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itgmania212121/stepmania/src/NetworkSyncServer.cpp
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/* NetworkSyncServer.cpp
*/
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#include "global.h"
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#include "NetworkSyncServer.h"
#include "RageLog.h"
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#include <time.h>
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LanPlayer::LanPlayer()
{
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score = 0;
health = 0;
feet = 0;
projgrade = 0;
combo = 0;
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currstep = 0;
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maxCombo = 0;
Grade = 0;
offset = 0;
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options = "";
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}
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StepManiaLanServer::StepManiaLanServer()
{
stop = true;
SecondSameSelect = false;
AssignPlayerIDs();
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}
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StepManiaLanServer::~StepManiaLanServer()
{
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ServerStop();
}
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bool StepManiaLanServer::ServerStart()
{
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server.blocking = 0; /* Turn off blocking */
if (server.create())
if (server.bind(8765))
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if (server.listen())
{
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stop = false;
statsTime = time(NULL);
return true;
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}
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else
lastError = "Failed to make socket listen.";
else
lastError = "Failed to bind socket";
else
lastError = "Failed to create socket";
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lastErrorCode = server.lastCode;
//Hopefully we will not get here. If we did, something went wrong above.
return false;
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}
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void StepManiaLanServer::ServerStop()
{
for (int x = 0; x < NUMBERCLIENTS; ++x) {
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Client[x].clientSocket.close();
Client[x].Used = false;
}
server.close();
stop = true;
}
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void StepManiaLanServer::ServerUpdate()
{
if (!stop)
{
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NewClientCheck(); /* See if there is another client wanting to play */
UpdateClients();
// CheckReady();
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if (time(NULL) > statsTime)
{
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SendStatsToClients();
statsTime = time(NULL);
}
// MoveClientToHost();
}
}
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void StepManiaLanServer::UpdateClients()
{
//Go through all the clients and check to see if it is being used.
//If so then try to get a backet and parse the data.
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for (int x = 0; x < NUMBERCLIENTS; x++)
if (Client[x].Used == 1)
if (Client[x].GetData(Packet) >= 0)
ParseData(Packet, x);
}
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GameClient::GameClient()
{
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Used = 0;
GotStartRequest = 0;
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clientSocket.blocking = 0;
twoPlayers = false;
version = 0;
startPosition = 0;
InGame = 0;
hasSong = false;
inNetMusicSelect = false;
isStarting = false; //Used for after ScreenNetMusicSelect but before InGame
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wasIngame = false;
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}
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int GameClient::GetData(PacketFunctions& Packet)
{
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int length = -1;
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CheckConnection();
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Packet.ClearPacket();
length = clientSocket.ReadPack((char*)Packet.Data, NETMAXBUFFERSIZE);
return length;
}
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void StepManiaLanServer::ParseData(PacketFunctions& Packet, int clientNum)
{
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int command = Packet.Read1();
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switch (command)
{
case NSCPing:
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// No Operation
SendValue(NSServerOffset + NSCPingR, clientNum);
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break;
case NSCPingR:
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// No Operation response
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break;
case NSCHello:
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// Hello
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Hello(Packet, clientNum);
break;
case NSCGSR:
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// Start Request
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Client[clientNum].StartRequest(Packet);
CheckReady();
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break;
case NSCGON:
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// GameOver
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GameOver(Packet, clientNum);
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break;
case NSCGSU:
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// StatsUpdate
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Client[clientNum].UpdateStats(Packet);
break;
case NSCSU:
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// Style Update
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Client[clientNum].StyleUpdate(Packet);
SendUserList();
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break;
case NSCCM:
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// Chat message
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RelayChat(Packet, clientNum);
break;
case NSCRSG:
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SelectSong(Packet, clientNum);
break;
case NSCSMS:
ScreenNetMusicSelectStatus(Packet, clientNum);
break;
case NSCUPOpts:
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Client[clientNum].Player[0].options = Packet.ReadNT();
Client[clientNum].Player[1].options = Packet.ReadNT();
break;
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default:
break;
}
}
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void StepManiaLanServer::Hello(PacketFunctions& Packet, int clientNum)
{
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int ClientVersion = Packet.Read1();
CString build = Packet.ReadNT();
Client[clientNum].SetClientVersion(ClientVersion, build);
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Reply.ClearPacket();
Reply.Write1( NSCHello + NSServerOffset );
