This is ridiculous. I've cleaned up over a thousand lines of this code and I'm tired of it. I'd enumerate our code guidelines again, but the last n times had no effect.
This commit is contained in:
@@ -9,18 +9,18 @@ NetworkSyncManager *NSMAN;
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NetworkSyncManager::NetworkSyncManager( LoadingWindow *ld ) { useSMserver=false; isSMOnline = false; }
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NetworkSyncManager::~NetworkSyncManager () { }
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void NetworkSyncManager::CloseConnection() { }
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void NetworkSyncManager::PostStartUp(const RString& ServerIP ) { }
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bool NetworkSyncManager::Connect(const RString& addy, unsigned short port) { return false; }
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void NetworkSyncManager::PostStartUp( const RString& ServerIP ) { }
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bool NetworkSyncManager::Connect( const RString& addy, unsigned short port ) { return false; }
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RString NetworkSyncManager::GetServerName() { return RString(); }
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void NetworkSyncManager::ReportNSSOnOff(int i) { }
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void NetworkSyncManager::ReportScore(int playerID, int step, int score, int combo, float offset) { }
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void NetworkSyncManager::ReportNSSOnOff( int i ) { }
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void NetworkSyncManager::ReportScore( int playerID, int step, int score, int combo, float offset ) { }
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void NetworkSyncManager::ReportSongOver() { }
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void NetworkSyncManager::ReportStyle() {}
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void NetworkSyncManager::StartRequest(short position) { }
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void NetworkSyncManager::StartRequest( short position ) { }
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void NetworkSyncManager::DisplayStartupStatus() { }
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void NetworkSyncManager::Update( float fDeltaTime ) { }
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bool NetworkSyncManager::ChangedScoreboard(int Column) { return false; }
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void NetworkSyncManager::SendChat(const RString& message) { }
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bool NetworkSyncManager::ChangedScoreboard( int Column ) { return false; }
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void NetworkSyncManager::SendChat( const RString& message ) { }
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void NetworkSyncManager::SelectUserSong() { }
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RString NetworkSyncManager::MD5Hex( const RString &sInput ) { return RString(); }
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int NetworkSyncManager::GetSMOnlineSalt() { return 0; }
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@@ -60,13 +60,13 @@ NetworkSyncManager::NetworkSyncManager( LoadingWindow *ld )
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BroadcastReception = NULL;
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ld->SetText( INITIALIZING_CLIENT_NETWORK );
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NetPlayerClient = new EzSockets;
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NetPlayerClient = new EzSockets;
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NetPlayerClient->blocking = false;
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m_ServerVersion = 0;
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useSMserver = false;
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isSMOnline = false;
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FOREACH_PlayerNumber(pn)
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FOREACH_PlayerNumber( pn )
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isSMOLoggedIn[pn] = false;
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m_startupStatus = 0; //By default, connection not tried.
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@@ -79,8 +79,8 @@ NetworkSyncManager::NetworkSyncManager( LoadingWindow *ld )
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NetworkSyncManager::~NetworkSyncManager ()
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{
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//Close Connection to server nicely.
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if (useSMserver)
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NetPlayerClient->close();
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if( useSMserver )
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NetPlayerClient->close();
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SAFE_DELETE( NetPlayerClient );
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if ( BroadcastReception )
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@@ -92,18 +92,18 @@ NetworkSyncManager::~NetworkSyncManager ()
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void NetworkSyncManager::CloseConnection()
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{
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if (!useSMserver)
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return ;
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if( !useSMserver )
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return;
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m_ServerVersion = 0;
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useSMserver = false;
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isSMOnline = false;
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FOREACH_PlayerNumber(pn)
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FOREACH_PlayerNumber( pn )
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isSMOLoggedIn[pn] = false;
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m_startupStatus = 0;
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NetPlayerClient->close();
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}
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void NetworkSyncManager::PostStartUp(const RString& ServerIP)
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void NetworkSyncManager::PostStartUp( const RString& ServerIP )
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{
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RString sAddress;
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short iPort;
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@@ -142,7 +142,7 @@ void NetworkSyncManager::PostStartUp(const RString& ServerIP)
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}
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}
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FOREACH_PlayerNumber(pn)
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FOREACH_PlayerNumber( pn )
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isSMOLoggedIn[pn] = false;
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useSMserver = true;
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@@ -156,9 +156,9 @@ void NetworkSyncManager::PostStartUp(const RString& ServerIP)
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m_packet.Write1( NSCHello ); //Hello Packet
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m_packet.Write1(NETPROTOCOLVERSION);
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m_packet.Write1( NETPROTOCOLVERSION );
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m_packet.WriteNT(RString(PRODUCT_ID_VER));
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m_packet.WriteNT( RString(PRODUCT_ID_VER) );
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//Block until responce is received
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//Move mode to blocking in order to give CPU back to the
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@@ -170,16 +170,16 @@ void NetworkSyncManager::PostStartUp(const RString& ServerIP)
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//Following packet must get through, so we block for it.
