author | nemo |
Sun, 02 May 2010 16:28:06 +0000 | |
changeset 3402 | b1fbf50da522 |
parent 3395 | 095273ad0e08 |
child 3479 | 972ae3ec178a |
permissions | -rw-r--r-- |
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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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#include <sys/types.h> |
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#include <sys/sysctl.h> |
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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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#import "CommodityFunctions.h" |
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#define BUFFER_SIZE 256 |
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#define debug(format, ...) CFShow([NSString stringWithFormat:format, ## __VA_ARGS__]); |
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@implementation GameSetup |
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@synthesize systemSettings, gameConfig; |
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-(id) init { |
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if (self = [super init]) { |
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ipcPort = randomPort(); |
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// should check they exist and throw and exection if not |
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NSDictionary *dictSett = [[NSDictionary alloc] initWithContentsOfFile:SETTINGS_FILE()]; |
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self.systemSettings = dictSett; |
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[dictSett release]; |
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NSDictionary *dictGame = [[NSDictionary alloc] initWithContentsOfFile:GAMECONFIG_FILE()]; |
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self.gameConfig = dictGame; |
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[dictGame release]; |
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} |
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return self; |
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} |
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-(NSString *)description { |
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return [NSString stringWithFormat:@"ipcport: %d\nsockets: %d,%d\n teams: %@\n systemSettings: %@",ipcPort,sd,csd,gameConfig,systemSettings]; |
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} |
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||
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-(void) dealloc { |
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[gameConfig release]; |
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[systemSettings release]; |
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[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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// select one of GameSetup method and execute it in a seprate thread |
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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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// wrapper that computes the length of the message and then sends the command string |
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-(int) sendToEngine: (NSString *)string { |
3199 | 61 |
unsigned char 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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// unpacks team data from the team.plist to a sequence of commands for engine |
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-(void) sendTeamData:(NSString *)fileName withPlayingHogs:(NSInteger) playingHogs ofColor:(NSNumber *)color{ |
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NSString *teamFile = [[NSString alloc] initWithFormat:@"%@/%@", TEAMS_DIRECTORY(), fileName]; |
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NSDictionary *teamData = [[NSDictionary alloc] initWithContentsOfFile:teamFile]; |
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[teamFile release]; |
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NSString *teamHashColorAndName = [[NSString alloc] initWithFormat:@"eaddteam %@ %@ %@", [teamData objectForKey:@"hash"], [color stringValue], [teamData objectForKey:@"teamname"]]; |
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[self sendToEngine: teamHashColorAndName]; |
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[teamHashColorAndName release]; |
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NSString *grave = [[NSString alloc] initWithFormat:@"egrave %@", [teamData objectForKey:@"grave"]]; |
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[self sendToEngine: grave]; |
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[grave release]; |
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NSString *fort = [[NSString alloc] initWithFormat:@"efort %@", [teamData objectForKey:@"fort"]]; |
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[self sendToEngine: fort]; |
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[fort release]; |
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NSString *voicepack = [[NSString alloc] initWithFormat:@"evoicepack %@", [teamData objectForKey:@"voicepack"]]; |
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[self sendToEngine: voicepack]; |
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[voicepack release]; |
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NSString *flag = [[NSString alloc] initWithFormat:@"eflag %@", [teamData objectForKey:@"flag"]]; |
