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itgmania212121/stepmania/src/NetworkSyncManager.cpp
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#include "global.h"
#include "NetworkSyncManager.h"
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#include "NetworkSyncServer.h"
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#include "LuaManager.h"
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#include "LuaFunctions.h"
#include "crypto/CryptMD5.h"
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NetworkSyncManager *NSMAN;
#if defined(WITHOUT_NETWORKING)
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NetworkSyncManager::NetworkSyncManager( LoadingWindow *ld ) { useSMserver=false; isSMOnline = false; }
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NetworkSyncManager::~NetworkSyncManager () { }
void NetworkSyncManager::CloseConnection() { }
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void NetworkSyncManager::PostStartUp(const CString& ServerIP ) { }
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bool NetworkSyncManager::Connect(const CString& addy, unsigned short port) { return false; }
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CString NetworkSyncManager::GetServerName() { return ""; }
void NetworkSyncManager::ReportNSSOnOff(int i) { }
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void NetworkSyncManager::ReportTiming(float offset, int PlayerNumber) { }
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void NetworkSyncManager::ReportScore(int playerID, int step, int score, int combo) { }
void NetworkSyncManager::ReportSongOver() { }
void NetworkSyncManager::ReportStyle() {}
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void NetworkSyncManager::StartRequest(short position) { }
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void NetworkSyncManager::DisplayStartupStatus() { }
void NetworkSyncManager::Update( float fDeltaTime ) { }
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bool NetworkSyncManager::ChangedScoreboard(int Column) { return false; }
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void NetworkSyncManager::SendChat(const CString& message) { }
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void NetworkSyncManager::SelectUserSong() { }
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CString NetworkSyncManager::MD5Hex( const CString &sInput ) { return ""; }
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int NetworkSyncManager::GetSMOnlineSalt() { return 0; }
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#else
#include "ezsockets.h"
#include "ProfileManager.h"
#include "RageLog.h"
#include "StepMania.h"
#include "ScreenManager.h"
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#include "song.h"
#include "Course.h"
#include "GameState.h"
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#include "StatsManager.h"
#include "Steps.h"
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#include "PrefsManager.h"
#include "ProductInfo.h"
#include "ScreenMessage.h"
#include "GameManager.h"
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#include "arch/LoadingWindow/LoadingWindow.h"
#include "PlayerState.h"
AutoScreenMessage( SM_AddToChat )
AutoScreenMessage( SM_ChangeSong );
AutoScreenMessage( SM_GotEval );
AutoScreenMessage( SM_UsersUpdate );
AutoScreenMessage( SM_SMOnlinePack );
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int NetworkSyncManager::GetSMOnlineSalt()
{
return m_iSalt;
}
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NetworkSyncManager::NetworkSyncManager( LoadingWindow *ld )
{
LANserver = NULL; //So we know if it has been created yet
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if( GetCommandlineArgument( "runserver" ))
{
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ld->SetText("Initializing server...");
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LANserver = new StepManiaLanServer;
isLanServer = true;
GetCommandlineArgument( "runserver", &LANserver->servername );
}
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else
isLanServer = false;
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ld->SetText("Initializing Client Network...");
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NetPlayerClient = new EzSockets;
NetPlayerClient->blocking = false;
m_ServerVersion = 0;
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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();
delete NetPlayerClient;
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if( isLanServer )
{
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LANserver->ServerStop();
delete LANserver;
}
}
void NetworkSyncManager::CloseConnection()
{
if (!useSMserver)
return ;
m_ServerVersion = 0;
useSMserver = false;
isSMOnline = false;
FOREACH_PlayerNumber(pn)
isSMOLoggedIn[pn] = false;
m_startupStatus = 0;
NetPlayerClient->close();
}
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void NetworkSyncManager::PostStartUp(const CString& ServerIP)
{
CString sAddress;
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short iPort;
int cLoc = ServerIP.Find( ":" );
if ( ServerIP.Find( ":" ) > 0 )
{
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iPort = (short) atoi( ServerIP.substr( cLoc + 1 ).c_str() );
sAddress = ServerIP.substr( 0, cLoc );
}
else
{
iPort = 8765;
sAddress = ServerIP;
}
LOG->Info( "Attempting to connect to: %s, Port: %d", sAddress.c_str(), iPort );
CloseConnection();
if( ServerIP!="LISTEN" )
{
if( !Connect(sAddress.c_str(), iPort) )
{
m_startupStatus = 2;
LOG->Warn( "Network Sync Manager failed to connect" );
return;
}
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}
else
{
if( !Listen(iPort) )
{
m_startupStatus = 2;
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LOG->Warn( "Listen() failed" );
return;
}
}
FOREACH_PlayerNumber(pn)
isSMOLoggedIn[pn] = false;
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useSMserver = true;
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m_startupStatus = 1; //Connection attepmpt successful
// If network play is desired and the connection works,
// halt until we know what server version we're dealing with
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m_packet.ClearPacket();
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m_packet.Write1( NSCHello ); //Hello Packet
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m_packet.Write1(NETPROTOCOLVERSION);
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m_packet.WriteNT(CString(PRODUCT_NAME_VER));
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//Block until responce is received
//Move mode to blocking in order to give CPU back to the
//system, and not wait.
