cocoaTouch/GameSetup.m
author nemo
Sun, 14 Mar 2010 20:32:56 +0000
changeset 2993 d83edb74e92d
parent 2799 558b29bf00c5
child 3006 da6023c2745b
permissions -rw-r--r--
Remove animation on jumping/resuming walk, only leave it in on weapon switch
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//
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//  gameSetup.m
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//  hwengine
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//
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//  Created by Vittorio on 10/01/10.
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//  Copyright 2010 __MyCompanyName__. All rights reserved.
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//
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#import "GameSetup.h"
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#import "SDL_uikitappdelegate.h"
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#import "SDL_net.h"
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#import "PascalImports.h"
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#define BUFFER_SIZE 256
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@implementation GameSetup
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@synthesize systemSettings;
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-(id) init {
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	self = [super init];
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	srandom(time(NULL));
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	ipcPort = (random() % 64541) + 1025;
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	NSString *filePath = [[SDLUIKitDelegate sharedAppDelegate] dataFilePath:@"settings.plist"];
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	self.systemSettings = [[NSDictionary alloc] initWithContentsOfFile:filePath]; //should check it exists
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	return self;
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}
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-(void) dealloc {
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	[super dealloc];
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}
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#pragma mark -
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#pragma mark Thread/Network relevant code
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-(void) startThread: (NSString *) selector {
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	SEL usage = NSSelectorFromString(selector);
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	[NSThread detachNewThreadSelector:usage toTarget:self withObject:nil];
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}
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-(int) sendToEngine: (NSString *)string {
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	Uint8 length = [string length];
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	SDLNet_TCP_Send(csd, &length , 1);
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	return SDLNet_TCP_Send(csd, [string UTF8String], length);
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}
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-(void) engineProtocol {
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	NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
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	IPaddress ip;
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	int eProto;
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	BOOL clientQuit, serverQuit;
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	char buffer[BUFFER_SIZE], string[BUFFER_SIZE];
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	Uint8 msgSize;
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	Uint16 gameTicks;
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	if (SDLNet_Init() < 0) {
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		NSLog(@"SDLNet_Init: %s", SDLNet_GetError());
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		exit(EXIT_FAILURE);
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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, NULL, ipcPort) < 0) {
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		NSLog(@"SDLNet_ResolveHost: %s\n", SDLNet_GetError());
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		exit(EXIT_FAILURE);
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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 (!(sd = SDLNet_TCP_Open(&ip))) {
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		NSLog(@"SDLNet_TCP_Open: %s %\n", SDLNet_GetError(), ipcPort);
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		exit(EXIT_FAILURE);
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	}
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	NSLog(@"engineProtocol - Waiting for a client on port %d", ipcPort);
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	serverQuit = NO;
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	while (!serverQuit) {
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		/* This check the sd if there is a pending connection.
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		 * If there is one, accept that, and open a new socket for communicating */
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		csd = SDLNet_TCP_Accept(sd);
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		if (NULL != csd) {
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			NSLog(@"engineProtocol - Client found");
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			//first byte of the command alwayas contain the size of the command
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			SDLNet_TCP_Recv(csd, &msgSize, sizeof(Uint8));
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			SDLNet_TCP_Recv(csd, buffer, msgSize);
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			gameTicks = SDLNet_Read16(&buffer[msgSize - 2]);
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			//NSLog(@"engineProtocol - %d: received [%s]", gameTicks, buffer);
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			if ('C' == buffer[0]) {
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				NSLog(@"engineProtocol - sending game config");
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				// send config data data
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				/*
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				seed is arbitrary string
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				addteam <color> <team name>
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				addhh <level> <health> <hedgehog name>
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				  <level> is 0 for human, 1-5 for bots (5 is the most stupid)
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				ammostore is one byte/number for each ammocount then one for each probability or so
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				*/
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				// local game
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				[self sendToEngine:@"TL"];
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				// seed info
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				[self sendToEngine:@"eseed {232c1b42-7d39-4ee6-adf8-4240e1f1efb8}"];
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				// various flags
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				[self sendToEngine:@"e$gmflags 256"]; 
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				[self sendToEngine:@"e$damagepct 100"];
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				[self sendToEngine:@"e$turntime 45000"];
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				[self sendToEngine:@"e$minestime 3000"];
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				[self sendToEngine:@"e$landadds 4"];
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				[self sendToEngine:@"e$sd_turns 15"];
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				[self sendToEngine:@"e$casefreq 5"];
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				// dimension of the map
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				[self sendToEngine:@"e$template_filter 1"];
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				// theme info
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				[self sendToEngine:@"etheme Compost"];
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				// team 1 info
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				[self sendToEngine:@"eaddteam 4421353 System Cats"];
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				// team 1 grave info
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				[self sendToEngine:@"egrave star"];
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   129
				
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   130
				// team 1 fort info
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   131
				[self sendToEngine:@"efort Earth"];
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   132
								
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   133
				// team 1 voicepack info
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   134
				[self sendToEngine:@"evoicepack Classic"];
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   135
				
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   136
				// team 1 flag
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   137
				[self sendToEngine:@"eflag hedgewars"];
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   138
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   139
				// team 1 binds (skipped)			
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   140
				// team 1 members info
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   141
				[self sendToEngine:@"eaddhh 0 100 Snow Leopard"];
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   142
				[self sendToEngine:@"ehat NoHat"];
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   143
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   144
				// team 1 ammostore
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   145
				[self sendToEngine:@"eammstore 20501090003040000009000000000000000000010404000441400444645644444774776112211144"];
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   146
				//[self sendToEngine:@"eammstore 93919294221991210322351110012010000002110404000441400444645644444774776112211144"];
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   147
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   148
				// team 2 info
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   149
				[self sendToEngine:@"eaddteam 4100897 Poke-MAN"];
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   150
				
