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changed storing native EM cave without internal border elements
[rocksndiamonds.git]
/
src
/
network.c
diff --git
a/src/network.c
b/src/network.c
index f67f819c0e98334277586611c669ae5995702657..25108000ba44d12a0dd2d04925282b47a35d4cae 100644
(file)
--- a/
src/network.c
+++ b/
src/network.c
@@
-38,11
+38,11
@@
static struct NetworkClientPlayerInfo first_player =
NULL
};
NULL
};
-/
* server stuff */
+/
/ server stuff
-static TCPsocket sfd; /
* TCP server socket */
-static UDPsocket udp; /
* UDP server socket */
-static SDLNet_SocketSet rfds; /
* socket set */
+static TCPsocket sfd; /
/ TCP server socket
+static UDPsocket udp; /
/ UDP server socket
+static SDLNet_SocketSet rfds; /
/ socket set
static struct NetworkBuffer *read_buffer = NULL;
static struct NetworkBuffer *write_buffer = NULL;
static struct NetworkBuffer *read_buffer = NULL;
static struct NetworkBuffer *write_buffer = NULL;
@@
-82,7
+82,7
@@
static void DrawNetworkTextExt(char *message, int font_nr, boolean initialize)
DrawTextSCentered(ypos_1, font_nr, message);
DrawTextSCentered(ypos_1, font_nr, message);
- /
* calculate offset to x position caused by rounding */
+ /
/ calculate offset to x position caused by rounding
int max_chars_per_line = max_line_width / font_width;
int xoffset = (max_line_width - max_chars_per_line * font_width) / 2;
int max_chars_per_line = max_line_width / font_width;
int xoffset = (max_line_width - max_chars_per_line * font_width) / 2;
@@
-135,10
+135,10
@@
static void SendNetworkBufferToServer(struct NetworkBuffer *nb)
if (!network.enabled)
return;
if (!network.enabled)
return;
- /
* set message length header */
+ /
/ set message length header
putNetwork32BitInteger(nb->buffer, nb->size - 4);
putNetwork32BitInteger(nb->buffer, nb->size - 4);
- /
* directly send the buffer to the network server */
+ /
/ directly send the buffer to the network server
SDLNet_TCP_Send(sfd, nb->buffer, nb->size);
}
SDLNet_TCP_Send(sfd, nb->buffer, nb->size);
}
@@
-150,7
+150,7
@@
static struct NetworkClientPlayerInfo *getNetworkPlayer(int player_nr)
if (player->nr == player_nr)
break;
if (player->nr == player_nr)
break;
- if (player == NULL) /
* should not happen */
+ if (player == NULL) /
/ should not happen
Error(ERR_EXIT, "protocol error: reference to non-existing player %d",
player_nr);
Error(ERR_EXIT, "protocol error: reference to non-existing player %d",
player_nr);
@@
-173,6
+173,11
@@
char *getNetworkPlayerName(int player_nr)
return(EMPTY_PLAYER_NAME);
}
return(EMPTY_PLAYER_NAME);
}
+boolean hasStartedNetworkGame(void)
+{
+ return !network_level.use_network_level_files;
+}
+
static boolean hasPathSeparator(char *s)
{
return (strchr(s, '/') != NULL);
static boolean hasPathSeparator(char *s)
{
return (strchr(s, '/') != NULL);
@@
-183,12
+188,9
@@
static void StartNetworkServer(int port)
static int p;
p = port;
static int p;
p = port;
-#if defined(TARGET_SDL2)
+
server_thread = SDL_CreateThread(NetworkServerThread,
"NetworkServerThread", &p);
server_thread = SDL_CreateThread(NetworkServerThread,
"NetworkServerThread", &p);
-#else
- server_thread = SDL_CreateThread(NetworkServerThread, &p);
-#endif
network_server = TRUE;
}
network_server = TRUE;
}
@@
-219,7
+221,7
@@
boolean ConnectToServer(char *hostname, int port)
Error(ERR_EXIT, "SDLNet_AllocSocketSet() failed: %s"), SDLNet_GetError();
udp = SDLNet_UDP_Open(0);
Error(ERR_EXIT, "SDLNet_AllocSocketSet() failed: %s"), SDLNet_GetError();
udp = SDLNet_UDP_Open(0);
- if(!udp)
+ if
(!udp)
Error(ERR_EXIT, "SDLNet_UDP_Open() failed: %s", SDLNet_GetError());
if (SDLNet_UDP_AddSocket(udp_socket_set, udp) == -1)
Error(ERR_EXIT, "SDLNet_UDP_Open() failed: %s", SDLNet_GetError());
if (SDLNet_UDP_AddSocket(udp_socket_set, udp) == -1)
@@
-230,7
+232,7
@@
boolean ConnectToServer(char *hostname, int port)
int data_len = strlen(data_ptr) + 1;
IPaddress ip_address;
int data_len = strlen(data_ptr) + 1;
IPaddress ip_address;
- SDLNet_Write32(0xffffffff, &ip_address.host); /
* 255.255.255.255 */
+ SDLNet_Write32(0xffffffff, &ip_address.host); /
/ 255.255.255.255
SDLNet_Write16(port, &ip_address.port);
UDPpacket packet =
SDLNet_Write16(port, &ip_address.port);
UDPpacket packet =
@@
-247,7
+249,7
@@
boolean ConnectToServer(char *hostname, int port)
DrawNetworkText("Looking for nearby network server ...");
