1 | /* |
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2 | * Abuse - dark 2D side-scrolling platform game |
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3 | * Copyright (c) 1995 Crack dot Com |
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4 | * Copyright (c) 2005-2011 Sam Hocevar <sam@hocevar.net> |
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5 | * |
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6 | * This software was released into the Public Domain. As with most public |
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7 | * domain software, no warranty is made or implied by Crack dot Com or |
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8 | * Jonathan Clark. |
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9 | */ |
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10 | |
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11 | #include "config.h" |
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12 | |
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13 | #include <stdio.h> |
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14 | #include <stdlib.h> |
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15 | #include <fcntl.h> |
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16 | #include <unistd.h> |
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17 | #include <sys/stat.h> |
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18 | #include <sys/types.h> |
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19 | #include <string.h> |
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20 | #include <signal.h> |
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21 | |
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22 | #include "common.h" |
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23 | |
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24 | #include "system.h" |
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25 | #include "macs.h" |
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26 | #include "gserver.h" |
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27 | #include "netface.h" |
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28 | #include "timing.h" |
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29 | #include "netcfg.h" |
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30 | #include "id.h" |
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31 | #include "jwindow.h" |
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32 | #include "input.h" |
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33 | #include "dev.h" |
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34 | #include "game.h" |
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35 | |
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36 | extern base_memory_struct *base; |
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37 | extern net_socket *comm_sock,*game_sock; |
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38 | |
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39 | extern net_protocol *prot; |
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40 | extern join_struct *join_array; |
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41 | extern void service_net_request(); |
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42 | |
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43 | game_server::game_server() |
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44 | { |
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45 | player_list = NULL; |
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46 | waiting_server_input = 1; |
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47 | reload_state = 0; |
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48 | } |
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49 | |
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50 | int game_server::total_players() |
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51 | { |
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52 | player_client *fl = player_list; |
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53 | int total = 1; |
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54 | for( ; fl; fl = fl->next) |
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55 | { |
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56 | total++; |
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57 | } |
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58 | return total; |
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59 | } |
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60 | |
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61 | void game_server::game_start_wait() |
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62 | { |
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63 | int last_count=0; |
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64 | Jwindow *stat=NULL; |
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65 | event ev; |
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66 | int abort=0; |
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67 | while (!abort && total_players()<main_net_cfg->min_players) |
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68 | { |
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69 | if (last_count!=total_players()) |
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70 | { |
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71 | if (stat) wm->close_window(stat); |
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72 | char msg[100]; |
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73 | sprintf(msg,symbol_str("min_wait"),main_net_cfg->min_players-total_players()); |
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74 | stat=wm->new_window(100,50,-1,-1,new info_field(0, 0, ID_NULL,msg, |
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75 | new button(0, wm->font()->height()*2, ID_CANCEL,symbol_str("cancel_button"),NULL) )); |
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76 | wm->flush_screen(); |
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77 | last_count=total_players(); |
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78 | } |
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79 | |
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80 | if (wm->event_waiting()) |
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81 | { |
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82 | do { wm->get_event(ev); } while (ev.type==EV_MOUSE_MOVE && wm->event_waiting()); |
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83 | wm->flush_screen(); |
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84 | if (ev.type==EV_MESSAGE && ev.message.id==ID_CANCEL) |
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85 | abort=1; |
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86 | } |
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87 | |
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88 | service_net_request(); |
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89 | } |
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90 | if (stat) |
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91 | { |
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92 | wm->close_window(stat); |
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93 | wm->flush_screen(); |
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94 | } |
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95 | } |
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96 | |
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97 | game_server::player_client::~player_client() |
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98 | { |
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99 | delete comm; |
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100 | delete data_address; |
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101 | } |
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102 | |
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103 | void game_server::check_collection_complete() |
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104 | { |
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105 | player_client *c; |
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106 | int got_all=waiting_server_input==0; |
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107 | int add_deletes=0; |
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108 | for (c=player_list; c && got_all; c=c->next) |
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109 | { |
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110 | if (c->delete_me()) |
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111 | add_deletes=1; |
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112 | else if (c->has_joined() && c->wait_input()) |
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113 | got_all=0; |
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114 | } |
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115 | |
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116 | if (add_deletes) |
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117 | { |
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118 | player_client *last=NULL; |
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119 | for (c=player_list; c; ) |
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120 | { |
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121 | if (c->delete_me()) |
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122 | { |
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123 | base->packet.write_uint8(SCMD_DELETE_CLIENT); |
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124 | base->packet.write_uint8(c->client_id); |
