE *fp;
fopen_s(&fp,"publicKey.dat","rb");
fread(public_key,sizeof(public_key),1,fp);
fclose(fp);
SLNet::PublicKey pk;
pk.remoteServerPublicKey=public_key;
pk.publicKeyMode= SLNet::PKM_USE_KNOWN_PUBLIC_KEY;
client->Connect(ip, static_cast<unsigned short>(intServerPort), "Rumpelstiltskin", (int) strlen("Rumpelstiltskin"), &pk);
#else
SLNet::ConnectionAttemptResult car = client->Connect(ip, static_cast<unsigned short>(intServerPort), "Rumpelstiltskin", (int) strlen("Rumpelstiltskin"));
RakAssert(car== SLNet::CONNECTION_ATTEMPT_STARTED);
#endif
printf("\nMy IP addresses:\n");
unsigned int i;
for (i=0; i < client->GetNumberOfAddresses(); i++)
{
printf("%i. %s\n", i+1, client->GetLocalIP(i));
}
printf("My GUID is %s\n", client->GetGuidFromSystemAddress(SLNet::UNASSIGNED_SYSTEM_ADDRESS).ToString());
puts("'quit' to quit. 'stat' to show stats. 'ping' to ping.\n'disconnect' to disconnect. 'connect' to reconnnect. Type to talk.");
char message[2048];
// Loop for input
for(;;)
{
// This sleep keeps RakNet responsive
#ifdef _WIN32
Sleep(30);
#else
usleep(30 * 1000);
#endif
if (_kbhit())
{
// Notice what is not here: something to keep our network running. It's
// fine to block on Gets or anything we want
// Because the network engine was painstakingly written using threads.
Gets(message,sizeof(message));
if (strcmp(message, "quit")==0)
{
puts("Quitting.");
break;
}
if (strcmp(message, "stat")==0)
{
rss=client->GetStatistics(client->GetSystemAddressFromIndex(0));
StatisticsToString(rss, message, 2048, 2);
printf("%s", message);
printf("Ping=%i\n", client->GetAveragePing(client->GetSystemAddressFromIndex(0)));
continue;
}
if (strcmp(message, "disconnect")==0)
{
printf("Enter index to disconnect: ");
char str[32];
Gets(str, sizeof(str));
if (str[0]==0)
strcpy_s(str,"0");
int index = atoi(str);
client->CloseConnection(client->GetSystemAddressFromIndex(index),false);
printf("Disconnecting.\n");
continue;
}
if (strcmp(message, "shutdown")==0)
{
client->Shutdown(100);
printf("Shutdown.\n");
continue;
}
if (strcmp(message, "startup")==0)
{
bool b = client->Startup(8,&socketDescriptor, 1)== SLNet::RAKNET_STARTED;
if (b)
printf("Started.\n");
else
printf("Startup failed.\n");
continue;
}
if (strcmp(message, "connect")==0)
{
printf("Enter server ip: ");
Gets(ip, sizeof(ip));
if (ip[0]==0)
strcpy_s(ip, "127.0.0.1");
printf("Enter server port: ");
Gets(serverPort,sizeof(serverPort));
if (serverPort[0]==0)
strcpy_s(serverPort, "1234");
intServerPort = atoi(serverPort);
if ((intServerPort < 0) || (intServerPort > std::numeric_limits<unsigned short>::max())) {
printf("Specified server port %d is outside valid bounds [0, %u]", intServerPort, std::numeric_limits<unsigned short>::max());
return 2;
}
#if LIBCAT_SECURITY==1
bool b = client->Connect(ip, static_cast<unsigned short>(intServerPort), "Rumpelstiltskin", (int) strlen("Rumpelstiltskin"), &pk)== SLNet::CONNECTION_ATTEMPT_STARTED;
#else
bool b = client->Connect(ip, static_cast<unsigned short>(intServerPort), "Rumpelstiltskin", (int) strlen("Rumpelstiltskin"))== SLNet::CONNECTION_ATTEMPT_STARTED;
#endif
if (b)
puts("Attempting connection");
else
{
puts("Bad connection attempt. Terminating.");
exit(1);
}
continue;
}
if (strcmp(message, "ping")==0)
{
if (client->GetSystemAddressFromIndex(0)!= SLNet::UNASSIGNED_SYSTEM_ADDRESS)
client->Ping(client->GetSystemAddressFromIndex(0));
continue;
}
if (strcmp(message, "getlastping")==0)
{
if (client->GetSystemAddressFromIndex(0)!= SLNet::UNASSIGNED_SYSTEM_ADDRESS)
printf("Last ping is %i\n", client->GetLastPing(client->GetSystemAddressFromIndex(0)));
