Integrated my SMLan server into Stepmania.
This commit is contained in:
@@ -252,8 +252,9 @@ FontManager.cpp FontManager.h GameSoundManager.cpp GameSoundManager.h GameManage
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GameState.cpp GameState.h InputFilter.cpp InputFilter.h \
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InputMapper.cpp InputMapper.h InputQueue.cpp InputQueue.h LightsManager.cpp LightsManager.h \
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MemoryCardManager.cpp MemoryCardManager.h NetworkSyncManager.cpp NetworkSyncManager.h \
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NoteSkinManager.cpp NoteSkinManager.h PrefsManager.cpp PrefsManager.h ProfileManager.cpp ProfileManager.h \
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ScreenManager.cpp ScreenManager.h SongManager.cpp SongManager.h ThemeManager.cpp ThemeManager.h \
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NetworkSyncServer.cpp NetworkSyncServer.h NoteSkinManager.cpp NoteSkinManager.h \
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PrefsManager.cpp PrefsManager.h ProfileManager.cpp ProfileManager.h ScreenManager.cpp \
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ScreenManager.h SongManager.cpp SongManager.h ThemeManager.cpp ThemeManager.h \
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UnlockSystem.cpp UnlockSystem.h
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if !WITHOUT_NETWORKING
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@@ -1,5 +1,6 @@
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#include "global.h"
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#include "NetworkSyncManager.h"
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#include "NetworkSyncServer.h"
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NetworkSyncManager *NSMAN;
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@@ -41,11 +42,21 @@ const ScreenMessage SM_ChangeSong = ScreenMessage(SM_User+5);
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NetworkSyncManager::NetworkSyncManager( LoadingWindow *ld )
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{
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ld->SetText("Initilizing Network...");
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if( GetCommandlineArgument( "runserver" )) {
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ld->SetText("Initilizing server...");
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LANserver = new StepManiaLanServer;
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isLanServer = true;
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GetCommandlineArgument( "runserver", &LANserver->servername );
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} else {
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isLanServer = false;
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}
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ld->SetText("Initilizing Client Network...");
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NetPlayerClient = new EzSockets;
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NetPlayerClient->blocking = false;
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m_ServerVersion = 0;
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useSMserver = false;
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m_startupStatus = 0; //By default, connection not tried.
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@@ -58,6 +69,11 @@ NetworkSyncManager::~NetworkSyncManager ()
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if (useSMserver)
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NetPlayerClient->close();
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delete NetPlayerClient;
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if( isLanServer ) {
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LANserver->ServerStop();
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delete LANserver;
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}
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}
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void NetworkSyncManager::CloseConnection()
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@@ -111,11 +127,24 @@ void NetworkSyncManager::PostStartUp(CString ServerIP)
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//system, and not wait.
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bool dontExit = true;
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NetPlayerClient->blocking = true;
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//Don't block if the server is running
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if( isLanServer ) {
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NetPlayerClient->blocking = false;
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} else {
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NetPlayerClient->blocking = true;
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}
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//Following packet must get through, so we block for it.
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//If we are serving we do not block for this.
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NetPlayerClient->SendPack((char*)m_packet.Data,m_packet.Position);
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//If we are serving, do this so we properly connect
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//to the server.
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if( isLanServer ) {
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LANserver->ServerUpdate();
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}
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m_packet.ClearPacket();
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while (dontExit)
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@@ -128,6 +157,7 @@ void NetworkSyncManager::PostStartUp(CString ServerIP)
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//Only allow passing on handshake.
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//Otherwise scoreboard updates and such will confuse us.
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}
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NetPlayerClient->blocking = false;
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m_ServerVersion = m_packet.Read1();
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m_ServerName = m_packet.ReadNT();
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@@ -140,10 +170,15 @@ void NetworkSyncManager::StartUp()
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{
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CString ServerIP;
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if( isLanServer ) {
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LANserver->ServerStart();
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}
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if( GetCommandlineArgument( "netip", &ServerIP ) )
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PostStartUp(ServerIP);
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else if( GetCommandlineArgument( "listen" ) )
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PostStartUp("LISTEN");
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}
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@@ -341,9 +376,16 @@ void NetworkSyncManager::StartRequest(short position)
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//way I know how to get precievably instantanious results
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bool dontExit=true;
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NetPlayerClient->blocking=true;
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//Don't block if we are server.