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//If we are serving we do not block for this.
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NetPlayerClient->SendPack((char*)m_packet.Data,m_packet.Position);
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NetPlayerClient->SendPack( (char*)m_packet.Data, m_packet.Position );
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m_packet.ClearPacket();
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while (dontExit)
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while( dontExit )
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{
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m_packet.ClearPacket();
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if (NetPlayerClient->ReadPack((char *)&m_packet, NETMAXBUFFERSIZE)<1)
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if( NetPlayerClient->ReadPack((char *)&m_packet, NETMAXBUFFERSIZE)<1 )
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dontExit=false; // Also allow exit if there is a problem on the socket
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if (m_packet.Read1() == (NSServerOffset + NSCHello))
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if( m_packet.Read1() == NSServerOffset + NSCHello )
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dontExit=false;
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//Only allow passing on handshake.
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//Otherwise scoreboard updates and such will confuse us.
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@@ -188,12 +188,12 @@ void NetworkSyncManager::PostStartUp(const RString& ServerIP)
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NetPlayerClient->blocking = false;
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m_ServerVersion = m_packet.Read1();
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if ( m_ServerVersion >= 128 )
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if( m_ServerVersion >= 128 )
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isSMOnline = true;
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m_ServerName = m_packet.ReadNT();
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m_iSalt = m_packet.Read4();
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LOG->Info("Server Version: %d %s", m_ServerVersion, m_ServerName.c_str());
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LOG->Info( "Server Version: %d %s", m_ServerVersion, m_ServerName.c_str() );
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}
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@@ -202,8 +202,8 @@ void NetworkSyncManager::StartUp()
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RString ServerIP;
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if( GetCommandlineArgument( "netip", &ServerIP ) )
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PostStartUp(ServerIP);
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else if( GetCommandlineArgument( "listen" ) )
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PostStartUp( ServerIP );
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else if( GetCommandlineArgument("listen") )
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PostStartUp("LISTEN");
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BroadcastReception = new EzSockets;
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@@ -213,12 +213,12 @@ void NetworkSyncManager::StartUp()
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}
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bool NetworkSyncManager::Connect(const RString& addy, unsigned short port)
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bool NetworkSyncManager::Connect( const RString& addy, unsigned short port )
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{
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LOG->Info("Beginning to connect");
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LOG->Info( "Beginning to connect" );
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NetPlayerClient->create(); // Initialize Socket
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useSMserver = NetPlayerClient->connect(addy, port);
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NetPlayerClient->create(); // Initialize Socket
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useSMserver = NetPlayerClient->connect( addy, port );
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return useSMserver;
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}
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@@ -227,16 +227,16 @@ bool NetworkSyncManager::Connect(const RString& addy, unsigned short port)
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//Listen (Wait for connection in-bound)
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//NOTE: Right now, StepMania cannot connect back to StepMania!