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Reply.Write1(1);
Reply.WriteNT(servername);
SendNetPacket(clientNum, Reply);
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if (ClientHost == -1)
ClientHost = clientNum;
}
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void GameClient::StyleUpdate(PacketFunctions& Packet)
{
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int playernumber = 0;
Player[0].name = Player[1].name = "";
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twoPlayers = Packet.Read1()-1;
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for (int x = 0; x < twoPlayers+1; x++)
{
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playernumber = Packet.Read1();
Player[playernumber].name = Packet.ReadNT();
}
}
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void GameClient::SetClientVersion(int ver, const CString& b)
{
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version = ver;
build = b;
}
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void GameClient::StartRequest(PacketFunctions& Packet)
{
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int firstbyte = Packet.Read1();
int secondbyte = Packet.Read1();
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int thirdbyte = Packet.Read1();
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Player[0].feet = firstbyte/16;
Player[1].feet = firstbyte%16;
if ((Player[0].feet > 0)&&(Player[1].feet > 0))
twoPlayers = true;
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Player[0].diff = secondbyte/16;
Player[1].diff = secondbyte%16;
startPosition = thirdbyte/16;
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gameInfo.title = Packet.ReadNT();
gameInfo.subtitle = Packet.ReadNT();
gameInfo.artist = Packet.ReadNT();
gameInfo.course = Packet.ReadNT();
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for (int x = 0; x < 2; ++x)
{
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Player[x].score = 0;
Player[x].combo = 0;
Player[x].projgrade = 0;
Player[x].maxCombo = 0;
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memset(Player[x].steps, 0, sizeof(int)*9);
}
GotStartRequest = true;
// InGame = true;
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}
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void StepManiaLanServer::CheckReady()
{
bool canStart = true;
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int x;
//Only check clients that are starting (after ScreenNetMusicSelect before InGame).
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for (x = 0; (x < NUMBERCLIENTS)&& canStart; ++x)
if (Client[x].Used)
if (Client[x].isStarting)
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if (!Client[x].GotStartRequest)
canStart = false;
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if (canStart)
{
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//(Test this)
//For whatever reason we need to pause in a way
//that will not use a lot of CPU.
//When you try playing the music as soon as it's loaded
//it will not always play ... immediately
usleep ( 2000000 );
//Only start clients waiting for start between ScreenNetMusicSelect and game.
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for (x = 0; x < NUMBERCLIENTS; ++x)
{
if (Client[x].Used)
if (Client[x].isStarting)
{
Client[x].clientSocket.blocking = true;
SendValue(NSCGSR + NSServerOffset, x);
Client[x].GotStartRequest = false;
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if (Client[x].startPosition == 1)
{
Client[x].isStarting = false;
Client[x].InGame = true;
//After we start the clients, clear each client's hasSong.
Client[x].hasSong = false;
}
Client[x].clientSocket.blocking = false;
}
}
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}
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}
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void StepManiaLanServer::GameOver(PacketFunctions& Packet, int clientNum)
{
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bool allOver = true;
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int x;
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Client[clientNum].GotStartRequest = false;
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Client[clientNum].InGame = false;
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Client[clientNum].wasIngame = true;
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for (x = 0; (x < NUMBERCLIENTS)&&allOver ; ++x)
if (Client[x].Used)
if (Client[x].InGame)
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allOver = false;
//Wait untill everyone is done before sending
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if (allOver)
{
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numPlayers = SortStats(playersPtr);
Reply.ClearPacket();
Reply.Write1( NSCGON + NSServerOffset );
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Reply.Write1( (uint8_t) numPlayers );
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for (x = 0; x < numPlayers; ++x)
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Reply.Write1((uint8_t)playersPtr[x]->PlayerID);
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for (x = 0; x < numPlayers; ++x)
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Reply.Write4(playersPtr[x]->score);
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for (x = 0; x < numPlayers; ++x)
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Reply.Write1( (uint8_t) playersPtr[x]->projgrade );
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for (x = 0; x < numPlayers; ++x)
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Reply.Write1( (uint8_t) playersPtr[x]->diff );
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for (int y = 6; y >= 1; --y)
for (x = 0; x < numPlayers; ++x)
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Reply.Write2( (uint16_t) playersPtr[x]->steps[y] );
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for (x = 0; x < numPlayers; ++x)
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Reply.Write2( (uint16_t) playersPtr[x]->steps[8] ); //Tack on OK
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for (x = 0; x < numPlayers; ++x)
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Reply.Write2( (uint16_t) playersPtr[x]->maxCombo );
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for (x = 0; x < numPlayers; ++x)
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Reply.WriteNT( playersPtr[x]->options );
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for (x = 0; x < NUMBERCLIENTS; ++x)
if(Client[x].wasIngame)
{
SendNetPacket(x, Reply);
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Client[x].wasIngame = false;
}
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// SendToAllClients(Reply);
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}
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}
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void StepManiaLanServer::AssignPlayerIDs()
{
int counter = 0;
//Future: Figure out how to do dynamic numbering.