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[self sendToEngine: flag]; |
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[flag release]; |
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NSArray *hogs = [teamData objectForKey:@"hedgehogs"]; |
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for (int i = 0; i < playingHogs; i++) { |
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NSDictionary *hog = [hogs objectAtIndex:i]; |
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NSString *hogLevelHealthAndName = [[NSString alloc] initWithFormat:@"eaddhh %@ %@ %@", [hog objectForKey:@"level"], [hog objectForKey:@"health"], [hog objectForKey:@"hogname"]]; |
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[self sendToEngine: hogLevelHealthAndName]; |
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[hogLevelHealthAndName release]; |
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NSString *hogHat = [[NSString alloc] initWithFormat:@"ehat %@", [hog objectForKey:@"hat"]]; |
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[self sendToEngine: hogHat]; |
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[hogHat release]; |
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} |
105 |
||
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[teamData release]; |
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} |
108 |
||
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// unpacks ammodata from the ammo.plist to a sequence of commands for engine |
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-(void) sendAmmoData:(NSDictionary *)ammoData forTeams: (NSInteger)numberPlaying { |
3349 | 111 |
NSString *ammloadt = [[NSString alloc] initWithFormat:@"eammloadt %@", [ammoData objectForKey:@"ammostore_initialqt"]]; |
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[self sendToEngine: ammloadt]; |
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[ammloadt release]; |
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||
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NSString *ammdelay = [[NSString alloc] initWithFormat:@"eammprob %@", [ammoData objectForKey:@"ammostore_probability"]]; |
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[self sendToEngine: ammdelay]; |
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[ammdelay release]; |
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NSString *ammprob = [[NSString alloc] initWithFormat:@"eammdelay %@", [ammoData objectForKey:@"ammostore_delay"]]; |
120 |
[self sendToEngine: ammprob]; |
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[ammprob release]; |
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||
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NSString *ammreinf = [[NSString alloc] initWithFormat:@"eammreinf %@", [ammoData objectForKey:@"ammostore_crate"]]; |
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[self sendToEngine: ammreinf]; |
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[ammreinf release]; |
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||
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// sent twice so it applies to both teams |
|
128 |
NSString *ammstore = [[NSString alloc] initWithString:@"eammstore"]; |
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for (int i = 0; i < numberPlaying; i++) |
130 |
[self sendToEngine: ammstore]; |
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3349 | 131 |
[ammstore release]; |
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} |
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// method that handles net setup with engine and keeps connection alive |
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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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143 |
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serverQuit = NO; |
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|
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if (SDLNet_Init() < 0) { |
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NSLog(@"SDLNet_Init: %s", SDLNet_GetError()); |
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serverQuit = YES; |
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} |
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|
3373 | 151 |
// 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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serverQuit = YES; |
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} |
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3373 | 157 |
// Open a connection with the IP provided (listen on the host's port) |
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158 |
if (!(sd = SDLNet_TCP_Open(&ip))) { |
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NSLog(@"SDLNet_TCP_Open: %s %\n", SDLNet_GetError(), ipcPort); |
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serverQuit = YES; |
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161 |
} |
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rewrite gamesetup to use less memory, rename effects to sound plus some nice actions, settings work in game again
koda
parents:
2699
diff
changeset
|
163 |
NSLog(@"engineProtocol - Waiting for a client on port %d", ipcPort); |
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
|
164 |
while (!serverQuit) { |
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
|
165 |
|
3373 | 166 |
// This check the sd if there is a pending connection. |
