cleaning up how chat is handled on idevices
updated project to use updated libs
some leaks resolved (maybe)
/*
* Hedgewars-iOS, a Hedgewars port for iOS devices
* Copyright (c) 2009-2010 Vittorio Giovara <vittorio.giovara@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* File created on 10/01/2010.
*/
#import "GameSetup.h"
#import "SDL_uikitappdelegate.h"
#import "PascalImports.h"
#import "CommodityFunctions.h"
#import "OverlayViewController.h"
#define BUFFER_SIZE 255 // like in original frontend
@implementation GameSetup
@synthesize systemSettings, gameConfig, statsArray, savePath, menuStyle;
-(id) initWithDictionary:(NSDictionary *)gameDictionary {
if (self = [super init]) {
ipcPort = randomPort();
// the general settings file + menu style (read by the overlay)
NSDictionary *dictSett = [[NSDictionary alloc] initWithContentsOfFile:SETTINGS_FILE()];
self.menuStyle = [[dictSett objectForKey:@"menu"] boolValue];
self.systemSettings = dictSett;
[dictSett release];
// this game run settings
self.gameConfig = [gameDictionary objectForKey:@"game_dictionary"];
// is it a netgame?
isNetGame = [[gameDictionary objectForKey:@"netgame"] boolValue];
// is it a Save?
NSString *path = [gameDictionary objectForKey:@"savefile"];
// if path is empty it means that you have to create a new file, otherwise read from that file
if ([path isEqualToString:@""] == YES) {
NSDateFormatter *outputFormatter = [[NSDateFormatter alloc] init];
[outputFormatter setDateFormat:@"yyyy-MM-dd '@' HH.mm"];
NSString *newDateString = [outputFormatter stringFromDate:[NSDate date]];
self.savePath = [SAVES_DIRECTORY() stringByAppendingFormat:@"%@.hws", newDateString];
[outputFormatter release];
} else
self.savePath = path;
self.statsArray = nil;
}
return self;
}
-(void) dealloc {
[statsArray release];
[gameConfig release];
[systemSettings release];
[savePath release];
[super dealloc];
}
#pragma mark -
#pragma mark Provider functions
// unpacks team data from the selected team.plist to a sequence of engine commands
-(void) provideTeamData:(NSString *)teamName forHogs:(NSInteger) numberOfPlayingHogs withHealth:(NSInteger) initialHealth ofColor:(NSNumber *)teamColor {
/*
addteam <32charsMD5hash> <color> <team name>
addhh <level> <health> <hedgehog name>
<level> is 0 for human, 1-5 for bots (5 is the most stupid)
*/
NSString *teamFile = [[NSString alloc] initWithFormat:@"%@/%@", TEAMS_DIRECTORY(), teamName];
NSDictionary *teamData = [[NSDictionary alloc] initWithContentsOfFile:teamFile];
[teamFile release];
NSString *teamHashColorAndName = [[NSString alloc] initWithFormat:@"eaddteam %@ %@ %@",
[teamData objectForKey:@"hash"], [teamColor stringValue], [teamName stringByDeletingPathExtension]];
[self sendToEngine: teamHashColorAndName];
[teamHashColorAndName release];
NSString *grave = [[NSString alloc] initWithFormat:@"egrave %@", [teamData objectForKey:@"grave"]];
[self sendToEngine: grave];
[grave release];
NSString *fort = [[NSString alloc] initWithFormat:@"efort %@", [teamData objectForKey:@"fort"]];
[self sendToEngine: fort];
[fort release];
NSString *voicepack = [[NSString alloc] initWithFormat:@"evoicepack %@", [teamData objectForKey:@"voicepack"]];
[self sendToEngine: voicepack];
[voicepack release];
NSString *flag = [[NSString alloc] initWithFormat:@"eflag %@", [teamData objectForKey:@"flag"]];
[self sendToEngine: flag];
[flag release];
NSArray *hogs = [teamData objectForKey:@"hedgehogs"];
for (int i = 0; i < numberOfPlayingHogs; i++) {
NSDictionary *hog = [hogs objectAtIndex:i];
NSString *hogLevelHealthAndName = [[NSString alloc] initWithFormat:@"eaddhh %@ %d %@",
[hog objectForKey:@"level"], initialHealth, [hog objectForKey:@"hogname"]];
