diff --git a/stepmania/src/NetworkSyncManager.cpp b/stepmania/src/NetworkSyncManager.cpp index e3a6c7e226..d4c6eae1f3 100644 --- a/stepmania/src/NetworkSyncManager.cpp +++ b/stepmania/src/NetworkSyncManager.cpp @@ -61,16 +61,6 @@ NetworkSyncManager::NetworkSyncManager( LoadingWindow *ld ) LANserver = NULL; //So we know if it has been created yet BroadcastReception = NULL; - if( GetCommandlineArgument( "runserver" )) - { - ld->SetText( INITIALIZING_SERVER ); - LANserver = new StepManiaLanServer; - isLanServer = true; - GetCommandlineArgument( "runserver", &LANserver->servername ); - } - else - isLanServer = false; - ld->SetText( INITIALIZING_CLIENT_NETWORK ); NetPlayerClient = new EzSockets; NetPlayerClient->blocking = false; @@ -100,12 +90,6 @@ NetworkSyncManager::~NetworkSyncManager () BroadcastReception->close(); SAFE_DELETE( BroadcastReception ); } - - if( isLanServer ) - { - LANserver->ServerStop(); - delete LANserver; - } } void NetworkSyncManager::CloseConnection() @@ -184,21 +168,12 @@ void NetworkSyncManager::PostStartUp(const RString& ServerIP) bool dontExit = true; - //Don't block if the server is running - if( isLanServer ) - NetPlayerClient->blocking = false; - else - NetPlayerClient->blocking = true; + NetPlayerClient->blocking = true; //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); - //If we are serving, do this so we properly connect - //to the server. - if( isLanServer ) - LANserver->ServerUpdate(); - m_packet.ClearPacket(); while (dontExit) @@ -228,17 +203,6 @@ void NetworkSyncManager::StartUp() { RString ServerIP; - if( isLanServer ) - 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; - } - if( GetCommandlineArgument( "netip", &ServerIP ) ) PostStartUp(ServerIP); else if( GetCommandlineArgument( "listen" ) ) @@ -461,11 +425,7 @@ void NetworkSyncManager::StartRequest(short position) bool dontExit=true; - //Don't block if we are server. - if (isLanServer) - NetPlayerClient->blocking=false; - else - NetPlayerClient->blocking=true; + NetPlayerClient->blocking=true; //The following packet HAS to get through, so we turn blocking on for it as well //Don't block if we are serving @@ -475,21 +435,17 @@ void NetworkSyncManager::StartRequest(short position) 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) - 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; + + if (m_packet.Read1() == (NSServerOffset + NSCGSR)) + dontExit=false; //Only allow passing on Start request. //Otherwise scoreboard updates and such will confuse us. @@ -521,9 +477,6 @@ void NetworkSyncManager::DisplayStartupStatus() void NetworkSyncManager::Update(float fDeltaTime) { - if (isLanServer) - LANserver->ServerUpdate(); - if (useSMserver) ProcessInput(); @@ -652,7 +605,7 @@ void NetworkSyncManager::ProcessInput() case NSSB_GRADE: ColumnData = "Grade\n"; for (int i=0;i