Allow for broadcast reception, so users can see all currently running SMLAN servers on a network easily. This code may be very active in the next few days depending on bugs we find.
This commit is contained in:
@@ -27,6 +27,7 @@ void NetworkSyncManager::SendChat(const CString& message) { }
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void NetworkSyncManager::SelectUserSong() { }
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CString NetworkSyncManager::MD5Hex( const CString &sInput ) { return CString(); }
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int NetworkSyncManager::GetSMOnlineSalt() { return 0; }
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void NetworkSyncManager::GetListOfLANServers( vector<NetServerInfo>& AllServers ) { }
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#else
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#include "ezsockets.h"
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#include "ProfileManager.h"
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@@ -58,6 +59,7 @@ int NetworkSyncManager::GetSMOnlineSalt()
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NetworkSyncManager::NetworkSyncManager( LoadingWindow *ld )
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{
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LANserver = NULL; //So we know if it has been created yet
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BroadcastReception = NULL;
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if( GetCommandlineArgument( "runserver" ))
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{
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@@ -91,7 +93,13 @@ NetworkSyncManager::~NetworkSyncManager ()
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//Close Connection to server nicely.
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if (useSMserver)
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NetPlayerClient->close();
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delete NetPlayerClient;
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SAFE_DELETE( NetPlayerClient );
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if ( BroadcastReception )
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{
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BroadcastReception->close();
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SAFE_DELETE( BroadcastReception );
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}
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if( isLanServer )
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{
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@@ -236,6 +244,10 @@ void NetworkSyncManager::StartUp()
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else if( GetCommandlineArgument( "listen" ) )
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PostStartUp("LISTEN");
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BroadcastReception = new EzSockets;
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BroadcastReception->create( IPPROTO_UDP );
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BroadcastReception->bind( 8765 );
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BroadcastReception->blocking = false;
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}
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@@ -517,6 +529,41 @@ void NetworkSyncManager::Update(float fDeltaTime)
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if (useSMserver)
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ProcessInput();
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PacketFunctions BroadIn;
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if ( BroadcastReception->ReadPack( (char*)&BroadIn.Data, 1020 ) )
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{
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NetServerInfo ThisServer;
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BroadIn.Position = 0;
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if ( BroadIn.Read1() == 141 )
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{
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ThisServer.Name = BroadIn.ReadNT();
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int port = BroadIn.Read2();
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BroadIn.Read2(); //Num players connected.
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unsigned long addy = ntohl(BroadcastReception->fromAddr.sin_addr.S_un.S_addr);
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ThisServer.Address = ssprintf( "%d.%d.%d.%d:%d",
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(addy<<0)>>24, (addy<<8)>>24, (addy<<16)>>24, (addy<<24)>>24, port );
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//It's fairly safe to assume that users will not be on networks with more than
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//30 or 40 servers. Until this point, maps would be slower than vectors.
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//So I am going to use a vector to store all of the servers.
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//
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//In this situation, I will traverse the vector to find the element that
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//contains the corresponding server.