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bool dontExit = true;
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//Don't block if the server is running
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if( isLanServer )
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NetPlayerClient->blocking = false;
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else
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NetPlayerClient->blocking = true;
//Following packet must get through, so we block for it.
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//If we are serving we do not block for this.
NetPlayerClient->SendPack((char*)m_packet.Data,m_packet.Position);
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//If we are serving, do this so we properly connect
//to the server.
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if( isLanServer )
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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() == (NSServerOffset + NSCHello))
dontExit=false;
//Only allow passing on handshake.
//Otherwise scoreboard updates and such will confuse us.
}
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NetPlayerClient->blocking = false;
m_ServerVersion = m_packet.Read1();
if ( m_ServerVersion >= 128 )
isSMOnline = true;
m_ServerName = m_packet.ReadNT();
m_iSalt = m_packet.Read4();
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LOG->Info("Server Version: %d %s", m_ServerVersion, m_ServerName.c_str());
}
void NetworkSyncManager::StartUp()
{
CString ServerIP;
if( isLanServer )
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if (!LANserver->ServerStart())
{
//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;
}
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if( GetCommandlineArgument( "netip", &ServerIP ) )
PostStartUp(ServerIP);
else if( GetCommandlineArgument( "listen" ) )
PostStartUp("LISTEN");
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}
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bool NetworkSyncManager::Connect(const CString& addy, unsigned short port)
{
LOG->Info("Beginning to connect");
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NetPlayerClient->create(); // Initialize 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");
EzSockets * EZListener = new EzSockets;
EZListener->create();
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NetPlayerClient->create(); // Initialize Socket
EZListener->bind(8765);
useSMserver = EZListener->listen();
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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;
}
void NetworkSyncManager::ReportNSSOnOff(int i)
{
m_packet.ClearPacket();
m_packet.Write1( NSCSMS );
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m_packet.Write1( (uint8_t) i );
NetPlayerClient->SendPack((char*)m_packet.Data, m_packet.Position);
}
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CString NetworkSyncManager::GetServerName()
{
return m_ServerName;
}
void NetworkSyncManager::ReportTiming(float offset, int PlayerNumber)
{
m_lastOffset[PlayerNumber] = offset;
}
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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;
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m_packet.ClearPacket();
m_packet.Write1( NSCGSU );
uint8_t ctr = (uint8_t) (playerID * 16 + step - ( TNS_MISS - 1 ) );
m_packet.Write1(ctr);
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ctr = uint8_t( STATSMAN->m_CurStageStats.m_player[playerID].GetGrade()*16 );
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if ( STATSMAN->m_CurStageStats.m_player[playerID].bFailedEarlier )
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ctr = uint8_t( 112 ); //Code for failed (failed constant seems not to work)
m_packet.Write1(ctr);
m_packet.Write4(score);
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m_packet.Write2((uint16_t) combo);
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m_packet.Write2((uint16_t) m_playerLife[playerID]);
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//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);
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NetPlayerClient->SendPack((char*)m_packet.Data, m_packet.Position);
}
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void NetworkSyncManager::ReportSongOver()
{
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if (!useSMserver) //Make sure that we are using the network
return ;
m_packet.ClearPacket();
m_packet.Write1( NSCGON );
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NetPlayerClient->SendPack((char*)&m_packet.Data, m_packet.Position);
return;
}
void NetworkSyncManager::ReportStyle()
{
LOG->Trace( "Sending \"Style\" to server" );
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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) );
}
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NetPlayerClient->SendPack( (char*)&m_packet.Data, m_packet.Position );
}
void NetworkSyncManager::StartRequest(short position)
{
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if( !useSMserver )
return;
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if( GAMESTATE->m_bDemonstrationOrJukebox )
return;
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LOG->Trace("Requesting Start from Server.");
m_packet.ClearPacket();
m_packet.Write1( NSCGSR );
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unsigned char ctr=0;
Steps * tSteps;
tSteps = GAMESTATE->m_pCurSteps[PLAYER_1];
if ((tSteps!=NULL) && (GAMESTATE->IsPlayerEnabled(PLAYER_1)))
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ctr = uint8_t(ctr+tSteps->GetMeter()*16);
tSteps = GAMESTATE->m_pCurSteps[PLAYER_2];
if ((tSteps!=NULL) && (GAMESTATE->IsPlayerEnabled(PLAYER_2)))
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ctr = uint8_t(ctr+tSteps->GetMeter());
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m_packet.Write1(ctr);
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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.