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if (isLanServer) {
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NetPlayerClient->blocking=false;
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} else {
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NetPlayerClient->blocking=true;
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}
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//The following packet HAS to get through, so we turn blocking on for it as well
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//Don't block if we are serving
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NetPlayerClient->SendPack((char*)&m_packet.Data, m_packet.Position);
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LOG->Trace("Waiting for RECV");
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@@ -386,6 +428,10 @@ void NetworkSyncManager::DisplayStartupStatus()
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void NetworkSyncManager::Update(float fDeltaTime)
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{
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if (isLanServer) {
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LANserver->ServerUpdate();
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}
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if (useSMserver)
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ProcessInput();
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}
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@@ -4,6 +4,7 @@
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#define NetworkSyncManager_H
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#include "PlayerNumber.h"
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class LoadingWindow;
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const int NETPROTOCOLVERSION=1;
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@@ -19,6 +20,7 @@ enum NSScoreBoardColumn
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#define FOREACH_NSScoreBoardColumn( sc ) FOREACH_ENUM( NSScoreBoardColumn, NUM_NSSB_CATEGORIES, sc )
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class EzSockets;
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class StepManiaLanServer;
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class PacketFunctions
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{
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@@ -111,6 +113,9 @@ private:
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PacketFunctions m_packet;
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bool isLanServer;
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StepManiaLanServer *LANserver;
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#endif
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};
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@@ -0,0 +1,549 @@
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/* NetworkSyncServer.cpp
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*/
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#include "NetworkSyncServer.h"
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LanPlayer::LanPlayer() {
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score = 0;
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health = 0;
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feet = 0;
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projgrade = 0;
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combo = 0;
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step = 0;
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maxCombo = 0;
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Grade = 0;
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offset = 0;
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}
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StepManiaLanServer::StepManiaLanServer() {
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stop = true;
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}
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StepManiaLanServer::~StepManiaLanServer() {
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ServerStop();
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}
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void StepManiaLanServer::ServerStart() {
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server.blocking = 0; /* Turn off blocking */
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if (server.create())
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if (server.bind(8765))
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if (server.listen()) {
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stop = false;
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statsTime = time(NULL);
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}
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}
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void StepManiaLanServer::ServerStop() {
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int x;
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for (x = 0; x < NUMBERCLIENTS; x++) {
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Client[x].clientSocket.close();
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Client[x].Used = false;
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}
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server.close();
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stop = true;
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}
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void StepManiaLanServer::ServerUpdate() {
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if (!stop) {
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NewClientCheck(); /* See if there is another client wanting to play */
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UpdateClients();
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CheckReady();
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if (time(NULL) > statsTime) {
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SendStatsToClients();
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statsTime = time(NULL);
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}
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// MoveClientToHost();
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}
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}
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void StepManiaLanServer::UpdateClients() {
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/* Go through all the clients and check to see if it is being used.
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If so then try to get a backet and parse the data. */
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for (int x = 0; x < NUMBERCLIENTS; x++)
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if (Client[x].Used == 1)
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if (Client[x].GetData(Packet) >= 0)
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ParseData(Packet, x);
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}
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GameClient::GameClient() {
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Used = 0;
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Ready = 0;
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clientSocket.blocking = 0;
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twoPlayers = false;
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version = 0;
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startPosition = 0;
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InGame = 0;
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hasSong = false;
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}
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int GameClient::GetData(PacketFunctions &Packet) {
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int length = -1;
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CheckConnection(); // Check for a connection problem
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Packet.ClearPacket();
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length = clientSocket.ReadPack((char*)Packet.Data, NETMAXBUFFERSIZE);
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return length;
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}
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void StepManiaLanServer::ParseData(PacketFunctions &Packet, int clientNum) {
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int command = Packet.Read1();
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switch (command) {
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case 0:
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/* No Operation */
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SendValue(129, clientNum);
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break;
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case 1:
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/* No Operation response */
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break;
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case 2:
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/* Hello */
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Hello(Packet, clientNum);
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break;
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case 3:
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/* Start Request */
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Client[clientNum].StartRequest(Packet);
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break;
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case 4:
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/* GameOver */
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Client[clientNum].GameOver(Packet);
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break;
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case 5:
