CMake:
* Finally auto detect Lua system libraries on ALL unix/linux systems (hope so)
* Fixed first time configure for hwengine (tried to set LUA_LIBRARY before triggering detection)
//
// gameSetup.m
// hwengine
//
// Created by Vittorio on 10/01/10.
// Copyright 2010 __MyCompanyName__. All rights reserved.
//
#import "GameSetup.h"
#import "SDL_uikitappdelegate.h"
#import "SDL_net.h"
#import "PascalImports.h"
#define BUFFER_SIZE 256
@implementation GameSetup
@synthesize systemSettings;
-(id) init {
self = [super init];
srandom(time(NULL));
ipcPort = (random() % 64541) + 1025;
NSString *filePath = [[SDLUIKitDelegate sharedAppDelegate] dataFilePath:@"settings.plist"];
systemSettings = [[NSDictionary alloc] initWithContentsOfFile:filePath]; //should check it exists
return self;
}
-(void) dealloc {
[systemSettings release];
[super dealloc];
}
#pragma mark -
#pragma mark Thread/Network relevant code
-(void) startThread: (NSString *) selector {
SEL usage = NSSelectorFromString(selector);
[NSThread detachNewThreadSelector:usage toTarget:self withObject:nil];
}
-(int) sendToEngine: (NSString *)string {
Uint8 length = [string length];
SDLNet_TCP_Send(csd, &length , 1);
return SDLNet_TCP_Send(csd, [string UTF8String], length);
}
-(void) engineProtocol {
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
IPaddress ip;
int eProto;
BOOL clientQuit, serverQuit;
char buffer[BUFFER_SIZE], string[BUFFER_SIZE];
Uint8 msgSize;
Uint16 gameTicks;
if (SDLNet_Init() < 0) {
NSLog(@"SDLNet_Init: %s", SDLNet_GetError());
exit(EXIT_FAILURE);
}
/* Resolving the host using NULL make network interface to listen */
if (SDLNet_ResolveHost(&ip, NULL, ipcPort) < 0) {
NSLog(@"SDLNet_ResolveHost: %s\n", SDLNet_GetError());
exit(EXIT_FAILURE);
}
/* Open a connection with the IP provided (listen on the host's port) */
if (!(sd = SDLNet_TCP_Open(&ip))) {
NSLog(@"SDLNet_TCP_Open: %s %\n", SDLNet_GetError(), ipcPort);
exit(EXIT_FAILURE);
}
NSLog(@"engineProtocol - Waiting for a client on port %d", ipcPort);
serverQuit = NO;
while (!serverQuit) {
/* This check the sd if there is a pending connection.
* If there is one, accept that, and open a new socket for communicating */
csd = SDLNet_TCP_Accept(sd);
if (NULL != csd) {
NSLog(@"engineProtocol - Client found");
//first byte of the command alwayas contain the size of the command
SDLNet_TCP_Recv(csd, &msgSize, sizeof(Uint8));
SDLNet_TCP_Recv(csd, buffer, msgSize);
gameTicks = SDLNet_Read16(&buffer[msgSize - 2]);
//NSLog(@"engineProtocol - %d: received [%s]", gameTicks, buffer);
if ('C' == buffer[0]) {
NSLog(@"engineProtocol - sending game config");
// send config data data
/*
seed is arbitrary string
addteam <32charsMD5hash> <color> <team name>
addhh <level> <health> <hedgehog name>
<level> is 0 for human, 1-5 for bots (5 is the most stupid)
ammostore is one byte/number for each ammocount then one for each probability or so
*/
// local game
[self sendToEngine:@"TL"];
// seed info
[self sendToEngine:@"eseed {232c1b42-7d39-4ee6-adf8-4240e1f1efb8}"];
// various flags
[self sendToEngine:@"e$gmflags 256"];
[self sendToEngine:@"e$damagepct 100"];
[self sendToEngine:@"e$turntime 45000"];
[self sendToEngine:@"e$minestime 3000"];
[self sendToEngine:@"e$landadds 4"];
[self sendToEngine:@"e$sd_turns 15"];
[self sendToEngine:@"e$casefreq 5"];
// dimension of the map
[self sendToEngine:@"e$template_filter 1"];
// theme info
[self sendToEngine:@"etheme Compost"];
// team 1 info
[self sendToEngine:@"eaddteam 0 4421353 System Cats"];
// team 1 grave info
[self sendToEngine:@"egrave star"];
// team 1 fort info
[self sendToEngine:@"efort Earth"];
// team 1 voicepack info
[self sendToEngine:@"evoicepack Classic"];
// team 1 flag
[self sendToEngine:@"eflag hedgewars"];
// team 1 binds (skipped)
// team 1 members info
