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itgmania212121/stepmania/src/NetworkSyncManager.cpp
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/*
-----------------------------------------------------------------------------
Class: Network Sync Manager
Desc: See Header.
Copyright (c) 2003-2004 by the person(s) listed below. All rights reserved.
Charles Lohr
Joshua Allen
-----------------------------------------------------------------------------
*/
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#include "global.h"
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#include <cstring>
#include "NetworkSyncManager.h"
#include "ProfileManager.h"
#include "ezsockets.h"
#include "RageLog.h"
#include "RageUtil.h"
//String compare functions for command line args
NetworkSyncManager::NetworkSyncManager()
{
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NetPlayerClient = new EzSockets;
m_ServerVersion = 0;
useSMserver = false;
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}
NetworkSyncManager::~NetworkSyncManager ()
{
//Close Connection to server nicely.
if (useSMserver)
NetPlayerClient->close();
delete NetPlayerClient;
}
void NetworkSyncManager::StartUp (CString ServerIP)
{
LOG->Trace ("Network Sync IP:%s",ServerIP.c_str());
if (!ServerIP.CompareNoCase("LISTEN"))
if (Listen(8765)) {
useSMserver = true;
} else
useSMserver = false;
else
if (Connect(ServerIP.c_str(),8765) == true)
{
useSMserver = true;
} else
useSMserver = false;
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if (useSMserver) {
int ClientCommand=3;
NetPlayerClient->send((char*) &ClientCommand, 4);
NetPlayerClient->receive(m_ServerVersion);
//If network play is desired
//AND the connection works
//Halt until we know what server
//version we're dealing with
vector <CString> ProfileNames;
PROFILEMAN->GetLocalProfileNames(ProfileNames);
netName PlayerName;
int i;
if (ProfileNames.size()>0) {
PlayerName.m_packID = 30;
for (i=0;i<strlen(ProfileNames[0]);i++)
PlayerName.m_data[i] = ProfileNames[0][i];
NetPlayerClient->send((char*) &PlayerName,20);
}
if (ProfileNames.size()>1) {
PlayerName.m_packID = 31;
for (i=0;i<strlen(ProfileNames[1]);i++)
PlayerName.m_data[i] = ProfileNames[1][i];
NetPlayerClient->send((char*) &PlayerName,20);
}
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LOG->Info("Server Version: %d",m_ServerVersion);
} else
LOG->Info("Network Sync Manager failed to connect");
}
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bool NetworkSyncManager::Connect(const CString& addy, unsigned short port)
{
LOG->Info("Beginning to connect");
if (port!=8765)
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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
//Since under non-lan conditions, the client
//will be connecting to localhost, this port does not matter.
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/* What do you mean it doesn't matter if you are connecting to localhost?
* Also, when does it ever connect to localhost?
* -- Steve
*/
NetPlayerClient->create(); // Initilize Socket
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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");
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();
useSMserver = EZListener->accept( *NetPlayerClient); //Wait for someone to connect
EZListener->close(); //Kill Listener
delete EZListener;
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//LOG->Info("Accept Responce: ",useSMserver);
useSMserver=true;
return useSMserver;
}
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void NetworkSyncManager::ReportScore(int playerID, int step, int score, int combo)
{
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if (!useSMserver) //Make sure that we are using the network
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return;
netHolder SendNetPack; //Create packet to send to server
SendNetPack.m_playerID = playerID;
SendNetPack.m_combo=combo;
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SendNetPack.m_score=score; //Load packet with appropriate info
SendNetPack.m_step=step-1;
SendNetPack.m_life=m_playerLife[playerID];
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//Send packet to server
NetPlayerClient->send((char*)&SendNetPack, sizeof(netHolder));
}
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void NetworkSyncManager::ReportSongOver()
{
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if (!useSMserver) //Make sure that we are using the network
return ;
netHolder SendNetPack; //Create packet to send to server
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SendNetPack.m_playerID = 21; // Song over Packet player ID
SendNetPack.m_combo=0;
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SendNetPack.m_score=0;
SendNetPack.m_step=0;
SendNetPack.m_life=0;
NetPlayerClient->send((char*)&SendNetPack, sizeof(netHolder));
return;
}
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void NetworkSyncManager::StartRequest()
{
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if (!useSMserver)
return ;
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vector <char> tmp; //Temporary vector used by receive function when waiting
LOG->Info("Requesting Start from Server.");
netHolder SendNetPack;
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SendNetPack.m_playerID = 20; // Song Start Request Packet player ID
SendNetPack.m_combo=0;
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SendNetPack.m_score=0;
SendNetPack.m_step=0;
SendNetPack.m_life=0;
NetPlayerClient->send((char*)&SendNetPack, sizeof(netHolder));
LOG->Info("Waiting for RECV");
//Block until go is recieved.
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NetPlayerClient->receive(tmp);
LOG->Info("Starting Game.");
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}
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//Global and accessable from anywhere
NetworkSyncManager *NSMAN;