Cleanup. Please try to follow the style of the rest of the project next time.
This commit is contained in:
+181
-115
@@ -1,10 +1,12 @@
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/* NetworkSyncServer.cpp
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*/
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#include "global.h"
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#include "NetworkSyncServer.h"
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#include "RageLog.h"
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#include <time.h>
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LanPlayer::LanPlayer() {
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LanPlayer::LanPlayer()
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{
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score = 0;
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health = 0;
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feet = 0;
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@@ -17,21 +19,25 @@ LanPlayer::LanPlayer() {
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options = "";
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}
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StepManiaLanServer::StepManiaLanServer() {
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StepManiaLanServer::StepManiaLanServer()
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{
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stop = true;
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SecondSameSelect = false;
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AssignPlayerIDs();
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}
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StepManiaLanServer::~StepManiaLanServer() {
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StepManiaLanServer::~StepManiaLanServer()
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{
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ServerStop();
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}
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bool StepManiaLanServer::ServerStart() {
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bool StepManiaLanServer::ServerStart()
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{
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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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if (server.listen())
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{
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stop = false;
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statsTime = time(NULL);
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return true;
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@@ -48,9 +54,9 @@ bool StepManiaLanServer::ServerStart() {
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return false;
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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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void StepManiaLanServer::ServerStop()
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{
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for (int 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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@@ -58,12 +64,15 @@ void StepManiaLanServer::ServerStop() {
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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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void StepManiaLanServer::ServerUpdate()
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{
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if (!stop)
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{
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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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if (time(NULL) > statsTime)
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{
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SendStatsToClients();
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statsTime = time(NULL);
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}
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@@ -71,7 +80,8 @@ void StepManiaLanServer::ServerUpdate() {
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}
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}
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void StepManiaLanServer::UpdateClients() {
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void StepManiaLanServer::UpdateClients()
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{
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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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@@ -80,7 +90,8 @@ void StepManiaLanServer::UpdateClients() {
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ParseData(Packet, x);
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}
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GameClient::GameClient() {
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GameClient::GameClient()
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{
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Used = 0;
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GotStartRequest = 0;
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clientSocket.blocking = 0;
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@@ -94,7 +105,8 @@ GameClient::GameClient() {
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wasIngame = false;
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}
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int GameClient::GetData(PacketFunctions &Packet) {
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int GameClient::GetData(PacketFunctions& Packet)
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{
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int length = -1;
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CheckConnection();
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Packet.ClearPacket();
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@@ -102,9 +114,11 @@ int GameClient::GetData(PacketFunctions &Packet) {
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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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void StepManiaLanServer::ParseData(PacketFunctions& Packet, int clientNum)
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{
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int command = Packet.Read1();
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switch (command) {
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switch (command)
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{
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case 0:
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// No Operation
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SendValue(129, clientNum);
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@@ -153,7 +167,8 @@ void StepManiaLanServer::ParseData(PacketFunctions &Packet, int clientNum) {
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}
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}
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void StepManiaLanServer::Hello(PacketFunctions &Packet, int clientNum) {
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void StepManiaLanServer::Hello(PacketFunctions& Packet, int clientNum)
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{
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int ClientVersion = Packet.Read1();
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CString build = Packet.ReadNT();
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@@ -171,22 +186,26 @@ void StepManiaLanServer::Hello(PacketFunctions &Packet, int clientNum) {
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}
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void GameClient::StyleUpdate(PacketFunctions &Packet) {
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void GameClient::StyleUpdate(PacketFunctions& Packet)
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{
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int playernumber = 0;
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Player[0].name = Player[1].name = "";
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twoPlayers = Packet.Read1()-1;
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for (int x = 0; x < twoPlayers+1; x++) {
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for (int x = 0; x < twoPlayers+1; x++)
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{
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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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void GameClient::SetClientVersion(int ver, const CString& b)
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{
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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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void GameClient::StartRequest(PacketFunctions& Packet)
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{
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int firstbyte = Packet.Read1();
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int secondbyte = Packet.Read1();
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int thirdbyte = Packet.Read1();
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@@ -205,31 +224,34 @@ void GameClient::StartRequest(PacketFunctions &Packet) {
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gameInfo.artist = Packet.ReadNT();
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gameInfo.course = Packet.ReadNT();
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for (int x = 0; x < 2; x++) {
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for (int x = 0; x < 2; ++x)
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{
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Player[x].score = 0;
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Player[x].combo = 0;
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Player[x].projgrade = 0;
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Player[x].maxCombo = 0;
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memset((void*)Player[x].steps, 0, sizeof(int)*9);
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memset(Player[x].steps, 0, sizeof(int)*9);
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}
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GotStartRequest = true;
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// InGame = true;
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}
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void StepManiaLanServer::CheckReady() {
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void StepManiaLanServer::CheckReady()
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{
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bool canStart = true;
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int x;
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//Only check clients that are starting (after ScreenNetMusicSelect before InGame).
