Remove legacy network code
This commit is contained in:
+1
-75
@@ -37,7 +37,6 @@
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#include "ProfileManager.h"
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#include "StatsManager.h"
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#include "PlayerAI.h" // for NUM_SKILL_LEVELS
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#include "NetworkSyncManager.h"
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#include "DancingCharacters.h"
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#include "ScreenDimensions.h"
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#include "ThemeMetric.h"
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@@ -324,7 +323,6 @@ ScreenGameplay::ScreenGameplay()
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{
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m_pSongBackground = nullptr;
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m_pSongForeground = nullptr;
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m_bForceNoNetwork = false;
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m_delaying_ready_announce= false;
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GAMESTATE->m_AdjustTokensBySongCostForFinalStageCheck= false;
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}
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@@ -645,14 +643,6 @@ void ScreenGameplay::Init()
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break;
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}
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// Before the lifemeter loads, if Networking is required
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// we need to wait, so that there is no Dead On Start issues.
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// if you wait too long at the second checkpoint, you will
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// appear dead when you begin your game.
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if( !m_bForceNoNetwork )
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NSMAN->StartRequest(0);
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// Add individual life meter
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switch( GAMESTATE->m_PlayMode )
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{
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@@ -688,30 +678,6 @@ void ScreenGameplay::Init()
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break;
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}
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m_bShowScoreboard = false;
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#if !defined(WITHOUT_NETWORKING)
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// Only used in SMLAN/SMOnline:
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if( !m_bForceNoNetwork && NSMAN->useSMserver && GAMESTATE->GetCurrentStyle(PLAYER_INVALID)->m_StyleType != StyleType_OnePlayerTwoSides )
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{
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m_bShowScoreboard = PREFSMAN->m_bEnableScoreboard.Get();
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PlayerNumber pn = GAMESTATE->GetFirstDisabledPlayer();
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if( pn != PLAYER_INVALID && m_bShowScoreboard )
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{
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FOREACH_NSScoreBoardColumn( col )
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{
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m_Scoreboard[col].LoadFromFont( THEME->GetPathF(m_sName,"scoreboard") );
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m_Scoreboard[col].SetShadowLength( 0 );
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m_Scoreboard[col].SetName( ssprintf("ScoreboardC%iP%i",col+1,pn+1) );
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LOAD_ALL_COMMANDS_AND_SET_XY( m_Scoreboard[col] );
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m_Scoreboard[col].SetText( NSMAN->m_Scoreboard[col] );
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m_Scoreboard[col].SetVertAlign( align_top );
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this->AddChild( &m_Scoreboard[col] );
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}
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}
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}
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#endif
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FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
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{
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// primary score display
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@@ -1044,9 +1010,6 @@ ScreenGameplay::~ScreenGameplay()
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m_pSoundMusic->StopPlaying();
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m_GameplayAssist.StopPlaying();
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if( !m_bForceNoNetwork )
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NSMAN->ReportSongOver();
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}
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bool ScreenGameplay::IsLastSong()
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@@ -1613,33 +1576,7 @@ void ScreenGameplay::BeginScreen()
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SOUND->PlayOnceFromAnnouncer( "gameplay intro" ); // crowd cheer
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// Get the transitions rolling
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if( !m_bForceNoNetwork && NSMAN->useSMserver )
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{
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// If we're using networking, we must not have any delay. If we do,
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// this can cause inconsistency on different computers and
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// different themes.
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StartPlayingSong( 0, 0 );
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m_pSoundMusic->Stop();
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float startOffset = g_fNetStartOffset;
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NSMAN->StartRequest(1);
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RageSoundParams p;
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p.m_fSpeed = 1.0f; // Force 1.0 playback speed
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p.StopMode = RageSoundParams::M_CONTINUE;
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p.m_StartSecond = startOffset;
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m_pSoundMusic->SetProperty( "AccurateSync", true );
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m_pSoundMusic->Play(false, &p);
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UpdateSongPosition(0);
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}
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else
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{
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StartPlayingSong( MIN_SECONDS_TO_STEP, MIN_SECONDS_TO_MUSIC );
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}
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StartPlayingSong( MIN_SECONDS_TO_STEP, MIN_SECONDS_TO_MUSIC );
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}
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bool ScreenGameplay::AllAreFailing()
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@@ -2030,17 +1967,6 @@ void ScreenGameplay::Update( float fDeltaTime )
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UpdateLights();
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SendCrossedMessages();
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if( !m_bForceNoNetwork && NSMAN->useSMserver )
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{
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FOREACH_EnabledPlayerNumberInfo( m_vPlayerInfo, pi )
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if( pi->m_pLifeMeter )
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NSMAN->m_playerLife[pi->m_pn] = int(pi->m_pLifeMeter->GetLife()*10000);
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if( m_bShowScoreboard )
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FOREACH_NSScoreBoardColumn(cn)
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if( m_bShowScoreboard && NSMAN->ChangedScoreboard(cn) && GAMESTATE->GetFirstDisabledPlayer() != PLAYER_INVALID )
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m_Scoreboard[cn].SetText( NSMAN->m_Scoreboard[cn] );
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}
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// ArrowEffects::Update call moved because having it happen once per
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// NoteField (which means twice in two player) seemed wasteful. -Kyz
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ArrowEffects::Update();
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