author | koda |
Sun, 21 Mar 2010 01:54:57 +0000 | |
changeset 3027 | 32890edaa483 |
parent 3021 | 1d3302ac371f |
child 3029 | 67483e87590c |
permissions | -rw-r--r-- |
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1 |
// |
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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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|
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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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complete the replacement of init/free wrappers for every unit
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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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2696 | 30 |
-(void) dealloc { |
31 |
[super dealloc]; |
|
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} |
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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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2696 | 41 |
-(int) sendToEngine: (NSString *)string { |
42 |
Uint8 length = [string length]; |
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||
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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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||
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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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fix a nasty 196 bytes memory leak in engine, plus other stuff for iphone frontend
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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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can use latest sdlimage, work on setting panel and option when launching the game, minor fixes
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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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|
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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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|
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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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|
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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 */ |
2697 | 80 |
csd = SDLNet_TCP_Accept(sd); |
81 |
if (NULL != csd) { |
|
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|
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NSLog(@"engineProtocol - Client found"); |
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84 |
|
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85 |
//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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87 |
|
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SDLNet_TCP_Recv(csd, buffer, msgSize); |
3207e0eacd43
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89 |
gameTicks = SDLNet_Read16(&buffer[msgSize - 2]); |
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//NSLog(@"engineProtocol - %d: received [%s]", gameTicks, buffer); |
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91 |
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92 |
if ('C' == buffer[0]) { |
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93 |
NSLog(@"engineProtocol - sending game config"); |
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|
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95 |
// send config data data |
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96 |
/* |
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97 |
seed is arbitrary string |
3006 | 98 |
addteam <32charsMD5hash> <color> <team name> |
2698 | 99 |
addhh <level> <health> <hedgehog name> |
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100 |
<level> is 0 for human, 1-5 for bots (5 is the most stupid) |
2734 | 101 |
ammostore is one byte/number for each ammocount then one for each probability or so |
102 |
*/ |
|
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103 |
// local game |
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[self sendToEngine:@"TL"]; |
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105 |
|
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106 |
// seed info |
2696 | 107 |
[self sendToEngine:@"eseed {232c1b42-7d39-4ee6-adf8-4240e1f1efb8}"]; |
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108 |
|
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109 |
// various flags |
2696 | 110 |
[self sendToEngine:@"e$gmflags 256"]; |
111 |
[self sendToEngine:@"e$damagepct 100"]; |
|
112 |
[self sendToEngine:@"e$turntime 45000"]; |
|
113 |
[self sendToEngine:@"e$minestime 3000"]; |
|
114 |
[self sendToEngine:@"e$landadds 4"]; |
|
115 |
[self sendToEngine:@"e$sd_turns 15"]; |
|
116 |
[self sendToEngine:@"e$casefreq 5"]; |
|
2753 | 117 |
|
2698 | 118 |
// dimension of the map |
2696 | 119 |
[self sendToEngine:@"e$template_filter 1"]; |
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120 |
|
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121 |
// theme info |
2734 | 122 |
[self sendToEngine:@"etheme Compost"]; |
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123 |
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124 |
// team 1 info |
3006 | 125 |
[self sendToEngine:@"eaddteam 0 4421353 System Cats"]; |
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126 |
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127 |
// team 1 grave info |
2696 | 128 |
[self sendToEngine:@"egrave star"]; |
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129 |
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130 |
// team 1 fort info |
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replace initialization/finalization statements with custom init functions
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changeset
|
131 |
[self sendToEngine:@"efort Earth"]; |
2693
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|
132 |
|
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|
133 |
// team 1 voicepack info |
2696 | 134 |
[self sendToEngine:@"evoicepack Classic"]; |
2693
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|
135 |
|
2753 | 136 |
// team 1 flag |
137 |
[self sendToEngine:@"eflag hedgewars"]; |
|
138 |
||
2696 | 139 |
// team 1 binds (skipped) |
2693
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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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|
140 |
// team 1 members info |
2696 | 141 |
[self sendToEngine:@"eaddhh 0 100 Snow Leopard"]; |
142 |
[self sendToEngine:@"ehat NoHat"]; |
|
2753 | 143 |
|
2693
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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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diff
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|
144 |
// team 1 ammostore |
3006 | 145 |
[self sendToEngine:@"eammstore 9391929422199121032235111001201000000211040400044140044464564444477477611221114400000000000002055000000400070040000000001311111312111111123114111111111111111211"]; |
146 |
||
2693
