project_files/HedgewarsMobile/Classes/ServerProtocolNetwork.m
author dag10
Sat, 29 Dec 2012 22:50:10 +0100
changeset 8346 3443e0de2c9d
parent 6908 896ed2afcfb8
child 8835 01bcf9ea68c1
permissions -rw-r--r--
GCI2012: Advanced Keyboard Configuration - Added "Controls" tab to settings, where you can set master game-wide controls. - Can revert master key bindings to game's default key bind. - Per-team binds now default to "Use my default", but you can override those binds if you want to. - New key binding interface. - Removed redundant second confirmation prompt for deleting a team. - Added "reset all binds" button to the binding interface in both the main settings and team settings. - I discovered that the reason keyboard camera controls were "broken" is because they were never implemented! But don't worry - I took care of that for you, too. :) (this also closes bug #120)
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/*
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 * Hedgewars-iOS, a Hedgewars port for iOS devices
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 * Copyright (c) 2009-2012 Vittorio Giovara <vittorio.giovara@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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 */
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#import "ServerProtocolNetwork.h"
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#define BUFFER_SIZE 256
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static ServerProtocolNetwork *serverConnection;
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@implementation ServerProtocolNetwork
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@synthesize serverPort, serverAddress, ssd;
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#pragma mark -
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#pragma mark init and class methods
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-(id) init:(NSInteger) onPort withAddress:(NSString *)address {
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    if ((self = [super init])) {
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        self.serverPort = onPort;
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        self.serverAddress = address;
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    }
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    serverConnection = self;
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    return self;
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}
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-(id) init {
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    return [self init:NETGAME_DEFAULT_PORT withAddress:@"netserver.hedgewars.org"];
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}
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-(id) initOnPort:(NSInteger) port {
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    return [self init:port withAddress:@"netserver.hedgewars.org"];
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}
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-(id) initToAddress:(NSString *)address {
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    return [self init:NETGAME_DEFAULT_PORT withAddress:address];
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}
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-(void) dealloc {
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    releaseAndNil(serverAddress);
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    serverConnection = nil;
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    [super dealloc];
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}
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+(id) openServerConnection {
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    id connection = [[self alloc] init];
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    [NSThread detachNewThreadSelector:@selector(serverProtocol)
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                             toTarget:connection
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                           withObject:nil];
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    [connection retain];    // retain count here is +2
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    return connection;
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}
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#pragma mark -
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#pragma mark Communication layer
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-(int) sendToServer:(NSString *)command {
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    NSString *message = [[NSString alloc] initWithFormat:@"%@\n\n",command];
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    int result = SDLNet_TCP_Send(self.ssd, [message UTF8String], [message length]);
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    [message release];
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    return result;
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}
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-(int) sendToServer:(NSString *)command withArgument:(NSString *)argument {
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    NSString *message = [[NSString alloc] initWithFormat:@"%@\n%@\n\n",command,argument];
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    int result = SDLNet_TCP_Send(self.ssd, [message UTF8String], [message length]);
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    [message release];
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    return result;
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}
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-(void) serverProtocol {
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    NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
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    IPaddress ip;
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    BOOL clientQuit = NO;
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    char *buffer = (char *)malloc(sizeof(char)*BUFFER_SIZE);
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    int dim = BUFFER_SIZE;
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    uint8_t msgSize;
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    NSUserDefaults *defaults = [NSUserDefaults standardUserDefaults];
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    if (SDLNet_Init() < 0) {
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        DLog(@"SDLNet_Init: %s", SDLNet_GetError());
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        clientQuit = YES;
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    }
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    // Resolving the host using NULL make network interface to listen
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    if (SDLNet_ResolveHost(&ip, [self.serverAddress UTF8String] , self.serverPort) < 0 && !clientQuit) {
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        DLog(@"SDLNet_ResolveHost: %s", SDLNet_GetError());
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        clientQuit = YES;
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    }
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    // Open a connection with the IP provided (listen on the host's port)
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    if (!(self.ssd = SDLNet_TCP_Open(&ip)) && !clientQuit) {
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        DLog(@"SDLNet_TCP_Open: %s %d", SDLNet_GetError(), self.serverPort);
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        clientQuit = YES;
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    }
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    DLog(@"Found server on port %d", self.serverPort);
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    while (!clientQuit) {
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        int index = 0;
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        BOOL exitBufferLoop = NO;
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        memset(buffer, '\0', dim);