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125 | if (c->wait_reload()) |
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126 | { |
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127 | c->set_wait_reload(0); |
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128 | check_reload_wait(); |
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129 | } |
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130 | |
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131 | if (last) last->next=c->next; |
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132 | else player_list=c->next; |
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133 | player_client *d=c; |
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134 | c=c->next; |
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135 | delete d; |
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136 | } else |
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137 | { |
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138 | last=c; |
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139 | c=c->next; |
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140 | } |
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141 | } |
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142 | } |
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143 | |
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144 | if (got_all) // see if we have input from everyone, if so send it out |
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145 | { |
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146 | base->packet.calc_checksum(); |
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147 | |
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148 | for (c=player_list; c; c=c->next) // setup for next time, wait for all the input |
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149 | { |
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150 | if (c->has_joined()) |
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151 | { |
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152 | c->set_wait_input(1); |
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153 | game_sock->write(base->packet.data,base->packet.packet_size()+base->packet.packet_prefix_size(),c->data_address); |
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154 | |
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155 | } |
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156 | } |
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157 | |
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158 | base->input_state=INPUT_PROCESSING; // tell engine to start processing |
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159 | game_sock->read_unselectable(); // don't listen to this socket until we are prepared to read next tick's game data |
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160 | waiting_server_input=1; |
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161 | } |
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162 | } |
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163 | |
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164 | void game_server::add_engine_input() |
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165 | { |
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166 | waiting_server_input=0; |
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167 | base->input_state=INPUT_COLLECTING; |
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168 | base->packet.set_tick_received(base->current_tick); |
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169 | game_sock->read_selectable(); // we can listen for game data now that we have server input |
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170 | check_collection_complete(); |
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171 | } |
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172 | |
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173 | void game_server::add_client_input(char *buf, int size, player_client *c) |
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174 | { |
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175 | if (c->wait_input()) // don't add if we already have it |
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176 | { |
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177 | base->packet.add_to_packet(buf,size); |
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178 | c->set_wait_input(0); |
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179 | check_collection_complete(); |
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180 | } |
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181 | } |
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182 | |
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183 | void game_server::check_reload_wait() |
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184 | { |
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185 | player_client *d=player_list; |
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186 | for (; d; d=d->next) |
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187 | if (d->wait_reload()) return ; // we are still waiting for someone to reload the game |
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188 | base->wait_reload=0; |
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189 | } |
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190 | |
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191 | int game_server::process_client_command(player_client *c) |
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192 | { |
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193 | uint8_t cmd; |
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194 | if (c->comm->read(&cmd,1)!=1) return 0; |
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195 | switch (cmd) |
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196 | { |
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197 | case CLCMD_REQUEST_RESEND : |
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198 | { |
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199 | uint8_t tick; |
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200 | if (c->comm->read(&tick,1)!=1) return 0; |
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201 | |
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202 | fprintf(stderr,"request for resend tick %d (game cur=%d, pack=%d, last=%d)\n", |
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203 | tick,base->current_tick,base->packet.tick_received(),base->last_packet.tick_received()); |
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204 | |
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205 | if (tick==base->last_packet.tick_received()) |
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206 | { |
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207 | net_packet *pack=&base->last_packet; |
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208 | game_sock->write(pack->data,pack->packet_size()+pack->packet_prefix_size(),c->data_address); |
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209 | } |
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210 | return 1; |
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211 | } break; |
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212 | case CLCMD_RELOAD_START : |
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213 | { |
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214 | if (reload_state) // already in reload state, notify client ok to start reloading |
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215 | { |
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216 | if (c->comm->write(&cmd,1)!=1) |
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217 | c->set_delete_me(1); |
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218 | } else c->set_need_reload_start_ok(1); |
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219 | return 1; |
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220 | } break; |
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221 | |
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222 | case CLCMD_RELOAD_END : |
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223 | { |
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224 | c->set_wait_reload(0); |
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225 | return 1; |
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226 | } break; |
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227 | case CLCMD_UNJOIN : |
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228 | { |
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229 | c->comm->write(&cmd,1); // don't care weither this works or not |
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230 | c->set_delete_me(1); |
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231 | if (base->input_state==INPUT_COLLECTING) |
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232 | check_collection_complete(); |
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233 | } break; |
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234 | } |
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235 | return 0; |
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236 | } |
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237 | |
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238 | |
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239 | int game_server::process_net() |
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240 | { |
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241 | int ret=0; |
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242 | /************************** Any game data waiting? **************************/ |
