Fix /force_start and fixed missing TIMING string in the evaluations options display.

This commit is contained in:
Josh Allen
2004-09-17 18:54:29 +00:00
parent 7318d47e4c
commit 0e03b5cfed
2 changed files with 80 additions and 73 deletions
+78 -73
View File
@@ -64,10 +64,6 @@ bool StepManiaLanServer::ServerStart()
void StepManiaLanServer::ServerStop()
{
for (unsigned int x = 0; x < Client.size(); ++x)
{
Disconnect(x);
}
Client.clear();
server.close();
stop = true;
@@ -116,20 +112,15 @@ void StepManiaLanServer::Disconnect(const unsigned int clientNum)
{
vector<GameClient*>::iterator Iterator;
Iterator = Client.begin();
Client[clientNum]->clientSocket.close();
if (clientNum == (Client.size()-1))
{
Client.pop_back();
}
else
{
for (unsigned int x = 0; x < Client.size(); ++x)
{
if (x == clientNum)
Client.erase(Iterator);
Iterator++;
}
}
}
int GameClient::GetData(PacketFunctions& Packet)
@@ -168,7 +159,8 @@ void StepManiaLanServer::ParseData(PacketFunctions& Packet, const unsigned int c
case NSCGSU:
// StatsUpdate
Client[clientNum]->UpdateStats(Packet);
CheckLowerJudge(clientNum);
if (Client[clientNum]->lowerJudge)
CheckLowerJudge(clientNum);
break;
case NSCSU:
// Style Update
@@ -284,25 +276,34 @@ void StepManiaLanServer::CheckReady()
//it will not always play ... immediately
usleep ( 2000000 );
//Only start clients waiting for start between ScreenNetMusicSelect and game.
//The next three loops are seperate because we want to minimize what is done
//during the actual loop that starts the clients. This is in an atempt
//to start all the clients as close together as possible.
for (x = 0; x < Client.size(); ++x)
{
if (Client[x]->isStarting)
if (Client[x]->isStarting)
{
Client[x]->clientSocket.blocking = true;
Client[x]->GotStartRequest = false;
}
//Start clients waiting for a start between ScreenNetMusicSelect and the game.
for (x = 0; x < Client.size(); ++x)
if (Client[x]->isStarting)
SendValue(NSCGSR + NSServerOffset, x);
for (x = 0; x < Client.size(); ++x)
if (Client[x]->isStarting)
{
if (Client[x]->startPosition == 1)
{
Client[x]->clientSocket.blocking = true;
SendValue(NSCGSR + NSServerOffset, x);
Client[x]->GotStartRequest = false;
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]->lowerJudge = false;
}
Client[x]->clientSocket.blocking = false;
Client[x]->isStarting = false;
Client[x]->InGame = true;
Client[x]->lowerJudge = false;
//After we start the clients, clear each client's hasSong.
Client[x]->hasSong = false;
}
}
Client[x]->clientSocket.blocking = false;
}
}
}
@@ -323,11 +324,11 @@ void StepManiaLanServer::GameOver(PacketFunctions& Packet, const unsigned int cl
if (Client[x]->InGame)
allOver = false;
//Wait untill everyone is done before sending
//Wait until everyone is done before sending
if (allOver)
{
for (x = 0; x < Client.size(); ++x)
if (Client[x]->InGame)
if (Client[x]->wasIngame)
if (Client[x]->lowerJudge)
for (int y = 0; y < 2; ++y)
Client[x]->Player[y].options = "TIMING " + playersPtr[x]->options;
@@ -501,7 +502,7 @@ void StepManiaLanServer::StatsProjgradeColumn(PacketFunctions& data, vector<LanP
bool GameClient::IsPlaying(int x)
{
/* If the feet setting is above 0, there must be a player. */
//If the feet setting is above 0, there must be a player.
if (Player[x].feet > 0)
return true;
@@ -510,7 +511,7 @@ bool GameClient::IsPlaying(int x)
void GameClient::UpdateStats(PacketFunctions& Packet)
{
/* Get the Stats from a packet */
//Get the Stats from a packet
char firstbyte = Packet.Read1();
char secondbyte = Packet.Read1();
int pID = int(firstbyte/16); /* MSN */
@@ -530,8 +531,8 @@ void GameClient::UpdateStats(PacketFunctions& Packet)
void StepManiaLanServer::NewClientCheck()
{
/* Make a new client and accept a connection to it.
If no connection is accepted, delete the client.*/
//Make a new client and accept a connection to it.
// no connection is accepted, delete the client.