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unsigned int i;
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for ( i = 0; i < m_vAllLANServers.size(); i++ )
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{
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if ( m_vAllLANServers[i].Address == ThisServer.Address )
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{
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m_vAllLANServers[i].Name = ThisServer.Name;
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break;
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}
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}
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if ( i >= m_vAllLANServers.size() )
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m_vAllLANServers.push_back( ThisServer );
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}
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}
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}
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void NetworkSyncManager::ProcessInput()
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@@ -866,6 +913,11 @@ CString NetworkSyncManager::MD5Hex( const CString &sInput )
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return HashedName;
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}
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void NetworkSyncManager::GetListOfLANServers( vector<NetServerInfo>& AllServers )
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{
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AllServers = m_vAllLANServers;
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}
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static bool ConnectToServer( const CString &t )
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{
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NSMAN->PostStartUp( t );
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@@ -52,6 +52,12 @@ enum NSScoreBoardColumn
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};
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#define FOREACH_NSScoreBoardColumn( sc ) FOREACH_ENUM( NSScoreBoardColumn, NUM_NSSB_CATEGORIES, sc )
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struct NetServerInfo
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{
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CString Name;
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CString Address;
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};
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class EzSockets;
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class StepManiaLanServer;
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@@ -147,6 +153,8 @@ public:
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int GetSMOnlineSalt();
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CString MD5Hex( const CString &sInput );
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void GetListOfLANServers( vector< NetServerInfo > & AllServers );
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private:
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#if !defined(WITHOUT_NETWORKING)
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@@ -170,6 +178,9 @@ private:
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CString m_ServerName;
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EzSockets *NetPlayerClient;
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EzSockets *BroadcastReception;
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vector< NetServerInfo > m_vAllLANServers;
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int m_ServerVersion; //ServerVersion
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@@ -1001,6 +1001,7 @@ void StepManiaLanServer::BroadcastInfo()
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{
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PacketFunctions Binfo;
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Binfo.ClearPacket();
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Binfo.Write1( 141 ); //Code 13 + 128
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Binfo.WriteNT( servername );
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Binfo.Write2( 8765 );
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Binfo.Write2( Client.size() );
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@@ -16,6 +16,7 @@ enum {
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PO_CONNECTION,
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PO_SERVER,
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PO_SCOREBOARD,
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PO_SERVERS,
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NUM_NETWORK_OPTIONS_LINES
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};
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@@ -33,7 +34,8 @@ enum
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OptionRowDefinition g_NetworkOptionsLines[NUM_NETWORK_OPTIONS_LINES] = {
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OptionRowDefinition( "Connection", true, "PRESS START" ),
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OptionRowDefinition( "Server", true, "PRESS START" ),
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OptionRowDefinition( "Scoreboard", true, "PRESS START" )
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OptionRowDefinition( "Scoreboard", true, "PRESS START" ),
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OptionRowDefinition( "Servers", true, "PRESS START" )
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};
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AutoScreenMessage( SM_DoneConnecting )
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@@ -65,6 +67,17 @@ void ScreenNetworkOptions::Init()
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g_NetworkOptionsLines[PO_SCOREBOARD].m_vsChoices.push_back("Off");
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g_NetworkOptionsLines[PO_SCOREBOARD].m_vsChoices.push_back("On");
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//Get info on all received servers from NSMAN.
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g_NetworkOptionsLines[PO_SERVERS].m_vsChoices.clear();
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g_NetworkOptionsLines[PO_SERVERS].m_bAllowThemeItems = false;
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NSMAN->GetListOfLANServers( AllServers );
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if ( AllServers.size() == 0 )
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g_NetworkOptionsLines[PO_SERVERS].m_vsChoices.push_back( "-none-" );
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for ( unsigned int j = 0; j < AllServers.size(); j++ )
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g_NetworkOptionsLines[PO_SERVERS].m_vsChoices.push_back( AllServers[j].Name );
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//Enable all lines for all players
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for ( unsigned int i = 0; i < NUM_NETWORK_OPTIONS_LINES; i++ )
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FOREACH_PlayerNumber( pn )
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@@ -154,6 +167,15 @@ void ScreenNetworkOptions::MenuStart( const InputEventPlus &input )
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else
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PREFSMAN->m_bEnableScoreboard.Set(false);
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break;
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case PO_SERVERS:
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if ( AllServers.size() != 0 )
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{
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string sNewName = AllServers[m_pRows[GetCurrentRow()]->GetOneSharedSelection()].Address;
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NSMAN->PostStartUp(sNewName);
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NSMAN->DisplayStartupStatus();
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UpdateConnectStatus( );
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}
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break;
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default:
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ScreenOptions::MenuStart( input );
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}
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@@ -16,6 +16,7 @@ public:
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private:
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void ImportOptions( int iRow, const vector<PlayerNumber> &vpns );
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void ExportOptions( int iRow, const vector<PlayerNumber> &vpns );
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vector<NetServerInfo> AllServers;
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void UpdateConnectStatus();
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};
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