[self sendToEngine: hogLevelHealthAndName];
[hogLevelHealthAndName release];
NSString *hogHat = [[NSString alloc] initWithFormat:@"ehat %@", [hog objectForKey:@"hat"]];
[self sendToEngine: hogHat];
[hogHat release];
}
[teamData release];
}
// unpacks ammostore data from the selected ammo.plist to a sequence of engine commands
-(void) provideAmmoData:(NSString *)ammostoreName forPlayingTeams:(NSInteger) numberOfTeams {
NSString *weaponPath = [[NSString alloc] initWithFormat:@"%@/%@",WEAPONS_DIRECTORY(),ammostoreName];
NSDictionary *ammoData = [[NSDictionary alloc] initWithContentsOfFile:weaponPath];
[weaponPath release];
// if we're loading an older version of ammos fill the engine message with 0s
int diff = HW_getNumberOfWeapons() - [[ammoData objectForKey:@"ammostore_initialqt"] length];
NSString *update = @"";
while ([update length] < diff)
update = [update stringByAppendingString:@"0"];
NSString *ammloadt = [[NSString alloc] initWithFormat:@"eammloadt %@%@", [ammoData objectForKey:@"ammostore_initialqt"], update];
[self sendToEngine: ammloadt];
[ammloadt release];
NSString *ammprob = [[NSString alloc] initWithFormat:@"eammprob %@%@", [ammoData objectForKey:@"ammostore_probability"], update];
[self sendToEngine: ammprob];
[ammprob release];
NSString *ammdelay = [[NSString alloc] initWithFormat:@"eammdelay %@%@", [ammoData objectForKey:@"ammostore_delay"], update];
[self sendToEngine: ammdelay];
[ammdelay release];
NSString *ammreinf = [[NSString alloc] initWithFormat:@"eammreinf %@%@", [ammoData objectForKey:@"ammostore_crate"], update];
[self sendToEngine: ammreinf];
[ammreinf release];
// send this for each team so it applies the same ammostore to all teams
NSString *ammstore = [[NSString alloc] initWithString:@"eammstore"];
for (int i = 0; i < numberOfTeams; i++)
[self sendToEngine: ammstore];
[ammstore release];
[ammoData release];
}
// unpacks scheme data from the selected scheme.plist to a sequence of engine commands
-(NSInteger) provideScheme:(NSString *)schemeName {
NSString *schemePath = [[NSString alloc] initWithFormat:@"%@/%@",SCHEMES_DIRECTORY(),schemeName];
NSDictionary *schemeDictionary = [[NSDictionary alloc] initWithContentsOfFile:schemePath];
[schemePath release];
NSArray *basicArray = [schemeDictionary objectForKey:@"basic"];
NSArray *gamemodArray = [schemeDictionary objectForKey:@"gamemod"];
int result = 0;
int mask = 0x00000004;
// pack the gameflags in a single var and send it
for (NSNumber *value in gamemodArray) {
if ([value boolValue] == YES)
result |= mask;
mask <<= 1;
}
NSString *flags = [[NSString alloc] initWithFormat:@"e$gmflags %d",result];
[self sendToEngine:flags];
[flags release];
/* basic game flags */
NSString *path = [[NSString alloc] initWithFormat:@"%@/basicFlags_en.plist",IFRONTEND_DIRECTORY()];
NSArray *mods = [[NSArray alloc] initWithContentsOfFile:path];
[path release];
result = [[basicArray objectAtIndex:0] intValue];
for (int i = 1; i < [basicArray count]; i++) {
NSDictionary *dict = [mods objectAtIndex:i];
NSString *command = [dict objectForKey:@"command"];
NSInteger value = [[basicArray objectAtIndex:i] intValue];
if ([[dict objectForKey:@"checkOverMax"] boolValue] && value >= [[dict objectForKey:@"max"] intValue])
value = 9999;
if ([[dict objectForKey:@"times1000"] boolValue])
value = value * 1000;
NSString *strToSend = [[NSString alloc] initWithFormat:@"%@ %d",command,value];
[self sendToEngine:strToSend];
[strToSend release];
}
[mods release];
[schemeDictionary release];
return result;
}
#pragma mark -
#pragma mark Network relevant code
-(void) dumpRawData:(const char *)buffer ofSize:(uint8_t) length {
// is it performant to reopen the stream every time?