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/* StatsUpdate */
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Client[clientNum].UpdateStats(Packet);
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break;
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case 6:
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/* Style Update */
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Client[clientNum].StyleUpdate(Packet);
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break;
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case 7:
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// Chat message
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RelayChat(Packet, clientNum);
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break;
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case 8:
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SelectSong(Packet, clientNum);
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break;
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default:
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break;
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}
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}
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void StepManiaLanServer::Hello(PacketFunctions &Packet, int clientNum) {
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Reply.ClearPacket();
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int ClientVersion = Packet.Read1();
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CString build = Packet.ReadNT();
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Client[clientNum].SetClientVersion(ClientVersion, build);
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Reply.Write1(130);
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Reply.Write1(1);
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Reply.WriteNT(servername);
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SendNetPacket(clientNum, (char*)Reply.Data, Reply.Position);
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if (ClientHost == -1)
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ClientHost = clientNum;
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}
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void GameClient::StyleUpdate(PacketFunctions &Packet) {
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int playernumber = 0;
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twoPlayers = Packet.Read1()-1;
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for (int x = 0; x < twoPlayers+1; x++) {
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playernumber = Packet.Read1();
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Player[playernumber].name = Packet.ReadNT();
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}
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}
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void GameClient::SetClientVersion(int ver, CString b) {
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version = ver;
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build = b;
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}
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void GameClient::StartRequest(PacketFunctions &Packet) {
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int firstbyte = Packet.Read1();
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int secondbyte = Packet.Read1();
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Player[0].feet = firstbyte/16;
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Player[1].feet = firstbyte%16;
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if ((Player[0].feet > 0)&&(Player[1].feet > 0))
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twoPlayers = true;
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startPosition = secondbyte/16;
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gameInfo.title = Packet.ReadNT();
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gameInfo.subtitle = Packet.ReadNT();
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gameInfo.artist = Packet.ReadNT();
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gameInfo.course = Packet.ReadNT();
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cout << gameInfo.title << endl;
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cout << gameInfo.subtitle << endl;
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cout << gameInfo.artist << endl;
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cout << gameInfo.course << endl;
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Player[0].score = 0;
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Player[0].combo = 0;
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Player[0].projgrade = 0;
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Player[1].score = 0;
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Player[1].combo = 0;
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Player[1].projgrade = 0;
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Ready = true;
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InGame = true;
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}
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void StepManiaLanServer::CheckReady() {
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bool Start = true;
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int x;
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for (x = 0; x < NUMBERCLIENTS; x++)
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if (Start == true)
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if (Client[x].Used == true)
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if (Client[x].Ready == false)
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Start = false;
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/* If All clients were ready, send the start command. */
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if (Start == true)
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for (x = 0; x < NUMBERCLIENTS; x++)
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if (Client[x].Used == true) {
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SendValue(131, x);
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Client[x].Ready = false;
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}
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}
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void GameClient::GameOver(PacketFunctions &Packet) {
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Ready = false;
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InGame= false;
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}
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int StepManiaLanServer::SortStats(LanPlayer *playersPtr[]) {
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int counter = 0;
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LanPlayer *tmp;
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StatsNameChange = false; //Set it to no name so stats will not send if there is not a change
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bool allZero = true;
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for (int x = 0; x < NUMBERCLIENTS; x++)
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if (Client[x].Used == true) {
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if (Client[x].IsPlaying(0)) {
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playersPtr[counter] = &Client[x].Player[0];
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counter++;
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}
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if (Client[x].IsPlaying(1)) {
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playersPtr[counter] = &Client[x].Player[1];
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counter++;
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}
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}
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for (int x = 0; x < counter; x++) {
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//See if all the players have zero. Used to send names if everyone is 0
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if ((playersPtr[x]->score > 0)&&(allZero == true))
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allZero = false;
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if ((x+1) < counter)
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if ((playersPtr[x]->score) < (playersPtr[x+1]->score)) {
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tmp = playersPtr[x];
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playersPtr[x] = playersPtr[x+1];
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playersPtr[x+1] = tmp;
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x = 0;
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StatsNameChange = true;
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}
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}
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//If there are players all at 0, the name lsit won't be updated
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//this make sure it is sent to the server eventually
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if ((StatsNameChange == false)&&(allZero == true))
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StatsNameChange = true;
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return counter;
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}
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void StepManiaLanServer::SendStatsToClients() {
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// PacketFunctions StatsPacket;
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int x, numPlayers;
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numPlayers = SortStats(playersPtr); //Return number of players
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//If there was a chagne in the name data, send it to the clients.