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bool NetworkSyncManager::Listen(unsigned short port)
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bool NetworkSyncManager::Listen( unsigned short port )
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{
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LOG->Info("Beginning to Listen");
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LOG->Info( "Beginning to Listen" );
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EzSockets * EZListener = new EzSockets;
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EzSockets *EZListener = new EzSockets;
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EZListener->create();
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NetPlayerClient->create(); // Initialize Socket
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EZListener->bind(8765);
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EZListener->bind( 8765 );
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useSMserver = EZListener->listen();
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useSMserver = EZListener->accept( *NetPlayerClient ); //Wait for someone to connect
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@@ -254,7 +254,7 @@ void NetworkSyncManager::ReportNSSOnOff(int i)
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m_packet.ClearPacket();
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m_packet.Write1( NSCSMS );
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m_packet.Write1( (uint8_t) i );
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NetPlayerClient->SendPack((char*)m_packet.Data, m_packet.Position);
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NetPlayerClient->SendPack( (char*)m_packet.Data, m_packet.Position );
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}
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RString NetworkSyncManager::GetServerName()
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@@ -264,61 +264,61 @@ RString NetworkSyncManager::GetServerName()
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void NetworkSyncManager::ReportScore(int playerID, int step, int score, int combo, float offset)
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{
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if (!useSMserver) //Make sure that we are using the network
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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();
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m_packet.Write1( NSCGSU );
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uint8_t ctr = (uint8_t) (playerID * 16 + step - ( TNS_HitMine - 1 ) );
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m_packet.Write1(ctr);
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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].m_bFailed )
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ctr = uint8_t( 112 ); //Code for failed (failed constant seems not to work)
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m_packet.Write1(ctr);
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m_packet.Write1( ctr );
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m_packet.Write4(score);
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m_packet.Write4( score );
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m_packet.Write2((uint16_t) combo);
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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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m_packet.Write2( (uint16_t)m_playerLife[playerID] );
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//Offset Info
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//Note: if a 0 is sent, then disregard data.
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//
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//ASSUMED: No step will be more than 16 seconds off center
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//If assumption false: read 16 seconds either direction
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int iOffset = int((offset+16.384)*2000.0);
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int iOffset = int( (offset+16.384)*2000.0f );
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if (iOffset>65535)
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if( iOffset>65535 )
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iOffset=65535;
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if (iOffset<1)
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if( iOffset<1 )
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iOffset=1;
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//Report 0 if hold, or miss (don't forget mines should report)
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if ((step == TNS_Miss) || (step > TNS_W1))
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if( step == TNS_Miss || step > TNS_W1 )
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iOffset = 0;
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m_packet.Write2((uint16_t) iOffset);
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m_packet.Write2( (uint16_t)iOffset );
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NetPlayerClient->SendPack((char*)m_packet.Data, m_packet.Position);
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NetPlayerClient->SendPack( (char*)m_packet.Data, m_packet.Position );
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}
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void NetworkSyncManager::ReportSongOver()
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{
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if (!useSMserver) //Make sure that we are using the network
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return ;
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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();
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m_packet.Write1( NSCGON );
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NetPlayerClient->SendPack((char*)&m_packet.Data, m_packet.Position);
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NetPlayerClient->SendPack( (char*)&m_packet.Data, m_packet.Position );
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return;
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}
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@@ -326,22 +326,22 @@ void NetworkSyncManager::ReportStyle()
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{
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LOG->Trace( "Sending \"Style\" to server" );
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if (!useSMserver)
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if( !useSMserver )
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return;
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m_packet.ClearPacket();
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m_packet.Write1( NSCSU );
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m_packet.Write1( (int8_t) GAMESTATE->GetNumPlayersEnabled() );
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m_packet.Write1( (int8_t)GAMESTATE->GetNumPlayersEnabled() );
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FOREACH_EnabledPlayer( pn )
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{
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m_packet.Write1((uint8_t) pn );
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m_packet.WriteNT(GAMESTATE->GetPlayerDisplayName(pn) );
