These are the files necessiary for making the network work.

This commit is contained in:
Charles Lohr
2004-03-16 22:34:48 +00:00
parent a25514777a
commit 4af6c609f9
4 changed files with 546 additions and 0 deletions
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/*
-----------------------------------------------------------------------------
Class: Network Sync Manager
Desc: See Header.
Copyright (c) 2003-2004 by the person(s) listed below. All rights reserved.
Charles Lohr
Joshua Allen
-----------------------------------------------------------------------------
*/
#include "global.h"
#include "NetworkSyncManager.h"
#include "ezsockets.h"
#include "RageLog.h"
NetworkSyncManager::NetworkSyncManager ()
{
//No Code
}
NetworkSyncManager::~NetworkSyncManager ()
{
if (useSMserver!=1)
return ;
//Close Connection to server nicely.
NetPlayerClient.close();
return ;
}
int NetworkSyncManager::Connect(char * addy, int port)
{
if (port!=8765)
return (-1);
//Make sure using port 8765
//This may change in future versions
//It is this way now for protocol's purpose.
//If there is a new protocol developed down the road
//Since under non-lan conditions, the client
//will be connecting to localhost, this port does not matter.
NetPlayerClient.create(); //Initilize Socket
if(!NetPlayerClient.connect(addy,port)) {
useSMserver = -1; //If connection to socket fails, tell
//other network functions to not do anything
} else {
useSMserver = 1; //Utilize other network funtions
}
return (1);
}
void NetworkSyncManager::ReportScore (int playerID, int step, int score, int combo)
{
if (useSMserver!=1) //Make sure that we are using the network
return ;
netHolder SendNetPack; //Create packet to send to server
SendNetPack.m_playerID = playerID;
SendNetPack.m_combo=combo;
SendNetPack.m_score=score; //Load packet with aproperate info
SendNetPack.m_step=step-1;
NetPlayerClient.send((char*)&SendNetPack, sizeof(netHolder));
//Send packet to server
return;
}
void NetworkSyncManager::ReportSongOver ()
{
if (useSMserver!=1) //Make sure that we are using the network
return ;
netHolder SendNetPack; //Create packet to send to server
SendNetPack.m_playerID = 21;
SendNetPack.m_combo=0;
SendNetPack.m_score=0; //Use PID 21 (Song over Packet)
SendNetPack.m_step=0;
NetPlayerClient.send((char*)&SendNetPack, sizeof(netHolder));
return;
}
void NetworkSyncManager::StartRequest ()
{
if (useSMserver!=1)
return ;
vector <char> tmp; //Temporary vector used by receive function
//when waiting
LOG->Trace("Requesting Start from Server.");
netHolder SendNetPack;
SendNetPack.m_playerID = 20;
SendNetPack.m_combo=0;
SendNetPack.m_score=0; //PID 20 (Song Start Request Packet)
SendNetPack.m_step=0;
NetPlayerClient.send((char*)&SendNetPack, sizeof(netHolder));
LOG->Trace("Waiting for RECV");
//Block until go is recieved.
NetPlayerClient.receive(tmp);
LOG->Trace("Starting Game.");
return ;
}