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//Used to save bandwidth and some processing time.
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if (StatsNameChange) {
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/* Write and Send name packet */
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Reply.ClearPacket();
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Reply.Write1(133);
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Reply.Write1(0);
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Reply.Write1(numPlayers);
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StatsNameColumn(Reply, playersPtr, numPlayers);
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for (x = 0; x < NUMBERCLIENTS; x++)
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if (Client[x].InGame == true)
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SendNetPacket(x, (char*)Reply.Data, Reply.Position);
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}
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/* Write and send Combo packet */
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Reply.ClearPacket();
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Reply.Write1(133);
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Reply.Write1(1);
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Reply.Write1(numPlayers);
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StatsComboColumn(Reply, playersPtr, numPlayers);
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for (x = 0; x < NUMBERCLIENTS; x++)
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if (Client[x].InGame == true)
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SendNetPacket(x, (char*)Reply.Data, Reply.Position);
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/* Write and send projgrade packet*/
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//Is it worth the programing troube to save a small amount of bandwidth here?
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//Probably not. Sends all everytime unless developer feelings change.
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Reply.ClearPacket();
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Reply.Write1(133);
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Reply.Write1(2);
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Reply.Write1(numPlayers);
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StatsProjgradeColumn(Reply, playersPtr, numPlayers);
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for (x = 0; x < NUMBERCLIENTS; x++)
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if (Client[x].InGame == true)
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SendNetPacket(x, (char*)Reply.Data, Reply.Position);
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}
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void StepManiaLanServer::SendNetPacket(int client, char *data, int size) {
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/* If there is a connected client where we want to send then do so */
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if (Client[client].Used == true)
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Client[client].clientSocket.SendPack(data, size);
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}
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void StepManiaLanServer::StatsNameColumn(PacketFunctions &data, LanPlayer *playersPtr[], int numPlayers) {
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char number[9];
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CString numname;
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for (int x = 0; x < numPlayers; x++) {
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sprintf(number, "%d", x+1);
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numname = number;
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numname += ". ";
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numname += playersPtr[x]->name;
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data.WriteNT(numname);
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}
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}
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void StepManiaLanServer::StatsComboColumn(PacketFunctions &data, LanPlayer *playersPtr[], int numPlayers) {
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for (int x = 0; x < numPlayers; x++)
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data.Write2(playersPtr[x]->combo);
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}
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void StepManiaLanServer::StatsProjgradeColumn(PacketFunctions &data, LanPlayer *playersPtr[], int numPlayers) {
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for (int x = 0; x < numPlayers; x++)
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data.Write1(playersPtr[x]->projgrade);
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}
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bool GameClient::IsPlaying(int x) {