continue;
}
// message is the data to send
// strlen(message)+1 is to send the null-terminator
// HIGH_PRIORITY doesn't actually matter here because we don't use any other priority
// RELIABLE_ORDERED means make sure the message arrives in the right order
client->Send(message, (int) strlen(message)+1, HIGH_PRIORITY, RELIABLE_ORDERED, 0, SLNet::UNASSIGNED_SYSTEM_ADDRESS, true);
}
// Get a packet from either the server or the client
for (p=client->Receive(); p; client->DeallocatePacket(p), p=client->Receive())
{
// We got a packet, get the identifier with our handy function
packetIdentifier = GetPacketIdentifier(p);
// Check if this is a network message packet
switch (packetIdentifier)
{
case ID_DISCONNECTION_NOTIFICATION:
// Connection lost normally
printf("ID_DISCONNECTION_NOTIFICATION\n");
break;
case ID_ALREADY_CONNECTED:
// Connection lost normally
printf("ID_ALREADY_CONNECTED with guid %" PRINTF_64_BIT_MODIFIER "u\n", p->guid.g);
break;
case ID_INCOMPATIBLE_PROTOCOL_VERSION:
printf("ID_INCOMPATIBLE_PROTOCOL_VERSION\n");
break;
case ID_REMOTE_DISCONNECTION_NOTIFICATION: // Server telling the clients of another client disconnecting gracefully. You can manually broadcast this in a peer to peer enviroment if you want.
printf("ID_REMOTE_DISCONNECTION_NOTIFICATION\n");
break;
case ID_REMOTE_CONNECTION_LOST: // Server telling the clients of another client disconnecting forcefully. You can manually broadcast this in a peer to peer enviroment if you want.
printf("ID_REMOTE_CONNECTION_LOST\n");
break;
case ID_REMOTE_NEW_INCOMING_CONNECTION: // Server telling the clients of another client connecting. You can manually broadcast this in a peer to peer enviroment if you want.
printf("ID_REMOTE_NEW_INCOMING_CONNECTION\n");
break;
case ID_CONNECTION_BANNED: // Banned from this server
printf("We are banned from this server.\n");
break;
case ID_CONNECTION_ATTEMPT_FAILED:
printf("Connection attempt failed\n");
break;
case ID_NO_FREE_INCOMING_CONNECTIONS:
// Sorry, the server is full. I don't do anything here but
// A real app should tell the user
printf("ID_NO_FREE_INCOMING_CONNECTIONS\n");
break;
case ID_INVALID_PASSWORD:
printf("ID_INVALID_PASSWORD\n");
break;
case ID_CONNECTION_LOST:
// Couldn't deliver a reliable packet - i.e. the other system was abnormally
// terminated
printf("ID_CONNECTION_LOST\n");
break;
case ID_CONNECTION_REQUEST_ACCEPTED:
// This tells the client they have connected
printf("ID_CONNECTION_REQUEST_ACCEPTED to %s with GUID %s\n", p->systemAddress.ToString(true), p->guid.ToString());
printf("My external address is %s\n", client->GetExternalID(p->systemAddress).ToString(true));
break;
case ID_CONNECTED_PING:
case ID_UNCONNECTED_PING:
printf("Ping from %s\n", p->systemAddress.ToString(true));
break;
default:
// It's a client, so just show the message
printf("%s\n", p->data);
break;
}
}
}
// Be nice and let the server know we quit.
client->Shutdown(300);
// We're done with the network
SLNet::RakPeerInterface::DestroyInstance(client);
return 0;
}
// Copied from Multiplayer.cpp
// If the first byte is ID_TIMESTAMP, then we want the 5th byte
// Otherwise we want the 1st byte
unsigned char GetPacketIdentifier(SLNet::Packet *p)
{
if (p==0)
return 255;
if ((unsigned char)p->data[0] == ID_TIMESTAMP)
{
RakAssert(p->length > sizeof(SLNet::MessageID) + sizeof(SLNet::Time));
return (unsigned char) p->data[sizeof(SLNet::MessageID) + sizeof(SLNet::Time)];
}
else
return (unsigned char) p->data[0];
}

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/*
* Original work: Copyright (c) 2014, Oculus VR, Inc.
