Files
itgmania212121/stepmania/src/NetworkSyncManager.cpp
T
2004-04-18 00:32:03 +00:00

329 lines
8.0 KiB
C++

/*
-----------------------------------------------------------------------------
Class: Network Sync Manager
Desc: See Header.
Copyright (c) 2003-2004 by the person(s) listed below. All rights reserved.
Charles Lohr
Joshua Allen
-----------------------------------------------------------------------------
*/
#include "global.h"
#include <cstring>
#include "NetworkSyncManager.h"
#include "ProfileManager.h"
#include "ezsockets.h"
#include "RageLog.h"
#include "StepMania.h"
#include "RageUtil.h"
#include "ThemeManager.h"
#include "ScreenSelectMusic.h"
#include "PlayerNumber.h"
#include "GameConstantsAndTypes.h"
#include "SongOptions.h"
#include "ScreenManager.h"
#include "Course.h"
#include "song.h"
#include "SongManager.h"
#include "GameState.h"
#define NEXT_SCREEN( play_mode ) THEME->GetMetric ("ScreenSelectMusic","NextScreen"+Capitalize(PlayModeToString(play_mode)))
//Used for advancing to gameplay screen
NetworkSyncManager::NetworkSyncManager()
{
NetPlayerClient = new EzSockets;
m_ServerVersion = 0;
useSMserver = false;
StartUp();
}
NetworkSyncManager::~NetworkSyncManager ()
{
//Close Connection to server nicely.
if (useSMserver)
NetPlayerClient->close();
delete NetPlayerClient;
}
void NetworkSyncManager::StartUp()
{
CString ServerIP;
if( GetCommandlineArgument( "netip", &ServerIP ) )
{
if( !Connect(ServerIP.c_str(),8765) )
{
LOG->Warn( "Network Sync Manager failed to connect" );
return;
}
}
else if( GetCommandlineArgument( "listen" ) )
{
if( !Listen(8765) )
{
LOG->Warn( "Listen() failed");
return;
}
}
else
return;
useSMserver = true;
int ClientCommand=3;
NetPlayerClient->send((char*) &ClientCommand, 4);
NetPlayerClient->receive(m_ServerVersion);
// If network play is desired and the connection works,
// halt until we know what server version we're dealing with
vector <CString> ProfileNames;
PROFILEMAN->GetLocalProfileNames(ProfileNames);
netName PlayerName;
if( ProfileNames.size() > 0 )
{
PlayerName.m_packID = 30;
unsigned i;
for( i=0; i < strlen(ProfileNames[0]); i++ )
PlayerName.m_data[i] = ProfileNames[0][i];
PlayerName.m_data[i] = 0;
NetPlayerClient->send((char*) &PlayerName,20);
}
if( ProfileNames.size() > 1 )
{
PlayerName.m_packID = 31;
unsigned i=0;
for( i=0; i < strlen(ProfileNames[1]); i++ )
PlayerName.m_data[i] = ProfileNames[1][i];
PlayerName.m_data[i] = 0;
NetPlayerClient->send( (char*) &PlayerName,20 );
}
LOG->Info("Server Version: %d",m_ServerVersion);
}
bool NetworkSyncManager::Connect(const CString& addy, unsigned short port)
{
LOG->Info("Beginning to connect");
if (port!=8765)
return false;
//Make sure using port 8765
//This may change in future versions
//It is this way now for protocol's purpose.
//If there is a new protocol developed down the road
//Since under non-lan conditions, the client
//will be connecting to localhost, this port does not matter.
/* What do you mean it doesn't matter if you are connecting to localhost?
* Also, when does it ever connect to localhost?
* -- Steve
*/
NetPlayerClient->create(); // Initilize Socket
useSMserver = NetPlayerClient->connect(addy, port);
return useSMserver;
}
//Listen (Wait for connection in-bound)
//NOTE: Right now, StepMania cannot connect back to StepMania!
bool NetworkSyncManager::Listen(unsigned short port)
{
LOG->Info("Beginning to Listen");
if (port!=8765)
return false;
//Make sure using port 8765
//This may change in future versions
//It is this way now for protocol's purpose.
