Files
itgmania212121/stepmania/src/NetworkSyncManager.cpp
T

730 lines
18 KiB
C++
Raw Normal View History

#include "global.h"
#include "NetworkSyncManager.h"
2004-08-28 05:30:23 +00:00
#include "NetworkSyncServer.h"
2004-08-28 23:25:13 +00:00
#include "LuaFunctions.h"
2004-06-15 02:21:16 +00:00
NetworkSyncManager *NSMAN;
#if defined(WITHOUT_NETWORKING)
2004-08-18 01:29:51 +00:00
NetworkSyncManager::NetworkSyncManager( LoadingWindow *ld ) { useSMserver=false; }
2004-06-15 02:21:16 +00:00
NetworkSyncManager::~NetworkSyncManager () { }
void NetworkSyncManager::CloseConnection() { }
void NetworkSyncManager::PostStartUp( CString ServerIP ) { }
bool NetworkSyncManager::Connect(const CString& addy, unsigned short port) { return false; }
2004-08-10 23:46:24 +00:00
void NetworkSyncManager::ReportTiming(float offset, int PlayerNumber) { }
2004-06-15 02:21:16 +00:00
void NetworkSyncManager::ReportScore(int playerID, int step, int score, int combo) { }
void NetworkSyncManager::ReportSongOver() { }
void NetworkSyncManager::ReportStyle() {}
2004-07-22 22:19:14 +00:00
void NetworkSyncManager::StartRequest(short position) { }
2004-06-15 02:21:16 +00:00
void NetworkSyncManager::DisplayStartupStatus() { }
void NetworkSyncManager::Update( float fDeltaTime ) { }
2004-08-18 00:16:00 +00:00
bool NetworkSyncManager::ChangedScoreboard(int Column) { return false; }
void NetworkSyncManager::SendChat( CString message ) { }
2004-08-28 03:37:52 +00:00
void NetworkSyncManager::SelectUserSong() { }
2004-06-15 02:21:16 +00:00
#else
#include "ezsockets.h"
#include "ProfileManager.h"
#include "RageLog.h"
#include "StepMania.h"
#include "ScreenManager.h"
2004-04-17 23:09:15 +00:00
#include "song.h"
#include "Course.h"
#include "GameState.h"
#include "StageStats.h"
#include "Steps.h"
2004-08-13 20:57:04 +00:00
#include "PrefsManager.h"
#include "ProductInfo.h"
#include "ScreenMessage.h"
2004-08-18 02:08:43 +00:00
#include "arch/LoadingWindow/LoadingWindow.h"
const ScreenMessage SM_AddToChat = ScreenMessage(SM_User+4);
const ScreenMessage SM_ChangeSong = ScreenMessage(SM_User+5);
2004-08-18 01:29:51 +00:00
NetworkSyncManager::NetworkSyncManager( LoadingWindow *ld )
{
LANserver = NULL; //So we know if it has been created yet
2004-08-28 05:30:23 +00:00
if( GetCommandlineArgument( "runserver" )) {
ld->SetText("Initilizing server...");
LANserver = new StepManiaLanServer;
isLanServer = true;
GetCommandlineArgument( "runserver", &LANserver->servername );
} else {
isLanServer = false;
}
ld->SetText("Initilizing Client Network...");
2004-03-17 06:05:52 +00:00
NetPlayerClient = new EzSockets;
NetPlayerClient->blocking = false;
m_ServerVersion = 0;
2004-08-28 05:30:23 +00:00
useSMserver = false;
m_startupStatus = 0; //By default, connection not tried.
m_ActivePlayers = 0;
StartUp();
}
NetworkSyncManager::~NetworkSyncManager ()
{
//Close Connection to server nicely.