[self sendToEngine:@"eaddhh 0 100 Snow Leopard"];
[self sendToEngine:@"ehat NoHat"];
// team 1 ammostore
[self sendToEngine:@"eammstore 9391929422199121032235111001201000000211040400044140044464564444477477611221114400000000000002055000000400070040000000001311111312111111123114111111111111111211"];
// team 2 info
[self sendToEngine:@"eaddteam 0 4100897 Poke-MAN"];
// team 2 grave info
[self sendToEngine:@"egrave Badger"];
// team 2 fort info
[self sendToEngine:@"efort UFO"];
// team 2 voicepack info
[self sendToEngine:@"evoicepack Classic"];
// team 2 flag
[self sendToEngine:@"eflag hedgewars"];
// team 2 binds (skipped)
// team 2 members info
[self sendToEngine:@"eaddhh 0 100 Raichu"];
[self sendToEngine:@"ehat Bunny"];
// team 2 ammostore
[self sendToEngine:@"eammstore 9391929422199121032235111001201000000211040400044140044464564444477477611221114400000000000002055000000400070040000000001311111312111111123114111111111111111211"];
clientQuit = NO;
} else {
NSLog(@"engineProtocolThread - wrong message or client closed connection");
clientQuit = YES;
}
while (!clientQuit){
/* Now we can communicate with the client using csd socket
* sd will remain opened waiting other connections */
msgSize = 0;
memset(buffer, 0, BUFFER_SIZE);
memset(string, 0, BUFFER_SIZE);
if (SDLNet_TCP_Recv(csd, &msgSize, sizeof(Uint8)) <= 0)
clientQuit = YES;
if (SDLNet_TCP_Recv(csd, buffer, msgSize) <=0)
clientQuit = YES;
gameTicks = SDLNet_Read16(&buffer[msgSize - 2]);
//NSLog(@"engineProtocolThread - %d: received [%s]", gameTicks, buffer);
switch (buffer[0]) {
case '?':
NSLog(@"Ping? Pong!");
[self sendToEngine:@"!"];
break;
case 'E':
NSLog(@"ERROR - last console line: [%s]", buffer);
clientQuit = YES;
break;
case 'e':
sscanf(buffer, "%*s %d", &eProto);
short int netProto;
char *versionStr;
/*
HW_versionInfo(&netProto, &versionStr);
if (netProto == eProto) {
NSLog(@"Setting protocol version %d (%s)", eProto, versionStr);
} else {
NSLog(@"ERROR - wrong protocol number: [%s] - expecting %d", buffer, eProto);
clientQuit = YES;
}
*/
break;
case 'i':
switch (buffer[1]) {
case 'r':
NSLog(@"Winning team: %s", &buffer[2]);
break;
case 'k':
NSLog(@"Best Hedgehog: %s", &buffer[2]);
break;
}
break;
default:
// empty packet or just statistics
break;
// missing case for exiting right away
}
}
NSLog(@"Engine exited, closing server");
// wait a little to let the client close cleanly
[NSThread sleepForTimeInterval:2];
// Close the client socket
SDLNet_TCP_Close(csd);
serverQuit = YES;
}
}
SDLNet_TCP_Close(sd);
SDLNet_Quit();
[pool release];
[NSThread exit];
}
#pragma mark -
#pragma mark Setting methods
-(const char **)getSettings {
const char **gameArgs = (const char**) malloc(sizeof(char*) * 6);
NSString *ipcString = [[NSString alloc] initWithFormat:@"%d", ipcPort];
NSString *localeString = [[NSString alloc] initWithFormat:@"%@.txt", [[NSLocale currentLocale] objectForKey:NSLocaleLanguageCode]];
CGRect screenBounds = [[UIScreen mainScreen] bounds];
NSString *wSize = [[NSString alloc] initWithFormat:@"%d", (int) screenBounds.size.width];
NSString *hSize = [[NSString alloc] initWithFormat:@"%d", (int) screenBounds.size.height];
gameArgs[0] = [[systemSettings objectForKey:@"username"] UTF8String]; //UserNick
gameArgs[1] = [ipcString UTF8String]; //ipcPort
gameArgs[2] = [[systemSettings objectForKey:@"sounds"] UTF8String]; //isSoundEnabled
gameArgs[3] = [[systemSettings objectForKey:@"music"] UTF8String]; //isMusicEnabled
gameArgs[4] = [localeString UTF8String]; //cLocaleFName
gameArgs[5] = [[systemSettings objectForKey:@"alternate"] UTF8String]; //cAltDamage
gameArgs[6] = [wSize UTF8String]; //cScreenHeight
gameArgs[7] = [hSize UTF8String]; //cScreenWidth
[wSize release];
[hSize release];
[localeString release];
[ipcString release];
return gameArgs;
}
@end