Clean up NetworkSyncManager

This commit is contained in:
Steve Checkoway
2004-03-17 06:05:52 +00:00
parent 09e6b85f3b
commit 858ab01ae9
4 changed files with 48 additions and 53 deletions
+25 -24
View File
@@ -15,25 +15,27 @@
#include "ezsockets.h"
#include "RageLog.h"
NetworkSyncManager::NetworkSyncManager ()
NetworkSyncManager::NetworkSyncManager(int argc, char **argv)
{
//No Code
NetPlayerClient = new EzSockets;
if (argc > 1)
Connect(argv[1],8765);
else
useSMserver = false;
}
NetworkSyncManager::~NetworkSyncManager ()
{
if (useSMserver!=1)
return ;
//Close Connection to server nicely.
NetPlayerClient.close();
return ;
if (useSMserver)
NetPlayerClient->close();
delete NetPlayerClient;
}
int NetworkSyncManager::Connect(char * addy, int port)
{
if (port!=8765)
return (-1);
return -1;
//Make sure using port 8765
//This may change in future versions
//It is this way now for protocol's purpose.
@@ -43,21 +45,21 @@ int NetworkSyncManager::Connect(char * addy, int port)
//will be connecting to localhost, this port does not matter.
NetPlayerClient.create(); //Initilize Socket
NetPlayerClient->create(); //Initilize Socket
if(!NetPlayerClient.connect(addy,port)) {
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);
return 1;
}
void NetworkSyncManager::ReportScore (int playerID, int step, int score, int combo)
void NetworkSyncManager::ReportScore(int playerID, int step, int score, int combo)
{
if (useSMserver!=1) //Make sure that we are using the network
return ;
return;
netHolder SendNetPack; //Create packet to send to server
@@ -66,12 +68,11 @@ void NetworkSyncManager::ReportScore (int playerID, int step, int score, int com
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;
//Send packet to server
NetPlayerClient->send((char*)&SendNetPack, sizeof(netHolder));
}
void NetworkSyncManager::ReportSongOver ()
void NetworkSyncManager::ReportSongOver()
{
if (useSMserver!=1) //Make sure that we are using the network
return ;
@@ -83,17 +84,16 @@ void NetworkSyncManager::ReportSongOver ()
SendNetPack.m_score=0; //Use PID 21 (Song over Packet)
SendNetPack.m_step=0;
NetPlayerClient.send((char*)&SendNetPack, sizeof(netHolder));
NetPlayerClient->send((char*)&SendNetPack, sizeof(netHolder));
return;
}
void NetworkSyncManager::StartRequest ()
void NetworkSyncManager::StartRequest()
{
if (useSMserver!=1)
return ;
vector <char> tmp; //Temporary vector used by receive function
//when waiting
vector <char> tmp; //Temporary vector used by receive function when waiting
LOG->Trace("Requesting Start from Server.");
@@ -104,14 +104,15 @@ void NetworkSyncManager::StartRequest ()
SendNetPack.m_score=0; //PID 20 (Song Start Request Packet)
SendNetPack.m_step=0;
NetPlayerClient.send((char*)&SendNetPack, sizeof(netHolder));
NetPlayerClient->send((char*)&SendNetPack, sizeof(netHolder));
LOG->Trace("Waiting for RECV");
//Block until go is recieved.
NetPlayerClient.receive(tmp);
NetPlayerClient->receive(tmp);
LOG->Trace("Starting Game.");
return ;
}
//Global and accessable from anywhere
NetworkSyncManager *NSMAN;
+14 -18
View File
@@ -13,15 +13,12 @@
-----------------------------------------------------------------------------
*/
#include "ezsockets.h"
static int useSMserver; //Using network or not?
static EzSockets NetPlayerClient; //Socket used for network traffic
class EzSockets;
class NetworkSyncManager
{
public:
NetworkSyncManager();
NetworkSyncManager(int argc, char **argv);
~NetworkSyncManager();
void ReportScore(int playerID, int step, int score, int combo);
@@ -38,22 +35,21 @@ public:
int m_step;
int m_score;
int m_combo;
bool useSMserver;
EzSockets *NetPlayerClient;
private:
struct netHolder //Data structure used for sending data to server
{
int m_playerID; //PID (also used for Commands)
int m_step; //SID (StepID, 0-6 for Miss to Marv, 7,8 for boo and ok)
int m_score; //Player's Score
int m_combo; //Player's Current Combo
};
};
class netHolder //Data structure used for sending data to server
{
public:
int m_playerID; //PID (also used for Commands)
int m_step; //SID (StepID, 0-6 for Miss to Marv, 7,8 for boo and ok)
int m_score; //Player's Score
int m_combo; //Player's Current Combo
};
//Static this class inside itself
//so that other parts of the program that include
//NetworkSyncManager can use "currentNetPlayer"
static NetworkSyncManager currentNetPlayer;
extern NetworkSyncManager *NSMAN;
#endif
+3 -4
View File
@@ -870,10 +870,6 @@ int main(int argc, char* argv[])
#endif
if (argc > 1)
currentNetPlayer.Connect (argv[1],8765);
/* Almost everything uses this to read and write files. Load this early. */
FILEMAN = new RageFileManager( argv[0] );
FILEMAN->MountInitialFilesystems();
@@ -977,6 +973,8 @@ int main(int argc, char* argv[])
UNLOCKMAN = new UnlockSystem;
MODELMAN = new ModelManager;
delete loading_window; // destroy this before init'ing Display
NSMAN = new NetworkSyncManager(argc, argv);
DISPLAY = CreateDisplay();
@@ -1038,6 +1036,7 @@ int main(int argc, char* argv[])
}
#endif
SAFE_DELETE( NSMAN );
SAFE_DELETE( SCREENMAN );
/* Delete INPUTMAN before the other INPUTFILTER handlers, or an input
* driver may try to send a message to INPUTFILTER after we delete it. */
+6 -7
View File
@@ -12,8 +12,10 @@
Windows-Based OSes.
********************************************/
#ifdef _WINDOWS
//We need the Winsock32 Libary
#pragma comment(lib,"wsock32.lib")
//We need the Winsock32 Libary
#endif
#include "ezsockets.h"
@@ -75,13 +77,10 @@ bool EzSockets::listen() {
bool EzSockets::accept(EzSockets &socket) {
//Windows wants it defined as a signed int
#if defined(WIN32)
//As does everything else -- Steve
int length = sizeof(socket);
#else
unsigned int length = sizeof(socket);
#endif
socket.sock = ::accept(sock, (struct sockaddr *) & socket.addr,& length);
socket.sock = ::accept(sock, (struct sockaddr *)&socket.addr,&length);
if (socket.sock < 0) {
return false;
}
@@ -272,7 +271,7 @@ bool EzSockets::connect(std::string host, int port) {
#else
addr.sin_family = AF_INET;
addr.sin_port = htons(port);
int status = inet_pton ( AF_INET, host.c_str(), &addr.sin_addr );
inet_pton ( AF_INET, host.c_str(), &addr.sin_addr );
int desc = ::connect(sock,(struct sockaddr *)&addr,sizeof(addr));
#endif