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:
Steve Checkoway
2007-02-17 13:45:11 +00:00
parent 76040c2280
commit 0bc8d2c9bb
3 changed files with 161 additions and 160 deletions
+79 -79
View File
@@ -9,18 +9,18 @@ NetworkSyncManager *NSMAN;
NetworkSyncManager::NetworkSyncManager( LoadingWindow *ld ) { useSMserver=false; isSMOnline = false; }
NetworkSyncManager::~NetworkSyncManager () { }
void NetworkSyncManager::CloseConnection() { }
void NetworkSyncManager::PostStartUp(const RString& ServerIP ) { }
bool NetworkSyncManager::Connect(const RString& addy, unsigned short port) { return false; }
void NetworkSyncManager::PostStartUp( const RString& ServerIP ) { }
bool NetworkSyncManager::Connect( const RString& addy, unsigned short port ) { return false; }
RString NetworkSyncManager::GetServerName() { return RString(); }
void NetworkSyncManager::ReportNSSOnOff(int i) { }
void NetworkSyncManager::ReportScore(int playerID, int step, int score, int combo, float offset) { }
void NetworkSyncManager::ReportNSSOnOff( int i ) { }
void NetworkSyncManager::ReportScore( int playerID, int step, int score, int combo, float offset ) { }
void NetworkSyncManager::ReportSongOver() { }
void NetworkSyncManager::ReportStyle() {}
void NetworkSyncManager::StartRequest(short position) { }
void NetworkSyncManager::StartRequest( short position ) { }
void NetworkSyncManager::DisplayStartupStatus() { }
void NetworkSyncManager::Update( float fDeltaTime ) { }
bool NetworkSyncManager::ChangedScoreboard(int Column) { return false; }
void NetworkSyncManager::SendChat(const RString& message) { }
bool NetworkSyncManager::ChangedScoreboard( int Column ) { return false; }
void NetworkSyncManager::SendChat( const RString& message ) { }
void NetworkSyncManager::SelectUserSong() { }
RString NetworkSyncManager::MD5Hex( const RString &sInput ) { return RString(); }
int NetworkSyncManager::GetSMOnlineSalt() { return 0; }
@@ -60,13 +60,13 @@ NetworkSyncManager::NetworkSyncManager( LoadingWindow *ld )
BroadcastReception = NULL;
ld->SetText( INITIALIZING_CLIENT_NETWORK );
NetPlayerClient = new EzSockets;
NetPlayerClient = new EzSockets;
NetPlayerClient->blocking = false;
m_ServerVersion = 0;
useSMserver = false;
isSMOnline = false;
FOREACH_PlayerNumber(pn)
FOREACH_PlayerNumber( pn )
isSMOLoggedIn[pn] = false;
m_startupStatus = 0; //By default, connection not tried.
@@ -79,8 +79,8 @@ NetworkSyncManager::NetworkSyncManager( LoadingWindow *ld )
NetworkSyncManager::~NetworkSyncManager ()
{
//Close Connection to server nicely.
if (useSMserver)
NetPlayerClient->close();
if( useSMserver )
NetPlayerClient->close();
SAFE_DELETE( NetPlayerClient );
if ( BroadcastReception )
@@ -92,18 +92,18 @@ NetworkSyncManager::~NetworkSyncManager ()
void NetworkSyncManager::CloseConnection()
{
if (!useSMserver)
return ;
if( !useSMserver )
return;
m_ServerVersion = 0;
useSMserver = false;
isSMOnline = false;
FOREACH_PlayerNumber(pn)
FOREACH_PlayerNumber( pn )
isSMOLoggedIn[pn] = false;
m_startupStatus = 0;
NetPlayerClient->close();
}
void NetworkSyncManager::PostStartUp(const RString& ServerIP)
void NetworkSyncManager::PostStartUp( const RString& ServerIP )
{
RString sAddress;
short iPort;
@@ -142,7 +142,7 @@ void NetworkSyncManager::PostStartUp(const RString& ServerIP)
}
}
FOREACH_PlayerNumber(pn)
FOREACH_PlayerNumber( pn )
isSMOLoggedIn[pn] = false;
useSMserver = true;
@@ -156,9 +156,9 @@ void NetworkSyncManager::PostStartUp(const RString& ServerIP)
m_packet.Write1( NSCHello ); //Hello Packet
m_packet.Write1(NETPROTOCOLVERSION);
m_packet.Write1( NETPROTOCOLVERSION );
m_packet.WriteNT(RString(PRODUCT_ID_VER));
m_packet.WriteNT( RString(PRODUCT_ID_VER) );
//Block until responce is received
//Move mode to blocking in order to give CPU back to the
@@ -170,16 +170,16 @@ void NetworkSyncManager::PostStartUp(const RString& ServerIP)
//Following packet must get through, so we block for it.
//If we are serving we do not block for this.