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243 | if ((base->input_state==INPUT_COLLECTING || |
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244 | base->input_state==INPUT_RELOAD) |
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245 | && game_sock->ready_to_read()) |
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246 | { |
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247 | net_packet tmp; |
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248 | net_packet *use=&tmp; |
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249 | net_address *from; |
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250 | int bytes_received=game_sock->read(use->data,PACKET_MAX_SIZE,&from); |
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251 | |
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252 | if (from && bytes_received) |
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253 | { |
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254 | // make sure we got a complete packet and the packet was not a previous game tick packet |
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255 | if (bytes_received==use->packet_size()+use->packet_prefix_size()) |
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256 | { |
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257 | uint16_t rec_crc=use->get_checksum(); |
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258 | if (rec_crc==use->calc_checksum()) |
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259 | { |
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260 | player_client *f=player_list,*found=NULL; |
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261 | for (; !found &&f; f=f->next) |
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262 | if (f->has_joined() && from->equal(f->data_address)) |
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263 | found=f; |
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264 | if (found) |
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265 | { |
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266 | if (base->current_tick==use->tick_received()) |
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267 | { |
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268 | if (prot->debug_level(net_protocol::DB_MINOR_EVENT)) |
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269 | fprintf(stderr,"(got data from %d)",found->client_id); |
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270 | |
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271 | // fprintf(stderr,"(got packet %d)\n",use->tick_received()); |
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272 | // { time_marker now,start; while (now.diff_time(&start)<5.0) now.get_time(); } |
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273 | |
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274 | if (base->input_state!=INPUT_RELOAD) |
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275 | add_client_input((char *)use->packet_data(),use->packet_size(),found); |
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276 | |
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277 | } |
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278 | else if (use->tick_received()==base->last_packet.tick_received()) |
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279 | { |
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280 | if (prot->debug_level(net_protocol::DB_IMPORTANT_EVENT)) |
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281 | fprintf(stderr,"(sending old %d)\n",use->tick_received()); |
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282 | |
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283 | // if they are sending stale data we need to send them the last packet so they can catchup |
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284 | net_packet *pack=&base->last_packet; |
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285 | game_sock->write(pack->data,pack->packet_size()+pack->packet_prefix_size(),found->data_address); |
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286 | |
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287 | } else if (prot->debug_level(net_protocol::DB_MAJOR_EVENT)) |
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288 | fprintf(stderr,"received stale packet (got %d, expected %d)\n",use->tick_received(),base->current_tick); |
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289 | |
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290 | } else |
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291 | { |
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292 | if (prot->debug_level(net_protocol::DB_MAJOR_EVENT)) |
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293 | { |
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294 | fprintf(stderr,"received data from unknown client\n"); |
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295 | printf("from address "); from->print(); |
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296 | printf(" first addr "); player_list->data_address->print(); printf("\n"); |
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297 | } |
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298 | } |
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299 | |
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300 | } else fprintf(stderr,"received packet with bad checksum\n"); |
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301 | } else fprintf(stderr,"received incomplete packet\n"); |
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302 | } else if (!from) |
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303 | fprintf(stderr,"received data and no from\n"); |
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304 | else if (!bytes_received) |
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305 | fprintf(stderr,"received 0 byte data\n"); |
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306 | ret=1; |
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307 | if (from) delete from; |
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308 | |
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309 | } |
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310 | |
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311 | |
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312 | /************************** Any client with commands? **************************/ |
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313 | player_client *c; |
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314 | for (c=player_list; c; c=c->next) |
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315 | if (c->comm->error() || (c->comm->ready_to_read() && !process_client_command(c))) |
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316 | { |
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317 | c->set_delete_me(1); |
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318 | check_collection_complete(); |
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319 | } |
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320 | else ret=1; |
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321 | |
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322 | return 1; |
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323 | } |
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324 | |
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325 | |
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326 | int game_server::input_missing() |
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327 | { |
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328 | |
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329 | return 1; |
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330 | } |
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331 | |
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332 | |
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333 | |
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334 | int game_server::end_reload(int disconnect) // notify evryone you've reloaded the level (at server request) |
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335 | { |
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336 | player_client *c=player_list; |
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337 | prot->select(0); |
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338 | |
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339 | for (; c; c=c->next) |
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340 | if (!c->delete_me() && c->wait_reload()) |
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341 | { |
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342 | if (disconnect) |
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343 | c->set_delete_me(1); |
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344 | else return 0; |
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345 | } |
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346 | |
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347 | for (c=player_list; c; c=c->next) |
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348 | c->set_has_joined(1); |
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349 | reload_state=0; |
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350 | |
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351 | return 1; |
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352 | } |
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353 | |
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354 | int game_server::start_reload() |
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355 | { |
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356 | player_client *c=player_list; |
