find hg revision even if github author name is not the same as hg author (kodabb vs koda)
/*
* Hedgewars-iOS, a Hedgewars port for iOS devices
* Copyright (c) 2009-2012 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#import "EngineProtocolNetwork.h"
#define BUFFER_SIZE 255 // like in original frontend
@implementation EngineProtocolNetwork
@synthesize delegate, stream, csd, enginePort;
-(id) initWithPort:(NSInteger) port {
if ((self = [super init])) {
self.delegate = nil;
self.csd = NULL;
self.stream = nil;
self.enginePort = port;
}
return self;
}
-(id) init {
return [self initWithPort:[HWUtils randomPort]];
}
-(void) dealloc {
self.delegate = nil;
releaseAndNil(stream);
[super dealloc];
}
#pragma mark -
#pragma mark Spawner functions
-(void) spawnThread:(NSString *)onSaveFile withOptions:(NSDictionary *)dictionary {
self.stream = (onSaveFile) ? [[NSOutputStream alloc] initToFileAtPath:onSaveFile append:YES] : nil;
[self.stream open];
// +detachNewThreadSelector retain/release self automatically
[NSThread detachNewThreadSelector:@selector(engineProtocol:)
toTarget:self
withObject:dictionary];
}
#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 %@ %ld %@",
[hog objectForKey:@"level"], (long)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 ((int)[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 game modifiers 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
result = [[basicArray objectAtIndex:0] intValue];
NSArray *basic = [[NSArray alloc] initWithContentsOfFile:BASICFLAGS_FILE()];
for (NSUInteger i = 1; i < [basicArray count]; i++) {
NSDictionary *dict = [basic 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];
}
[basic release];
[schemeDictionary release];
return result;
}
#pragma mark -
#pragma mark Network relevant code
-(void) dumpRawData:(const char *)buffer ofSize:(uint8_t) length {
[self.stream write:&length maxLength:1];
[self.stream write:(const uint8_t *)buffer maxLength:length];
}
// 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 lengthOfBytesUsingEncoding:NSUTF8StringEncoding];
[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 lengthOfBytesUsingEncoding:NSUTF8StringEncoding];
SDLNet_TCP_Send(csd, &length, 1);
return SDLNet_TCP_Send(csd, [string UTF8String], length);
}
// this is launched as thread and handles all IPC with engine
-(void) engineProtocol:(id) object {
@autoreleasepool {
NSDictionary *gameConfig = (NSDictionary *)object;
NSMutableArray *statsArray = nil;
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, self.enginePort) < 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 %d\n", SDLNet_GetError(), self.enginePort);
clientQuit = YES;
}
DLog(@"Waiting for a client on port %d", self.enginePort);
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%@", gameConfig);
/*if (isNetGame == YES)
[self sendToEngineNoSave:@"TN"];
else*/
[self sendToEngineNoSave:@"TL"];
NSString *saveHeader = @"TS";
[self dumpRawData:[saveHeader UTF8String] ofSize:[saveHeader length]];
// lua script (if set)
NSString *script = [gameConfig objectForKey:@"mission_command"];
if ([script length] != 0)
[self sendToEngine:script];
// missions/tranings only need the script configuration set
if ([gameConfig count] == 1)
break;
// seed info
[self sendToEngine:[gameConfig objectForKey:@"seed_command"]];
// dimension of the map
[self sendToEngine:[gameConfig objectForKey:@"templatefilter_command"]];
[self sendToEngine:[gameConfig objectForKey:@"mapgen_command"]];
[self sendToEngine:[gameConfig objectForKey:@"mazesize_command"]];
// static land (if set)
NSString *staticMap = [gameConfig objectForKey:@"staticmap_command"];
if ([staticMap length] != 0)
[self sendToEngine:staticMap];
// theme info
[self sendToEngine:[gameConfig objectForKey:@"theme_command"]];
// scheme (returns initial health)
NSInteger health = [self provideScheme:[gameConfig objectForKey:@"scheme"]];
// send an ammostore for each team
NSArray *teamsConfig = [gameConfig objectForKey:@"teams_list"];
[self provideAmmoData:[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 (statsArray == nil) {
statsArray = [[NSMutableArray alloc] initWithCapacity:10 - 2];
NSMutableArray *ranking = [[NSMutableArray alloc] initWithCapacity:4];
[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 lengthOfBytesUsingEncoding:NSUTF8StringEncoding] + 3;
switch (buffer[1]) {
case 'r': // winning team
[statsArray insertObject:[NSString stringWithUTF8String:&buffer[2]] atIndex:1];
break;
case 'D': // best shot
{
NSString *hogName = [NSString stringWithUTF8String:&buffer[index]];
[statsArray addObject:[NSString stringWithFormat:NSLocalizedString(@"The best shot award won by %@ (with %@ points)", nil), hogName, arg]];
break;
}
case 'k': // best hedgehog
{
NSString *hogName = [NSString stringWithUTF8String:&buffer[index]];
[statsArray addObject:[NSString stringWithFormat:NSLocalizedString(@"The best killer is %@ with %@ kill(s) in a turn", nil), hogName, arg]];
break;
}
case 'K': // number of hogs killed
[statsArray addObject:[NSString stringWithFormat:NSLocalizedString(@"%@ hedgehog(s) were killed during this round", nil), arg]];
break;
case 'H': // team health/graph
break;
case 'T': // local team stats
// still WIP in statsPage.cpp
break;
case 'P': // teams ranking
[[statsArray objectAtIndex:0] addObject:tempStr];
break;
case 's': // self damage
{
NSString *hogName = [NSString stringWithUTF8String:&buffer[index]];
[statsArray addObject:[NSString stringWithFormat:NSLocalizedString(@"%@ thought it's good to shoot his own hedgehogs with %@ points", nil), hogName, arg]];
break;
}
case 'S': // friendly fire
{
NSString *hogName = [NSString stringWithUTF8String:&buffer[index]];
[statsArray addObject:[NSString stringWithFormat:NSLocalizedString(@"%@ killed %@ of his own hedgehogs", nil), hogName, arg]];
break;
}
case 'B': // turn skipped
{
NSString *hogName = [NSString stringWithUTF8String:&buffer[index]];
[statsArray addObject:[NSString stringWithFormat:NSLocalizedString(@"%@ was scared and skipped turn %@ times", nil), hogName, arg]];
break;
}
default:
DLog(@"Unhandled stat message, see statsPage.cpp");
break;
}
break;
case 'q':
// game ended and match finished, statsArray is full of delicious statistics
if (self.delegate != nil && [self.delegate respondsToSelector:@selector(gameEndedWithStatistics:)])
[self.delegate gameEndedWithStatistics:statsArray];
[statsArray release];
[HWUtils setGameStatus:gsEnded];
// closing connection here would trigger a "IPC connection lost" error, so we have to wait until recv fails
break;
case 'Q':
// game exited but not completed, skip this message in the savefile
[HWUtils setGameStatus:gsInterrupted];
// same here, don't set clientQuit to YES
break;
default:
[self dumpRawData:buffer ofSize:msgSize];
break;
}
}
DLog(@"Engine exited, ending thread");
[self.stream close];
[self.stream release];
// Close the client socket
[HWUtils freePort:self.enginePort];
SDLNet_TCP_Close(csd);
SDLNet_Quit();
}
// 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];
}
@end