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   151
				// team 2 grave info
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   152
				[self sendToEngine:@"egrave Badger"];
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   153
				
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   154
				// team 2 fort info
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   155
				[self sendToEngine:@"efort UFO"];
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   156
				
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   157
				// team 2 voicepack info
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   158
				[self sendToEngine:@"evoicepack Classic"];
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   159
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   160
				// team 2 flag
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   161
				[self sendToEngine:@"eflag hedgewars"];
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   162
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   163
				// team 2 binds (skipped)
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   164
				// team 2 members info
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   165
				[self sendToEngine:@"eaddhh 0 100 Raichu"];
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   166
				[self sendToEngine:@"ehat Bunny"];
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   167
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   168
				// team 2 ammostore
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   169
				[self sendToEngine:@"eammstore 20501090003040000009000000000000000000010404000441400444645644444774776112211144"];
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   170
				
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   171
				clientQuit = NO;
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   172
			} else {
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   173
				NSLog(@"engineProtocolThread - wrong message or client closed connection");
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   174
				clientQuit = YES;
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   175
			}
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   176
			
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
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   177
			while (!clientQuit){
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   178
				/* Now we can communicate with the client using csd socket
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   179
				 * sd will remain opened waiting other connections */
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   180
				msgSize = 0;
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   181
				memset(buffer, 0, BUFFER_SIZE);
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   182
				memset(string, 0, BUFFER_SIZE);
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   183
				if (SDLNet_TCP_Recv(csd, &msgSize, sizeof(Uint8)) <= 0)
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   184
					clientQuit = YES;
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   185
				if (SDLNet_TCP_Recv(csd, buffer, msgSize) <=0)
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   186
					clientQuit = YES;
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   187
				
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   188
				gameTicks = SDLNet_Read16(&buffer[msgSize - 2]);
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   189
				//NSLog(@"engineProtocolThread - %d: received [%s]", gameTicks, buffer);
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   190
				
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   191
				switch (buffer[0]) {
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   192
					case '?':
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   193
						NSLog(@"Ping? Pong!");
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   194
						[self sendToEngine:@"!"];
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   195
						break;
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   196
					case 'E':
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   197
						NSLog(@"ERROR - last console line: [%s]", buffer);
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   198
						clientQuit = YES;
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   199
						break;
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   200
					case 'e':
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   201
						sscanf(buffer, "%*s %d", &eProto);
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   202
						short int netProto;
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   203
						char *versionStr;
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   204
						HW_versionInfo(&netProto, &versionStr);
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   205
						if (netProto == eProto) {
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   206
							NSLog(@"Setting protocol version %d (%s)", eProto, versionStr);
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   207
						} else {
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diff changeset
   208
							NSLog(@"ERROR - wrong protocol number: [%s] - expecting %d", buffer, eProto);
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   209
							clientQuit = YES;
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   210
						}
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   211
						break;
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   212
					case 'i':
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   213
						switch (buffer[1]) {
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   214
							case 'r':
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   215
								NSLog(@"Winning team: %s", &buffer[2]);
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   216
								break;
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   217
							case 'k':
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   218
								NSLog(@"Best Hedgehog: %s", &buffer[2]);
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   219
								break;
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   220
						}
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   221
						break;
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   222
					default:
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   223
						// empty packet or just statistics
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   224
						break;
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   225
					// missing case for exiting right away
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   226
				}
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   227
			}
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   228
			NSLog(@"Engine exited, closing server");
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   229
			// wait a little to let the client close cleanly
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   230
			[NSThread sleepForTimeInterval:2];
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   231
			// Close the client socket
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   232
			SDLNet_TCP_Close(csd);
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   233
			serverQuit = YES;
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   234
		}
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   235
	}
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   236
	
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   237
	SDLNet_TCP_Close(sd);
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   238
	SDLNet_Quit();
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   239
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   240
	[pool release];
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parents:
diff changeset
   241
	[NSThread exit];
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diff changeset
   242
}
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   243
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   244
#pragma mark -
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   245
#pragma mark Setting methods
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   246
-(const char **)getSettings {
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39d097ac2276 implement transition in the way i had in mind
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   247
	const char **gameArgs = (const char**) malloc(sizeof(char*) * 6);
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   248
	NSString *ipcString = [[NSString alloc] initWithFormat:@"%d", ipcPort];
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   249
	NSString *localeString = [[NSString alloc] initWithFormat:@"%@.txt", [[NSLocale currentLocale] localeIdentifier]];
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   250
	
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   251
	gameArgs[0] = [[systemSettings objectForKey:@"username"] UTF8String];	//UserNick
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	gameArgs[1] = [ipcString UTF8String];					//ipcPort
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	gameArgs[2] = [[systemSettings objectForKey:@"sounds"] UTF8String];	//isSoundEnabled
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	gameArgs[3] = [[systemSettings objectForKey:@"music"] UTF8String];	//isMusicEnabled
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	gameArgs[4] = [localeString UTF8String];				//cLocaleFName
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	gameArgs[5] = [[systemSettings objectForKey:@"alternate"] UTF8String];	//cAltDamage
2702
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	[localeString release];
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	[ipcString release];
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	return gameArgs;
2693
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}
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@end