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        while (exitBufferLoop != YES) {
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            msgSize = SDLNet_TCP_Recv(self.ssd, &buffer[index], 2);
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            // exit in case of error
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            if (msgSize <= 0) {
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                DLog(@"SDLNet_TCP_Recv: %s", SDLNet_GetError());
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                clientQuit = YES;
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                break;
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            }
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            // update index position and check for End-Of-Message
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            index += msgSize;
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            if (strncmp(&buffer[index-2], "\n\n", 2) == 0) {
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                exitBufferLoop = YES;
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            }
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            // if message is too big allocate new space
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            if (index >= dim) {
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                dim += BUFFER_SIZE;
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                buffer = (char *)realloc(buffer, dim);
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                if (buffer == NULL) {
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                    clientQuit = YES;
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                    break;
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                }
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            }
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        }
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        NSString *bufferedMessage = [[NSString alloc] initWithBytes:buffer length:index-2 encoding:NSASCIIStringEncoding];
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        NSArray *listOfCommands = [bufferedMessage componentsSeparatedByString:@"\n"];
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        [bufferedMessage release];
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        NSString *command = [listOfCommands objectAtIndex:0];
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        DLog(@"size = %d, %@", index-2, listOfCommands);
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        if ([command isEqualToString:@"PING"]) {
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            if ([listOfCommands count] > 1)
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                [self sendToServer:@"PONG" withArgument:[listOfCommands objectAtIndex:1]];
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            else
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                [self sendToServer:@"PONG"];
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            DLog(@"PONG");
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        }
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        else if ([command isEqualToString:@"NICK"]) {
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            //what is this for?
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        }
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        else if ([command isEqualToString:@"PROTO"]) {
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            //what is this for?
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        }
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        else if ([command isEqualToString:@"ROOM"]) {
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            //TODO: stub
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        }
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        else if ([command isEqualToString:@"LOBBY:LEFT"]) {
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            //TODO: stub
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        }
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        else if ([command isEqualToString:@"LOBBY:JOINED"]) {
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            //TODO: stub
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        }
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        else if ([command isEqualToString:@"ASKPASSWORD"]) {
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            NSString *pwd = [defaults objectForKey:@"password"];
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            [self sendToServer:@"PASSWORD" withArgument:pwd];
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        }
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        else if ([command isEqualToString:@"CONNECTED"]) {
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            int netProto;
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            char *versionStr;
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            HW_versionInfo(&netProto, &versionStr);
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            NSString *nick = [defaults objectForKey:@"username"];
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            [self sendToServer:@"NICK" withArgument:nick];
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            [self sendToServer:@"PROTO" withArgument:[NSString stringWithFormat:@"%d",netProto]];
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        }
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        else if ([command isEqualToString:@"SERVER_MESSAGE"]) {
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            DLog(@"%@", [listOfCommands objectAtIndex:1]);
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        }
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        else if ([command isEqualToString:@"WARNING"]) {
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            if ([listOfCommands count] > 1)
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                DLog(@"Server warning - %@", [listOfCommands objectAtIndex:1]);
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            else
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                DLog(@"Server warning - unknown");
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        }
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        else if ([command isEqualToString:@"ERROR"]) {
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            DLog(@"Server error - %@", [listOfCommands objectAtIndex:1]);
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        }
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        else if ([command isEqualToString:@"BYE"]) {
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            //TODO: handle "Reconnected too fast"
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            DLog(@"Server disconnected, reason: %@", [listOfCommands objectAtIndex:1]);
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            clientQuit = YES;
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        }
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        else {
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            DLog(@"Unknown/Unsupported message received: %@", command);
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        }
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    }
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    DLog(@"Server closed connection, ending thread");
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    free(buffer);
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    SDLNet_TCP_Close(self.ssd);
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    SDLNet_Quit();
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    [pool release];
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}
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@end