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Author Topic: Xbfilezilla!  (Read 115 times)

J.P. Patches

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Xbfilezilla!
« on: January 31, 2003, 12:57:00 PM »

Yeah.   I've been able to test it on the PC, but haven't gotten my Xbox build to work yet.  I recently ordered a second mod chip so that I could make a debug Xbox and step through my code to see where it's failing.  

PASV mode isn't working all that great yet, but it's pretty functional.  

The class is CFTPServer and, of course, you create one using CFTPServer (char *inifile, unsigned short port).

The port defaults to 21
The ini file has users, ip settings, anon user settings, etc...

Then you can start it by calling ftp.Start () and stop it by calling ftp.Stop ().

You can get number of users by calling ftp.GetUserCount () and iterate those users by calling GetUserInfo (int idx, char **username, char **pw, char **dir, char **ip) in case you want to display it.  There are also some hooks for callbacks on login and logout.  

Not sure why the code isn't working on the Xbox yet.  There's nothing in there that isn't allowed on an Xbox...  I'll just have to trace through and see what the heck is going on once I get my X2P.   There are some separate code paths, of course, but it's not even getting to them.  It's like WSAStartup () is failing or something.  

I also wrote a SIMPLE http server.  It only serves static pages.  Just spews data out the socket.  

JP
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Mage

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Xbfilezilla!
« Reply #1 on: January 31, 2003, 07:06:00 PM »

QUOTE
GetUserInfo (int idx, char **username, char **pw, char **dir, char **ip)

So an idx can be linked to multiple usernames and passwords?
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J.P. Patches

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Xbfilezilla!
« Reply #2 on: February 01, 2003, 12:27:00 AM »

Well..  Yeah.  It's just an index into the users that are currently online.  If'n you'd like to have an onscreen display of who's logged on to your xbox and where they're coming from.
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J.P. Patches

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Xbfilezilla!
« Reply #3 on: February 14, 2003, 09:48:00 AM »

So, I was tracing through my code yesterday and I get to the accept line and it blocks that thread, like it's supposed to, but the Xbox just doesn't accept.  

But Woo Hoo...  I have my debug machine up and running and stepping through code!
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