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ctr = char(position*16);
m_packet.Write1(ctr);
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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);
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}
else
{
m_packet.WriteNT("");
m_packet.WriteNT("");
m_packet.WriteNT("");
}
if (GAMESTATE->m_pCurCourse != NULL)
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m_packet.WriteNT(GAMESTATE->m_pCurCourse->GetDisplayFullTitle());
else
m_packet.WriteNT(CString(""));
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//Send Player (and song) Options
m_packet.WriteNT(GAMESTATE->m_SongOptions.GetString());
int players=0;
FOREACH_PlayerNumber (p)
{
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++players;
m_packet.WriteNT(GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.GetString());
}
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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;
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//Don't block if we are server.
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if (isLanServer)
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NetPlayerClient->blocking=false;
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else
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NetPlayerClient->blocking=true;
//The following packet HAS to get through, so we turn blocking on for it as well
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//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)
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if (!isLanServer)
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;
}
void NetworkSyncManager::DisplayStartupStatus()
{
CString sMessage("");
switch (m_startupStatus)
{
case 0:
//Networking wasn't attepmpted
return;
case 1:
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sMessage = "Connection to " + m_ServerName + " successful.";
break;
case 2:
sMessage = "Connection failed.";
break;
}
SCREENMAN->SystemMessage(sMessage);
}
void NetworkSyncManager::Update(float fDeltaTime)
{
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if (isLanServer)
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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;
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;
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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 responce to when/if we send packet 0's
case NSCHello: //This is already taken care of by the blocking code earlier on
case NSCGSR: //This is taken care of by the blocking start code
break;
case NSCGON:
{
int PlayersInPack = m_packet.Read1();
m_EvalPlayerData.resize(PlayersInPack);
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for (int i=0; i<PlayersInPack; ++i)
m_EvalPlayerData[i].name = m_packet.Read1();
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for (int i=0; i<PlayersInPack; ++i)
m_EvalPlayerData[i].score = m_packet.Read4();
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for (int i=0; i<PlayersInPack; ++i)
m_EvalPlayerData[i].grade = m_packet.Read1();
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for (int i=0; i<PlayersInPack; ++i)
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m_EvalPlayerData[i].difficulty = (Difficulty) m_packet.Read1();
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for (int j=0; j<NETNUMTAPSCORES; ++j)
for (int i=0; i<PlayersInPack; ++i)
m_EvalPlayerData[i].tapScores[j] = m_packet.Read2();
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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();
CString ColumnData;
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switch (ColumnNumber)
{
case NSSB_NAMES:
ColumnData = "Names\n";
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for (int i=0; i<NumberPlayers; ++i)
ColumnData += m_PlayerNames[m_packet.Read1()] + "\n";
break;
case NSSB_COMBO:
ColumnData = "Combo\n";
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for (int i=0; i<NumberPlayers; ++i)
ColumnData += ssprintf("%d\n",m_packet.Read2());
break;
case NSSB_GRADE:
ColumnData = "Grade\n";
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for (int i=0;i<NumberPlayers;i++)
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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;
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m_scoreboardchange[ColumnNumber]=true;
}
break;
case NSCSU: //System message from server
{
CString 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 );
}
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break;
case NSCRSG: //Select Song/Play song
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{
m_iSelectMode = m_packet.Read1();
m_sMainTitle = m_packet.ReadNT();
m_sArtist = m_packet.ReadNT();
m_sSubTitle = m_packet.ReadNT();
SCREENMAN->SendMessageToTopScreen( SM_ChangeSong );
}
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break;
case NSCUUL:
{
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/*int ServerMaxPlayers=*/m_packet.Read1();
int PlayersInThisPacket=m_packet.Read1();
m_ActivePlayer.clear();
m_PlayerStatus.clear();
m_PlayerNames.clear();
m_ActivePlayers = 0;
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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:
{
CString StyleName, GameName;
GameName = m_packet.ReadNT();
StyleName = m_packet.ReadNT();
GAMESTATE->m_pCurGame = GAMEMAN->StringToGameType( GameName );
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GAMESTATE->m_pCurStyle.Set( 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 );
}
}
m_packet.ClearPacket();
}
}
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bool NetworkSyncManager::ChangedScoreboard(int Column)
{
if (!m_scoreboardchange[Column])
return false;
m_scoreboardchange[Column]=false;
return true;
}
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void NetworkSyncManager::SendChat(const CString& message)
{
m_packet.ClearPacket();
m_packet.Write1( NSCCM );
