I think I have the original code by TAA. Is this it maybe? Attached files C InSim Tutorial.zip - 21.4 KB - 977 views
Quote from DarkTimes :Hey, wasn't sure where to post this, but someone asked me for an example of writing an OutGauge app in C++, and this is what I came up with. I'm posting it here in case it's useful to other people. Just note that I ain't a great C++ programmer, so there may be a few issues that I've not realised. Anyway it appears to work and shouldn't explode. The code is a rehash of the pyinsim OutGauge example, which basically prints out a message whenever the shift-light comes on. I use this because it's simple, demonstrates everything you need to know, and is easily testable. It's usefulness, however, can be disputed. Note: The OutGauge flags mask thing is explained in this thread. #include <iostream>#include <winsock2.h> // WinSock2 library (may need to add WS2_32.lib to project dependencies).#define BUFFER_SIZE 512 // Receive buffer size (basically maximum packet size in UDP).#define HOST "127.0.0.1" // Host to connect to.#define PORT 30000 // Port to connect to the host through.// Define types used by InSim.typedef unsigned char byte;typedef unsigned short word;typedef struct{ int X, Y, Z;} Vec;typedef struct{ float X, Y, Z;} Vector;// Include InSim header.#include "InSim.h"void OutGaugePacketReceived(const OutGaugePack packet);int main(int argc, char *argv[]){ // Initialise WinSock version 2.2. WSADATA wsaData; if (WSAStartup(MAKEWORD(2, 2), &wsaData) != 0) { WSACleanup(); std::cerr << "Error: Failed to init WinSock" << std::endl; return EXIT_FAILURE; } // Create UDP socket. SOCKET sock = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP); if (sock == INVALID_SOCKET) { WSACleanup(); std::cerr << "Error: Could not create socket." << std::endl; return EXIT_FAILURE; } // Bind to receive UDP packets. sockaddr_in saddr; saddr.sin_family = AF_INET; saddr.sin_addr.s_addr = inet_addr(HOST); saddr.sin_port = htons(PORT); if (bind(sock, (sockaddr *)&saddr, sizeof(sockaddr)) == SOCKET_ERROR) { closesocket(sock); WSACleanup(); std::cerr << "Error: Could not connect to LFS" << std::endl; return EXIT_FAILURE; } // Packet receive loop. char recvbuf[BUFFER_SIZE]; memset(recvbuf, 0, sizeof(recvbuf)); // Set recvbuf to zero. int bytes = 0; do { bytes = recv(sock, recvbuf, BUFFER_SIZE, 0); if (bytes > 0) OutGaugePacketReceived((OutGaugePack &)recvbuf); else if (bytes == 0) std::cerr << "Error: Lost connection with LFS" << std::endl; else std::cerr << "Error: " << WSAGetLastError() << std::endl; } while (bytes > 0); // Cleanup and exit. closesocket(sock); WSACleanup(); return EXIT_SUCCESS;}void OutGaugePacketReceived(const OutGaugePack packet){ unsigned mask = 1 << DL_SHIFT; if (packet.ShowLights & mask) { std::cout << "Shift light on!" << std::endl; }} I uploaded a VS2010 project for this, with dependencies and stuff, which should compile without any issue. Attached files OutGauge_Project.zip - 23.2 KB - 826 views
Quote from Ziroh :How can i add text when a player connects Sending text: (you send this packet to LFS) Quote from docs/InSim.txt :struct IS_MST // MSg Type - send to LFS to type message or command { byte Size; // 68 byte Type; // ISP_MST byte ReqI; // 0 byte Zero; char Msg[64]; // last byte must be zero }; Detecting a new connection: (you receive this packet from LFS) Quote from docs/InSim.txt :struct IS_NCN // New ConN { byte Size; // 56 byte Type; // ISP_NCN byte ReqI; // 0 unless this is a reply to a TINY_NCN request byte UCID; // new connection's unique id (0 = host) char UName[24]; // username char PName[24]; // nickname byte Admin; // 1 if admin byte Total; // number of connections including host byte Flags; // bit 2 : remote byte Sp3; };