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for (x = 0; (x < NUMBERCLIENTS)&&(canStart == true); x++)
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for (x = 0; (x < NUMBERCLIENTS)&&(canStart == true); ++x)
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if (Client[x].Used == true)
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if (Client[x].isStarting)
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if (Client[x].GotStartRequest == false)
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canStart = false;
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if (canStart == true) {
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if (canStart == true)
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{
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//(Test this)
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//For whatever reason we need to pause in a way
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//that will not use a lot of CPU.
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@@ -238,13 +260,16 @@ void StepManiaLanServer::CheckReady() {
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usleep ( 2000000 );
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//Only start clients waiting for start between ScreenNetMusicSelect and game.
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for (x = 0; x < NUMBERCLIENTS; x++) {
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if (Client[x].Used == true)
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if (Client[x].isStarting) {
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for (x = 0; x < NUMBERCLIENTS; ++x)
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{
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if (Client[x].Used)
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if (Client[x].isStarting)
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{
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Client[x].clientSocket.blocking = true;
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SendValue(131, x);
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Client[x].GotStartRequest = false;
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if (Client[x].startPosition == 1) {
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if (Client[x].startPosition == 1)
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{
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Client[x].isStarting = false;
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Client[x].InGame = true;
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//After we start the clients, clear each client's hasSong.
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@@ -257,7 +282,8 @@ void StepManiaLanServer::CheckReady() {
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}
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void StepManiaLanServer::GameOver(PacketFunctions &Packet, int clientNum) {
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void StepManiaLanServer::GameOver(PacketFunctions& Packet, int clientNum)
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{
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bool allOver = true;
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int x;
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@@ -265,37 +291,39 @@ void StepManiaLanServer::GameOver(PacketFunctions &Packet, int clientNum) {
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Client[clientNum].InGame = false;
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Client[clientNum].wasIngame = true;
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for (x = 0; (x < NUMBERCLIENTS)&&(allOver == true); x++)
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for (x = 0; (x < NUMBERCLIENTS)&&(allOver == true); ++x)
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if (Client[x].Used == true)
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if ((Client[x].InGame == true))
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allOver = false;
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//Wait untill everyone is done before sending
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if (allOver) {
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if (allOver)
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{
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numPlayers = SortStats(playersPtr);
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Reply.ClearPacket();
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Reply.Write1( 4+128 );
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Reply.Write1( (uint8_t) numPlayers );
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for (x = 0; x < numPlayers; x++)
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for (x = 0; x < numPlayers; ++x)
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Reply.Write1((uint8_t)playersPtr[x]->PlayerID);
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for (x = 0; x < numPlayers; x++)
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for (x = 0; x < numPlayers; ++x)
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Reply.Write4(playersPtr[x]->score);
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for (x = 0; x < numPlayers; x++)
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for (x = 0; x < numPlayers; ++x)
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Reply.Write1( (uint8_t) playersPtr[x]->projgrade );
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for (x = 0; x < numPlayers; x++)
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for (x = 0; x < numPlayers; ++x)
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Reply.Write1( (uint8_t) playersPtr[x]->diff );
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for (int y = 6; y >= 1; y--)
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for (x = 0; x < numPlayers; x++)
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for (int y = 6; y >= 1; --y)
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for (x = 0; x < numPlayers; ++x)
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Reply.Write2( (uint16_t) playersPtr[x]->steps[y] );
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for (x = 0; x < numPlayers; x++)
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for (x = 0; x < numPlayers; ++x)
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Reply.Write2( (uint16_t) playersPtr[x]->steps[8] ); //Tack on OK
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for (x = 0; x < numPlayers; x++)
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for (x = 0; x < numPlayers; ++x)
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Reply.Write2( (uint16_t) playersPtr[x]->maxCombo );
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for (x = 0; x < numPlayers; x++)
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for (x = 0; x < numPlayers; ++x)
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Reply.WriteNT( playersPtr[x]->options );
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for (x = 0; x < NUMBERCLIENTS; x++)
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if(Client[x].wasIngame) {
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for (x = 0; x < NUMBERCLIENTS; ++x)
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if(Client[x].wasIngame)
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{
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SendNetPacket(x, Reply);
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Client[x].wasIngame = false;
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}
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@@ -304,36 +332,40 @@ void StepManiaLanServer::GameOver(PacketFunctions &Packet, int clientNum) {
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}
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}
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void StepManiaLanServer::AssignPlayerIDs() {
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void StepManiaLanServer::AssignPlayerIDs()
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{
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int counter = 0;
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//Future: Figure out how to do dynamic numbering.