if (useSMserver)
NetPlayerClient->close();
delete NetPlayerClient;
2004-08-28 05:30:23 +00:00
if( isLanServer ) {
LANserver->ServerStop();
delete LANserver;
}
}
void NetworkSyncManager::CloseConnection()
{
if (!useSMserver)
return ;
m_ServerVersion = 0;
useSMserver = false;
m_startupStatus = 0;
NetPlayerClient->close();
}
void NetworkSyncManager::PostStartUp(CString ServerIP)
{
CloseConnection();
if( ServerIP!="LISTEN" )
{
2004-05-25 10:39:23 +00:00
if( !Connect(ServerIP.c_str(), 8765) )
{
m_startupStatus = 2;
LOG->Warn( "Network Sync Manager failed to connect" );
return;
}
} else {
if( !Listen(8765) )
{
m_startupStatus = 2;
2004-05-25 10:39:23 +00:00
LOG->Warn( "Listen() failed" );
return;
}
}
useSMserver = true;
m_startupStatus = 1; //Connection attepmpt sucessful
// If network play is desired and the connection works,
// halt until we know what server version we're dealing with
2004-06-30 07:16:44 +00:00
m_packet.ClearPacket();
2004-06-30 07:16:44 +00:00
m_packet.Write1(2); //Hello Packet
2004-06-30 07:16:44 +00:00
m_packet.Write1(NETPROTOCOLVERSION);
2004-06-30 07:16:44 +00:00
m_packet.WriteNT(CString(PRODUCT_NAME_VER));
2004-08-13 20:57:04 +00:00
//Block until responce is received
//Move mode to blocking in order to give CPU back to the
//system, and not wait.
2004-08-14 05:29:03 +00:00
bool dontExit = true;
2004-08-28 05:30:23 +00:00
//Don't block if the server is running
if( isLanServer ) {
NetPlayerClient->blocking = false;
} else {
NetPlayerClient->blocking = true;
}
//Following packet must get through, so we block for it.
2004-08-28 05:30:23 +00:00
//If we are serving we do not block for this.
NetPlayerClient->SendPack((char*)m_packet.Data,m_packet.Position);
2004-08-28 05:30:23 +00:00
//If we are serving, do this so we properly connect
//to the server.
if( isLanServer ) {
LANserver->ServerUpdate();
}
m_packet.ClearPacket();
while (dontExit)
{
m_packet.ClearPacket();
if (NetPlayerClient->ReadPack((char *)&m_packet, NETMAXBUFFERSIZE)<1)
dontExit=false; // Also allow exit if there is a problem on the socket
if (m_packet.Read1() == (128+2))
dontExit=false;
//Only allow passing on handshake.
//Otherwise scoreboard updates and such will confuse us.
}
2004-08-28 05:30:23 +00:00
2004-08-14 05:29:03 +00:00
NetPlayerClient->blocking = false;
m_ServerVersion = m_packet.Read1();
m_ServerName = m_packet.ReadNT();
2004-06-30 07:16:44 +00:00
LOG->Info("Server Version: %d %s", m_ServerVersion, m_ServerName.c_str());
}
void NetworkSyncManager::StartUp()
{
CString ServerIP;
if( isLanServer )
if (LANserver->ServerStart() == false) {
//If the server happens to not start when told,
//Print to log and release the memory where the
//server was held.
isLanServer = false;
LOG->Warn("Server failed to start.");
delete LANserver;
}
2004-08-28 05:30:23 +00:00
if( GetCommandlineArgument( "netip", &ServerIP ) )
PostStartUp(ServerIP);
else if( GetCommandlineArgument( "listen" ) )
PostStartUp("LISTEN");
2004-08-28 05:30:23 +00:00
}
2004-03-17 13:31:42 +00:00
bool NetworkSyncManager::Connect(const CString& addy, unsigned short port)
{
LOG->Info("Beginning to connect");
2004-05-25 10:39:23 +00:00
if (port != 8765)
2004-03-17 13:31:42 +00:00
return false;
//Make sure using port 8765
//This may change in future versions
//It is this way now for protocol's purpose.
//If there is a new protocol developed down the road
NetPlayerClient->create(); // Initilize Socket
2004-03-17 13:31:42 +00:00
useSMserver = NetPlayerClient->connect(addy, port);
return useSMserver;
}
//Listen (Wait for connection in-bound)
//NOTE: Right now, StepMania cannot connect back to StepMania!
bool NetworkSyncManager::Listen(unsigned short port)
{
LOG->Info("Beginning to Listen");
2004-05-25 10:39:23 +00:00
if (port != 8765)
return false;
//Make sure using port 8765
//This may change in future versions
//It is this way now for protocol's purpose.
