I added life and Macromedia Flash XMLSocket Support.
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@@ -26,11 +26,17 @@ NetworkSyncManager::NetworkSyncManager(int argc, char **argv)
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useSMserver = true;
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int ClientCommand=3;
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NetPlayerClient->send((char*) &ClientCommand, 4);
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NetPlayerClient->send(0);//Send 0 for flash client
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NetPlayerClient->receive(m_ServerVersion);
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//If network play is desired
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//AND the connection works
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//Halt until we know what server
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//version we're dealing with
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if (((m_ServerVersion / 512) % 2) == 1)
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appendWithZero = true;
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else
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appendWithZero = false;
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} else
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useSMserver = false;
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else
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@@ -77,9 +83,13 @@ void NetworkSyncManager::ReportScore(int playerID, int step, int score, int comb
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SendNetPack.m_combo=combo;
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SendNetPack.m_score=score; //Load packet with aproperate info
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SendNetPack.m_step=step-1;
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SendNetPack.m_life=m_playerLife[playerID];
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//Send packet to server
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NetPlayerClient->send((char*)&SendNetPack, sizeof(netHolder));
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if (appendWithZero)
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NetPlayerClient->send(0);
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}
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void NetworkSyncManager::ReportSongOver()
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@@ -93,8 +103,13 @@ void NetworkSyncManager::ReportSongOver()
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SendNetPack.m_combo=0;
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SendNetPack.m_score=0; //Use PID 21 (Song over Packet)
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SendNetPack.m_step=0;
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SendNetPack.m_life=0;
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NetPlayerClient->send((char*)&SendNetPack, sizeof(netHolder));
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if (appendWithZero)
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NetPlayerClient->send(0);
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return;
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}
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@@ -113,6 +128,7 @@ void NetworkSyncManager::StartRequest()
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SendNetPack.m_combo=0;
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SendNetPack.m_score=0; //PID 20 (Song Start Request Packet)
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SendNetPack.m_step=0;
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SendNetPack.m_life=0;
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NetPlayerClient->send((char*)&SendNetPack, sizeof(netHolder));
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@@ -12,6 +12,9 @@
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Joshua Allen
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-----------------------------------------------------------------------------
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*/
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#include "global.h"
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#include "GameState.h"
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class EzSockets;
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@@ -27,12 +30,19 @@ public:
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void StartRequest(); //Request a start. Block until granted.
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bool Connect(const CString& addy, unsigned short port); // Connect to SM Server
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int m_playerLife[NUM_PLAYERS]; //Life
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private:
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int m_playerID; //these are currently unused, but need to stay
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int m_step;
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int m_score;
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int m_combo;
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bool useSMserver;
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bool appendWithZero; //Append 4 0s at end of packet.
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//For FLASH client.
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bool useSMserver;
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EzSockets *NetPlayerClient;
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int m_ServerVersion; //ServerVersion
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@@ -43,6 +53,7 @@ private:
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int m_step; //SID (StepID, 0-6 for Miss to Marv, 7,8 for boo and ok)
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int m_score; //Player's Score
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int m_combo; //Player's Current Combo
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int m_life; //Player's Life
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};
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};
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@@ -1403,6 +1403,11 @@ void ScreenGameplay::Update( float fDeltaTime )
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float fPercentPositionSong = GAMESTATE->m_fMusicSeconds / fMusicLengthSeconds;
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CLAMP( fPercentPositionSong, 0, 1 );
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m_meterSongPosition.SetPercent( fPercentPositionSong );
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//NSMAN Update Life in NSMAN.
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for (int i=0;i<NUM_PLAYERS;i++)
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NSMAN->m_playerLife[i] = int(m_pLifeMeter[i]->GetLife()*10000);
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}
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/* Set g_CurStageStats.bFailed for failed players. In, FAIL_ARCADE, send
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