NetPlayerClient->SendPack((char*)m_packet.Data,m_packet.Position);
NetPlayerClient->SendPack( (char*)m_packet.Data, m_packet.Position );
m_packet.ClearPacket();
while (dontExit)
while( dontExit )
{
m_packet.ClearPacket();
if (NetPlayerClient->ReadPack((char *)&m_packet, NETMAXBUFFERSIZE)<1)
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))
if( m_packet.Read1() == NSServerOffset + NSCHello )
dontExit=false;
//Only allow passing on handshake.
//Otherwise scoreboard updates and such will confuse us.
@@ -188,12 +188,12 @@ void NetworkSyncManager::PostStartUp(const RString& ServerIP)
NetPlayerClient->blocking = false;
m_ServerVersion = m_packet.Read1();
if ( m_ServerVersion >= 128 )
if( m_ServerVersion >= 128 )
isSMOnline = true;
m_ServerName = m_packet.ReadNT();
m_iSalt = m_packet.Read4();
LOG->Info("Server Version: %d %s", m_ServerVersion, m_ServerName.c_str());
LOG->Info( "Server Version: %d %s", m_ServerVersion, m_ServerName.c_str() );
}
@@ -202,8 +202,8 @@ void NetworkSyncManager::StartUp()
RString ServerIP;
if( GetCommandlineArgument( "netip", &ServerIP ) )
PostStartUp(ServerIP);
else if( GetCommandlineArgument( "listen" ) )
PostStartUp( ServerIP );
else if( GetCommandlineArgument("listen") )
PostStartUp("LISTEN");
BroadcastReception = new EzSockets;
@@ -213,12 +213,12 @@ void NetworkSyncManager::StartUp()
}
bool NetworkSyncManager::Connect(const RString& addy, unsigned short port)
bool NetworkSyncManager::Connect( const RString& addy, unsigned short port )
{
LOG->Info("Beginning to connect");
LOG->Info( "Beginning to connect" );
NetPlayerClient->create(); // Initialize Socket
useSMserver = NetPlayerClient->connect(addy, port);
NetPlayerClient->create(); // Initialize Socket
useSMserver = NetPlayerClient->connect( addy, port );
return useSMserver;
}
@@ -227,16 +227,16 @@ bool NetworkSyncManager::Connect(const RString& addy, unsigned short port)
//Listen (Wait for connection in-bound)
//NOTE: Right now, StepMania cannot connect back to StepMania!
bool NetworkSyncManager::Listen(unsigned short port)
bool NetworkSyncManager::Listen( unsigned short port )
{
LOG->Info("Beginning to Listen");
LOG->Info( "Beginning to Listen" );
EzSockets * EZListener = new EzSockets;
EzSockets *EZListener = new EzSockets;
EZListener->create();
NetPlayerClient->create(); // Initialize Socket
EZListener->bind(8765);
EZListener->bind( 8765 );
useSMserver = EZListener->listen();
useSMserver = EZListener->accept( *NetPlayerClient ); //Wait for someone to connect
@@ -254,7 +254,7 @@ void NetworkSyncManager::ReportNSSOnOff(int i)
m_packet.ClearPacket();
m_packet.Write1( NSCSMS );
m_packet.Write1( (uint8_t) i );
NetPlayerClient->SendPack((char*)m_packet.Data, m_packet.Position);
NetPlayerClient->SendPack( (char*)m_packet.Data, m_packet.Position );
}
RString NetworkSyncManager::GetServerName()
@@ -264,61 +264,61 @@ RString NetworkSyncManager::GetServerName()
void NetworkSyncManager::ReportScore(int playerID, int step, int score, int combo, float offset)
{
if (!useSMserver) //Make sure that we are using the network
if( !useSMserver ) //Make sure that we are using the network
return;
m_packet.ClearPacket();
m_packet.Write1( NSCGSU );
uint8_t ctr = (uint8_t) (playerID * 16 + step - ( TNS_HitMine - 1 ) );
m_packet.Write1(ctr);
m_packet.Write1( ctr );
ctr = uint8_t( STATSMAN->m_CurStageStats.m_player[playerID].GetGrade()*16 );
if ( STATSMAN->m_CurStageStats.m_player[playerID].m_bFailed )
ctr = uint8_t( 112 ); //Code for failed (failed constant seems not to work)
m_packet.Write1(ctr);
m_packet.Write1( ctr );
m_packet.Write4(score);
m_packet.Write4( score );
m_packet.Write2((uint16_t) combo);
m_packet.Write2( (uint16_t)combo );
m_packet.Write2((uint16_t) m_playerLife[playerID]);
m_packet.Write2( (uint16_t)m_playerLife[playerID] );
//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((offset+16.384)*2000.0);
int iOffset = int( (offset+16.384)*2000.0f );
if (iOffset>65535)
if( iOffset>65535 )
iOffset=65535;
if (iOffset<1)
if( iOffset<1 )
iOffset=1;