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for (int x = 0; x < NUMBERCLIENTS; ++x)
for(int y = 0; y < 2; ++y)
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Client[x].Player[y].PlayerID = counter++;
}
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int StepManiaLanServer::SortStats(LanPlayer *playersPtr[])
{
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int counter = 0;
LanPlayer *tmp;
StatsNameChange = false; //Set it to no name so stats will not send if there is not a change
bool allZero = true;
//Populate with in game players only
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for (int x = 0; x < NUMBERCLIENTS; ++x)
if (Client[x].Used)
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if (Client[x].InGame||Client[x].wasIngame)
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for (int y = 0; y < 2; ++y)
if (Client[x].IsPlaying(y))
playersPtr[counter++] = &Client[x].Player[y];
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for (int x = 0; x < counter; ++x)
{
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//See if all the players have zero. Used to send names if everyone is 0
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if ((playersPtr[x]->score > 0) && allZero)
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allZero = false;
if ((x+1) < counter)
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if ((playersPtr[x]->score) < (playersPtr[x+1]->score))
{
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tmp = playersPtr[x];
playersPtr[x] = playersPtr[x+1];
playersPtr[x+1] = tmp;
x = 0;
StatsNameChange = true;
}
}
//If there are players all at 0, the name lsit won't be updated
//this make sure it is sent to the server eventually
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if (!StatsNameChange && allZero)
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StatsNameChange = true;
return counter;
}
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void StepManiaLanServer::SendStatsToClients()
{
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int x;
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numPlayers = SortStats(playersPtr); //Return number of players
//If there was a change in the name data, send it to the clients.
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//Used to save bandwidth and some processing time.
//Disabled this. FUTURE: Figure out why it dosn't work correctly and fix.
// if (StatsNameChange)
// {
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/* Write and Send name packet */
Reply.ClearPacket();
Reply.Write1(NSCGSU + NSServerOffset);
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Reply.Write1(0);
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Reply.Write1( (uint8_t) numPlayers );
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StatsNameColumn(Reply, playersPtr, numPlayers);
//Send to in game clients only.
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for (x = 0; x < NUMBERCLIENTS; ++x)
if (Client[x].InGame)
SendNetPacket(x, Reply);
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// }
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/* Write and send Combo packet */
Reply.ClearPacket();
Reply.Write1(NSCGSU + NSServerOffset);
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Reply.Write1(1);
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Reply.Write1( (uint8_t) numPlayers );
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StatsComboColumn(Reply, playersPtr, numPlayers);
//Send to in game clients only.
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for (x = 0; x < NUMBERCLIENTS; ++x)
if (Client[x].InGame)
SendNetPacket(x, Reply);
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/* Write and send projgrade packet*/
//Is it worth the programing troube to save a small amount of bandwidth here?
//Probably not. Sends all everytime unless developer feelings change.
Reply.ClearPacket();
Reply.Write1(NSCGSU + NSServerOffset);
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Reply.Write1(2);
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Reply.Write1( (uint8_t) numPlayers );
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StatsProjgradeColumn(Reply, playersPtr, numPlayers);
//Send to in game clients only.
