Don't limit max players for net evaluation to 32.
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@@ -424,16 +424,7 @@ void NetworkSyncManager::StartRequest(short position)
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m_packet.WriteNT(""); //Write a NULL if no player
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m_packet.WriteNT(""); //Write a NULL if no player
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//This needs to be reset before ScreenEvaluation could possibly be called
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//This needs to be reset before ScreenEvaluation could possibly be called
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for (int i=0; i<NETMAXPLAYERS; ++i)
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m_EvalPlayerData.clear();
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{
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m_EvalPlayerData[i].name=0;
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m_EvalPlayerData[i].grade=0;
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m_EvalPlayerData[i].score=0;
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m_EvalPlayerData[i].difficulty=(Difficulty)0;
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for (int j=0; j<NETNUMTAPSCORES; ++j)
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m_EvalPlayerData[i].tapScores[j] = 0;
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m_EvalPlayerData[i].playerOptions = "";
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}
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//Block until go is recieved.
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//Block until go is recieved.
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//Switch to blocking mode (this is the only
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//Switch to blocking mode (this is the only
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@@ -552,6 +543,7 @@ void NetworkSyncManager::ProcessInput()
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case NSCGON:
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case NSCGON:
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{
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{
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int PlayersInPack = m_packet.Read1();
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int PlayersInPack = m_packet.Read1();
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m_EvalPlayerData.resize(PlayersInPack);
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for (int i=0; i<PlayersInPack; ++i)
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for (int i=0; i<PlayersInPack; ++i)
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m_EvalPlayerData[i].name = m_packet.Read1();
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m_EvalPlayerData[i].name = m_packet.Read1();
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for (int i=0; i<PlayersInPack; ++i)
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for (int i=0; i<PlayersInPack; ++i)
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@@ -9,7 +9,6 @@
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class LoadingWindow;
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class LoadingWindow;
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#define NETMAXPLAYERS 32
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const int NETPROTOCOLVERSION=1;
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const int NETPROTOCOLVERSION=1;
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const int NETMAXBUFFERSIZE=1020; //1024 - 4 bytes for EzSockets
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const int NETMAXBUFFERSIZE=1020; //1024 - 4 bytes for EzSockets
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const int NETNUMTAPSCORES=8;
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const int NETNUMTAPSCORES=8;
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@@ -117,7 +116,7 @@ public:
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vector <CString> m_PlayerNames;
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vector <CString> m_PlayerNames;
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//Used for ScreenNetEvaluation
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//Used for ScreenNetEvaluation
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EndOfGame_PlayerData m_EvalPlayerData[NETMAXPLAYERS];
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vector<EndOfGame_PlayerData> m_EvalPlayerData;
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//Used togeather for
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//Used togeather for
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bool ChangedScoreboard(int Column); //If scoreboard changed since this function last called, then true.
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bool ChangedScoreboard(int Column); //If scoreboard changed since this function last called, then true.
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@@ -54,6 +54,8 @@ ScreenNetEvaluation::ScreenNetEvaluation (const CString & sClassName) : ScreenEv
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m_iActivePlayers = NSMAN->m_ActivePlayers;
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m_iActivePlayers = NSMAN->m_ActivePlayers;
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m_iCurrentPlayer = 0;
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m_iCurrentPlayer = 0;
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m_textUsers.resize(m_iActivePlayers);
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for( int i=0; i<m_iActivePlayers; ++i )
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for( int i=0; i<m_iActivePlayers; ++i )
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{
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{
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m_textUsers[i].LoadFromFont( THEME->GetPathF(m_sName,"names") );
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m_textUsers[i].LoadFromFont( THEME->GetPathF(m_sName,"names") );
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@@ -104,6 +106,7 @@ void ScreenNetEvaluation::HandleScreenMessage( const ScreenMessage SM )
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{
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{
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case SM_GotEval:
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case SM_GotEval:
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m_bHasStats = true;
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m_bHasStats = true;
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m_textUsers.resize(m_iActivePlayers);
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for( int i=0; i<m_iActivePlayers; ++i )
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for( int i=0; i<m_iActivePlayers; ++i )
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{
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{
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m_textUsers[i].SetText( NSMAN->m_PlayerNames[NSMAN->m_EvalPlayerData[i].name] );
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m_textUsers[i].SetText( NSMAN->m_PlayerNames[NSMAN->m_EvalPlayerData[i].name] );
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@@ -20,7 +20,7 @@ protected:
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private:
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private:
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Quad m_rectUsersBG;
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Quad m_rectUsersBG;
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BitmapText m_textUsers[NETMAXPLAYERS];
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vector<BitmapText> m_textUsers;
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int m_iCurrentPlayer;
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int m_iCurrentPlayer;
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int m_iActivePlayers;
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int m_iActivePlayers;
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