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/* If the feet setting is above 0, there must be a player. */
|
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if (Player[x].feet > 0)
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return true;
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||||
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||||
return false;
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||||
}
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||||
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||||
void GameClient::UpdateStats(PacketFunctions &Packet) {
|
||||
/* Get the Stats form a packet */
|
||||
char firstbyte = Packet.Read1();
|
||||
char secondbyte = Packet.Read1();
|
||||
int pID = int(firstbyte/16); /* MSN */
|
||||
Player[pID].step = int(firstbyte%16); /* LSN */
|
||||
Player[pID].projgrade = int(secondbyte/16);
|
||||
Player[pID].score = Packet.Read4();
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||||
Player[pID].combo = Packet.Read2();
|
||||
if (Player[pID].combo > Player[pID].maxCombo)
|
||||
Player[pID].maxCombo = Player[pID].combo;
|
||||
|
||||
Player[pID].health = Packet.Read2();
|
||||
Player[pID].offset = Packet.Read2();
|
||||
}
|
||||
|
||||
void StepManiaLanServer::NewClientCheck() {
|
||||
/* Find the first available empty client. Then stick a new connection
|
||||
in that client socket.*/
|
||||
int CurrentEmptyClient = FindEmptyClient();
|
||||
if (CurrentEmptyClient > -1)
|
||||
if (server.accept(Client[CurrentEmptyClient].clientSocket) == 1) {
|
||||
Client[CurrentEmptyClient].Used = 1;
|
||||
cout << "Added client to " << CurrentEmptyClient << endl;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void StepManiaLanServer::SendValue(Uint8 value, int clientNum) {
|
||||
Client[clientNum].clientSocket.SendPack((char*)&value, sizeof(Uint8));
|
||||
}
|
||||
|
||||
void StepManiaLanServer::RelayChat(PacketFunctions &Packet, int clientNum) {
|
||||
Reply.ClearPacket();
|
||||
CString message = "";
|
||||
|
||||
message += Client[clientNum].Player[0].name;
|
||||
|
||||
if (Client[clientNum].twoPlayers) {
|
||||
message += "/";
|
||||
message += Client[clientNum].Player[1].name;
|
||||
}
|
||||
|
||||
message += ": ";
|
||||
message += Packet.ReadNT();
|
||||
Reply.Write1(135);
|
||||
Reply.WriteNT(message);
|
||||
|
||||
//Send to all clients
|
||||
SendToAllClients(Reply);
|
||||
}
|
||||
|
||||
void StepManiaLanServer::SelectSong(PacketFunctions &Packet, int clientNum) {
|
||||
int use = Packet.Read1();
|
||||
CString message;
|
||||
|
||||
if (use == 2) {
|
||||
if (clientNum == 0) {
|
||||
gameInfo.title = Packet.ReadNT();
|
||||
gameInfo.artist = Packet.ReadNT();
|
||||
gameInfo.subtitle = Packet.ReadNT();
|
||||
|
||||
Reply.ClearPacket();
|
||||
Reply.Write1(136);
|
||||
Reply.Write1(1);
|
||||
Reply.WriteNT(gameInfo.title);
|
||||
Reply.WriteNT(gameInfo.artist);
|
||||
Reply.WriteNT(gameInfo.subtitle);
|
||||
|
||||
ClearHasSong();
|
||||
|
||||
SendToAllClients(Reply);
|
||||
} else {
|
||||
message = servername;
|
||||
message += ": You do not have permission to pick a song.";
|
||||
Reply.ClearPacket();
|
||||
Reply.Write1(135);
|
||||
Reply.WriteNT(message);
|
||||
SendNetPacket(clientNum, (char*)Reply.Data, Reply.Position);
|
||||
}
|
||||
}
|
||||
|
||||
if (use == 1) {
|
||||
//If user dosn't have song
|
||||
Client[clientNum].hasSong = false;
|
||||
message = servername;
|
||||
message += ": ";
|
||||
message += Client[clientNum].Player[0].name;
|
||||
|
||||
if (Client[clientNum].twoPlayers) {
|
||||
message += "&";
|
||||
message += Client[clientNum].Player[1].name;
|
||||
}
|
||||
|
||||
message += " lacks song \"";
|
||||
message += gameInfo.title;
|
||||
message += "\"";
|
||||
ServerChat(message);
|
||||
}
|
||||
|
||||
//If client has song
|
||||
if (use == 0)
|
||||
Client[clientNum].hasSong = true;
|
||||
|
||||
if (CheckHasSongState()) {
|
||||
Reply.ClearPacket();
|
||||
Reply.Write1(136);
|
||||
Reply.Write1(2);
|
||||
Reply.WriteNT(gameInfo.title);
|
||||
Reply.WriteNT(gameInfo.artist);
|
||||
Reply.WriteNT(gameInfo.subtitle);
|
||||
SendToAllClients(Reply);
|
||||
}
|
||||
}
|
||||
|
||||
bool StepManiaLanServer::CheckHasSongState() {
|
||||
for (int x = 0; x < NUMBERCLIENTS; x++)
|
||||
if (Client[x].Used == true)
|
||||
if (Client[x].hasSong == false)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void StepManiaLanServer::ClearHasSong() {
|
||||
for (int x = 0; x < NUMBERCLIENTS; x++)
|
||||
if (Client[x].Used == true)
|
||||
Client[x].hasSong = false;
|
||||
|
||||
}
|
||||
|
||||
void StepManiaLanServer::SendToAllClients(PacketFunctions &Packet) {
|
||||
for (int x = 0; x < NUMBERCLIENTS; x++)
|
||||
SendNetPacket(x, (char*)Packet.Data, Packet.Position);
|
||||
|
||||
}
|
||||
void StepManiaLanServer::ServerChat(CString message) {
|
||||
// PacketFunctions chat;
|
||||
Reply.ClearPacket();
|
||||
Reply.Write1(135);
|
||||
Reply.WriteNT(message);
|
||||
SendToAllClients(Reply);
|
||||
|
||||
}
|
||||
|
||||
int StepManiaLanServer::FindEmptyClient() {
|
||||
/* Look at Used flag, if zero then it's an empty client.
