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itgmania212121/src/NetworkSyncManager.cpp
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#include "global.h"
#include "NetworkSyncManager.h"
#include "LuaManager.h"
#include "LocalizedString.h"
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#include <errno.h>
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NetworkSyncManager *NSMAN;
#if defined(WITHOUT_NETWORKING)
NetworkSyncManager::NetworkSyncManager( LoadingWindow *ld ) { useSMserver=false; isSMOnline = false; }
NetworkSyncManager::~NetworkSyncManager () { }
void NetworkSyncManager::CloseConnection() { }
void NetworkSyncManager::PostStartUp( const RString& ServerIP ) { }
bool NetworkSyncManager::Connect( const RString& addy, unsigned short port ) { return false; }
RString NetworkSyncManager::GetServerName() { return RString(); }
void NetworkSyncManager::ReportNSSOnOff( int i ) { }
void NetworkSyncManager::ReportScore( int playerID, int step, int score, int combo, float offset ) { }
void NetworkSyncManager::ReportSongOver() { }
void NetworkSyncManager::ReportStyle() {}
void NetworkSyncManager::StartRequest( short position ) { }
void NetworkSyncManager::DisplayStartupStatus() { }
void NetworkSyncManager::Update( float fDeltaTime ) { }
bool NetworkSyncManager::ChangedScoreboard( int Column ) { return false; }
void NetworkSyncManager::SendChat( const RString& message ) { }
void NetworkSyncManager::SelectUserSong() { }
RString NetworkSyncManager::MD5Hex( const RString &sInput ) { return RString(); }
int NetworkSyncManager::GetSMOnlineSalt() { return 0; }
void NetworkSyncManager::GetListOfLANServers( vector<NetServerInfo>& AllServers ) { }
#else
#include "ezsockets.h"
#include "ProfileManager.h"
#include "RageLog.h"
#include "ScreenManager.h"
#include "Song.h"
#include "Course.h"
#include "GameState.h"
#include "StatsManager.h"
#include "Steps.h"
#include "ProductInfo.h"
#include "ScreenMessage.h"
#include "GameManager.h"
#include "MessageManager.h"
#include "arch/LoadingWindow/LoadingWindow.h"
#include "PlayerState.h"
#include "CryptManager.h"
AutoScreenMessage( SM_AddToChat );
AutoScreenMessage( SM_ChangeSong );
AutoScreenMessage( SM_GotEval );
AutoScreenMessage( SM_UsersUpdate );
AutoScreenMessage( SM_SMOnlinePack );
int NetworkSyncManager::GetSMOnlineSalt()
{
return m_iSalt;
}
static LocalizedString INITIALIZING_CLIENT_NETWORK ( "NetworkSyncManager", "Initializing Client Network..." );
NetworkSyncManager::NetworkSyncManager( LoadingWindow *ld )
{
LANserver = NULL; //So we know if it has been created yet
BroadcastReception = NULL;
ld->SetText( INITIALIZING_CLIENT_NETWORK );
NetPlayerClient = new EzSockets;
NetPlayerClient->blocking = false;
m_ServerVersion = 0;
useSMserver = false;
isSMOnline = false;
FOREACH_PlayerNumber( pn )
isSMOLoggedIn[pn] = false;
m_startupStatus = 0; //By default, connection not tried.
m_ActivePlayers = 0;
StartUp();
}
NetworkSyncManager::~NetworkSyncManager ()
{
//Close Connection to server nicely.