* All rights reserved.
*
* This source code is licensed under the BSD-style license found in the
* RakNet License.txt file in the licenses directory of this source tree. An additional grant
* of patent rights can be found in the RakNet Patents.txt file in the same directory.
*
*
* Modified work: Copyright (c) 2016-2019, SLikeSoft UG (haftungsbeschränkt)
*
* This source code was modified by SLikeSoft. Modifications are licensed under the MIT-style
* license found in the license.txt file in the root directory of this source tree.
*/
// ----------------------------------------------------------------------
// RakNet version 1.0
// Filename ChatExample.cpp
// Very basic chat engine example
// ----------------------------------------------------------------------
#include "slikenet/MessageIdentifiers.h"
#include "slikenet/peerinterface.h"
#include "slikenet/statistics.h"
#include "slikenet/types.h"
#include "slikenet/BitStream.h"
#include "slikenet/sleep.h"
#include "slikenet/PacketLogger.h"
#include <assert.h>
#include <cstdio>
#include <cstring>
#include <stdlib.h>
#include <limits> // used for std::numeric_limits
#include "slikenet/Kbhit.h"
#include <stdio.h>
#include <string.h>
#include "slikenet/Gets.h"
#include "slikenet/linux_adapter.h"
#include "slikenet/osx_adapter.h"
#if LIBCAT_SECURITY==1
#include "slikenet/SecureHandshake.h" // Include header for secure handshake
#endif
#if defined(_CONSOLE_2)
#include "Console2SampleIncludes.h"
#endif
// We copy this from Multiplayer.cpp to keep things all in one file for this example
unsigned char GetPacketIdentifier(SLNet::Packet *p);
#ifdef _CONSOLE_2
_CONSOLE_2_SetSystemProcessParams
#endif
int main(void)
{
// Pointers to the interfaces of our server and client.
// Note we can easily have both in the same program
SLNet::RakPeerInterface *server= SLNet::RakPeerInterface::GetInstance();
SLNet::RakNetStatistics *rss;
server->SetIncomingPassword("Rumpelstiltskin", (int)strlen("Rumpelstiltskin"));
server->SetTimeoutTime(30000, SLNet::UNASSIGNED_SYSTEM_ADDRESS);
// SLNet::PacketLogger packetLogger;
// server->AttachPlugin(&packetLogger);
#if LIBCAT_SECURITY==1
cat::EasyHandshake handshake;
char public_key[cat::EasyHandshake::PUBLIC_KEY_BYTES];
char private_key[cat::EasyHandshake::PRIVATE_KEY_BYTES];
handshake.GenerateServerKey(public_key, private_key);
server->InitializeSecurity(public_key, private_key, false);
FILE *fp;
fopen_s(&fp,"publicKey.dat","wb");
fwrite(public_key,sizeof(public_key),1,fp);
fclose(fp);
#endif
// Holds packets
SLNet::Packet* p;
// GetPacketIdentifier returns this
unsigned char packetIdentifier;
// Record the first client that connects to us so we can pass it to the ping function
SLNet::SystemAddress clientID= SLNet::UNASSIGNED_SYSTEM_ADDRESS;
// Holds user data
char portstring[30];
printf("This is a sample implementation of a text based chat server.\n");
printf("Connect to the project 'Chat Example Client'.\n");
printf("Difficulty: Beginner\n\n");
// A server
puts("Enter the server port to listen on");
Gets(portstring,sizeof(portstring));
if (portstring[0]==0)
strcpy_s(portstring, "1234");
const int intServerPort = atoi(portstring);
if ((intServerPort < 0) || (intServerPort > std::numeric_limits<unsigned short>::max())) {
printf("Specified server port %d is outside valid bounds [0, %u]", intServerPort, std::numeric_limits<unsigned short>::max());
return 1;
}
puts("Starting server.");
// Starting the server is very simple. 2 players allowed.