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for (int x = 0; x < NUMBERCLIENTS; x++)
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for(int y = 0; y < 2; y++)
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for (int x = 0; x < NUMBERCLIENTS; ++x)
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for(int y = 0; y < 2; ++y)
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Client[x].Player[y].PlayerID = counter++;
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}
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int StepManiaLanServer::SortStats(LanPlayer *playersPtr[]) {
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int StepManiaLanServer::SortStats(LanPlayer *playersPtr[])
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{
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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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//Populate with in game players only
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for (int x = 0; x < NUMBERCLIENTS; x++)
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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].InGame||Client[x].wasIngame)
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for (int y = 0; y < 2; y++)
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for (int y = 0; y < 2; ++y)
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if (Client[x].IsPlaying(y))
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playersPtr[counter++] = &Client[x].Player[y];
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for (int x = 0; x < counter; x++) {
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for (int x = 0; x < counter; ++x)
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{
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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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if ((playersPtr[x]->score > 0) && allZero)
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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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if ((playersPtr[x]->score) < (playersPtr[x+1]->score))
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{
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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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@@ -344,21 +376,22 @@ int StepManiaLanServer::SortStats(LanPlayer *playersPtr[]) {
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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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if (!StatsNameChange && allZero)
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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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void StepManiaLanServer::SendStatsToClients()
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{
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int x;
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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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if (StatsNameChange)
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{
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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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@@ -367,8 +400,8 @@ void StepManiaLanServer::SendStatsToClients() {
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StatsNameColumn(Reply, playersPtr, numPlayers);
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//Send to in game clients only.
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for (x = 0; x < NUMBERCLIENTS; x++)
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if (Client[x].InGame == true)
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for (x = 0; x < NUMBERCLIENTS; ++x)
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if (Client[x].InGame)
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SendNetPacket(x, Reply);
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}
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@@ -382,8 +415,8 @@ void StepManiaLanServer::SendStatsToClients() {
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StatsComboColumn(Reply, playersPtr, numPlayers);
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//Send to in game clients only.
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for (x = 0; x < NUMBERCLIENTS; x++)
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if (Client[x].InGame == true)
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for (x = 0; x < NUMBERCLIENTS; ++x)
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if (Client[x].InGame)
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SendNetPacket(x, Reply);
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@@ -398,36 +431,41 @@ void StepManiaLanServer::SendStatsToClients() {
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StatsProjgradeColumn(Reply, playersPtr, numPlayers);
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//Send to in game clients only.