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for (x = 0; x < NUMBERCLIENTS; ++x)
if (Client[x].InGame)
SendNetPacket(x, Reply);
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}
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void StepManiaLanServer::SendNetPacket(int client, PacketFunctions& Packet)
{
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/* If there is a connected client where we want to send then do so */
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if (Client[client].Used)
Client[client].clientSocket.SendPack((char*)Packet.Data, Packet.Position);
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}
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void StepManiaLanServer::StatsNameColumn(PacketFunctions &data, LanPlayer *playersPtr[], int numPlayers)
{
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CString numname;
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for (int x = 0; x < numPlayers; ++x)
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data.Write1( (uint8_t) playersPtr[x]->PlayerID );
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}
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void StepManiaLanServer::StatsComboColumn(PacketFunctions &data, LanPlayer *playersPtr[], int numPlayers)
{
for( int x = 0; x < numPlayers; ++x )
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data.Write2( (uint16_t) playersPtr[x]->combo);
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}
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void StepManiaLanServer::StatsProjgradeColumn(PacketFunctions& data, LanPlayer *playersPtr[], int numPlayers)
{
for( int x = 0; x < numPlayers; ++x )
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data.Write1( (uint8_t) playersPtr[x]->projgrade );
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}
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bool GameClient::IsPlaying(int x)
{
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/* If the feet setting is above 0, there must be a player. */
if (Player[x].feet > 0)
return true;
return false;
}
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void GameClient::UpdateStats(PacketFunctions& Packet)
{
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/* Get the Stats form a packet */
char firstbyte = Packet.Read1();
char secondbyte = Packet.Read1();
int pID = int(firstbyte/16); /* MSN */
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Player[pID].currstep = int(firstbyte%16); /* LSN */
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Player[pID].projgrade = int(secondbyte/16);
Player[pID].score = Packet.Read4();
Player[pID].combo = Packet.Read2();
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if (Player[pID].combo > Player[pID].maxCombo)
Player[pID].maxCombo = Player[pID].combo;
Player[pID].health = Packet.Read2();
Player[pID].offset = Packet.Read2();
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Player[pID].steps[Player[pID].currstep]++;
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}
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void StepManiaLanServer::NewClientCheck()
{
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/* Find the first available empty client. Then stick a new connection
in that client socket.*/
int CurrentEmptyClient = FindEmptyClient();
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if (CurrentEmptyClient > -1)
if (server.accept(Client[CurrentEmptyClient].clientSocket) == 1)
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Client[CurrentEmptyClient].Used = 1;
}
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void StepManiaLanServer::SendValue(uint8_t value, int clientNum)
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{
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Client[clientNum].clientSocket.SendPack((char*)&value, sizeof(uint8_t));
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}
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void StepManiaLanServer::RelayChat(PacketFunctions& Packet, int clientNum)
{
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Reply.ClearPacket();
CString message = "";
message += Client[clientNum].Player[0].name;
if (Client[clientNum].twoPlayers)
message += "&";
message += Client[clientNum].Player[1].name;
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message += ": ";
message += Packet.ReadNT();
Reply.Write1(NSCCM + NSServerOffset);
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Reply.WriteNT(message);
//Send to all clients
SendToAllClients(Reply);
}
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void StepManiaLanServer::SelectSong(PacketFunctions& Packet, int clientNum)
{
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int use = Packet.Read1();
CString message;
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if (use == 2)
{
if (clientNum == 0)
{
SecondSameSelect = false;
CurrentSongInfo.title = Packet.ReadNT();
CurrentSongInfo.artist = Packet.ReadNT();
CurrentSongInfo.subtitle = Packet.ReadNT();
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Reply.ClearPacket();
Reply.Write1(NSCRSG + NSServerOffset);
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Reply.Write1(1);
Reply.WriteNT(CurrentSongInfo.title);
Reply.WriteNT(CurrentSongInfo.artist);
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Reply.WriteNT(CurrentSongInfo.subtitle);
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//Only send data to clients currently in ScreenNetMusicSelect
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for (int x = 0; x < NUMBERCLIENTS; ++x)
if (Client[x].inNetMusicSelect)
SendNetPacket(x, Reply);
// SendToAllClients(Reply);
//The following code forces the host to select the same song twice in order to play it.
if (strcmp(CurrentSongInfo.title, LastSongInfo.title) == 0)
if (strcmp(CurrentSongInfo.artist, LastSongInfo.artist) == 0)
if (strcmp(CurrentSongInfo.artist, LastSongInfo.artist) == 0)
SecondSameSelect = true;
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if (!SecondSameSelect)
{
LastSongInfo.title = CurrentSongInfo.title;
LastSongInfo.artist = CurrentSongInfo.artist;
LastSongInfo.subtitle = CurrentSongInfo.subtitle;
message = servername;
message += ":Play \"";
message += CurrentSongInfo.title;
message += "\"?";
ServerChat(message);
}
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}
else
{
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message = servername;
message += ": You do not have permission to pick a song.";
Reply.ClearPacket();
Reply.Write1(NSCCM + NSServerOffset);
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Reply.WriteNT(message);
SendNetPacket(clientNum, Reply);
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}
}
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if (use == 1)
{
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//If user dosn't have song
Client[clientNum].hasSong = false;
message = servername;
message += ": ";
message += Client[clientNum].Player[0].name;
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if (Client[clientNum].twoPlayers)
{
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message += "&";
message += Client[clientNum].Player[1].name;
}
message += " lacks song \"";
message += CurrentSongInfo.title;
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message += "\"";
ServerChat(message);
}
//If client has song
if (use == 0)
Client[clientNum].hasSong = true;
//Only play if everyone has the same song and the host has select the same song twice.