// 0 means we don't care about a connectionValidationInteger, and false
// for low priority threads
// I am creating two socketDesciptors, to create two sockets. One using IPV6 and the other IPV4
SLNet::SocketDescriptor socketDescriptors[2];
socketDescriptors[0].port=static_cast<unsigned short>(intServerPort);
socketDescriptors[0].socketFamily=AF_INET; // Test out IPV4
socketDescriptors[1].port=static_cast<unsigned short>(intServerPort);
socketDescriptors[1].socketFamily=AF_INET6; // Test out IPV6
bool b = server->Startup(4, socketDescriptors, 2 )== SLNet::RAKNET_STARTED;
server->SetMaximumIncomingConnections(4);
if (!b)
{
printf("Failed to start dual IPV4 and IPV6 ports. Trying IPV4 only.\n");
// Try again, but leave out IPV6
b = server->Startup(4, socketDescriptors, 1 )== SLNet::RAKNET_STARTED;
if (!b)
{
puts("Server failed to start. Terminating.");
exit(1);
}
}
server->SetOccasionalPing(true);
server->SetUnreliableTimeout(1000);
DataStructures::List< SLNet::RakNetSocket2* > sockets;
server->GetSockets(sockets);
printf("Socket addresses used by RakNet:\n");
for (unsigned int i=0; i < sockets.Size(); i++)
{
printf("%i. %s\n", i+1, sockets[i]->GetBoundAddress().ToString(true));
}
printf("\nMy IP addresses:\n");
for (unsigned int i=0; i < server->GetNumberOfAddresses(); i++)
{
SLNet::SystemAddress sa = server->GetInternalID(SLNet::UNASSIGNED_SYSTEM_ADDRESS, i);
printf("%i. %s (LAN=%i)\n", i+1, sa.ToString(false), sa.IsLANAddress());
}
printf("\nMy GUID is %s\n", server->GetGuidFromSystemAddress(SLNet::UNASSIGNED_SYSTEM_ADDRESS).ToString());
puts("'quit' to quit. 'stat' to show stats. 'ping' to ping.\n'pingip' to ping an ip address\n'ban' to ban an IP from connecting.\n'kick to kick the first connected player.\nType to talk.");
char message[2048];
// Loop for input
for(;;)
{
// This sleep keeps RakNet responsive
RakSleep(30);
if (_kbhit())
{
// Notice what is not here: something to keep our network running. It's
// fine to block on gets or anything we want
// Because the network engine was painstakingly written using threads.
Gets(message,sizeof(message));
if (strcmp(message, "quit")==0)
{
puts("Quitting.");
break;
}
if (strcmp(message, "stat")==0)
{
rss=server->GetStatistics(server->GetSystemAddressFromIndex(0));
StatisticsToString(rss, message, 2048, 2);
printf("%s", message);
printf("Ping %i\n", server->GetAveragePing(server->GetSystemAddressFromIndex(0)));
continue;
}
if (strcmp(message, "ping")==0)
{
server->Ping(clientID);
continue;
}
if (strcmp(message, "pingip")==0)
{
printf("Enter IP: ");
Gets(message,sizeof(message));
printf("Enter port: ");
Gets(portstring,sizeof(portstring));
if (portstring[0]==0)
strcpy_s(portstring, "1234");
const int intPort = atoi(portstring);
if ((intPort < 0) || (intPort > std::numeric_limits<unsigned short>::max())) {
printf("Specified port %d is outside valid bounds [0, %u]", intPort, std::numeric_limits<unsigned short>::max());
continue;
}
server->Ping(message, static_cast<unsigned short>(intPort), false);
continue;
}
if (strcmp(message, "kick")==0)
{
server->CloseConnection(clientID, true, 0);
continue;
}
if (strcmp(message, "getconnectionlist")==0)
{
SLNet::SystemAddress systems[10];
unsigned short numConnections=10;
server->GetConnectionList((SLNet::SystemAddress*) &systems, &numConnections);
for (int i=0; i < numConnections; i++)
{
printf("%i. %s\n", i+1, systems[i].ToString(true));
}
continue;
}
if (strcmp(message, "ban")==0)
{
printf("Enter IP to ban. You can use * as a wildcard\n");
Gets(message,sizeof(message));
server->AddToBanList(message);