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for (x = 0; x < NUMBERCLIENTS; x++)
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if (Client[x].InGame == true)
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for (x = 0; x < NUMBERCLIENTS; ++x)
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if (Client[x].InGame)
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SendNetPacket(x, Reply);
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}
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void StepManiaLanServer::SendNetPacket(int client, PacketFunctions &Packet) {
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void StepManiaLanServer::SendNetPacket(int client, PacketFunctions& Packet)
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{
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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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if (Client[client].Used)
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Client[client].clientSocket.SendPack((char*)Packet.Data, Packet.Position);
|
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}
|
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void StepManiaLanServer::StatsNameColumn(PacketFunctions &data, LanPlayer *playersPtr[], int numPlayers) {
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||||
void StepManiaLanServer::StatsNameColumn(PacketFunctions &data, LanPlayer *playersPtr[], int numPlayers)
|
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{
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CString numname;
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for (int x = 0; x < numPlayers; x++)
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||||
for (int x = 0; x < numPlayers; ++x)
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||||
data.Write1( (uint8_t) playersPtr[x]->PlayerID );
|
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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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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( (uint16_t) playersPtr[x]->combo);
|
||||
}
|
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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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void StepManiaLanServer::StatsProjgradeColumn(PacketFunctions& data, LanPlayer *playersPtr[], int numPlayers)
|
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{
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for( int x = 0; x < numPlayers; ++x )
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data.Write1( (uint8_t) playersPtr[x]->projgrade );
|
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}
|
||||
|
||||
bool GameClient::IsPlaying(int x) {
|
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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)
|
||||
return true;
|
||||
@@ -435,7 +473,8 @@ bool GameClient::IsPlaying(int x) {
|
||||
return false;
|
||||
}
|
||||
|
||||
void GameClient::UpdateStats(PacketFunctions &Packet) {
|
||||
void GameClient::UpdateStats(PacketFunctions& Packet)
|
||||
{
|
||||
/* Get the Stats form a packet */
|
||||
char firstbyte = Packet.Read1();
|
||||
char secondbyte = Packet.Read1();
|
||||
@@ -454,7 +493,8 @@ void GameClient::UpdateStats(PacketFunctions &Packet) {
|
||||
Player[pID].steps[Player[pID].currstep]++;
|
||||
}
|
||||
|
||||
void StepManiaLanServer::NewClientCheck() {
|
||||
void StepManiaLanServer::NewClientCheck()
|
||||
{
|
||||
/* Find the first available empty client. Then stick a new connection
|
||||
in that client socket.*/
|
||||
int CurrentEmptyClient = FindEmptyClient();
|
||||
@@ -465,11 +505,13 @@ void StepManiaLanServer::NewClientCheck() {
|
||||
|
||||
}
|
||||
|
||||
void StepManiaLanServer::SendValue(Uint8 value, int clientNum) {
|
||||
void StepManiaLanServer::SendValue(Uint8 value, int clientNum)
|
||||
{
|
||||
Client[clientNum].clientSocket.SendPack((char*)&value, sizeof(Uint8));
|
||||
}
|
||||
|
||||
void StepManiaLanServer::RelayChat(PacketFunctions &Packet, int clientNum) {
|
||||
void StepManiaLanServer::RelayChat(PacketFunctions& Packet, int clientNum)
|
||||
{
|
||||
Reply.ClearPacket();
|
||||
CString message = "";
|
||||
|
||||
@@ -489,12 +531,15 @@ void StepManiaLanServer::RelayChat(PacketFunctions &Packet, int clientNum) {
|
||||
SendToAllClients(Reply);
|
||||
}
|
||||
|
||||
void StepManiaLanServer::SelectSong(PacketFunctions &Packet, int clientNum) {
|
||||