NSOutputStream *os = [[NSOutputStream alloc] initToFileAtPath:self.savePath append:YES];
[os open];
[os write:&length maxLength:1];
[os write:(const uint8_t *)buffer maxLength:length];
[os close];
[os release];
}
// wrapper that computes the length of the message and then sends the command string, saving the command on a file
-(int) sendToEngine:(NSString *)string {
uint8_t length = [string length];
[self dumpRawData:[string UTF8String] ofSize:length];
SDLNet_TCP_Send(csd, &length, 1);
return SDLNet_TCP_Send(csd, [string UTF8String], length);
}
// wrapper that computes the length of the message and then sends the command string, skipping file writing
-(int) sendToEngineNoSave:(NSString *)string {
uint8_t length = [string length];
SDLNet_TCP_Send(csd, &length, 1);
return SDLNet_TCP_Send(csd, [string UTF8String], length);
}
// method that handles net setup with engine and keeps connection alive
-(void) engineProtocol {
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
TCPsocket sd;
IPaddress ip;
int eProto;
BOOL clientQuit;
char const buffer[BUFFER_SIZE];
uint8_t msgSize;
clientQuit = NO;
csd = NULL;
if (SDLNet_Init() < 0) {
DLog(@"SDLNet_Init: %s", SDLNet_GetError());
clientQuit = YES;
}
// Resolving the host using NULL make network interface to listen
if (SDLNet_ResolveHost(&ip, NULL, ipcPort) < 0 && !clientQuit) {
DLog(@"SDLNet_ResolveHost: %s\n", SDLNet_GetError());
clientQuit = YES;
}
// Open a connection with the IP provided (listen on the host's port)
if (!(sd = SDLNet_TCP_Open(&ip)) && !clientQuit) {
DLog(@"SDLNet_TCP_Open: %s %\n", SDLNet_GetError(), ipcPort);
clientQuit = YES;
}
DLog(@"Waiting for a client on port %d", ipcPort);
while (csd == NULL)
csd = SDLNet_TCP_Accept(sd);
SDLNet_TCP_Close(sd);
while (!clientQuit) {
msgSize = 0;
memset((void *)buffer, '\0', BUFFER_SIZE);
if (SDLNet_TCP_Recv(csd, &msgSize, sizeof(uint8_t)) <= 0)
break;
if (SDLNet_TCP_Recv(csd, (void *)buffer, msgSize) <= 0)
break;
switch (buffer[0]) {
case 'C':
DLog(@"sending game config...\n%@",self.gameConfig);
if (isNetGame == YES)
[self sendToEngineNoSave:@"TN"];
else
[self sendToEngineNoSave:@"TL"];
NSString *saveHeader = @"TS";
[self dumpRawData:[saveHeader UTF8String] ofSize:[saveHeader length]];
// seed info
[self sendToEngine:[self.gameConfig objectForKey:@"seed_command"]];
// dimension of the map
[self sendToEngine:[self.gameConfig objectForKey:@"templatefilter_command"]];
[self sendToEngine:[self.gameConfig objectForKey:@"mapgen_command"]];
[self sendToEngine:[self.gameConfig objectForKey:@"mazesize_command"]];
// static land (if set)
NSString *staticMap = [self.gameConfig objectForKey:@"staticmap_command"];
if ([staticMap length] != 0)
[self sendToEngine:staticMap];
// lua script (if set)
NSString *script = [self.gameConfig objectForKey:@"mission_command"];
if ([script length] != 0)
[self sendToEngine:script];
// theme info
[self sendToEngine:[self.gameConfig objectForKey:@"theme_command"]];
// scheme (returns initial health)
NSInteger health = [self provideScheme:[self.gameConfig objectForKey:@"scheme"]];
// send an ammostore for each team
NSArray *teamsConfig = [self.gameConfig objectForKey:@"teams_list"];