|
||||
Return the index. */
|
||||
for (int x = 0; x < NUMBERCLIENTS; x++)
|
||||
if (Client[x].Used == 0)
|
||||
return x;
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
void GameClient::CheckConnection() {
|
||||
/* If there is an error close the socket. */
|
||||
if (clientSocket.IsError()) {
|
||||
clientSocket.close();
|
||||
Used = false;
|
||||
}
|
||||
}
|
||||
|
||||
void StepManiaLanServer::MoveClientToHost() {
|
||||
if (Client[ClientHost].Used == false)
|
||||
for (int x = 1; x < NUMBERCLIENTS; x++)
|
||||
if (Client[x].Used == true) {
|
||||
ClientHost = x;
|
||||
x = 17;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* (c) 2003-2004 Joshua Allen
|
||||
* All rights reserved.
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a
|
||||
* copy of this software and associated documentation files (the
|
||||
* "Software"), to deal in the Software without restriction, including
|
||||
* without limitation the rights to use, copy, modify, merge, publish,
|
||||
* distribute, and/or sell copies of the Software, and to permit persons to
|
||||
* whom the Software is furnished to do so, provided that the above
|
||||
* copyright notice(s) and this permission notice appear in all copies of
|
||||
* the Software and that both the above copyright notice(s) and this
|
||||
* permission notice appear in supporting documentation.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
|
||||
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
||||
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
|
||||
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
|
||||
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
|
||||
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
|
||||
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
|
||||
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
|
||||
* PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
@@ -0,0 +1,143 @@
|
||||
#ifndef NetworkSyncServer_H
|
||||
#define NetworkSyncServer_H
|
||||
|
||||
#include "global.h"
|
||||
#include "ezsockets.h"
|
||||
#include "NetworkSyncManager.h"
|
||||
|
||||
#include <stdlib.h>
|
||||
#include <stdio.h>
|
||||
|
||||
#include <time.h>
|
||||
|
||||
#include <iostream>
|
||||
|
||||
#include "StdString.h"
|
||||
|
||||
using namespace std;
|
||||
|
||||
typedef unsigned char Uint8;
|
||||
|
||||
#define NETMAXBUFFERSIZE 1020
|
||||
#define NUMBERCLIENTS 16
|
||||
|
||||
class LanPlayer {
|
||||
public:
|
||||
string name;
|
||||
long score;
|
||||
int health;
|
||||
int feet;
|
||||
int projgrade;
|
||||
int combo;
|
||||
int step;
|
||||
int maxCombo;
|
||||
int Grade;
|
||||
int offset;
|
||||
LanPlayer();
|
||||
private:
|
||||
};
|
||||
|
||||
class GameInfo {
|
||||
public:
|
||||
CString title;
|
||||
CString subtitle;
|
||||
CString artist;
|
||||
CString course;
|
||||
private:
|
||||
};
|
||||
|
||||
class GameClient {
|
||||
public:
|
||||
bool Ready;
|
||||
EzSockets clientSocket;
|
||||
bool Used;
|
||||
void UpdateStats(PacketFunctions &Packet);
|
||||
void SetClientVersion(int ver, CString b);
|
||||
void StartRequest(PacketFunctions &Packet);
|
||||
int GetData(PacketFunctions &Packet);
|
||||
void GameOver(PacketFunctions &Packet);
|
||||
GameClient();
|
||||
LanPlayer Player[2];
|
||||
void CheckConnection();
|
||||
bool IsPlaying(int Player);
|
||||
void StyleUpdate(PacketFunctions &Packet);
|
||||
bool InGame;
|
||||
int twoPlayers;
|
||||
bool hasSong;
|
||||
private:
|
||||
string build;
|
||||
GameInfo gameInfo;
|
||||
int version;
|
||||
int startPosition;
|
||||
};
|
||||
|
||||
class StepManiaLanServer {
|
||||
public:
|
||||
void ServerStart();
|
||||
void ServerStop();
|
||||
void ServerUpdate();
|
||||
StepManiaLanServer();
|
||||
~StepManiaLanServer();
|
||||
CString servername;
|
||||
private:
|
||||
bool stop;
|
||||
PacketFunctions Packet;
|
||||
PacketFunctions Reply;
|
||||
GameClient Client[NUMBERCLIENTS];
|
||||
int CurrentEmptyClient;
|
||||
EzSockets server;
|
||||
int ClientHost;
|
||||
LanPlayer *playersPtr[NUMBERCLIENTS*2];
|
||||
time_t statsTime;
|
||||
GameInfo gameInfo;
|
||||
bool StatsNameChange;
|
||||
|
||||