void StepManiaLanServer::SelectSong(PacketFunctions& Packet, int clientNum)
|
||||
{
|
||||
int use = Packet.Read1();
|
||||
CString message;
|
||||
|
||||
if (use == 2) {
|
||||
if (clientNum == 0) {
|
||||
if (use == 2)
|
||||
{
|
||||
if (clientNum == 0)
|
||||
{
|
||||
SecondSameSelect = false;
|
||||
|
||||
CurrentSongInfo.title = Packet.ReadNT();
|
||||
@@ -509,7 +554,7 @@ void StepManiaLanServer::SelectSong(PacketFunctions &Packet, int clientNum) {
|
||||
Reply.WriteNT(CurrentSongInfo.subtitle);
|
||||
|
||||
//Only send data to clients currently in ScreenNetMusicSelect
|
||||
for (int x = 0; x < NUMBERCLIENTS; x++)
|
||||
for (int x = 0; x < NUMBERCLIENTS; ++x)
|
||||
if (Client[x].inNetMusicSelect)
|
||||
SendNetPacket(x, Reply);
|
||||
// SendToAllClients(Reply);
|
||||
@@ -520,7 +565,8 @@ void StepManiaLanServer::SelectSong(PacketFunctions &Packet, int clientNum) {
|
||||
if (strcmp(CurrentSongInfo.artist, LastSongInfo.artist) == 0)
|
||||
SecondSameSelect = true;
|
||||
|
||||
if (SecondSameSelect == false) {
|
||||
if (SecondSameSelect == false)
|
||||
{
|
||||
LastSongInfo.title = CurrentSongInfo.title;
|
||||
LastSongInfo.artist = CurrentSongInfo.artist;
|
||||
LastSongInfo.subtitle = CurrentSongInfo.subtitle;
|
||||
@@ -531,7 +577,9 @@ void StepManiaLanServer::SelectSong(PacketFunctions &Packet, int clientNum) {
|
||||
ServerChat(message);
|
||||
}
|
||||
|
||||
} else {
|
||||
}
|
||||
else
|
||||
{
|
||||
message = servername;
|
||||
message += ": You do not have permission to pick a song.";
|
||||
Reply.ClearPacket();
|
||||
@@ -541,14 +589,16 @@ void StepManiaLanServer::SelectSong(PacketFunctions &Packet, int clientNum) {
|
||||
}
|
||||
}
|
||||
|
||||
if (use == 1) {
|
||||
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) {
|
||||
if (Client[clientNum].twoPlayers)
|
||||
{
|
||||
message += "&";
|
||||
message += Client[clientNum].Player[1].name;
|
||||
}
|
||||
@@ -564,7 +614,8 @@ void StepManiaLanServer::SelectSong(PacketFunctions &Packet, int clientNum) {
|
||||
Client[clientNum].hasSong = true;
|
||||
|
||||
//Only play if everyone has the same song and the host has select the same song twice.
|
||||
if ( CheckHasSongState() && SecondSameSelect && (clientNum == 0) ) {
|
||||
if ( CheckHasSongState() && SecondSameSelect && (clientNum == 0) )
|
||||
{
|
||||
Reply.ClearPacket();
|
||||
Reply.Write1(136);
|
||||
Reply.Write1(2);
|
||||
@@ -579,7 +630,8 @@ void StepManiaLanServer::SelectSong(PacketFunctions &Packet, int clientNum) {
|
||||
|
||||
//Only send data to clients currently in ScreenNetMusicSelect
|
||||
for (int x = 0; x < NUMBERCLIENTS; x++)
|
||||
if (Client[x].inNetMusicSelect) {
|
||||
if (Client[x].inNetMusicSelect)
|
||||
{
|
||||
SendNetPacket(x, Reply);
|
||||
//Designate the client is starting,
|
||||
//after ScreenNetMusicSelect but before game play (InGame).
|
||||
@@ -590,76 +642,86 @@ void StepManiaLanServer::SelectSong(PacketFunctions &Packet, int clientNum) {
|
||||
}
|
||||
}
|
||||
|
||||
bool StepManiaLanServer::CheckHasSongState() {
|
||||
for (int x = 0; x < NUMBERCLIENTS; x++)
|
||||
if (Client[x].Used == true)
|
||||
bool StepManiaLanServer::CheckHasSongState()
|
||||
{
|
||||
for (int x = 0; x < NUMBERCLIENTS; ++x)
|
||||
if (Client[x].Used)
|
||||
if (Client[x].inNetMusicSelect)
|
||||
if (Client[x].hasSong == false)
|
||||
if (!Client[x].hasSong)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void StepManiaLanServer::ClearHasSong() {
|
||||
for (int x = 0; x < NUMBERCLIENTS; x++)
|
||||
if (Client[x].Used == true)
|
||||
void StepManiaLanServer::ClearHasSong()
|
||||
{
|
||||
for (int x = 0; x < NUMBERCLIENTS; ++x)
|
||||
if (Client[x].Used)
|
||||
Client[x].hasSong = false;
|
||||
|
||||
}
|
||||
|
||||
void StepManiaLanServer::SendToAllClients(PacketFunctions &Packet) {
|
||||
for (int x = 0; x < NUMBERCLIENTS; x++)
|
||||
void StepManiaLanServer::SendToAllClients(PacketFunctions& Packet)
|
||||
{
|
||||
for (int x = 0; x < NUMBERCLIENTS; ++x)
|
||||
SendNetPacket(x, Packet);
|
||||
|
||||
}
|
||||
void StepManiaLanServer::ServerChat(CString message) {
|
||||
void StepManiaLanServer::ServerChat(const CString& message)
|
||||
{
|
||||
Reply.ClearPacket();
|
||||
Reply.Write1(135);
|
||||
Reply.WriteNT(message);
|
||||
SendToAllClients(Reply);
|
||||
}
|
||||
|
||||
int StepManiaLanServer::FindEmptyClient() {
|
||||
int StepManiaLanServer::FindEmptyClient()
|
||||
{
|
||||
//Look at Used flag, if zero then it's an empty client (return client index, -1 if none).