printf("IP %s added to ban list.\n", message);
continue;
}
// Message now holds what we want to broadcast
char message2[2048];
// Append Server: to the message so clients know that it ORIGINATED from the server
// All messages to all clients come from the server either directly or by being
// relayed from other clients
message2[0]=0;
const static char prefix[] = "Server: ";
strncpy_s(message2, prefix, sizeof(message2));
strncat_s(message2, message, sizeof(message2) - strlen(prefix) - 1);
// message2 is the data to send
// strlen(message2)+1 is to send the null-terminator
// HIGH_PRIORITY doesn't actually matter here because we don't use any other priority
// RELIABLE_ORDERED means make sure the message arrives in the right order
// We arbitrarily pick 0 for the ordering stream
// SLNet::UNASSIGNED_SYSTEM_ADDRESS means don't exclude anyone from the broadcast
// true means broadcast the message to everyone connected
server->Send(message2, (const int) strlen(message2)+1, HIGH_PRIORITY, RELIABLE_ORDERED, 0, SLNet::UNASSIGNED_SYSTEM_ADDRESS, true);
}
// Get a packet from either the server or the client
for (p=server->Receive(); p; server->DeallocatePacket(p), p=server->Receive())
{
// We got a packet, get the identifier with our handy function
packetIdentifier = GetPacketIdentifier(p);
// Check if this is a network message packet
switch (packetIdentifier)
{
case ID_DISCONNECTION_NOTIFICATION:
// Connection lost normally
printf("ID_DISCONNECTION_NOTIFICATION from %s\n", p->systemAddress.ToString(true));;
break;
case ID_NEW_INCOMING_CONNECTION:
// Somebody connected. We have their IP now
printf("ID_NEW_INCOMING_CONNECTION from %s with GUID %s\n", p->systemAddress.ToString(true), p->guid.ToString());
clientID=p->systemAddress; // Record the player ID of the client
printf("Remote internal IDs:\n");
for (int index=0; index < MAXIMUM_NUMBER_OF_INTERNAL_IDS; index++)
{
SLNet::SystemAddress internalId = server->GetInternalID(p->systemAddress, index);
if (internalId!= SLNet::UNASSIGNED_SYSTEM_ADDRESS)
{
printf("%i. %s\n", index+1, internalId.ToString(true));
}
}
break;
case ID_INCOMPATIBLE_PROTOCOL_VERSION:
printf("ID_INCOMPATIBLE_PROTOCOL_VERSION\n");
break;
case ID_CONNECTED_PING:
case ID_UNCONNECTED_PING:
printf("Ping from %s\n", p->systemAddress.ToString(true));
break;
case ID_CONNECTION_LOST:
// Couldn't deliver a reliable packet - i.e. the other system was abnormally
// terminated
printf("ID_CONNECTION_LOST from %s\n", p->systemAddress.ToString(true));;
break;
default:
// The server knows the static data of all clients, so we can prefix the message
// With the name data
printf("%s\n", p->data);
// Relay the message. We prefix the name for other clients. This demonstrates
// That messages can be changed on the server before being broadcast
// Sending is the same as before
sprintf_s(message, "%s", p->data);
server->Send(message, (const int) strlen(message)+1, HIGH_PRIORITY, RELIABLE_ORDERED, 0, p->systemAddress, true);
break;
}
}
}
server->Shutdown(300);
// We're done with the network
SLNet::RakPeerInterface::DestroyInstance(server);
return 0;
}
// Copied from Multiplayer.cpp
// If the first byte is ID_TIMESTAMP, then we want the 5th byte
// Otherwise we want the 1st byte
unsigned char GetPacketIdentifier(SLNet::Packet *p)
{
if (p==0)
return 255;
if ((unsigned char)p->data[0] == ID_TIMESTAMP)
{
RakAssert(p->length > sizeof(SLNet::MessageID) + sizeof(SLNet::Time));
return (unsigned char) p->data[sizeof(SLNet::MessageID) + sizeof(SLNet::Time)];
}
else
return (unsigned char) p->data[0];
}

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