New version of ezsockets for future network features.
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@@ -34,9 +34,6 @@
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#include "Steps.h"
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#define NEXT_SCREEN THEME->GetMetric ("ScreenSelectMusic","NextScreen")
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//Used for advancing to gameplay screen
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NetworkSyncManager::NetworkSyncManager()
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{
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NetPlayerClient = new EzSockets;
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@@ -91,11 +88,14 @@ void NetworkSyncManager::PostStartUp(CString ServerIP)
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useSMserver = true;
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m_startupStatus = 1; //Connection attepmpt sucessful
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LOG->Info("CNConnected!");
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int ClientCommand=3;
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NetPlayerClient->send((char*) &ClientCommand, 4);
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NetPlayerClient->SendPack((char*) &ClientCommand, 4);
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LOG->Info("CNCHECKPOINT");
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NetPlayerClient->ReadData((char*)&m_ServerVersion,4);
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LOG->Info("CNCHECKPOINT:%d",NetPlayerClient->inBuffer.length());
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NetPlayerClient->receive(m_ServerVersion);
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// If network play is desired and the connection works,
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// halt until we know what server version we're dealing with
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vector <CString> ProfileNames;
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@@ -109,7 +109,7 @@ void NetworkSyncManager::PostStartUp(CString ServerIP)
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for( i=0; i < strlen(ProfileNames[0]); i++ )
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PlayerName.m_data[i] = ProfileNames[0][i];
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PlayerName.m_data[i] = 0;
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NetPlayerClient->send((char*) &PlayerName,20);
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NetPlayerClient->SendPack((char*) &PlayerName,20);
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}
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if( ProfileNames.size() > 1 )
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{
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@@ -118,7 +118,7 @@ void NetworkSyncManager::PostStartUp(CString ServerIP)
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for( i=0; i < strlen(ProfileNames[1]); i++ )
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PlayerName.m_data[i] = ProfileNames[1][i];
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PlayerName.m_data[i] = 0;
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NetPlayerClient->send( (char*) &PlayerName,20 );
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NetPlayerClient->SendPack( (char*) &PlayerName,20 );
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}
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LOG->Info("Server Version: %d",m_ServerVersion);
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@@ -150,12 +150,6 @@ bool NetworkSyncManager::Connect(const CString& addy, unsigned short port)
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//It is this way now for protocol's purpose.
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//If there is a new protocol developed down the road
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//Since under non-lan conditions, the client
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//will be connecting to localhost, this port does not matter.
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/* What do you mean it doesn't matter if you are connecting to localhost?
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* Also, when does it ever connect to localhost?
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* -- Steve
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*/
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NetPlayerClient->create(); // Initilize Socket
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useSMserver = NetPlayerClient->connect(addy, port);
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@@ -215,7 +209,7 @@ void NetworkSyncManager::ReportScore(int playerID, int step, int score, int comb
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SendNetPack.m_life=m_playerLife[playerID] + CurGrade*65536;
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//Send packet to server
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NetPlayerClient->send((char*)&SendNetPack, sizeof(netHolder));
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NetPlayerClient->SendPack((char*)&SendNetPack, sizeof(netHolder));
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}
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@@ -236,7 +230,7 @@ void NetworkSyncManager::ReportSongOver()
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SendNetPack.m_life=0;
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NetPlayerClient->send((char*)&SendNetPack, sizeof(netHolder));
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NetPlayerClient->SendPack((char*)&SendNetPack, sizeof(netHolder));
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return;
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}
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@@ -251,7 +245,7 @@ void NetworkSyncManager::StartRequest()
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return ;
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vector <char> tmp; //Temporary vector used by receive function when waiting
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char tmp[4]; //Temporary vector used by receive function when waiting
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LOG->Trace("Requesting Start from Server.");
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@@ -278,12 +272,12 @@ void NetworkSyncManager::StartRequest()
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SendNetPack.m_life=0;
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SendNetPack.m_combo=0;
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NetPlayerClient->send((char*)&SendNetPack, sizeof(netHolder));
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NetPlayerClient->SendPack((char*)&SendNetPack, sizeof(netHolder));
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LOG->Trace("Waiting for RECV");
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//Block until go is recieved.
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NetPlayerClient->receive(tmp);
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NetPlayerClient->ReadData((char *)tmp, 4);
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LOG->Trace("Starting Game.");
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}
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@@ -322,10 +316,10 @@ void NetworkSyncManager::SendSongs()
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toSend[2]=char(0);
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toSend[3]=char(0);
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NetPlayerClient->send (toSend,SongInfo.length()+4);
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NetPlayerClient->SendPack (toSend,SongInfo.length()+4);
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}
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toSend[0]=char(36);
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NetPlayerClient->send (toSend,4);
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NetPlayerClient->SendPack (toSend,4);
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//Exit because this is ONLY for use with SMOnline
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//If admins feel strongly, this can be exported
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@@ -358,6 +352,10 @@ void NetworkSyncManager::DisplayStartupStatus()
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SCREENMAN->SystemMessage(sMessage);
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}
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void NetworkSyncManager::Update(float fDeltaTime)
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{
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}
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//Global and accessable from anywhere
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NetworkSyncManager *NSMAN;
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