//If there is a new protocol developed down the road
EzSockets * EZListener = new EzSockets;
EZListener->create();
NetPlayerClient->create(); // Initilize Socket
EZListener->bind(8765);
useSMserver = EZListener->listen();
2004-05-25 10:39:23 +00:00
useSMserver = EZListener->accept( *NetPlayerClient ); //Wait for someone to connect
EZListener->close(); //Kill Listener
delete EZListener;
2004-03-31 04:18:44 +00:00
//LOG->Info("Accept Responce: ",useSMserver);
useSMserver=true;
return useSMserver;
}
void NetworkSyncManager::ReportTiming(float offset, int PlayerNumber)
{
m_lastOffset[PlayerNumber] = offset;
}
2004-03-17 06:05:52 +00:00
void NetworkSyncManager::ReportScore(int playerID, int step, int score, int combo)
{
2004-03-17 13:31:42 +00:00
if (!useSMserver) //Make sure that we are using the network
2004-03-17 06:05:52 +00:00
return;
2004-06-30 07:16:44 +00:00
m_packet.ClearPacket();
m_packet.Write1(5);
2004-07-07 19:28:32 +00:00
uint8_t ctr = (uint8_t) (playerID * 16 + step - 1);
m_packet.Write1(ctr);
2004-07-07 19:28:32 +00:00
ctr = uint8_t( g_CurStageStats.GetGrade((PlayerNumber)playerID)*16 );
2004-05-05 05:41:51 +00:00
m_packet.Write1(ctr);
m_packet.Write4(score);
2004-06-30 07:16:44 +00:00
m_packet.Write2((uint16_t) combo);
2004-06-30 07:16:44 +00:00
m_packet.Write2((uint16_t) m_playerLife[playerID]);
2004-06-30 07:16:44 +00:00
//Offset Info
//Note: if a 0 is sent, then disregard data.
//
//ASSUMED: No step will be more than 16 seconds off center
//If assumption false: read 16 seconds either direction
int iOffset = int((m_lastOffset[playerID]+16.384)*2000.0);
if (iOffset>65535)
iOffset=65535;
if (iOffset<1)
iOffset=1;
//Report 0 if hold, or miss (don't forget mines should report)
if (((step<TNS_BOO)||(step>TNS_MARVELOUS))&&(step!=TNS_HIT_MINE))
iOffset = 0;
m_packet.Write2((uint16_t) iOffset);
2004-06-30 07:16:44 +00:00
NetPlayerClient->SendPack((char*)m_packet.Data, m_packet.Position);
}
2004-03-31 04:18:44 +00:00
2004-03-17 06:05:52 +00:00
void NetworkSyncManager::ReportSongOver()
{
2004-03-17 13:31:42 +00:00
if (!useSMserver) //Make sure that we are using the network
return ;
m_packet.ClearPacket();
m_packet.Write1(4);
2004-06-30 07:16:44 +00:00
NetPlayerClient->SendPack((char*)&m_packet.Data, m_packet.Position);
return;
}
void NetworkSyncManager::ReportStyle()
{
2004-08-19 02:47:08 +00:00
if (!useSMserver)
return;
m_packet.ClearPacket();
m_packet.Write1(6);
m_packet.Write1( (int8_t) GAMESTATE->GetNumPlayersEnabled() );
FOREACH_EnabledPlayer( pn )
{
m_packet.Write1((uint8_t) pn );
m_packet.WriteNT(GAMESTATE->GetPlayerDisplayName(pn) );
}
2004-08-19 00:22:29 +00:00
NetPlayerClient->SendPack( (char*)&m_packet.Data, m_packet.Position );
}
void NetworkSyncManager::StartRequest(short position)
{
2004-08-19 00:22:29 +00:00
if( !useSMserver )
return;
2004-08-19 00:22:29 +00:00
if( GAMESTATE->m_bDemonstrationOrJukebox )
return;
2004-04-17 03:28:31 +00:00
LOG->Trace("Requesting Start from Server.");
m_packet.ClearPacket();
m_packet.Write1( 3 );
2004-06-30 07:16:44 +00:00
unsigned char ctr=0;
Steps * tSteps;
tSteps = GAMESTATE->m_pCurSteps[PLAYER_1];
if ((tSteps!=NULL) && (GAMESTATE->IsPlayerEnabled(PLAYER_1)))
2004-07-07 19:28:32 +00:00
ctr = uint8_t(ctr+tSteps->GetMeter()*16);
tSteps = GAMESTATE->m_pCurSteps[PLAYER_2];
if ((tSteps!=NULL) && (GAMESTATE->IsPlayerEnabled(PLAYER_2)))
2004-07-07 19:28:32 +00:00
ctr = uint8_t(ctr+tSteps->GetMeter());
2004-06-30 07:16:44 +00:00
m_packet.Write1(ctr);
//Notify server if this is for sync or not.