m_packet.WriteNT( message );
NetPlayerClient->SendPack((char*)&m_packet.Data, m_packet.Position);
}
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void NetworkSyncManager::ReportPlayerOptions()
{
m_packet.ClearPacket();
m_packet.Write1( NSCUPOpts );
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FOREACH_PlayerNumber (pn)
m_packet.WriteNT( GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions.GetString() );
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NetPlayerClient->SendPack((char*)&m_packet.Data, m_packet.Position);
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}
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void NetworkSyncManager::SelectUserSong()
{
m_packet.ClearPacket();
m_packet.Write1( NSCRSG );
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m_packet.Write1( (uint8_t) m_iSelectMode );
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m_packet.WriteNT( m_sMainTitle );
m_packet.WriteNT( m_sArtist );
m_packet.WriteNT( m_sSubTitle );
NetPlayerClient->SendPack( (char*)&m_packet.Data, m_packet.Position );
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}
void NetworkSyncManager::SendSMOnline( )
{
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m_packet.Position = m_SMOnlinePacket.Position + 1;
memcpy( (m_packet.Data + 1), m_SMOnlinePacket.Data, m_SMOnlinePacket.Position );
m_packet.Data[0] = NSCSMOnline;
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NetPlayerClient->SendPack( (char*)&m_packet.Data , m_packet.Position );
}
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//Packet functions
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uint8_t PacketFunctions::Read1()
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{
if (Position>=NETMAXBUFFERSIZE)
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return 0;
return Data[Position++];
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}
uint16_t PacketFunctions::Read2()
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{
if (Position>=NETMAXBUFFERSIZE-1)
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return 0;
uint16_t Temp;
memcpy( &Temp, Data + Position,2 );
Position+=2;
return ntohs(Temp);
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}
uint32_t PacketFunctions::Read4()
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{
if (Position>=NETMAXBUFFERSIZE-3)
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return 0;
uint32_t Temp;
memcpy( &Temp, Data + Position,4 );
Position+=4;
return ntohl(Temp);
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}
CString PacketFunctions::ReadNT()
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{
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//int Orig=Packet.Position;
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CString TempStr;
while ((Position<NETMAXBUFFERSIZE)&& (((char*)Data)[Position]!=0))
TempStr= TempStr + (char)Data[Position++];
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++Position;
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return TempStr;
}
void PacketFunctions::Write1(uint8_t data)
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{
if (Position>=NETMAXBUFFERSIZE)
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return;
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memcpy( &Data[Position], &data, 1 );
++Position;
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}
void PacketFunctions::Write2(uint16_t data)
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{
if (Position>=NETMAXBUFFERSIZE-1)
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return;
data = htons(data);
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memcpy( &Data[Position], &data, 2 );
Position+=2;
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}
void PacketFunctions::Write4(uint32_t data)
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{
if (Position>=NETMAXBUFFERSIZE-3)
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return ;
data = htonl(data);
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memcpy( &Data[Position], &data, 4 );
Position+=4;
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}
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void PacketFunctions::WriteNT(const CString& data)
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{
int index=0;
while ((Position<NETMAXBUFFERSIZE)&&(index<data.GetLength()))
Data[Position++] = (unsigned char)(data.c_str()[index++]);
Data[Position++] = 0;
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}
void PacketFunctions::ClearPacket()
{
memset((void*)(&Data),0, NETMAXBUFFERSIZE);
Position = 0;
}
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CString NetworkSyncManager::MD5Hex( const CString &sInput )
{
CString HashedName;
CString PreHashedName;
unsigned char Output[16];
const unsigned char *Input = (unsigned char *)sInput.c_str();
MD5Context BASE;
memset(&BASE,0,sizeof(MD5Context));
memset(&Output,0,16);
MD5Init( &BASE );
MD5Update( &BASE, Input, sInput.length());
MD5Final( Output, &BASE );
for (int i = 0; i < 16; i++)
PreHashedName += ssprintf( "%2X", Output[i] );
//XXX: Yuck. Convert spaces to 0's better. (will fix soon)
for (int i = 0; i < 32; i++)
if ( PreHashedName.c_str()[i] == ' ' )
HashedName += '0';
else
if ( PreHashedName.c_str()[i]=='\0' )
HashedName += ' ';
else
HashedName += PreHashedName.c_str()[i];
return HashedName;
}
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#endif
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LuaFunction_NoArgs( IsNetConnected, NSMAN->useSMserver )
LuaFunction_NoArgs( IsNetSMOnline, NSMAN->isSMOnline )
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static bool ReportStyle() { NSMAN->ReportStyle(); return true; }
LuaFunction_NoArgs( ReportStyle, ReportStyle() )
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LuaFunction( IsSMOnlineLoggedIn, NSMAN->isSMOLoggedIn[IArg(1)] )
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/*
* (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.
*/