void Hello(PacketFunctions&Packet, int clientNum);
|
||||
void UpdateClients();
|
||||
int FindEmptyClient();
|
||||
void NewClientCheck();
|
||||
void ParseData(PacketFunctions &Packet, int clientNum);
|
||||
void SendValue(Uint8 value, int clientNum);
|
||||
void CheckReady();
|
||||
void MoveClientToHost();
|
||||
void StatsComboColumn(PacketFunctions &data, LanPlayer *playersPtr[],
|
||||
int numPlayers);
|
||||
void SendStatsToClients();
|
||||
void StatsProjgradeColumn(PacketFunctions &data, LanPlayer *playersPtr[], int numPlayers);
|
||||
void StatsNameColumn(PacketFunctions &data, LanPlayer *playersPtr[], int numPlayers);
|
||||
void SendNetPacket(int client, char *data, int size);
|
||||
int SortStats(LanPlayer *playersPtr[]);
|
||||
void RelayChat(PacketFunctions &Packet, int clientNum);
|
||||
void SelectSong(PacketFunctions &Packet, int clientNum);
|
||||
void ServerChat(CString message);
|
||||
void SendToAllClients(PacketFunctions &Packet);
|
||||
bool CheckHasSongState();
|
||||
void ClearHasSong();
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
/*
|
||||
* (c) 2003-2004 Joshua Allen
|
||||
* All rights reserved.
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a
|
||||
* copy of this software and associated documentation files (the
|
||||
* "Software"), to deal in the Software without restriction, including
|
||||
* without limitation the rights to use, copy, modify, merge, publish,
|
||||
* distribute, and/or sell copies of the Software, and to permit persons to
|
||||
* whom the Software is furnished to do so, provided that the above
|
||||
* copyright notice(s) and this permission notice appear in all copies of
|
||||
* the Software and that both the above copyright notice(s) and this
|
||||
* permission notice appear in supporting documentation.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
|
||||
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
||||
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
|
||||
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
|
||||
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
|
||||
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
|
||||
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
|
||||
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
|
||||
* PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
@@ -59,10 +59,10 @@ LINK32=link.exe
|
||||
# SUBTRACT LINK32 /verbose /profile /pdb:none /incremental:no /nodefaultlib
|
||||
# Begin Special Build Tool
|
||||
IntDir=.\../Debug6
|
||||
TargetDir=\temp\stepmania\Program
|
||||
TargetDir=\StepMania CVS\Program
|
||||
TargetName=StepMania-debug
|
||||
SOURCE="$(InputPath)"
|
||||
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
|
||||
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
|
||||
PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi
|
||||
# End Special Build Tool
|
||||
|
||||
@@ -96,10 +96,10 @@ LINK32=link.exe
|
||||
# SUBTRACT LINK32 /verbose /pdb:none /debug
|
||||
# Begin Special Build Tool
|
||||
IntDir=.\../Release6
|
||||
TargetDir=\temp\stepmania\Program
|
||||
TargetDir=\StepMania CVS\Program
|
||||
TargetName=StepMania
|
||||
SOURCE="$(InputPath)"
|
||||
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
|
||||
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
|
||||
PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi
|
||||
# End Special Build Tool
|
||||
|
||||
@@ -2959,6 +2959,14 @@ SOURCE=.\NetworkSyncManager.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\NetworkSyncServer.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\NetworkSyncServer.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\NoteSkinManager.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
@@ -2268,6 +2268,12 @@ cl /Zl /nologo /c verstub.cpp /Fo"$(IntDir)"\
|
||||
<File
|
||||
RelativePath="NetworkSyncManager.h">
|
||||
</File>
|
||||
<File
|
||||
RelativePath="NetworkSyncServer.cpp">
|
||||
</File>
|
||||
<File
|
||||
RelativePath="NetworkSyncServer.h">
|
||||
</File>
|
||||
<File
|
||||
RelativePath="NoteSkinManager.cpp">
|
||||
</File>
|
||||
|
||||
Reference in New Issue
Block a user