if( useSMserver )
NetPlayerClient->close();
SAFE_DELETE( NetPlayerClient );
if ( BroadcastReception )
{
BroadcastReception->close();
SAFE_DELETE( BroadcastReception );
}
}
void NetworkSyncManager::CloseConnection()
{
if( !useSMserver )
return;
m_ServerVersion = 0;
useSMserver = false;
isSMOnline = false;
FOREACH_PlayerNumber( pn )
isSMOLoggedIn[pn] = false;
m_startupStatus = 0;
NetPlayerClient->close();
}
void NetworkSyncManager::PostStartUp( const RString& ServerIP )
{
RString sAddress;
unsigned short iPort;
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size_t cLoc = ServerIP.find( ':' );
if( ServerIP.find( ':' ) != RString::npos )
{
sAddress = ServerIP.substr( 0, cLoc );
char* cEnd;
errno = 0;
iPort = (unsigned short)strtol( ServerIP.substr( cLoc + 1 ).c_str(), &cEnd, 10 );
if( *cEnd != 0 || errno != 0 )
{
m_startupStatus = 2;
LOG->Warn( "Invalid port" );
return;
}
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}
else
{
iPort = 8765;
sAddress = ServerIP;
}
LOG->Info( "Attempting to connect to: %s, Port: %i", sAddress.c_str(), iPort );
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CloseConnection();
if( !Connect(sAddress.c_str(), iPort) )
{
m_startupStatus = 2;
LOG->Warn( "Network Sync Manager failed to connect" );
return;
}
FOREACH_PlayerNumber( pn )
isSMOLoggedIn[pn] = false;
useSMserver = true;
m_startupStatus = 1; // Connection attepmpt successful
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// If network play is desired and the connection works,
// halt until we know what server version we're dealing with
m_packet.ClearPacket();
m_packet.Write1( NSCHello ); //Hello Packet
m_packet.Write1( NETPROTOCOLVERSION );
m_packet.WriteNT( RString(PRODUCT_ID_VER) );
/* Block until response is received.
* Move mode to blocking in order to give CPU back to the system,
* and not wait.
*/
bool dontExit = true;
NetPlayerClient->blocking = true;
// The following packet must get through, so we block for it.
// If we are serving, we do not block for this.
NetPlayerClient->SendPack( (char*)m_packet.Data, m_packet.Position );
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() == NSServerOffset + NSCHello )
dontExit=false;
// Only allow passing on handshake; otherwise scoreboard updates and
// such will confuse us.
}
NetPlayerClient->blocking = false;
m_ServerVersion = m_packet.Read1();
if( m_ServerVersion >= 128 )
isSMOnline = true;
m_ServerName = m_packet.ReadNT();
m_iSalt = m_packet.Read4();
LOG->Info( "Server Version: %d %s", m_ServerVersion, m_ServerName.c_str() );
}
void NetworkSyncManager::StartUp()
{
RString ServerIP;
if( GetCommandlineArgument( "netip", &ServerIP ) )
PostStartUp( ServerIP );
BroadcastReception = new EzSockets;
BroadcastReception->create( IPPROTO_UDP );
BroadcastReception->bind( 8765 );
BroadcastReception->blocking = false;
}
bool NetworkSyncManager::Connect( const RString& addy, unsigned short port )
{
LOG->Info( "Beginning to connect" );
NetPlayerClient->create(); // Initialize Socket
useSMserver = NetPlayerClient->connect( addy, port );
return useSMserver;
}
void NetworkSyncManager::ReportNSSOnOff(int i)
{
m_packet.ClearPacket();
m_packet.Write1( NSCSMS );
m_packet.Write1( (uint8_t) i );
NetPlayerClient->SendPack( (char*)m_packet.Data, m_packet.Position );
}
RString NetworkSyncManager::GetServerName()
{
return m_ServerName;
}
void NetworkSyncManager::ReportScore(int playerID, int step, int score, int combo, float offset)
{
if( !useSMserver ) //Make sure that we are using the network
return;
LOG->Trace( ssprintf("Player ID %i combo = %i", playerID, combo) );
m_packet.ClearPacket();
m_packet.Write1( NSCGSU );
step = TranslateStepType(step);
uint8_t ctr = (uint8_t) (playerID * 16 + step - ( SMOST_HITMINE - 1 ) );
m_packet.Write1( ctr );
ctr = uint8_t( STATSMAN->m_CurStageStats.m_player[playerID].GetGrade()*16 );
if ( STATSMAN->m_CurStageStats.m_player[playerID].m_bFailed )
ctr = uint8_t( 112 ); //Code for failed (failed constant seems not to work)
m_packet.Write1( ctr );
m_packet.Write4( score );
m_packet.Write2( (uint16_t)combo );
m_packet.Write2( (uint16_t)m_playerLife[playerID] );
// Offset Info
// Note: if a 0 is sent, then disregard data.
// ASSUMED: No step will be more than 16 seconds off center.