167 |
// If there is one, accept that, and open a new socket for communicating |
|
2697 | 168 |
csd = SDLNet_TCP_Accept(sd); |
169 |
if (NULL != csd) { |
|
3373 | 170 |
// Now we can communicate with the client using csd socket |
171 |
// sd will remain opened waiting other connections |
|
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)
koda
parents:
diff
changeset
|
172 |
NSLog(@"engineProtocol - Client found"); |
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
|
173 |
|
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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
|
174 |
//first byte of the command alwayas contain the size of the command |
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
|
175 |
SDLNet_TCP_Recv(csd, &msgSize, sizeof(Uint8)); |
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
|
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)
koda
parents:
diff
changeset
|
177 |
SDLNet_TCP_Recv(csd, buffer, msgSize); |
3373 | 178 |
gameTicks = SDLNet_Read16 (&buffer[msgSize - 2]); |
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)
koda
parents:
diff
changeset
|
179 |
//NSLog(@"engineProtocol - %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)
koda
parents:
diff
changeset
|
180 |
|
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
|
181 |
if ('C' == buffer[0]) { |
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
|
182 |
NSLog(@"engineProtocol - sending game config"); |
3199 | 183 |
|
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)
koda
parents:
diff
changeset
|
184 |
// send config data data |
2702
48fc46a922fd
rewrite gamesetup to use less memory, rename effects to sound plus some nice actions, settings work in game again
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parents:
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diff
changeset
|
185 |
/* |
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
|
186 |
seed is arbitrary string |
3006 | 187 |
addteam <32charsMD5hash> <color> <team name> |
2698 | 188 |
addhh <level> <health> <hedgehog name> |
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
|
189 |
<level> is 0 for human, 1-5 for bots (5 is the most stupid) |
2734 | 190 |
*/ |
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
|
191 |
// local game |
2696 | 192 |
[self sendToEngine:@"TL"]; |
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
|
193 |
|
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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parents:
diff
changeset
|
194 |
// seed info |
3365
37ac593e9027
wow all these files only for land preview and seed generation
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diff
changeset
|
195 |
[self sendToEngine:[self.gameConfig objectForKey:@"seed_command"]]; |
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
|
196 |
|
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
|
197 |
// various flags |
3395
095273ad0e08
adding a somewhat working autoration for ipad (uStore.pas and uWorld.pas got mixed in the last two commits)
koda
parents:
3373
diff
changeset
|
198 |
[self sendToEngine:@"e$gmflags 256"]; |
2696 | 199 |
[self sendToEngine:@"e$damagepct 100"]; |
200 |
[self sendToEngine:@"e$turntime 45000"]; |
|
201 |
[self sendToEngine:@"e$minestime 3000"]; |
|
202 |
[self sendToEngine:@"e$landadds 4"]; |
|
203 |
[self sendToEngine:@"e$sd_turns 15"]; |
|
204 |
[self sendToEngine:@"e$casefreq 5"]; |
|
3373 | 205 |
[self sendToEngine:@"e$explosives 2"]; |
206 |
[self sendToEngine:@"e$minedudpct 0"]; |
|
2753 | 207 |
|
2698 | 208 |
// dimension of the map |
3369
c7289e42f0ee
add other controls for map preview, also fix a bug in digest
koda
parents:
3365
diff
changeset
|
209 |
[self sendToEngine:[self.gameConfig objectForKey:@"templatefilter_command"]]; |
c7289e42f0ee
add other controls for map preview, also fix a bug in digest
koda
parents:
3365
diff
changeset
|
210 |
[self sendToEngine:[self.gameConfig objectForKey:@"mapgen_command"]]; |
c7289e42f0ee
add other controls for map preview, also fix a bug in digest
koda
parents:
3365
diff
changeset
|
211 |
[self sendToEngine:[self.gameConfig objectForKey:@"mazesize_command"]]; |
3373 | 212 |
|
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
|
213 |
// theme info |
3373 | 214 |
[self sendToEngine:[self.gameConfig objectForKey:@"theme_command"]]; |
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
|
215 |
|
3365
37ac593e9027
wow all these files only for land preview and seed generation
koda
parents:
3364
diff
changeset
|
216 |
NSArray *teamsConfig = [self.gameConfig objectForKey:@"teams_list"]; |
37ac593e9027
wow all these files only for land preview and seed generation
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parents:
3364
diff
changeset
|
217 |
for (NSDictionary *teamData in teamsConfig) { |
3364 | 218 |
[self sendTeamData:[teamData objectForKey:@"team"] |
219 |
withPlayingHogs:[[teamData objectForKey:@"number"] intValue] |
|
220 |
ofColor:[teamData objectForKey:@"color"]]; |
|
3170
1dbf4f8eaac0
ifrontend: predispone teams in a proper data structure
koda
parents:
3165
diff
changeset
|
221 |
} |
3349 | 222 |
|
223 |
NSDictionary *ammoData = [[NSDictionary alloc] initWithObjectsAndKeys: |
|
3395
095273ad0e08
adding a somewhat working autoration for ipad (uStore.pas and uWorld.pas got mixed in the last two commits)
koda
parents:
3373
diff
changeset
|
224 |
@"939192942219912103223511100120100000021119091",@"ammostore_initialqt", |
095273ad0e08
adding a somewhat working autoration for ipad (uStore.pas and uWorld.pas got mixed in the last two commits)