[self provideAmmoData:[self.gameConfig objectForKey:@"weapon"] forPlayingTeams:[teamsConfig count]];
// finally add hogs
for (NSDictionary *teamData in teamsConfig) {
[self provideTeamData:[teamData objectForKey:@"team"]
forHogs:[[teamData objectForKey:@"number"] intValue]
withHealth:health
ofColor:[teamData objectForKey:@"color"]];
}
break;
case '?':
DLog(@"Ping? Pong!");
[self sendToEngine:@"!"];
break;
case 'E':
DLog(@"ERROR - last console line: [%s]", &buffer[1]);
clientQuit = YES;
break;
case 'e':
[self dumpRawData:buffer ofSize:msgSize];
sscanf((char *)buffer, "%*s %d", &eProto);
int netProto;
char *versionStr;
HW_versionInfo(&netProto, &versionStr);
if (netProto == eProto) {
DLog(@"Setting protocol version %d (%s)", eProto, versionStr);
} else {
DLog(@"ERROR - wrong protocol number: %d (expecting %d)", netProto, eProto);
clientQuit = YES;
}
break;
case 'i':
if (self.statsArray == nil) {
self.statsArray = [[NSMutableArray alloc] initWithCapacity:10 - 2];
NSMutableArray *ranking = [[NSMutableArray alloc] initWithCapacity:4];
[self.statsArray insertObject:ranking atIndex:0];
[ranking release];
}
NSString *tempStr = [NSString stringWithUTF8String:&buffer[2]];
NSArray *info = [tempStr componentsSeparatedByString:@" "];
NSString *arg = [info objectAtIndex:0];
int index = [arg length] + 3;
switch (buffer[1]) {
case 'r': // winning team
[self.statsArray insertObject:[NSString stringWithUTF8String:&buffer[2]] atIndex:1];
break;
case 'D': // best shot
[self.statsArray addObject:[NSString stringWithFormat:@"The best shot award won by %s (with %@ points)", &buffer[index], arg]];
break;
case 'k': // best hedgehog
[self.statsArray addObject:[NSString stringWithFormat:@"The best killer is %s with %@ kills in a turn", &buffer[index], arg]];
break;
case 'K': // number of hogs killed
[self.statsArray addObject:[NSString stringWithFormat:@"%@ hedgehog(s) were killed during this round", arg]];
break;
case 'H': // team health/graph
break;
case 'T': // local team stats
// still WIP in statsPage.cpp
break;
case 'P': // teams ranking
[[self.statsArray objectAtIndex:0] addObject:tempStr];
break;
case 's': // self damage
[self.statsArray addObject:[NSString stringWithFormat:@"%s thought it's good to shoot his own hedgehogs with %@ points", &buffer[index], arg]];
break;
case 'S': // friendly fire
[self.statsArray addObject:[NSString stringWithFormat:@"%s killed %@ of his own hedgehogs", &buffer[index], arg]];
break;
case 'B': // turn skipped
[self.statsArray addObject:[NSString stringWithFormat:@"%s was scared and skipped turn %@ times", &buffer[index], arg]];
break;
default:
DLog(@"Unhandled stat message, see statsPage.cpp");
break;
}
break;
case 'q':
// game ended, can remove the savefile
[[NSFileManager defaultManager] removeItemAtPath:self.savePath error:nil];
break;
case 'Q':
// game exited but not completed, nothing to do (just don't save the message)
break;
default:
[self dumpRawData:buffer ofSize:msgSize];
break;
}
}
DLog(@"Engine exited, ending thread");
// Close the client socket
SDLNet_TCP_Close(csd);
SDLNet_Quit();
[pool release];
// Invoking this method should be avoided as it does not give your thread a chance
// to clean up any resources it allocated during its execution.