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m_packet.Write1( (uint8_t)pn );
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m_packet.WriteNT( GAMESTATE->GetPlayerDisplayName(pn) );
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}
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NetPlayerClient->SendPack( (char*)&m_packet.Data, m_packet.Position );
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}
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void NetworkSyncManager::StartRequest(short position)
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void NetworkSyncManager::StartRequest( short position )
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{
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if( !useSMserver )
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return;
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@@ -349,7 +349,7 @@ void NetworkSyncManager::StartRequest(short position)
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if( GAMESTATE->m_bDemonstrationOrJukebox )
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return;
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LOG->Trace("Requesting Start from Server.");
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LOG->Trace( "Requesting Start from Server." );
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m_packet.ClearPacket();
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@@ -359,57 +359,57 @@ void NetworkSyncManager::StartRequest(short position)
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Steps * tSteps;
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tSteps = GAMESTATE->m_pCurSteps[PLAYER_1];
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if ((tSteps!=NULL) && (GAMESTATE->IsPlayerEnabled(PLAYER_1)))
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if( tSteps!=NULL && GAMESTATE->IsPlayerEnabled(PLAYER_1) )
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ctr = uint8_t(ctr+tSteps->GetMeter()*16);
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tSteps = GAMESTATE->m_pCurSteps[PLAYER_2];
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if ((tSteps!=NULL) && (GAMESTATE->IsPlayerEnabled(PLAYER_2)))
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ctr = uint8_t(ctr+tSteps->GetMeter());
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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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m_packet.Write1( ctr );
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ctr=0;
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tSteps = GAMESTATE->m_pCurSteps[PLAYER_1];
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if ((tSteps!=NULL) && (GAMESTATE->IsPlayerEnabled(PLAYER_1)))
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ctr = uint8_t(ctr + (int) tSteps->GetDifficulty()*16);
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if( tSteps!=NULL && GAMESTATE->IsPlayerEnabled(PLAYER_1) )
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ctr = uint8_t( ctr + (int)tSteps->GetDifficulty()*16 );
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tSteps = GAMESTATE->m_pCurSteps[PLAYER_2];
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if ((tSteps!=NULL) && (GAMESTATE->IsPlayerEnabled(PLAYER_2)))
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ctr = uint8_t(ctr + (int) tSteps->GetDifficulty());
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if( tSteps!=NULL && GAMESTATE->IsPlayerEnabled(PLAYER_2) )
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ctr = uint8_t( ctr + (int)tSteps->GetDifficulty() );
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m_packet.Write1(ctr);
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m_packet.Write1( ctr );
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//Notify server if this is for sync or not.
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ctr = char(position*16);
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m_packet.Write1(ctr);
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ctr = char( position*16 );
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m_packet.Write1( ctr );
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if (GAMESTATE->m_pCurSong != NULL)
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if( GAMESTATE->m_pCurSong != NULL )
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{
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m_packet.WriteNT(GAMESTATE->m_pCurSong->m_sMainTitle);
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m_packet.WriteNT(GAMESTATE->m_pCurSong->m_sSubTitle);
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m_packet.WriteNT(GAMESTATE->m_pCurSong->m_sArtist);
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m_packet.WriteNT( GAMESTATE->m_pCurSong->m_sMainTitle );
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m_packet.WriteNT( GAMESTATE->m_pCurSong->m_sSubTitle );
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m_packet.WriteNT( GAMESTATE->m_pCurSong->m_sArtist );
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}
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else
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{
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m_packet.WriteNT("");
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m_packet.WriteNT("");
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m_packet.WriteNT("");
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m_packet.WriteNT( "" );
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m_packet.WriteNT( "" );
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m_packet.WriteNT( "" );
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}
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if (GAMESTATE->m_pCurCourse != NULL)
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m_packet.WriteNT(GAMESTATE->m_pCurCourse->GetDisplayFullTitle());
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if( GAMESTATE->m_pCurCourse != NULL )
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m_packet.WriteNT( GAMESTATE->m_pCurCourse->GetDisplayFullTitle() );
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else
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m_packet.WriteNT(RString(""));
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m_packet.WriteNT( RString() );
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//Send Player (and song) Options
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m_packet.WriteNT( GAMESTATE->m_SongOptions.GetCurrent().GetString() );
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int players=0;
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FOREACH_PlayerNumber (p)
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FOREACH_PlayerNumber( p )
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{
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++players;
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m_packet.WriteNT(GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.GetCurrent().GetString());
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m_packet.WriteNT( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.GetCurrent().GetString() );
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}
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for (int i=0; i<2-players; ++i)
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m_packet.WriteNT(""); //Write a NULL if no player
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Reference in New Issue
Block a user