koda
parents:
3373
diff
changeset
|
225 |
@"040504054160065554655446477657666666615550100",@"ammostore_probability", |
095273ad0e08
adding a somewhat working autoration for ipad (uStore.pas and uWorld.pas got mixed in the last two commits)
koda
parents:
3373
diff
changeset
|
226 |
@"000000000000020550000004000700400000000020000",@"ammostore_delay", |
095273ad0e08
adding a somewhat working autoration for ipad (uStore.pas and uWorld.pas got mixed in the last two commits)
koda
parents:
3373
diff
changeset
|
227 |
@"131111031211111112311411111111111111121110111",@"ammostore_crate", nil]; |
3365
37ac593e9027
wow all these files only for land preview and seed generation
koda
parents:
3364
diff
changeset
|
228 |
[self sendAmmoData:ammoData forTeams:[teamsConfig count]]; |
3349 | 229 |
[ammoData release]; |
230 |
||
3364 | 231 |
clientQuit = NO; |
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
|
232 |
} else { |
2697 | 233 |
NSLog(@"engineProtocolThread - wrong message or client closed connection"); |
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
|
234 |
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
|
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 |
|
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
|
237 |
while (!clientQuit){ |
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 |
msgSize = 0; |
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 |
memset(buffer, 0, BUFFER_SIZE); |
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 |
memset(string, 0, BUFFER_SIZE); |
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 |
if (SDLNet_TCP_Recv(csd, &msgSize, sizeof(Uint8)) <= 0) |
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 |
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
|
243 |
if (SDLNet_TCP_Recv(csd, buffer, msgSize) <=0) |
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 |
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
|
245 |
|
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
|
246 |
gameTicks = SDLNet_Read16(&buffer[msgSize - 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
|
247 |
//NSLog(@"engineProtocolThread - %d: received [%s]", gameTicks, buffer); |
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
|
248 |
|
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
|
249 |
switch (buffer[0]) { |
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
|
250 |
case '?': |
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
|
251 |
NSLog(@"Ping? Pong!"); |
2696 | 252 |
[self sendToEngine:@"!"]; |
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
|
253 |
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
|
254 |
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
|
255 |
NSLog(@"ERROR - last console line: [%s]", buffer); |
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
|
256 |
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
|
257 |
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
|
258 |
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
|
259 |
sscanf(buffer, "%*s %d", &eProto); |
3328
fe87c2242984
fix the save of the team and rearrange hat/name modification
koda
parents:
3312
diff
changeset
|
260 |
short int netProto = 0; |
2799 | 261 |
char *versionStr; |
3199 | 262 |
|
3006 | 263 |
HW_versionInfo(&netProto, &versionStr); |
2799 | 264 |
if (netProto == eProto) { |
265 |
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
|
266 |
} 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
|
267 |
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
|
268 |
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
|
269 |
} |
3199 | 270 |
|
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
|
271 |
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
|
272 |
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
|
273 |
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
|
274 |
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
|
275 |
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
|
276 |
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
|
277 |
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
|
278 |
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
|
279 |
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
|
280 |
} |
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
|
281 |
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
|
282 |
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
|
283 |
// 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
|
284 |
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
|
285 |
// missing case for exiting right away |
2697 | 286 |
} |
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
|
287 |
} |
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
|
288 |
NSLog(@"Engine exited, closing server"); |
2697 | 289 |
// 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
|
290 |
[NSThread sleepForTimeInterval:2]; |
2697 | 291 |
// Close the client socket |
292 |
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
|
293 |
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
|
294 |
} |
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
|
295 |
} |
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
|
296 |
|
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
|
297 |
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
|
298 |
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
|
299 |
|
3369
c7289e42f0ee
add other controls for map preview, also fix a bug in digest
koda
parents:
3365
diff