Client.push_back(new GameClient);
@@ -558,7 +559,6 @@ void StepManiaLanServer::SendValue(uint8_t value, const unsigned int clientNum)
void StepManiaLanServer::AnalizeChat(PacketFunctions &Packet, const unsigned int clientNum)
{
CString message = Packet.ReadNT();
/* char firstc = */ message.at(0);
if (message.at(0) == '/')
{
CString command = message.substr(1, message.find(" ")-1);
@@ -611,7 +611,7 @@ void StepManiaLanServer::AnalizeChat(PacketFunctions &Packet, const unsigned int
}
else
{
RelayChat((CString&)message, clientNum);
RelayChat(message, clientNum);
}
}
@@ -632,7 +632,6 @@ void StepManiaLanServer::RelayChat(CString &passedmessage, const unsigned int cl
Reply.Write1(NSCCM + NSServerOffset);
Reply.WriteNT(message);
//Send to all clients
SendToAllClients(Reply);
}
@@ -662,7 +661,6 @@ void StepManiaLanServer::SelectSong(PacketFunctions& Packet, unsigned int client
for (unsigned int x = 0; x < Client.size(); ++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)
@@ -718,30 +716,32 @@ void StepManiaLanServer::SelectSong(PacketFunctions& Packet, unsigned int client
//Only play if everyone has the same song and the host has select the same song twice.
if ( CheckHasSongState() && SecondSameSelect && (clientNum == 0) )
{
Reply.ClearPacket();
Reply.Write1(NSCRSG + NSServerOffset);
Reply.Write1(2);
Reply.WriteNT(CurrentSongInfo.title);
Reply.WriteNT(CurrentSongInfo.artist);
Reply.WriteNT(CurrentSongInfo.subtitle);
ClientsSongSelectStart();
//Reset last song in case host picks same song again (otherwise dual select is bypassed)
LastSongInfo.title = "";
LastSongInfo.artist = "";
LastSongInfo.subtitle = "";
ResetLastSongInfo();
}
}
//Only send data to clients currently in ScreenNetMusicSelect
for (unsigned int x = 0; x < Client.size(); ++x)
if (Client[x]->inNetMusicSelect)
void StepManiaLanServer::ClientsSongSelectStart()
{
Reply.ClearPacket();
Reply.Write1(NSCRSG + NSServerOffset);
Reply.Write1(2);
Reply.WriteNT(CurrentSongInfo.title);
Reply.WriteNT(CurrentSongInfo.artist);
Reply.WriteNT(CurrentSongInfo.subtitle);
//Only send data to clients currently in ScreenNetMusicSelect that use hasSong
for (unsigned int x = 0; x < Client.size(); ++x)
if (Client[x]->inNetMusicSelect)
if (Client[x]->hasSong)
{
SendNetPacket(x, Reply);
//Designate the client is starting,
//after ScreenNetMusicSelect but before game play (InGame).
Client[x]->isStarting = true;
}
// SendToAllClients(Reply);
}
}
bool StepManiaLanServer::CheckHasSongState()
@@ -795,7 +795,6 @@ void StepManiaLanServer::SendUserList()
Reply.Write1( (uint8_t) Client.size()*2 );
for (unsigned int x = 0; x < Client.size(); ++x)
{
for (int y = 0; y < 2; ++y)
{
if (Client[x]->Player[y].name.length() == 0)
@@ -804,7 +803,6 @@ void StepManiaLanServer::SendUserList()
Reply.Write1(1);
Reply.WriteNT(Client[x]->Player[y].name);
}
}
SendToAllClients(Reply);
}
@@ -886,28 +884,34 @@ bool StepManiaLanServer::IsBanned(CString &ip)
void StepManiaLanServer::ForceStart()
{
Reply.ClearPacket();
Reply.Write1(NSCRSG + NSServerOffset);
Reply.Write1(2);
Reply.WriteNT(CurrentSongInfo.title);
Reply.WriteNT(CurrentSongInfo.artist);
Reply.WriteNT(CurrentSongInfo.subtitle);
//Send the normal stat to clients using hasSong.
ClientsSongSelectStart();
//Reset last song in case host picks same song again (otherwise dual select is bypassed)
LastSongInfo.title = "";
LastSongInfo.artist = "";
LastSongInfo.subtitle = "";
//Reset last song in case host picks same song again (otherwise dual select is bypassed)
ResetLastSongInfo();
//Only send data to clients currently in ScreenNetMusicSelect
for (unsigned int x = 0; x < Client.size(); ++x)
if (Client[x]->inNetMusicSelect)
if((Client[x]->hasSong)||(Client[x]->forceHas))
{
SendNetPacket(x, Reply);
//Designate the client is starting,
//after ScreenNetMusicSelect but before game play (InGame).
Client[x]->isStarting = true;
}
//Prepate force_start packet
Reply.ClearPacket();
Reply.Write1(NSCRSG + NSServerOffset);
Reply.Write1(3);
//Only send force_start data to clients currently in ScreenNetMusicSelect using forceHas
for (unsigned int x = 0; x < Client.size(); ++x)
if (Client[x]->inNetMusicSelect)
if(Client[x]->forceHas)
{
SendNetPacket(x, Reply);
//Designate the client is starting,
//after ScreenNetMusicSelect but before game play (InGame).
Client[x]->isStarting = true;
}
}
void StepManiaLanServer::ResetLastSongInfo()
{
LastSongInfo.title = "";
LastSongInfo.artist = "";
LastSongInfo.subtitle = "";
}
void StepManiaLanServer::CheckLowerJudge(const unsigned int clientNum)
@@ -933,6 +937,7 @@ void StepManiaLanServer::CheckLowerJudge(const unsigned int clientNum)
}
}
#endif
/*
* (c) 2003-2004 Joshua Allen
* All rights reserved.