2004-07-16 23:48:51 +00:00
ctr = char(position*16);
m_packet.Write1(ctr);
if (GAMESTATE->m_pCurSong !=NULL) {
m_packet.WriteNT(GAMESTATE->m_pCurSong->m_sMainTitle);
m_packet.WriteNT(GAMESTATE->m_pCurSong->m_sSubTitle);
m_packet.WriteNT(GAMESTATE->m_pCurSong->m_sArtist);
} else {
m_packet.WriteNT("");
m_packet.WriteNT("");
m_packet.WriteNT("");
}
if (GAMESTATE->m_pCurCourse != NULL)
m_packet.WriteNT(GAMESTATE->m_pCurCourse->GetFullDisplayTitle());
else
m_packet.WriteNT(CString(""));
2004-06-30 07:16:44 +00:00
//Send Player (and song) Options
m_packet.WriteNT(GAMESTATE->m_SongOptions.GetString());
int players=0;
FOREACH_PlayerNumber (p)
{
players++;
m_packet.WriteNT(GAMESTATE->m_PlayerOptions[p].GetString());
}
for (int i=0;i<2-players;i++)
m_packet.WriteNT(""); //Write a NULL if no player
//Block until go is recieved.
//Switch to blocking mode (this is the only
//way I know how to get precievably instantanious results
bool dontExit=true;
2004-08-28 05:30:23 +00:00
//Don't block if we are server.
if (isLanServer) {
NetPlayerClient->blocking=false;
} else {
NetPlayerClient->blocking=true;
}
//The following packet HAS to get through, so we turn blocking on for it as well
2004-08-28 05:30:23 +00:00
//Don't block if we are serving
NetPlayerClient->SendPack((char*)&m_packet.Data, m_packet.Position);
LOG->Trace("Waiting for RECV");
m_packet.ClearPacket();
while (dontExit)
{
//Keep the server going during the loop.
if (isLanServer)
LANserver->ServerUpdate();
m_packet.ClearPacket();
if (NetPlayerClient->ReadPack((char *)&m_packet, NETMAXBUFFERSIZE)<1)
if (isLanServer == false)
dontExit=false; // Also allow exit if there is a problem on the socket
// Only do if we are not the server, otherwise the sync
// gets hosed up due to non blocking mode.
if (m_packet.Read1() == (128+3))
dontExit=false;
//Only allow passing on Start request.
//Otherwise scoreboard updates and such will confuse us.