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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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diff
changeset
|
147 |
// team 2 info |
3006 | 148 |
[self sendToEngine:@"eaddteam 0 4100897 Poke-MAN"]; |
2693
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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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diff
changeset
|
149 |
|
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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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diff
changeset
|
150 |
// team 2 grave info |
2696 | 151 |
[self sendToEngine:@"egrave Badger"]; |
2693
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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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changeset
|
152 |
|
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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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diff
changeset
|
153 |
// team 2 fort info |
2696 | 154 |
[self sendToEngine:@"efort UFO"]; |
2693
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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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diff
changeset
|
155 |
|
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diff
changeset
|
156 |
// team 2 voicepack info |
2696 | 157 |
[self sendToEngine:@"evoicepack Classic"]; |
2753 | 158 |
|
159 |
// team 2 flag |
|
160 |
[self sendToEngine:@"eflag hedgewars"]; |
|
161 |
||
2693
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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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diff
changeset
|
162 |
// team 2 binds (skipped) |
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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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diff
changeset
|
163 |
// team 2 members info |
2696 | 164 |
[self sendToEngine:@"eaddhh 0 100 Raichu"]; |
165 |
[self sendToEngine:@"ehat Bunny"]; |
|
2753 | 166 |
|
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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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diff
changeset
|
167 |
// team 2 ammostore |
3006 | 168 |
[self sendToEngine:@"eammstore 9391929422199121032235111001201000000211040400044140044464564444477477611221114400000000000002055000000400070040000000001311111312111111123114111111111111111211"]; |
2693
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changeset
|
169 |
|
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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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diff
changeset
|
170 |
clientQuit = NO; |
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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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diff
changeset
|
171 |
} else { |
2697 | 172 |
NSLog(@"engineProtocolThread - wrong message or client closed connection"); |
2693
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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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diff
changeset
|
173 |
clientQuit = YES; |
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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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|
174 |
} |
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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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changeset
|
175 |
|
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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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changeset
|
176 |
while (!clientQuit){ |
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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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diff
changeset
|
177 |
/* Now we can communicate with the client using csd socket |
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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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diff
changeset
|
178 |
* sd will remain opened waiting other connections */ |
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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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diff
changeset
|
179 |
msgSize = 0; |
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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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diff
changeset
|
180 |
memset(buffer, 0, BUFFER_SIZE); |
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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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diff
changeset
|
181 |
memset(string, 0, BUFFER_SIZE); |
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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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diff
changeset
|
182 |
if (SDLNet_TCP_Recv(csd, &msgSize, sizeof(Uint8)) <= 0) |
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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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diff
changeset
|
183 |
clientQuit = YES; |
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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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diff
changeset
|
184 |
if (SDLNet_TCP_Recv(csd, buffer, msgSize) <=0) |
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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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diff
changeset
|
185 |
clientQuit = YES; |
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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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diff
changeset
|
186 |
|
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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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diff
changeset
|
187 |
gameTicks = SDLNet_Read16(&buffer[msgSize - 2]); |
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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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diff
changeset
|
188 |
//NSLog(@"engineProtocolThread - %d: received [%s]", gameTicks, buffer); |
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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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diff
changeset
|
189 |
|
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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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diff
changeset
|
190 |
switch (buffer[0]) { |
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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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diff
changeset
|
191 |
case '?': |
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GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
192 |
NSLog(@"Ping? Pong!"); |
2696 | 193 |
[self sendToEngine:@"!"]; |
2693
