AGAIN?
K, this is my last one for today. I blame this lame program for not allowing me to NOT put a msg.
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@ -11,6 +11,7 @@ Documentation
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Documentation
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Mud Designer ToolKit.jpeg
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MudDesigner.suo
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Networking
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UpgradeLog.XML
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_UpgradeReport_Files
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</Value></Property></Properties></ItemProperties>
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@ -1,23 +0,0 @@
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_____________ _____________ ___ __
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| | | | | / \ |\ | | \
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| | | | | / \ | \ | | \
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| | | | | / \ | \ | | \
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| | |-----------| |___________ /_________\ | \ | | |
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| | | | | | | | \ | | |
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| | | | | | | | \ | | /
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\ / | | | | | | \ | | /
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--------- |___________| ____________| | | | \| |__/
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Well, this project is in C# but i've heard that we're using the a .dll for
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the MUD Engine, and thats what I'll be coding. So I was wondering: I'm
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most experienced with C++ and actually would have to go look for it if I
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did C#, maybe I could simply code the dll in C++. You see, it doesnt matter
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what the dll is coded in, when you link it you can link it to whatever
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language. I actually already have a Socket class made in C++ making it even
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EASIER for me. So for now I have the C++ Socket header here but I will look
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and work on coding it in C#.
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- u8sand
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-- Status --
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- Just found a website and I know where the "winsock control" is.
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- Currently learning how to use the winsock control, with UDP
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@ -1,178 +0,0 @@
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#pragma once
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#include <windows.h>
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#include <winsock.h>
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namespace // unnammed namespace
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{
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class Socket // socket class, used for all your socket needs.
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{
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public:
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Socket() // constructor, dw about it
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{
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port = 0;
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ip = 0;
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type = 0;
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sockAddrLen = sizeof(sockAddr);
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ready = false;
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}
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~Socket() // destructor, dw about it
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{
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port = 0;
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ip = 0;
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type = 0;
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sockAddrLen = 0;
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ready = false;
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}
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int init(int p,unsigned long i,int t) // init, always called first parameter is the socket's port, second
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{ // is the ip(if you want to use a String version see FindHostIP() @ the bottom
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port = p; // for server's the ip to use is INADDR_ANY last is type, IPPROTO_UDP or IPPROTO_TCP
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ip = i; // depending on what type you want UDP is used for any game and is allot more anoying
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type = t; // to code while TCP is easy to code but never used for games. D:
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if(port <= 0 || (type != IPPROTO_UDP && type != IPPROTO_TCP))
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{
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ready = false;
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return -1;
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}
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sockAddr.sin_family = AF_INET;
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sockAddr.sin_port = htons(port);
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sockAddr.sin_addr.S_un.S_addr = i;
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ready = true;
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return 1;
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}
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int start() // called after init, will "start" your socket
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{
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if(!ready)
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return 0;
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if(type == IPPROTO_UDP)
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hSocket = socket(AF_INET,SOCK_DGRAM,IPPROTO_UDP);
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else if(type == IPPROTO_TCP)
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hSocket = hSocket = socket(AF_INET,SOCK_STREAM,IPPROTO_TCP);
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if(hSocket == INVALID_SOCKET)
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throw -1;
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return 1;
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}
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int bind() // binding for servers, will bind the socket to the port you specified earlier
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{
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if(!ready)
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return 0;
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if(::bind(hSocket,(sockaddr*)(&sockAddr),sizeof(sockAddr)) != 0)
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return -1;
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return 1;
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}
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int listen() // listen, only for TCP sockets, sets the server up to receive clients
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{
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if(!ready)
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return 0;
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if(::listen(hSocket, SOMAXCONN) != 0)
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return -1;
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return 1;
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}
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int connect() // for clients only, will connect to the ip specified earlier
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{
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if(!ready)
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return 0;
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if(::connect(hSocket, reinterpret_cast<sockaddr*>(&sockAddr),sizeof(sockAddr)) != 0)
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return -1;
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return 1;
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}
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int accept(Socket& sr) // accept will accept a new client connection (only technechly for TCP
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{ // but using it w/ UDP will accept the way UDP sockets do.
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if(!ready)
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return 0;
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if(type == IPPROTO_TCP)
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sr.hSocket = ::accept(hSocket, (struct sockaddr*)&sr.sockAddr, &sr.sockAddrLen);
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else
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sr.hSocket = hSocket;
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if(sr.hSocket == INVALID_SOCKET)
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return -1;
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return 1;
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}
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int send(char* buf,int size) // send a packet of a character array, second parameter specify the
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{ // size of the packet(generally 256 or something) (TCP ONLY)
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if(!ready)
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return 0;
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int val = ::send(hSocket, buf, size, 0);
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if(val == SOCKET_ERROR)
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return -1;
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return 1;
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}
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int recv(char* &buf, int size) // recv a packet of a character array, second parameter specify the
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{ // size of the packet(generally 256 or something) (TCP ONLY)
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if(!ready)
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return 0;
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int val = ::recv(hSocket, buf, size, 0);
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if(val == SOCKET_ERROR)
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return -1;
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return 1;
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}
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int sendto(Socket& sr,char* buf,int size) // first parameter is the socket holding the data of the socket your
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{ // sending the data to, second is the packet, third is the size of your packet
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if(!ready)
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return 0;
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int val = ::sendto(sr.hSocket, buf, size, 0, (struct sockaddr *)&sr.sockAddr, sr.sockAddrLen);
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if(val == SOCKET_ERROR)
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return -1;
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return 1;
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}
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int recvfrom(Socket& sr,char* &buf,int size) // first parameter is the socket holding the data of the socket your
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{ // recieving the data from, second is the packet to hold the data, third is
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if(!ready) // size of your packet
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return 0;
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int val = ::recvfrom(sr.hSocket,buf, size, 0, (struct sockaddr *)&sr.sockAddr, &sr.sockAddrLen);
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if(val == SOCKET_ERROR)
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return -1;
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return 1;
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}
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int end() // closes the socket, call end after your finished using a socket
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{
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ready = false;
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if(::closesocket(hSocket) == SOCKET_ERROR)
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return -1;
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return 1;
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}
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bool operator==(const Socket& csr) // == operator, for logic test between two sockets checks if the IPs are the same
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{
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if(sockAddr.sin_addr.S_un.S_addr == csr.sockAddr.sin_addr.S_un.S_addr)
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return true;
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return false;
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}
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SOCKET hSocket;
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struct sockaddr_in sockAddr;
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int sockAddrLen;
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private:
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int port;
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int type;
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unsigned long ip;
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bool ready;
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};
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int initWinsock(WSADATA& wsaData,const int iReqWinsockVer) // call this at the top of your program, initiallizes winsock
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{
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if(WSAStartup(MAKEWORD(iReqWinsockVer,0),&wsaData) == 0)
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{
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if(LOBYTE(wsaData.wVersion) >= iReqWinsockVer)
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return 1;
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else
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return -2;
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}
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else
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return -1;
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}
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int endWinsock() // call this at the end of your program, cleans up winsock
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{
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return WSACleanup();
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}
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u_long FindHostIP(const char *pServerName) // accepts a string of your ip and it converts it to unsigned long
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{// example FindHostIP("127.0.0.1")
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HOSTENT *pHostent;
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if (!(pHostent = gethostbyname(pServerName)))
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return 0;
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else
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{
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if (pHostent->h_addr_list && pHostent->h_addr_list[0])
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return *reinterpret_cast<u_long*>(pHostent->h_addr_list[0]);
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}
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return 0;
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}
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}
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