}
NetPlayerClient->blocking=false;
}
void NetworkSyncManager::DisplayStartupStatus()
{
CString sMessage("");
switch (m_startupStatus)
{
case 0:
//Networking wasn't attepmpted
return;
case 1:
2004-07-01 18:41:04 +00:00
sMessage = "Connection to " + m_ServerName + " sucessful.";
break;
case 2:
sMessage = "Connection failed.";
break;
}
SCREENMAN->SystemMessage(sMessage);
}
void NetworkSyncManager::Update(float fDeltaTime)
{
2004-08-28 05:30:23 +00:00
if (isLanServer) {
LANserver->ServerUpdate();
}
if (useSMserver)
ProcessInput();
}
void NetworkSyncManager::ProcessInput()
{
//If we're disconnected, just exit
if ((NetPlayerClient->state!=NetPlayerClient->skCONNECTED) ||
NetPlayerClient->IsError())
{
SCREENMAN->SystemMessageNoAnimate("Connection to server dropped.");
useSMserver=false;
return;
}
//load new data into buffer
NetPlayerClient->update();
m_packet.ClearPacket();
while (NetPlayerClient->ReadPack((char *)&m_packet, NETMAXBUFFERSIZE)>0)
{
int command = m_packet.Read1();
//Check to make sure command is valid from server
if (command<128)
{
LOG->Trace("CMD (below 128) Invalid> %d",command);
break;
}
command+=-128;
switch (command) {
case 0: //Ping packet responce
m_packet.ClearPacket();
m_packet.Write1(0);
NetPlayerClient->SendPack((char*)m_packet.Data,m_packet.Position);
break;
case 1: //These are in responce to when/if we send packet 0's
case 2: //This is already taken care of by the blocking code earlier on
case 3: //This is taken care of by the blocking start code
break;
case 4:
{
}
break;
2004-08-13 08:24:11 +00:00
case 5: //Scoreboard Update
{ //Ease scope
int ColumnNumber=m_packet.Read1();
int NumberPlayers=m_packet.Read1();
CString ColumnData;
int i;
switch (ColumnNumber) {
case 0:
ColumnData = "Names\n";
for (i=0;i<NumberPlayers;i++)
ColumnData += m_PlayerNames[m_packet.Read1()] + "\n";
break;
case 1:
ColumnData = "Combo\n";
for (i=0;i<NumberPlayers;i++)
ColumnData += ssprintf("%d\n",m_packet.Read2());
break;
case 2:
ColumnData = "Grade\n";
for (i=0;i<NumberPlayers;i++)
switch (m_packet.Read1()) {
case 0:
ColumnData+="AAAA\n"; break;
case 1:
ColumnData+="AAA\n"; break;
case 2:
ColumnData+="AA\n"; break;
case 3:
ColumnData+="A\n"; break;
case 4:
ColumnData+="B\n"; break;
case 5:
ColumnData+="C\n"; break;
case 6:
ColumnData+="D\n"; break;
case 7:
ColumnData+="E\n"; break; //Is there a better way?
}
break;
}
m_Scoreboard[ColumnNumber] = ColumnData;
2004-08-13 08:24:11 +00:00
m_scoreboardchange[ColumnNumber]=true;
}
break;
case 6: //System message from server
{
CString SysMSG = m_packet.ReadNT();
SCREENMAN->SystemMessage( SysMSG );
}
break;
case 7: //Chat message from server
{
m_WaitingChat = m_packet.ReadNT();
SCREENMAN->SendMessageToTopScreen( SM_AddToChat );
}
2004-08-28 04:43:29 +00:00
break;
2004-08-28 03:37:52 +00:00
case 8: //Select Song/Play song
{
m_iSelectMode = m_packet.Read1();
m_sMainTitle = m_packet.ReadNT();
m_sArtist = m_packet.ReadNT();
m_sSubTitle = m_packet.ReadNT();
SCREENMAN->SendMessageToTopScreen( SM_ChangeSong );
}
2004-08-28 04:43:29 +00:00
break;
case 9:
{
int ServerMaxPlayers=m_packet.Read1();
int PlayersInThisPacket=m_packet.Read1();
m_PlayerStatus.clear();
m_PlayerNames.clear();
m_ActivePlayers = 0;
for (int i=0; i<PlayersInThisPacket; i++)
{
int PStatus = m_packet.Read1();
if ( PStatus > 0 )
{
m_ActivePlayers++;
m_ActivePlayer.push_back( i );
}