//If there is a new protocol developed down the road
EzSockets * EZListener = new EzSockets;
EZListener->create();
NetPlayerClient->create(); // Initilize Socket
EZListener->bind(8765);
useSMserver = EZListener->listen();
useSMserver = EZListener->accept( *NetPlayerClient); //Wait for someone to connect
EZListener->close(); //Kill Listener
delete EZListener;
//LOG->Info("Accept Responce: ",useSMserver);
useSMserver=true;
return useSMserver;
}
void NetworkSyncManager::ReportScore(int playerID, int step, int score, int combo)
{
if (!useSMserver) //Make sure that we are using the network
return;
netHolder SendNetPack; //Create packet to send to server
SendNetPack.m_playerID = playerID;
SendNetPack.m_combo=combo;
SendNetPack.m_score=score; //Load packet with appropriate info
SendNetPack.m_step=step-1;
SendNetPack.m_life=m_playerLife[playerID];
//Send packet to server
NetPlayerClient->send((char*)&SendNetPack, sizeof(netHolder));
}
void NetworkSyncManager::ReportSongOver()
{
if (!useSMserver) //Make sure that we are using the network
return ;
netHolder SendNetPack; //Create packet to send to server
SendNetPack.m_playerID = 21; // Song over Packet player ID
SendNetPack.m_combo=0;
SendNetPack.m_score=0;
SendNetPack.m_step=0;
SendNetPack.m_life=0;
NetPlayerClient->send((char*)&SendNetPack, sizeof(netHolder));
return;
}
void NetworkSyncManager::StartRequest()
{
if (!useSMserver)
return ;
vector <char> tmp; //Temporary vector used by receive function when waiting
LOG->Trace("Requesting Start from Server.");
netHolder SendNetPack;
SendNetPack.m_playerID = 20; // Song Start Request Packet player ID
SendNetPack.m_combo=0;
SendNetPack.m_score=0;
SendNetPack.m_step=0;
SendNetPack.m_life=0;
NetPlayerClient->send((char*)&SendNetPack, sizeof(netHolder));
LOG->Trace("Waiting for RECV");
//Block until go is recieved.
NetPlayerClient->receive(tmp);
LOG->Trace("Starting Game.");
}
//This must be executed after NSMAN was started.
//this is for use with SMOnline.
//In order to gaurentee song title and group names
//line up, SM will be started and load, and then
//send all info to the local client.
//This information will be then relayed to the
//SMOnline server.
void NetworkSyncManager::SendSongs()
{
vector <Song *> LogSongs;
LogSongs = SONGMAN->GetAllSongs();
unsigned i,j;
CString SongInfo;
char toSend[1020]; //Standard buffer is 1024 and
//we have to include 4 size bytes
for (i=0;i<LogSongs.size();i++)
{
Song * CSong = LogSongs[i];
SongInfo=char(1) + CSong->m_sGroupName;
SongInfo+=char(2) + CSong->GetTranslitMainTitle();
SongInfo+=char(3) + CSong->GetTranslitSubTitle();
SongInfo+=char(4) + CSong->GetTranslitArtist();
for (j=4;j<SongInfo.length()+4;j++)
toSend[j] = SongInfo.c_str()[j-4];
toSend[0]=char(35);
toSend[1]=char(0);
toSend[2]=char(0);
toSend[3]=char(0);
LOG->Info("SLen: %d",SongInfo.length());
NetPlayerClient->send (toSend,SongInfo.length()+4);
}
toSend[0]=char(36);
NetPlayerClient->send (toSend,4);
//Exit because this is ONLY for use with SMOnline
//If admins feel strongly, this can be exported
//to another command line, like "--exitfirst"
exit (0);
//NOTE TO ADMINS: I do not actually know the
//safe way to exit stepmania, if you can, either tell me
//or do it, please?
}
//I am adding this for Network support
//Feel free to change the way --course is used
//I am not building any part of SMOnline specific to this yet.
void ArgStartCourse(CString CourseName)
{
Course * desCourse = SONGMAN->GetCourseFromName(CourseName);
LOG->Info ("Course Desied: %s",CourseName.c_str());
if (desCourse == 0)
{
LOG->Info ("Desired Course not found!");
return ;
}
GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
//Need to add more functionality eventually
GAMESTATE->m_pCurCourse = desCourse;
GAMESTATE->m_CurStyle = STYLE_DANCE_SINGLE;
GAMESTATE->m_PlayMode = desCourse->GetPlayMode();
if (desCourse->IsOni())
GAMESTATE->m_SongOptions.m_LifeType = SongOptions::LIFE_BATTERY;
else
GAMESTATE->m_SongOptions.m_LifeType = SongOptions::LIFE_BAR;
GAMESTATE->m_SongOptions.m_iBatteryLives = desCourse->m_iLives;
GAMESTATE->PlayersFinalized();
//Go to Gameplay Screen
SCREENMAN->SetNewScreen( NEXT_SCREEN(GAMESTATE->m_PlayMode) );
//Not sure if this is correct, it may make more sense
//to have a metric to allow/disallow user options at this point.
GAMESTATE->BeginGame();
GAMESTATE->BeginStage();
}
//Global and accessable from anywhere
NetworkSyncManager *NSMAN;