// If this assumption is false, read 16 seconds in either direction.
int iOffset = int( (offset+16.384)*2000.0f );
if( iOffset>65535 )
iOffset=65535;
if( iOffset<1 )
iOffset=1;
// Report 0 if hold, or miss (don't forget mines should report)
if( step == SMOST_HITMINE || step > SMOST_W1 )
iOffset = 0;
m_packet.Write2( (uint16_t)iOffset );
NetPlayerClient->SendPack( (char*)m_packet.Data, m_packet.Position );
}
void NetworkSyncManager::ReportSongOver()
{
if ( !useSMserver ) //Make sure that we are using the network
return;
m_packet.ClearPacket();
m_packet.Write1( NSCGON );
NetPlayerClient->SendPack( (char*)&m_packet.Data, m_packet.Position );
return;
}
void NetworkSyncManager::ReportStyle()
{
LOG->Trace( "Sending \"Style\" to server" );
if( !useSMserver )
return;
m_packet.ClearPacket();
m_packet.Write1( NSCSU );
m_packet.Write1( (int8_t)GAMESTATE->GetNumPlayersEnabled() );
FOREACH_EnabledPlayer( pn )
{
m_packet.Write1( (uint8_t)pn );
m_packet.WriteNT( GAMESTATE->GetPlayerDisplayName(pn) );
}
NetPlayerClient->SendPack( (char*)&m_packet.Data, m_packet.Position );
}
void NetworkSyncManager::StartRequest( short position )
{
if( !useSMserver )
return;
if( GAMESTATE->m_bDemonstrationOrJukebox )
return;
LOG->Trace( "Requesting Start from Server." );
m_packet.ClearPacket();
m_packet.Write1( NSCGSR );
unsigned char ctr=0;
Steps * tSteps;
tSteps = GAMESTATE->m_pCurSteps[PLAYER_1];
if( tSteps!=NULL && GAMESTATE->IsPlayerEnabled(PLAYER_1) )
ctr = uint8_t(ctr+tSteps->GetMeter()*16);
tSteps = GAMESTATE->m_pCurSteps[PLAYER_2];
if( tSteps!=NULL && GAMESTATE->IsPlayerEnabled(PLAYER_2) )
ctr = uint8_t( ctr+tSteps->GetMeter() );
m_packet.Write1( ctr );
ctr=0;
tSteps = GAMESTATE->m_pCurSteps[PLAYER_1];
if( tSteps!=NULL && GAMESTATE->IsPlayerEnabled(PLAYER_1) )
ctr = uint8_t( ctr + (int)tSteps->GetDifficulty()*16 );
tSteps = GAMESTATE->m_pCurSteps[PLAYER_2];
if( tSteps!=NULL && GAMESTATE->IsPlayerEnabled(PLAYER_2) )
ctr = uint8_t( ctr + (int)tSteps->GetDifficulty() );
m_packet.Write1( ctr );
//Notify server if this is for sync or not.
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->GetDisplayFullTitle() );
else
m_packet.WriteNT( RString() );
//Send Player (and song) Options
m_packet.WriteNT( GAMESTATE->m_SongOptions.GetCurrent().GetString() );
int players=0;
FOREACH_PlayerNumber( p )
{
++players;
m_packet.WriteNT( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.GetCurrent().GetString() );
}
for (int i=0; i<2-players; ++i)
m_packet.WriteNT(""); //Write a NULL if no player
//This needs to be reset before ScreenEvaluation could possibly be called
m_EvalPlayerData.clear();
//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;
NetPlayerClient->blocking=true;
//The following packet HAS to get through, so we turn blocking on for it as well
//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)
{
m_packet.ClearPacket();
if (NetPlayerClient->ReadPack((char *)&m_packet, NETMAXBUFFERSIZE)<1)
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() == (NSServerOffset + NSCGSR))
dontExit=false;
// Only allow passing on Start request; otherwise scoreboard updates
// and such will confuse us.
}
NetPlayerClient->blocking=false;
}
static LocalizedString CONNECTION_SUCCESSFUL( "NetworkSyncManager", "Connection to '%s' successful." );
static LocalizedString CONNECTION_FAILED ( "NetworkSyncManager", "Connection failed." );
void NetworkSyncManager::DisplayStartupStatus()
{
RString sMessage("");
switch (m_startupStatus)
{
case 0:
//Networking wasn't attepmpted
return;
case 1:
sMessage = ssprintf( CONNECTION_SUCCESSFUL.GetValue(), m_ServerName.c_str() );
break;
case 2:
sMessage = CONNECTION_FAILED.GetValue();
break;
}
SCREENMAN->SystemMessage( sMessage );
}
void NetworkSyncManager::Update(float fDeltaTime)
{
if (useSMserver)
ProcessInput();
PacketFunctions BroadIn;
if ( BroadcastReception->ReadPack( (char*)&BroadIn.Data, 1020 ) )
{
NetServerInfo ThisServer;
BroadIn.Position = 0;
if ( BroadIn.Read1() == 141 ) // SMLS_Info?