changeset
|
300 |
[[NSFileManager defaultManager] removeItemAtPath:GAMECONFIG_FILE() error:NULL]; |
c7289e42f0ee
add other controls for map preview, also fix a bug in digest
koda
parents:
3365
diff
changeset
|
301 |
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[pool release]; |
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[NSThread exit]; |
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} |
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305 |
|
2696 | 306 |
#pragma mark - |
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307 |
#pragma mark Setting methods |
3373 | 308 |
// returns an array of c-strings that are read by engine at startup |
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309 |
-(const char **)getSettings { |
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310 |
NSString *ipcString = [[NSString alloc] initWithFormat:@"%d", ipcPort]; |
3006 | 311 |
NSString *localeString = [[NSString alloc] initWithFormat:@"%@.txt", [[NSLocale currentLocale] objectForKey:NSLocaleLanguageCode]]; |
3021 | 312 |
CGRect screenBounds = [[UIScreen mainScreen] bounds]; |
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NSString *wSize = [[NSString alloc] initWithFormat:@"%d", (int) screenBounds.size.width]; |
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NSString *hSize = [[NSString alloc] initWithFormat:@"%d", (int) screenBounds.size.height]; |
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const char **gameArgs = (const char**) malloc(sizeof(char *) * 8); |
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316 |
|
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/* |
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318 |
size_t size; |
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// Set 'oldp' parameter to NULL to get the size of the data returned so we can allocate appropriate amount of space |
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sysctlbyname("hw.machine", NULL, &size, NULL, 0); |
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char *name = malloc(size); |
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// Get the platform name |
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sysctlbyname("hw.machine", name, &size, NULL, 0); |
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NSString *machine = [[NSString alloc] initWithUTF8String:name]; |
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free(name); |
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326 |
|
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const char **gameArgs = (const char**) malloc(sizeof(char*) * 9); |
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328 |
|
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329 |
// if the machine is less than iphone 3gs or less than ipod touch 3g use reduced graphics (land array) |
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330 |
if ([machine hasPrefix:@"iPhone1"] || ([machine hasPrefix:@"iPod"] && ([machine hasSuffix:@"1,1"] || [machine hasSuffix:@"2,1"]))) |
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gameArgs[8] = "1"; |
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332 |
else |
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333 |
gameArgs[8] = "0"; |
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334 |
[machine release]; |
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335 |
*/ |
3021 | 336 |
|
3312 | 337 |
// prevents using an empty nickname |
338 |
NSString *username; |
|
3364 | 339 |
NSString *originalUsername = [self.systemSettings objectForKey:@"username"]; |
3373 | 340 |
if ([originalUsername length] == 0) |
3312 | 341 |
username = [[NSString alloc] initWithFormat:@"MobileUser-%@",ipcString]; |
3373 | 342 |
else |
3312 | 343 |
username = [[NSString alloc] initWithString:originalUsername]; |
344 |
||
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gameArgs[0] = [username UTF8String]; //UserNick |
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gameArgs[1] = [ipcString UTF8String]; //ipcPort |
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gameArgs[2] = [[[self.systemSettings objectForKey:@"sound"] stringValue] UTF8String]; //isSoundEnabled |
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gameArgs[3] = [[[self.systemSettings objectForKey:@"music"] stringValue] UTF8String]; //isMusicEnabled |
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gameArgs[4] = [localeString UTF8String]; //cLocaleFName |
3364 | 350 |
gameArgs[5] = [[[self.systemSettings objectForKey:@"alternate"] stringValue] UTF8String]; //cAltDamage |
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gameArgs[6] = [wSize UTF8String]; //cScreenHeight |
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gameArgs[7] = [hSize UTF8String]; //cScreenWidth |
3021 | 353 |
|
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354 |
[wSize release]; |
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355 |
[hSize release]; |
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356 |
[localeString release]; |
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357 |
[ipcString release]; |
3312 | 358 |
[username release]; |
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359 |
return gameArgs; |
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360 |
} |
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changeset
|
361 |
|
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changeset
|
362 |
|
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|
363 |
@end |