//[NSThread exit];
}
#pragma mark -
#pragma mark Setting methods
// returns an array of c-strings that are read by engine at startup
-(const char **)getGameSettings:(NSString *)recordFile {
NSInteger width, height;
NSString *ipcString = [[NSString alloc] initWithFormat:@"%d", ipcPort];
NSString *localeString = [[NSString alloc] initWithFormat:@"%@.txt", [[NSLocale currentLocale] objectForKey:NSLocaleLanguageCode]];
NSString *rotation;
if (IS_DUALHEAD()) {
CGRect screenBounds = [[[UIScreen screens] objectAtIndex:1] bounds];
width = (int) screenBounds.size.width;
height = (int) screenBounds.size.height;
rotation = @"0";
} else {
CGRect screenBounds = [[UIScreen mainScreen] bounds];
width = (int) screenBounds.size.height;
height = (int) screenBounds.size.width;
UIDeviceOrientation orientation = (UIDeviceOrientation) [[self.gameConfig objectForKey:@"orientation"] intValue];
if (orientation == UIDeviceOrientationLandscapeLeft)
rotation = @"-90";
else
rotation = @"90";
}
NSString *horizontalSize = [[NSString alloc] initWithFormat:@"%d", width];
NSString *verticalSize = [[NSString alloc] initWithFormat:@"%d", height];
const char **gameArgs = (const char **)malloc(sizeof(char *) * 10);
BOOL enhanced = [[self.systemSettings objectForKey:@"enhanced"] boolValue];
NSString *modelId = modelType();
NSInteger tmpQuality;
if ([modelId hasPrefix:@"iPhone1"] || [modelId hasPrefix:@"iPod1,1"] || [modelId hasPrefix:@"iPod2,1"]) // = iPhone and iPhone 3G or iPod Touch or iPod Touch 2G
tmpQuality = 0x00000001 | 0x00000002 | 0x00000008 | 0x00000040; // rqLowRes | rqBlurryLand | rqSimpleRope | rqKillFlakes
else if ([modelId hasPrefix:@"iPhone2"] || [modelId hasPrefix:@"iPod3"]) // = iPhone 3GS or iPod Touch 3G
tmpQuality = 0x00000002 | 0x00000040; // rqBlurryLand | rqKillFlakes
else if ([modelId hasPrefix:@"iPad1"] || [modelId hasPrefix:@"iPod4"] || enhanced == NO) // = iPad 1G or iPod Touch 4G or not enhanced mode
tmpQuality = 0x00000002; // rqBlurryLand
else // = everything else
tmpQuality = 0; // full quality
if (IS_IPAD() == NO) // = disable tooltips on phone
tmpQuality = tmpQuality | 0x00000400;
// prevents using an empty nickname
NSString *username;
NSString *originalUsername = [self.systemSettings objectForKey:@"username"];
if ([originalUsername length] == 0)
username = [[NSString alloc] initWithFormat:@"MobileUser-%@",ipcString];
else
username = [[NSString alloc] initWithString:originalUsername];
gameArgs[ 0] = [ipcString UTF8String]; //ipcPort
gameArgs[ 1] = [horizontalSize UTF8String]; //cScreenWidth
gameArgs[ 2] = [verticalSize UTF8String]; //cScreenHeight
gameArgs[ 3] = [[[NSNumber numberWithInteger:tmpQuality] stringValue] UTF8String]; //quality
gameArgs[ 4] = "en.txt";//[localeString UTF8String]; //cLocaleFName
gameArgs[ 5] = [username UTF8String]; //UserNick
gameArgs[ 6] = [[[self.systemSettings objectForKey:@"sound"] stringValue] UTF8String]; //isSoundEnabled
gameArgs[ 7] = [[[self.systemSettings objectForKey:@"music"] stringValue] UTF8String]; //isMusicEnabled
gameArgs[ 8] = [[[self.systemSettings objectForKey:@"alternate"] stringValue] UTF8String]; //cAltDamage
gameArgs[ 9] = [rotation UTF8String]; //rotateQt
gameArgs[10] = [recordFile UTF8String]; //recordFileName
[verticalSize release];
[horizontalSize release];
[localeString release];
[ipcString release];
[username release];
return gameArgs;
}
@end