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Network communication via Trap #15
http://easy68k.com/EASy68Kforum/viewtopic.php?f=9&t=183
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Author:  profkelly [ Wed Jan 11, 2006 4:23 am ]
Post subject:  Network communication via Trap #15

Add TCP & UDP communication capability via Trap #15.

Suggested by ABeakyboy :wink: I think he wants a multi-player EasyZone :thumbup:

Author:  gtippery [ Wed Jan 11, 2006 3:53 pm ]
Post subject:  Re: Network communication via Trap #15

profkelly wrote:
Add TCP & UDP communication capability via Trap #15.

What level would that be implemented as? Sockets?

Author:  profkelly [ Wed Jan 11, 2006 9:03 pm ]
Post subject: 

Yes, sockets.

Author:  ABeakyboy [ Wed Jan 11, 2006 10:23 pm ]
Post subject: 

Lol! I'm willing to do this, if someone says that they will use it. I'm pretty good at network sockets.

I was thinking start with UDP and then MAYBE go to TCP.

Author:  gtippery [ Thu Jan 12, 2006 3:20 pm ]
Post subject: 

ABeakyboy wrote:
I was thinking start with UDP and then MAYBE go to TCP.

That sounds like a good plan, though I don't know what I'd personally use it for. I've never done any socket-level programming. Know of any on-line tutorials?

Author:  profkelly [ Thu Jan 12, 2006 4:03 pm ]
Post subject: 

I think it would probably look something like this:

Trap Task

60: Create UDP server
D0 = port number
D1 = IRQ level, (creates an IRQ when data arrives)
=0 to turn off IRQ
A0 = address of receive buffer (max length 64K)
etc

61: Get status of UDP server
D0 = 0, no data
D0 = 1, new data received
D0 = 2, error in last reception
D1 = IP of sender
etc

62: etc

You would set up a server and/or client and then send and receive data using the appropriate trap task. Sim68K would take care of formatting the data into the proper UDP or TCP format. The assembly level program would only need to deal with the data that was sent or received.

Author:  ABeakyboy [ Thu Jan 12, 2006 5:44 pm ]
Post subject: 

Yeah.....I'd also have to decide if I wanted to use Borland's sockets or the win APIs........both have advantages and disadvantages.

Author:  lee [ Sun Jan 15, 2006 4:19 am ]
Post subject:  Re: Network communication via Trap #15

profkelly wrote:
Suggested by ABeakyboy :wink: I think he wants a multi-player EasyZone :thumbup:

Thinking on this I can now see how to re-arrange things to have many active objects in the game.

ABeakyboy wrote:
I'm willing to do this, if someone says that they will use it.

Go on then. 8^)=

Lee.

Author:  ABeakyboy [ Mon Jan 16, 2006 12:43 am ]
Post subject: 

ok I might play around with it sometime.....we'll see how busy I am this semester

Author:  profkelly [ Thu Apr 01, 2010 1:15 pm ]
Post subject: 

My current Assembly Language class is doing a group project that could make use of network communications so I will be attempting to add this feature.

Author:  profkelly [ Sat Apr 24, 2010 12:46 pm ]
Post subject: 

Network support added to version 5.4.0.

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