Update -- we forgot we can have multiple people logged on from one connection.
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@@ -69,7 +69,8 @@ NetworkSyncManager::NetworkSyncManager( LoadingWindow *ld )
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useSMserver = false;
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useSMserver = false;
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isSMOnline = false;
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isSMOnline = false;
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isSMOLoggedIn = false;
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FOREACH_PlayerNumber(pn)
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isSMOLoggedIn[pn] = false;
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m_startupStatus = 0; //By default, connection not tried.
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m_startupStatus = 0; //By default, connection not tried.
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@@ -98,7 +99,8 @@ void NetworkSyncManager::CloseConnection()
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return ;
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return ;
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m_ServerVersion = 0;
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m_ServerVersion = 0;
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useSMserver = false;
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useSMserver = false;
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isSMOLoggedIn = false;
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FOREACH_PlayerNumber(pn)
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isSMOLoggedIn[pn] = false;
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m_startupStatus = 0;
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m_startupStatus = 0;
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NetPlayerClient->close();
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NetPlayerClient->close();
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}
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}
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@@ -126,7 +128,8 @@ void NetworkSyncManager::PostStartUp(const CString& ServerIP)
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}
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}
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}
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}
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isSMOLoggedIn = false;
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FOREACH_PlayerNumber(pn)
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isSMOLoggedIn[pn] = false;
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useSMserver = true;
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useSMserver = true;
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@@ -510,7 +513,9 @@ void NetworkSyncManager::ProcessInput()
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SCREENMAN->SystemMessageNoAnimate("Connection to server dropped.");
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SCREENMAN->SystemMessageNoAnimate("Connection to server dropped.");
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useSMserver=false;
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useSMserver=false;
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isSMOnline = false;
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isSMOnline = false;
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isSMOLoggedIn = false;
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FOREACH_PlayerNumber(pn)
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isSMOLoggedIn[pn] = false;
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NetPlayerClient->close();
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return;
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return;
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}
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}
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@@ -815,7 +820,8 @@ void PacketFunctions::ClearPacket()
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LuaFunction_NoArgs( IsNetConnected, NSMAN->useSMserver )
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LuaFunction_NoArgs( IsNetConnected, NSMAN->useSMserver )
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LuaFunction_NoArgs( IsNetSMOnline, NSMAN->isSMOnline )
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LuaFunction_NoArgs( IsNetSMOnline, NSMAN->isSMOnline )
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LuaFunction_NoArgs( IsSMOnlineLoggedIn, NSMAN->isSMOLoggedIn )
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LuaFunction_PlayerNumber( IsSMOnlineLoggedIn, NSMAN->isSMOLoggedIn[pn] )
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/*
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/*
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* (c) 2003-2004 Charles Lohr, Joshua Allen
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* (c) 2003-2004 Charles Lohr, Joshua Allen
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* All rights reserved.
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* All rights reserved.
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@@ -109,7 +109,7 @@ public:
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bool useSMserver;
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bool useSMserver;
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bool isSMOnline;
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bool isSMOnline;
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bool isSMOLoggedIn;
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bool isSMOLoggedIn[NUM_PLAYERS];
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vector <int> m_PlayerStatus;
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vector <int> m_PlayerStatus;
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int m_ActivePlayers;
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int m_ActivePlayers;
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@@ -60,7 +60,7 @@ ScreenSMOnlineLogin::ScreenSMOnlineLogin( const CString& sName ) : ScreenWithMen
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SET_XY_AND_ON_COMMAND( m_textLoginMessage );
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SET_XY_AND_ON_COMMAND( m_textLoginMessage );
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this->AddChild( &m_textLoginMessage );
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this->AddChild( &m_textLoginMessage );
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NSMAN->isSMOLoggedIn = false;
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NSMAN->isSMOLoggedIn[m_iPlayer] = false;
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}
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}
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void ScreenSMOnlineLogin::Input( const DeviceInput& DeviceI, const InputEventType type,
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void ScreenSMOnlineLogin::Input( const DeviceInput& DeviceI, const InputEventType type,
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@@ -157,7 +157,7 @@ void ScreenSMOnlineLogin::HandleScreenMessage( const ScreenMessage SM )
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int Status = NSMAN->m_SMOnlinePacket.Read1();
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int Status = NSMAN->m_SMOnlinePacket.Read1();
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if ( Status == 0 )
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if ( Status == 0 )
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{
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{
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NSMAN->isSMOLoggedIn = true;
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NSMAN->isSMOLoggedIn[m_iPlayer] = true;
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SCREENMAN->SendMessageToTopScreen( SM_GoToNextScreen );
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SCREENMAN->SendMessageToTopScreen( SM_GoToNextScreen );
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}
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}
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else
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else
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