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357 | reload_state=1; |
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358 | prot->select(0); |
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359 | |
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360 | for (; c; c=c->next) |
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361 | { |
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362 | if (!c->delete_me() && c->need_reload_start_ok()) // if the client is already waiting for reload state to start, send ok |
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363 | { |
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364 | uint8_t cmd=CLCMD_RELOAD_START; |
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365 | if (c->comm->write(&cmd,1)!=1) { c->set_delete_me(1); } |
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366 | c->set_need_reload_start_ok(0); |
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367 | } |
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368 | c->set_wait_reload(1); |
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369 | } |
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370 | return 1; |
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371 | } |
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372 | |
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373 | |
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374 | int game_server::isa_client(int client_id) |
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375 | { |
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376 | player_client *c=player_list; |
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377 | if (!client_id) return 1; |
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378 | for (; c; c=c->next) if (c->client_id==client_id) return 1; |
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379 | return 0; |
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380 | } |
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381 | |
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382 | int game_server::add_client(int type, net_socket *sock, net_address *from) |
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383 | { |
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384 | if( type == CLIENT_ABUSE ) |
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385 | { |
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386 | if( total_players() >= main_net_cfg->max_players ) |
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387 | { |
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388 | uint8_t too_many = 2; |
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389 | sock->write( &too_many, 1 ); |
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390 | return 0; |
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391 | } |
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392 | |
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393 | uint8_t reg = 1; // Of course the game is registered |
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394 | if( sock->write( ®, 1 ) != 1 ) |
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395 | return 0; |
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396 | |
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397 | uint16_t our_port = lstl( main_net_cfg->port + 1 ), cport; |
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398 | char name[256]; |
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399 | uint8_t len; |
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400 | int16_t nkills=lstl(main_net_cfg->kills); |
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401 | |
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402 | if( sock->read(&len,1)!=1 || |
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403 | sock->read(name,len)!=len || |
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404 | sock->read(&cport,2)!=2 || |
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405 | sock->write(&our_port,2)!=2 || |
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406 | sock->write(&nkills,2)!=2) |
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407 | { |
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408 | return 0; |
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409 | } |
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410 | |
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411 | cport=lstl(cport); |
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412 | |
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413 | int f = -1, i; |
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414 | for( i = 0; f == -1 && i < MAX_JOINERS; i++ ) |
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415 | { |
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416 | if( !isa_client(i) ) |
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417 | { |
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418 | f = i; |
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419 | join_struct *j=base->join_list; |
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420 | for( ; j; j = j->next ) |
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421 | { |
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422 | if( j->client_id == i ) |
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423 | f = -1; |
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424 | } |
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425 | } |
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426 | } |
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427 | |
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428 | if( f == -1 ) |
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429 | return 0; |
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430 | |
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431 | from->set_port( cport ); |
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432 | |
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433 | uint16_t client_id = lstl( f ); |
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434 | if( sock->write( &client_id, 2 ) != 2 ) |
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435 | { |
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436 | return 0; |
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437 | } |
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438 | client_id=f; |
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439 | |
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440 | join_array[client_id].next = base->join_list; |
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441 | base->join_list = &join_array[client_id]; |
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442 | join_array[client_id].client_id = client_id; |
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443 | strcpy( join_array[client_id].name, name ); |
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444 | player_list = new player_client( f, sock, from, player_list ); |
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445 | |
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446 | return 1; |
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447 | } |
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448 | else |
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449 | { |
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450 | return 0; |
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451 | } |
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452 | } |
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453 | |
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454 | int game_server::kill_slackers() |
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455 | { |
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456 | player_client *c=player_list; |
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457 | for (; c; c=c->next) |
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458 | if (c->wait_input()) |
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459 | c->set_delete_me(1); |
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460 | check_collection_complete(); |
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461 | return 1; |
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462 | } |
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463 | |
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464 | int game_server::quit() |
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465 | { |
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466 | player_client *c=player_list; |
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467 | while (c) |
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468 | { |
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469 | player_client *d=c; |
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470 | c=c->next; |
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471 | delete d; |
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472 | } |
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473 | player_list=NULL; |
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474 | return 1; |
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475 | } |
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476 | |
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477 | |
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478 | game_server::~game_server() |
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479 | { |
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480 | quit(); |
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481 | } |
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482 | |
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