|
||||
for (int x = 0; x < NUMBERCLIENTS; x++)
|
||||
for (int x = 0; x < NUMBERCLIENTS; ++x)
|
||||
if (Client[x].Used == 0)
|
||||
return x;
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
void GameClient::CheckConnection() {
|
||||
void GameClient::CheckConnection()
|
||||
{
|
||||
//If there is an error close the socket.
|
||||
if (clientSocket.IsError()) {
|
||||
if (clientSocket.IsError())
|
||||
{
|
||||
clientSocket.close();
|
||||
Used = GotStartRequest = hasSong = InGame = inNetMusicSelect = false;
|
||||
Player[0].name = Player[1].name = "";
|
||||
}
|
||||
}
|
||||
|
||||
void StepManiaLanServer::MoveClientToHost() {
|
||||
if (Client[ClientHost].Used == false)
|
||||
for (int x = 1; x < NUMBERCLIENTS; x++)
|
||||
if (Client[x].Used == true) {
|
||||
void StepManiaLanServer::MoveClientToHost()
|
||||
{
|
||||
if (!Client[ClientHost].Used)
|
||||
for (int x = 1; x < NUMBERCLIENTS; ++x)
|
||||
if (Client[x].Used)
|
||||
{
|
||||
ClientHost = x;
|
||||
x = NUMBERCLIENTS+1;
|
||||
}
|
||||
}
|
||||
|
||||
void StepManiaLanServer::SendUserList() {
|
||||
void StepManiaLanServer::SendUserList()
|
||||
{
|
||||
Reply.ClearPacket();
|
||||
Reply.Write1(137);
|
||||
Reply.Write1(NUMBERCLIENTS*2);
|
||||
Reply.Write1(NUMBERCLIENTS*2);
|
||||
|
||||
for (int x = 0; x < NUMBERCLIENTS; x++) {
|
||||
for (int y = 0; y < 2; y++) {
|
||||
if (Client[x].Player[y].name.length() == 0) {
|
||||
for (int x = 0; x < NUMBERCLIENTS; ++x)
|
||||
{
|
||||
for (int y = 0; y < 2; ++y)
|
||||
{
|
||||
if (Client[x].Player[y].name.length() == 0)
|
||||
Reply.Write1(0);
|
||||
} else {
|
||||
else
|
||||
Reply.Write1(1);
|
||||
}
|
||||
|
||||
Reply.WriteNT(Client[x].Player[y].name);
|
||||
}
|
||||
}
|
||||
@@ -667,18 +729,22 @@ void StepManiaLanServer::SendUserList() {
|
||||
SendToAllClients(Reply);
|
||||
}
|
||||
|
||||
void StepManiaLanServer::ScreenNetMusicSelectStatus(PacketFunctions &Packet, int clientNum) {
|
||||
void StepManiaLanServer::ScreenNetMusicSelectStatus(PacketFunctions& Packet, int clientNum)
|
||||
{
|
||||
LOG->Info("SNMS Change");
|
||||
CString message = servername;
|
||||
message += ": ";
|
||||
if (Packet.Read1() == 1) {
|
||||
if (Packet.Read1() == 1)
|
||||
{
|
||||
Client[clientNum].inNetMusicSelect = true;
|
||||
message += Client[clientNum].Player[0].name;
|
||||
if (Client[clientNum].twoPlayers)
|
||||
message += "&";
|
||||
message += Client[clientNum].Player[1].name;
|
||||
message += " entered the game.";
|
||||
} else {
|
||||
}
|
||||
else
|
||||
{
|
||||
Client[clientNum].inNetMusicSelect = false;
|
||||
message += Client[clientNum].Player[0].name;
|
||||
if (Client[clientNum].twoPlayers)
|
||||
|
||||
Reference in New Issue
Block a user