m_PlayerStatus.push_back( PStatus );
m_PlayerNames.push_back( m_packet.ReadNT() );
}
}
break;
}
m_packet.ClearPacket();
}
}
2004-06-30 07:16:44 +00:00
2004-08-13 08:24:11 +00:00
bool NetworkSyncManager::ChangedScoreboard(int Column)
{
if (!m_scoreboardchange[Column])
return false;
m_scoreboardchange[Column]=false;
return true;
}
2004-06-30 07:16:44 +00:00
void NetworkSyncManager::SendChat( CString message )
{
m_packet.ClearPacket();
m_packet.Write1( 7 );
m_packet.WriteNT( message );
NetPlayerClient->SendPack((char*)&m_packet.Data, m_packet.Position);
}
2004-08-28 03:37:52 +00:00
void NetworkSyncManager::SelectUserSong()
{
m_packet.ClearPacket();
m_packet.Write1( 8 );
2004-08-28 23:25:13 +00:00
m_packet.Write1( (uint8_t) m_iSelectMode );
2004-08-28 03:37:52 +00:00
m_packet.WriteNT( m_sMainTitle );
m_packet.WriteNT( m_sArtist );
m_packet.WriteNT( m_sSubTitle );
NetPlayerClient->SendPack((char*)&m_packet.Data, m_packet.Position);
}
//Packet functions
2004-06-30 07:16:44 +00:00
uint8_t PacketFunctions::Read1()
2004-06-30 07:16:44 +00:00
{
if (Position>=NETMAXBUFFERSIZE)
2004-06-30 07:16:44 +00:00
return 0;
return Data[Position++];
2004-06-30 07:16:44 +00:00
}
uint16_t PacketFunctions::Read2()
2004-06-30 07:16:44 +00:00
{
if (Position>=NETMAXBUFFERSIZE-1)
2004-06-30 07:16:44 +00:00
return 0;
uint16_t Temp;
memcpy( &Temp, Data + Position,2 );
Position+=2;
return ntohs(Temp);
2004-06-30 07:16:44 +00:00
}
uint32_t PacketFunctions::Read4()
2004-06-30 07:16:44 +00:00
{
if (Position>=NETMAXBUFFERSIZE-3)
2004-06-30 07:16:44 +00:00
return 0;
uint32_t Temp;
memcpy( &Temp, Data + Position,4 );
Position+=4;
return ntohl(Temp);
2004-06-30 07:16:44 +00:00
}
CString PacketFunctions::ReadNT()
2004-06-30 07:16:44 +00:00
{
2004-07-04 01:33:05 +00:00
//int Orig=Packet.Position;
2004-06-30 07:16:44 +00:00
CString TempStr;
while ((Position<NETMAXBUFFERSIZE)&& (((char*)Data)[Position]!=0))
TempStr= TempStr + (char)Data[Position++];
2004-06-30 07:16:44 +00:00
Position++;
2004-06-30 07:16:44 +00:00
return TempStr;
}
void PacketFunctions::Write1(uint8_t data)
2004-06-30 07:16:44 +00:00
{
if (Position>=NETMAXBUFFERSIZE)
2004-06-30 07:16:44 +00:00
return;
memcpy( &Data[Position], &data,1 );
Position++;
2004-06-30 07:16:44 +00:00
}
void PacketFunctions::Write2(uint16_t data)
2004-06-30 07:16:44 +00:00
{
if (Position>=NETMAXBUFFERSIZE-1)
2004-06-30 07:16:44 +00:00
return;
data = htons(data);
memcpy( &Data[Position], &data,2 );
Position+=2;
2004-06-30 07:16:44 +00:00
}
void PacketFunctions::Write4(uint32_t data)
2004-06-30 07:16:44 +00:00
{
if (Position>=NETMAXBUFFERSIZE-3)
2004-06-30 07:16:44 +00:00
return ;
data = htonl(data);
memcpy( &Data[Position], &data,4 );
Position+=4;
2004-06-30 07:16:44 +00:00
}
void PacketFunctions::WriteNT(CString data)
2004-06-30 07:16:44 +00:00
{
int index=0;
while ((Position<NETMAXBUFFERSIZE)&&(index<data.GetLength()))
Data[Position++] = (unsigned char)(data.c_str()[index++]);
Data[Position++] = 0;
2004-06-30 07:16:44 +00:00
}
void PacketFunctions::ClearPacket()
{
memset((void*)(&Data),0, NETMAXBUFFERSIZE);
Position = 0;
}
2004-06-15 02:21:16 +00:00
#endif
2004-08-28 23:25:13 +00:00
LuaFunction_NoArgs( IsNetConnected, NSMAN->useSMserver )
2004-06-30 07:16:44 +00:00
2004-06-08 01:24:17 +00:00
/*
* (c) 2003-2004 Charles Lohr, Joshua Allen
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/