{
ThisServer.Name = BroadIn.ReadNT();
int port = BroadIn.Read2();
BroadIn.Read2(); //Num players connected.
uint32_t addy = EzSockets::LongFromAddrIn(BroadcastReception->fromAddr);
ThisServer.Address = ssprintf( "%u.%u.%u.%u:%d",
(addy<<0)>>24, (addy<<8)>>24, (addy<<16)>>24, (addy<<24)>>24, port );
//It's fairly safe to assume that users will not be on networks with more than
//30 or 40 servers. Until this point, maps would be slower than vectors.
//So I am going to use a vector to store all of the servers.
//
//In this situation, I will traverse the vector to find the element that
//contains the corresponding server.
unsigned int i;
for ( i = 0; i < m_vAllLANServers.size(); i++ )
{
if ( m_vAllLANServers[i].Address == ThisServer.Address )
{
m_vAllLANServers[i].Name = ThisServer.Name;
break;
}
}
if ( i >= m_vAllLANServers.size() )
m_vAllLANServers.push_back( ThisServer );
}
}
}
static LocalizedString CONNECTION_DROPPED( "NetworkSyncManager", "Connection to server dropped." );
void NetworkSyncManager::ProcessInput()
{
//If we're disconnected, just exit
if ((NetPlayerClient->state!=NetPlayerClient->skCONNECTED) ||
NetPlayerClient->IsError())
{
SCREENMAN->SystemMessageNoAnimate( CONNECTION_DROPPED );
useSMserver=false;
isSMOnline = false;
FOREACH_PlayerNumber(pn)
isSMOLoggedIn[pn] = false;
NetPlayerClient->close();
return;
}
// load new data into buffer
NetPlayerClient->update();
m_packet.ClearPacket();
int packetSize;
while ( (packetSize = NetPlayerClient->ReadPack((char *)&m_packet, NETMAXBUFFERSIZE) ) > 0 )
{
m_packet.size = packetSize;
int command = m_packet.Read1();
//Check to make sure command is valid from server
if (command < NSServerOffset)
{
LOG->Trace("CMD (below 128) Invalid> %d",command);
break;
}
command = command - NSServerOffset;
switch (command)
{
case NSCPing: // Ping packet responce
m_packet.ClearPacket();
m_packet.Write1( NSCPingR );
NetPlayerClient->SendPack((char*)m_packet.Data,m_packet.Position);
break;
case NSCPingR: // These are in response to when/if we send packet 0's
case NSCHello: // This is already taken care of by the blocking code earlier
case NSCGSR: // This is taken care of by the blocking start code
break;
case NSCGON:
{
int PlayersInPack = m_packet.Read1();
m_EvalPlayerData.resize(PlayersInPack);
for (int i=0; i<PlayersInPack; ++i)
m_EvalPlayerData[i].name = m_packet.Read1();
for (int i=0; i<PlayersInPack; ++i)
m_EvalPlayerData[i].score = m_packet.Read4();
for (int i=0; i<PlayersInPack; ++i)
m_EvalPlayerData[i].grade = m_packet.Read1();
for (int i=0; i<PlayersInPack; ++i)
m_EvalPlayerData[i].difficulty = (Difficulty) m_packet.Read1();
for (int j=0; j<NETNUMTAPSCORES; ++j)
for (int i=0; i<PlayersInPack; ++i)
m_EvalPlayerData[i].tapScores[j] = m_packet.Read2();
for (int i=0; i<PlayersInPack; ++i)
m_EvalPlayerData[i].playerOptions = m_packet.ReadNT();
SCREENMAN->SendMessageToTopScreen( SM_GotEval );
}
break;
case NSCGSU: // Scoreboard Update
{ //Ease scope
int ColumnNumber=m_packet.Read1();
int NumberPlayers=m_packet.Read1();
RString ColumnData;
switch (ColumnNumber)
{
case NSSB_NAMES:
ColumnData = "Names\n";
for (int i=0; i<NumberPlayers; ++i)
ColumnData += m_PlayerNames[m_packet.Read1()] + "\n";
break;
case NSSB_COMBO:
ColumnData = "Combo\n";
for (int i=0; i<NumberPlayers; ++i)
