Short: UDPfuncsV2.7 for Blitz-good for Net games Author: ants@paradise.net.nz (Anton Reinauer) Uploader: ants paradise net nz (Anton Reinauer) Type: dev/blitz Version: 2.7 Requires: dev/basic/TCP-to-Blitz.lha, WB 2.0+, min 1.5 meg mem, TCP stack -Ie: Miami, dev/basic/NewCommandSet.lha. V2.7 needs 020+ Architecture: m68k-amigaos These are functions to use the UDP protocol for multiplayer internet games in Blitz2. Also there is a small IRC-like chat program which is a good Net game communications test-bed. It checks wether packets have arrived at their destination by using an acknowledgement system, and resends packets if necessary (it is also able to send packets unreliably if wanted). Also it can also act as either a Server or Client. It has full Connect/Disconnect routines- each player is informed of the new player and starts sending any messages to the new player, as the communication is still Peer-To-Peer. Players are automatically disconnected by the Server if they can't be contacted for a certain amount of time. There are routines to make sure time is synched on all machines. It has a good independant interface for your program (well there's one last thing to be done :). There's a few TCP functions as well, like converting an ASCII address to numerical (long), and vice-versa, getting your local IP address etc. Some of the log-in and message protocols could be used in TCP games as well. It has an Arexx port to allow you to automatically connect to other UDP_Chat programs from AmiComSys, IRC, StrICQ etc- you just have to pass a host address to UDP_Chat. UDP is more appropriate for fast action games, like Doom clones, XWing clones, or platformers, maze games etc; anything that needs small lags (ping times), to remain playable over the Internet/LAN. What's new in V2.71! Version 2.7 16/01/2000 ------------ UDPHeader is V1.4, UDPFuncs are V1.6- Net protocol header is now in with UDPHeader. - This is an optimised version of V2.6, where nearly all the string work is replaced by buffers and pointers (all Unreliable packet work is done entirely with buffers now). - Fixed the bug introduced in V2.6, where a Client would be disconnected after a few seconds, after a second (or more) login(s). - Data from Reliable and UnReliable Packets is now returned as a pointer to a buffer with new a Function Get_Game_Data{}, so no more using Security_Warning{}. :) - It has Rodger Light's assembler bsdsocket access put in, instead of the Blitz lib, so you can now start the program without Miami needing to be running first. - This documentation changed to HTML, to make things easier.