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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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diff
changeset
|
194 |
break; |
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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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diff
changeset
|
195 |
case 'E': |
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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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parents:
diff
changeset
|
196 |
NSLog(@"ERROR - last console line: [%s]", buffer); |
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GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
197 |
clientQuit = YES; |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
198 |
break; |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
199 |
case 'e': |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
200 |
sscanf(buffer, "%*s %d", &eProto); |
2799 | 201 |
short int netProto; |
202 |
char *versionStr; |
|
3006 | 203 |
/* |
204 |
HW_versionInfo(&netProto, &versionStr); |
|
2799 | 205 |
if (netProto == eProto) { |
206 |
NSLog(@"Setting protocol version %d (%s)", eProto, versionStr); |
|
2693
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
207 |
} else { |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
208 |
NSLog(@"ERROR - wrong protocol number: [%s] - expecting %d", buffer, eProto); |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
209 |
clientQuit = YES; |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
210 |
} |
3006 | 211 |
*/ |
2693
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
212 |
break; |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
213 |
case 'i': |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
214 |
switch (buffer[1]) { |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
215 |
case 'r': |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
216 |
NSLog(@"Winning team: %s", &buffer[2]); |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
217 |
break; |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
218 |
case 'k': |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
219 |
NSLog(@"Best Hedgehog: %s", &buffer[2]); |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
220 |
break; |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
221 |
} |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
222 |
break; |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
223 |
default: |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
224 |
// empty packet or just statistics |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
225 |
break; |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
226 |
// missing case for exiting right away |
2697 | 227 |
} |
2693
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
228 |
} |
2702
48fc46a922fd
rewrite gamesetup to use less memory, rename effects to sound plus some nice actions, settings work in game again
koda
parents:
2699
diff
changeset
|
229 |
NSLog(@"Engine exited, closing server"); |
2697 | 230 |
// wait a little to let the client close cleanly |
2702
48fc46a922fd
rewrite gamesetup to use less memory, rename effects to sound plus some nice actions, settings work in game again
koda
parents:
2699
diff
changeset
|
231 |
[NSThread sleepForTimeInterval:2]; |
2697 | 232 |
// Close the client socket |
233 |
SDLNet_TCP_Close(csd); |
|
2702
48fc46a922fd
rewrite gamesetup to use less memory, rename effects to sound plus some nice actions, settings work in game again
koda
parents:
2699
diff
changeset
|
234 |
serverQuit = YES; |
2693
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
235 |
} |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
236 |
} |
2702
48fc46a922fd
rewrite gamesetup to use less memory, rename effects to sound plus some nice actions, settings work in game again
koda
parents:
2699
diff
changeset
|
237 |
|
2693
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
238 |
SDLNet_TCP_Close(sd); |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
239 |
SDLNet_Quit(); |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
240 |
|
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
241 |
[pool release]; |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
242 |
[NSThread exit]; |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
243 |
} |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
244 |
|
2696 | 245 |
#pragma mark - |
2702
48fc46a922fd
rewrite gamesetup to use less memory, rename effects to sound plus some nice actions, settings work in game again
koda
parents:
2699
diff
changeset
|
246 |
#pragma mark Setting methods |
48fc46a922fd
rewrite gamesetup to use less memory, rename effects to sound plus some nice actions, settings work in game again
koda
parents:
2699
diff
changeset
|
247 |
-(const char **)getSettings { |
2743 | 248 |
const char **gameArgs = (const char**) malloc(sizeof(char*) * 6); |
2702
48fc46a922fd
rewrite gamesetup to use less memory, rename effects to sound plus some nice actions, settings work in game again
koda
parents:
2699
diff
changeset
|
249 |
NSString *ipcString = [[NSString alloc] initWithFormat:@"%d", ipcPort]; |
3006 | 250 |
NSString *localeString = [[NSString alloc] initWithFormat:@"%@.txt", [[NSLocale currentLocale] objectForKey:NSLocaleLanguageCode]]; |
3021 | 251 |
CGRect screenBounds = [[UIScreen mainScreen] bounds]; |
252 |
NSString *wSize = [[[NSString alloc] initWithFormat:@"%d", (int) screenBounds.size.width] autorelease]; |
|
253 |
NSString *hSize = [[[NSString alloc] initWithFormat:@"%d", (int) screenBounds.size.height] autorelease]; |
|
254 |
||
2702
48fc46a922fd
rewrite gamesetup to use less memory, rename effects to sound plus some nice actions, settings work in game again
koda
parents:
2699
diff
changeset
|
255 |
gameArgs[0] = [[systemSettings objectForKey:@"username"] UTF8String]; //UserNick |
3006 | 256 |
gameArgs[1] = [ipcString UTF8String]; //ipcPort |
257 |
gameArgs[2] = [[systemSettings objectForKey:@"sounds"] UTF8String]; //isSoundEnabled |
|
258 |
gameArgs[3] = [[systemSettings objectForKey:@"music"] UTF8String]; //isMusicEnabled |
|
259 |
gameArgs[4] = [localeString UTF8String]; //cLocaleFName |
|
2743 | 260 |
gameArgs[5] = [[systemSettings objectForKey:@"alternate"] UTF8String]; //cAltDamage |
3021 | 261 |
gameArgs[6] = [wSize UTF8String]; |
262 |
gameArgs[7] = [hSize UTF8String]; |
|
263 |
||
2702
48fc46a922fd
rewrite gamesetup to use less memory, rename effects to sound plus some nice actions, settings work in game again
koda
parents:
2699
diff
changeset
|
264 |
[localeString release]; |
48fc46a922fd
rewrite gamesetup to use less memory, rename effects to sound plus some nice actions, settings work in game again
koda
parents:
2699
diff
changeset
|
265 |
[ipcString release]; |
48fc46a922fd
rewrite gamesetup to use less memory, rename effects to sound plus some nice actions, settings work in game again
koda
parents:
2699
diff
changeset
|
266 |
return gameArgs; |
2693
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
267 |
} |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
268 |
|
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
269 |
|
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
270 |
@end |