ColumnData += ssprintf("%d\n",m_packet.Read2());
break;
case NSSB_GRADE:
ColumnData = "Grade\n";
for (int i=0;i<NumberPlayers;i++)
ColumnData += GradeToLocalizedString( Grade(m_packet.Read1()) ) + "\n";
break;
}
m_Scoreboard[ColumnNumber] = ColumnData;
m_scoreboardchange[ColumnNumber]=true;
/*
Message msg("ScoreboardUpdate");
msg.SetParam( "NumPlayers", NumberPlayers );
MESSAGEMAN->Broadcast( msg );
*/
}
break;
case NSCSU: //System message from server
{
RString SysMSG = m_packet.ReadNT();
SCREENMAN->SystemMessage( SysMSG );
}
break;
case NSCCM: //Chat message from server
{
m_sChatText += m_packet.ReadNT() + " \n ";
//10000 chars backlog should be more than enough
m_sChatText = m_sChatText.Right(10000);
SCREENMAN->SendMessageToTopScreen( SM_AddToChat );
}
break;
case NSCRSG: //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 );
}
break;
case NSCUUL:
{
/*int ServerMaxPlayers=*/m_packet.Read1();
int PlayersInThisPacket=m_packet.Read1();
m_ActivePlayer.clear();
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() );
}
SCREENMAN->SendMessageToTopScreen( SM_UsersUpdate );
}
break;
case NSCSMS:
{
RString StyleName, GameName;
GameName = m_packet.ReadNT();
StyleName = m_packet.ReadNT();
GAMESTATE->SetCurGame( GAMEMAN->StringToGame(GameName) );
GAMESTATE->SetCurrentStyle( GAMEMAN->GameAndStringToStyle(GAMESTATE->m_pCurGame,StyleName) );
SCREENMAN->SetNewScreen( "ScreenNetSelectMusic" ); //Should this be metric'd out?
}
break;
case NSCSMOnline:
{
m_SMOnlinePacket.size = packetSize - 1;
m_SMOnlinePacket.Position = 0;
memcpy( m_SMOnlinePacket.Data, (m_packet.Data + 1), packetSize-1 );
LOG->Trace( "Received SMOnline Command: %d, size:%d", command, packetSize - 1 );
SCREENMAN->SendMessageToTopScreen( SM_SMOnlinePack );
}
break;
case NSCAttack:
{
PlayerNumber iPlayerNumber = (PlayerNumber)m_packet.Read1();
if( GAMESTATE->IsPlayerEnabled( iPlayerNumber ) ) // Only attack if the player can be attacked.
{
Attack a;
a.fSecsRemaining = float( m_packet.Read4() ) / 1000.0f;
a.bGlobal = false;
a.sModifiers = m_packet.ReadNT();
GAMESTATE->m_pPlayerState[iPlayerNumber]->LaunchAttack( a );
}
m_packet.ClearPacket();
}
break;
}
m_packet.ClearPacket();
}
}
bool NetworkSyncManager::ChangedScoreboard(int Column)
{
if (!m_scoreboardchange[Column])
return false;
m_scoreboardchange[Column]=false;
return true;
}
void NetworkSyncManager::SendChat(const RString& message)
{
m_packet.ClearPacket();
m_packet.Write1( NSCCM );
m_packet.WriteNT( message );
NetPlayerClient->SendPack((char*)&m_packet.Data, m_packet.Position);
}
void NetworkSyncManager::ReportPlayerOptions()
{
m_packet.ClearPacket();
m_packet.Write1( NSCUPOpts );
FOREACH_PlayerNumber (pn)
m_packet.WriteNT( GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions.GetCurrent().GetString() );
NetPlayerClient->SendPack((char*)&m_packet.Data, m_packet.Position);
}
void NetworkSyncManager::SelectUserSong()
{
m_packet.ClearPacket();
m_packet.Write1( NSCRSG );
m_packet.Write1( (uint8_t) m_iSelectMode );
m_packet.WriteNT( m_sMainTitle );
m_packet.WriteNT( m_sArtist );
m_packet.WriteNT( m_sSubTitle );
NetPlayerClient->SendPack( (char*)&m_packet.Data, m_packet.Position );
}
void NetworkSyncManager::SendSMOnline( )
{
m_packet.Position = m_SMOnlinePacket.Position + 1;