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if ( CheckHasSongState() && SecondSameSelect && (clientNum == 0) )
{
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Reply.ClearPacket();
Reply.Write1(NSCRSG + NSServerOffset);
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Reply.Write1(2);
Reply.WriteNT(CurrentSongInfo.title);
Reply.WriteNT(CurrentSongInfo.artist);
Reply.WriteNT(CurrentSongInfo.subtitle);
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//Reset last song in case host picks same song again (otherwise dual select is bypassed)
LastSongInfo.title = "";
LastSongInfo.artist = "";
LastSongInfo.subtitle = "";
//Only send data to clients currently in ScreenNetMusicSelect
for (int x = 0; x < NUMBERCLIENTS; x++)
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if (Client[x].inNetMusicSelect)
{
SendNetPacket(x, Reply);
//Designate the client is starting,
//after ScreenNetMusicSelect but before game play (InGame).
Client[x].isStarting = true;
}
// SendToAllClients(Reply);
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}
}
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bool StepManiaLanServer::CheckHasSongState()
{
for (int x = 0; x < NUMBERCLIENTS; ++x)
if (Client[x].Used)
if (Client[x].inNetMusicSelect)
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if (!Client[x].hasSong)
return false;
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return true;
}
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void StepManiaLanServer::ClearHasSong()
{
for (int x = 0; x < NUMBERCLIENTS; ++x)
if (Client[x].Used)
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Client[x].hasSong = false;
}
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void StepManiaLanServer::SendToAllClients(PacketFunctions& Packet)
{
for (int x = 0; x < NUMBERCLIENTS; ++x)
SendNetPacket(x, Packet);
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}
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void StepManiaLanServer::ServerChat(const CString& message)
{
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Reply.ClearPacket();
Reply.Write1(NSCCM + NSServerOffset);
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Reply.WriteNT(message);
SendToAllClients(Reply);
}
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int StepManiaLanServer::FindEmptyClient()
{
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//Look at Used flag, if zero then it's an empty client (return client index, -1 if none).
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for (int x = 0; x < NUMBERCLIENTS; ++x)
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if (Client[x].Used == 0)
return x;
return -1;
}
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void GameClient::CheckConnection()
{
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//If there is an error close the socket.
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if (clientSocket.IsError())
{
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clientSocket.close();
Used = GotStartRequest = hasSong = InGame = inNetMusicSelect = false;
Player[0].name = Player[1].name = "";
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}
}
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void StepManiaLanServer::MoveClientToHost()
{
if (!Client[ClientHost].Used)
for (int x = 1; x < NUMBERCLIENTS; ++x)
if (Client[x].Used)
{
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ClientHost = x;
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x = NUMBERCLIENTS+1;
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}
}
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void StepManiaLanServer::SendUserList()
{
Reply.ClearPacket();
Reply.Write1(NSCUUL + NSServerOffset);
Reply.Write1(NUMBERCLIENTS*2);
Reply.Write1(NUMBERCLIENTS*2);
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for (int x = 0; x < NUMBERCLIENTS; ++x)
{
for (int y = 0; y < 2; ++y)
{
if (Client[x].Player[y].name.length() == 0)
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Reply.Write1(0);
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else
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Reply.Write1(1);
Reply.WriteNT(Client[x].Player[y].name);
}
}
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SendToAllClients(Reply);
}
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void StepManiaLanServer::ScreenNetMusicSelectStatus(PacketFunctions& Packet, int clientNum)
{
CString message = servername;
message += ": ";
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int EntExitCode = Packet.Read1();
message += Client[clientNum].Player[0].name;
if (Client[clientNum].twoPlayers)
message += "&";
message += Client[clientNum].Player[1].name;
if (EntExitCode % 2 == 1)
Client[clientNum].inNetMusicSelect = true;
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else
Client[clientNum].inNetMusicSelect = false;
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switch (EntExitCode)
{
case 0:
message += " left the song selection.";
break;
case 1:
message += " entered the song selection.";
break;
case 2:
message += " went into options.";
break;
case 3:
message += " came back from options.";
break;
}
ServerChat(message);
}
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/*
* (c) 2003-2004 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.
*/