//Report 0 if hold, or miss (don't forget mines should report)
if ((step == TNS_Miss) || (step > TNS_W1))
if( step == TNS_Miss || step > TNS_W1 )
iOffset = 0;
m_packet.Write2((uint16_t) iOffset);
m_packet.Write2( (uint16_t)iOffset );
NetPlayerClient->SendPack((char*)m_packet.Data, m_packet.Position);
NetPlayerClient->SendPack( (char*)m_packet.Data, m_packet.Position );
}
void NetworkSyncManager::ReportSongOver()
{
if (!useSMserver) //Make sure that we are using the network
return ;
if ( !useSMserver ) //Make sure that we are using the network
return;
m_packet.ClearPacket();
m_packet.Write1( NSCGON );
NetPlayerClient->SendPack((char*)&m_packet.Data, m_packet.Position);
NetPlayerClient->SendPack( (char*)&m_packet.Data, m_packet.Position );
return;
}
@@ -326,22 +326,22 @@ void NetworkSyncManager::ReportStyle()
{
LOG->Trace( "Sending \"Style\" to server" );
if (!useSMserver)
if( !useSMserver )
return;
m_packet.ClearPacket();
m_packet.Write1( NSCSU );
m_packet.Write1( (int8_t) GAMESTATE->GetNumPlayersEnabled() );
m_packet.Write1( (int8_t)GAMESTATE->GetNumPlayersEnabled() );
FOREACH_EnabledPlayer( pn )
{
m_packet.Write1((uint8_t) pn );
m_packet.WriteNT(GAMESTATE->GetPlayerDisplayName(pn) );
m_packet.Write1( (uint8_t)pn );
m_packet.WriteNT( GAMESTATE->GetPlayerDisplayName(pn) );
}
NetPlayerClient->SendPack( (char*)&m_packet.Data, m_packet.Position );
}
void NetworkSyncManager::StartRequest(short position)
void NetworkSyncManager::StartRequest( short position )
{
if( !useSMserver )
return;
@@ -349,7 +349,7 @@ void NetworkSyncManager::StartRequest(short position)
if( GAMESTATE->m_bDemonstrationOrJukebox )
return;
LOG->Trace("Requesting Start from Server.");
LOG->Trace( "Requesting Start from Server." );
m_packet.ClearPacket();
@@ -359,57 +359,57 @@ void NetworkSyncManager::StartRequest(short position)
Steps * tSteps;
tSteps = GAMESTATE->m_pCurSteps[PLAYER_1];
if ((tSteps!=NULL) && (GAMESTATE->IsPlayerEnabled(PLAYER_1)))
if( tSteps!=NULL && GAMESTATE->IsPlayerEnabled(PLAYER_1) )
ctr = uint8_t(ctr+tSteps->GetMeter()*16);
tSteps = GAMESTATE->m_pCurSteps[PLAYER_2];
if ((tSteps!=NULL) && (GAMESTATE->IsPlayerEnabled(PLAYER_2)))
ctr = uint8_t(ctr+tSteps->GetMeter());
if( tSteps!=NULL && GAMESTATE->IsPlayerEnabled(PLAYER_2) )
ctr = uint8_t( ctr+tSteps->GetMeter() );
m_packet.Write1(ctr);
m_packet.Write1( ctr );
ctr=0;
tSteps = GAMESTATE->m_pCurSteps[PLAYER_1];
if ((tSteps!=NULL) && (GAMESTATE->IsPlayerEnabled(PLAYER_1)))
ctr = uint8_t(ctr + (int) tSteps->GetDifficulty()*16);
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());
if( tSteps!=NULL && GAMESTATE->IsPlayerEnabled(PLAYER_2) )
ctr = uint8_t( ctr + (int)tSteps->GetDifficulty() );
m_packet.Write1(ctr);
m_packet.Write1( ctr );
//Notify server if this is for sync or not.
ctr = char(position*16);
m_packet.Write1(ctr);
ctr = char( position*16 );
m_packet.Write1( ctr );
if (GAMESTATE->m_pCurSong != NULL)
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);
m_packet.WriteNT( GAMESTATE->m_pCurSong->m_sMainTitle );
m_packet.WriteNT( GAMESTATE->m_pCurSong->m_sSubTitle );
m_packet.WriteNT( GAMESTATE->m_pCurSong->m_sArtist );
}
else
{
m_packet.WriteNT("");
m_packet.WriteNT("");
m_packet.WriteNT("");
m_packet.WriteNT( "" );
m_packet.WriteNT( "" );
m_packet.WriteNT( "" );
}
if (GAMESTATE->m_pCurCourse != NULL)
m_packet.WriteNT(GAMESTATE->m_pCurCourse->GetDisplayFullTitle());
if( GAMESTATE->m_pCurCourse != NULL )
m_packet.WriteNT( GAMESTATE->m_pCurCourse->GetDisplayFullTitle() );
else
m_packet.WriteNT(RString(""));
m_packet.WriteNT( RString() );
//Send Player (and song) Options
m_packet.WriteNT( GAMESTATE->m_SongOptions.GetCurrent().GetString() );
int players=0;
FOREACH_PlayerNumber (p)
FOREACH_PlayerNumber( p )
{
++players;
m_packet.WriteNT(GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.GetCurrent().GetString());
m_packet.WriteNT( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.GetCurrent().GetString() );
}
for (int i=0; i<2-players; ++i)
m_packet.WriteNT(""); //Write a NULL if no player