memcpy( (m_packet.Data + 1), m_SMOnlinePacket.Data, m_SMOnlinePacket.Position );
m_packet.Data[0] = NSCSMOnline;
NetPlayerClient->SendPack( (char*)&m_packet.Data , m_packet.Position );
}
SMOStepType NetworkSyncManager::TranslateStepType(int score)
{
/* Translate from Stepmania's constantly changing TapNoteScore
* to SMO's note scores */
switch(score)
{
case TNS_HitMine:
return SMOST_HITMINE;
case TNS_AvoidMine:
return SMOST_AVOIDMINE;
case TNS_Miss:
return SMOST_MISS;
case TNS_W5:
return SMOST_W5;
case TNS_W4:
return SMOST_W4;
case TNS_W3:
return SMOST_W3;
case TNS_W2:
return SMOST_W2;
case TNS_W1:
return SMOST_W1;
case HNS_LetGo+TapNoteScore_Invalid:
return SMOST_LETGO;
case HNS_Held+TapNoteScore_Invalid:
return SMOST_HELD;
default:
return SMOST_UNUSED;
}
}
// Packet functions
uint8_t PacketFunctions::Read1()
{
if (Position>=NETMAXBUFFERSIZE)
return 0;
return Data[Position++];
}
uint16_t PacketFunctions::Read2()
{
if (Position>=NETMAXBUFFERSIZE-1)
return 0;
uint16_t Temp;
memcpy( &Temp, Data + Position,2 );
Position+=2;
return ntohs(Temp);
}
uint32_t PacketFunctions::Read4()
{
if (Position>=NETMAXBUFFERSIZE-3)
return 0;
uint32_t Temp;
memcpy( &Temp, Data + Position,4 );
Position+=4;
return ntohl(Temp);
}
RString PacketFunctions::ReadNT()
{
//int Orig=Packet.Position;
RString TempStr;
while ((Position<NETMAXBUFFERSIZE)&& (((char*)Data)[Position]!=0))
TempStr= TempStr + (char)Data[Position++];
++Position;
return TempStr;
}
void PacketFunctions::Write1(uint8_t data)
{
if (Position>=NETMAXBUFFERSIZE)
return;
memcpy( &Data[Position], &data, 1 );
++Position;
}
void PacketFunctions::Write2(uint16_t data)
{
if (Position>=NETMAXBUFFERSIZE-1)
return;
data = htons(data);
memcpy( &Data[Position], &data, 2 );
Position+=2;
}
void PacketFunctions::Write4(uint32_t data)
{
if (Position>=NETMAXBUFFERSIZE-3)
return ;
data = htonl(data);
memcpy( &Data[Position], &data, 4 );
Position+=4;
}
void PacketFunctions::WriteNT(const RString& data)
{
size_t index=0;
while( Position<NETMAXBUFFERSIZE && index<data.size() )
Data[Position++] = (unsigned char)(data.c_str()[index++]);
Data[Position++] = 0;
}
void PacketFunctions::ClearPacket()
{
memset((void*)(&Data),0, NETMAXBUFFERSIZE);
Position = 0;
}
RString NetworkSyncManager::MD5Hex( const RString &sInput )
{
return BinaryToHex( CryptManager::GetMD5ForString(sInput) ).MakeUpper();
}
void NetworkSyncManager::GetListOfLANServers( vector<NetServerInfo>& AllServers )
{
AllServers = m_vAllLANServers;
}
static bool ConnectToServer( const RString &t )
{
NSMAN->PostStartUp( t );
NSMAN->DisplayStartupStatus();
return true;
}
extern Preference<RString> g_sLastServer;
LuaFunction( ConnectToServer, ConnectToServer( ( RString(SArg(1)).length()==0 ) ? RString(g_sLastServer) : RString(SArg(1) ) ) )
#endif
static bool ReportStyle() { NSMAN->ReportStyle(); return true; }
static bool CloseNetworkConnection() { NSMAN->CloseConnection(); return true; }
LuaFunction( IsSMOnlineLoggedIn, NSMAN->isSMOLoggedIn[Enum::Check<PlayerNumber>(L, 1)] )
LuaFunction( IsNetConnected, NSMAN->useSMserver )
LuaFunction( IsNetSMOnline, NSMAN->isSMOnline )
LuaFunction( ReportStyle, ReportStyle() )
LuaFunction( GetServerName, NSMAN->GetServerName() )
LuaFunction( CloseConnection, CloseNetworkConnection() )
/*
* (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.
*/