Short:    UDPfuncsV2.5 for Blitz-good for Net games
Author:   anton@ww.co.nz (Anton Reinauer)
Uploader: anton@ww.co.nz (Anton Reinauer)
Version:  2.5
Type:     dev/basic
Requires: dev/basic/TCP-to-Blitz.lha, WB 2.0+, min 1.5 meg mem, TCP stack
-Ie:      Miami 

  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'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 V2.5!

 Version 2.5  14/06/1999 
------------
  Shifted LocalHost: button to the left to allow for longer localhost
names.
  You can now send and receive Unreliable messages. I've added 
the Function Send_Unreliable_Message{}. Decode_Packet{} now recognises
unreliable packets and sends them to Security_Warning to be printed out. 
  Button 7 now toggles between sending Reliable and Unreliable messages.
Any sent unreliable messages now have SU at the beginning of the line,
and any received unreliable messages have RU at the beginning.
  Fixed a bad bug- well bad programming I'd done early on actually. 
Send_Reliable_Message{} was changing last_message_number at certain times,
when only Find_Next_Message{} should have been dealing with it- naughty! 
  UDP_Header is V1.2, the net protocol header is now V0.5 
  I've changed Security_Warning{} and Comms_Debug{}, so they now put the
messages into arrays rather than calling Print_String{}. Instead you can
get the messages by calling either Read_Security_Warning{}, or 
Read_Comms_Debug_Messages{} which return either a message or empty
string "", if there's no more messages waiting to be printed out. 
  Print_String{} has been put with the Game functions, so now you can cut
and paste all the UDP stuff into your program in one section.
  Added some more Theory to the Guide.


============================= Archive contents =============================

Original  Packed Ratio    Date     Time    Name
-------- ------- ----- --------- --------  -------------
   22203    8736 60.6% 23-Apr-98 12:58:06 +Lag problems in Net games 
    2614     964 63.1% 30-Apr-99 12:15:48 +net_protocol_header.bb2
    1242     219 82.3% 30-Apr-99 12:15:48 +net_protocol_header.bb2.xtra
  283474   79146 72.0% 18-Jun-99 17:24:42 +Old_Stuff.lha
     267     196 26.5% 12-May-98 22:17:14 +Quit_UDP_Chat.rexx
    1290     666 48.3% 29-Jul-98 15:04:56 +UDP_Chat.rexx
   39499   15351 61.1% 14-Jun-99 21:31:50 +UDP-Examples.guide
   53411   13772 74.2% 14-Jun-99 21:36:28 +UDP_ChatV2.5.asc
    1242     179 85.5% 14-Jun-99 21:14:38 +UDP_ChatV2.5.bb2.xtra
    5657    2091 63.0% 23-Apr-99 19:19:02 +UDPFuncs.bb2
    1242     189 84.7% 23-Apr-99 19:19:02 +UDPFuncs.bb2.xtra
    1206     522 56.7% 05-May-99 13:23:38 +UDPHeader.bb2
    1242     190 84.7% 05-May-99 13:23:38 +UDPHeader.bb2.xtra
-------- ------- ----- --------- --------
  414589  122221 70.5% 18-Jun-99 21:36:56   13 files
