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Evil Steve

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Yay #1:
Quote:
Hi there,

Thank you for your order with Music Non Stop Ltd.
We are pleased to inform you that the following has been shipped :-

VNV Nation - Judgement ( Limited Edition ) (Limited CD Digipak) x 1


Yay #2:
Quote:
Hi there,

Thank you for your order with Music Non Stop Ltd.
We are pleased to inform you that the following has been shipped :-

Nine Inch Nails - Year Zero (CD) x 1


Yay #3: My netowrk classes seem to be working rather well. The main reason I want to write yet another MUD is to write the network part of my engine, and a MUD is a reasonably good test for TCP/IP socket classes.

So far, I have the following engine-level classes:
ENetworkMgr
Has two functions - one to tick the network, and one to create a server. The CreateServer function takes two parameters; the protocol to use (TCP, UDP, etc) and the port to run on. It returns a ENetworkServer

ENetworkServer
Currently only has one function; GetNextClient which returns a pointer to a ENetworkClient if there's a new connection made during the last network tick, or null if not.

ENetworkClient
I only just wrote this class, so it doesn't have any functions yet, but it'll have functions to read / write data, get IP address, etc etc.

Behind the scenes, I use WSAEventSelect and WSAWaitForMultipleEvents which limits me to 64 active sockets, but that'll do. I'm not going to piss around with multiple threads or IO completion ports or the like this time. If I really need support for more than 64 users, then I might look at the 63 connections plus one signal per thread option.
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