DrawNetworkText("Looking for nearby network server ...");
- /
* wait for any nearby network server to answer UDP broadcast */
+ /
/ wait for any nearby network server to answer UDP broadcast
for (i = 0; i < 5; i++)
{
if (SDLNet_CheckSockets(udp_socket_set, 0) == 1)
for (i = 0; i < 5; i++)
{
if (SDLNet_CheckSockets(udp_socket_set, 0) == 1)
@@
-317,7
+319,7
@@
boolean ConnectToServer(char *hostname, int port)
// local network, try to connect to a network server at the local host
if (server_host == 0)
{
// local network, try to connect to a network server at the local host
if (server_host == 0)
{
- server_host = 0x7f000001; /
* 127.0.0.1 */
+ server_host = 0x7f000001; /
/ 127.0.0.1
DrawNetworkText("Looking for local network server ...");
}
DrawNetworkText("Looking for local network server ...");
}
@@
-356,17
+358,17
@@
boolean ConnectToServer(char *hostname, int port)
printf("SDLNet_TCP_Open(): %s\n", SDLNet_GetError());
}
printf("SDLNet_TCP_Open(): %s\n", SDLNet_GetError());
}
- if (hostname) /
* connect to specified server failed */
+ if (hostname) /
/ connect to specified server failed
return FALSE;
DrawNetworkText("Starting new local network server ...");
StartNetworkServer(port);
return FALSE;
DrawNetworkText("Starting new local network server ...");
StartNetworkServer(port);
- /
* wait for server to start up and try connecting several times */
+ /
/ wait for server to start up and try connecting several times
for (i = 0; i < 30; i++)
{
for (i = 0; i < 30; i++)
{
- if ((sfd = SDLNet_TCP_Open(&ip))) /
* connected */
+ if ((sfd = SDLNet_TCP_Open(&ip))) /
/ connected
{
DrawNetworkText_Success("Successfully connected to newly started network server!");
{
DrawNetworkText_Success("Successfully connected to newly started network server!");
@@
-380,7
+382,7
@@
boolean ConnectToServer(char *hostname, int port)
DrawNetworkText_Failed("Failed to connect to newly started network server!");
DrawNetworkText_Failed("Failed to connect to newly started network server!");
- /
* when reaching this point, connect to newly started server has failed */
+ /
/ when reaching this point, connect to newly started server has failed
return FALSE;
}
return FALSE;
}
@@
-437,7
+439,7
@@
void SendToServer_LevelFile(void)
setString(&network_level.leveldir_identifier, leveldir_current->identifier);
setString(&network_level.leveldir_identifier, leveldir_current->identifier);
- /
* the sending client does not use network level files (but the real ones) */
+ /
/ the sending client does not use network level files (but the real ones)
network_level.use_network_level_files = FALSE;
#if 0
network_level.use_network_level_files = FALSE;
#if 0
@@
-534,7
+536,7
@@
static void Handle_OP_YOUR_NUMBER(void)
if (old_local_player != new_local_player)
{
if (old_local_player != new_local_player)
{
- /
* set relevant player settings and change to new player */
+ /
/ set relevant player settings and change to new player
local_player = new_local_player;
local_player = new_local_player;
@@
-566,19
+568,19
@@
static void Handle_OP_NUMBER_WANTED(void)
printf("OP_NUMBER_WANTED: %d\n", old_client_nr);
printf("OP_NUMBER_WANTED: %d\n", old_client_nr);
- if (new_client_nr == client_nr_wanted) /
* switching succeeded */
+ if (new_client_nr == client_nr_wanted) /
/ switching succeeded
{
struct NetworkClientPlayerInfo *player;
{
struct NetworkClientPlayerInfo *player;
- if (old_client_nr != client_nr_wanted) /
* client's nr has changed */
+ if (old_client_nr != client_nr_wanted) /
/ client's nr has changed
Error(ERR_NETWORK_CLIENT, "client %d switches to # %d",
old_client_nr, new_client_nr);
Error(ERR_NETWORK_CLIENT, "client %d switches to # %d",
old_client_nr, new_client_nr);
- else if (old_client_nr == first_player.nr) /
* local player keeps his nr */
+ else if (old_client_nr == first_player.nr) /
/ local player keeps his nr
Error(ERR_NETWORK_CLIENT, "keeping client # %d", new_client_nr);
if (old_client_nr != new_client_nr)
{
Error(ERR_NETWORK_CLIENT, "keeping client # %d", new_client_nr);
if (old_client_nr != new_client_nr)
{
- /
* set relevant player settings and change to new player */
+ /
/ set relevant player settings and change to new player
old_player->connected_network = FALSE;
new_player->connected_network = TRUE;
old_player->connected_network = FALSE;
new_player->connected_network = TRUE;
@@
-587,7
+589,7
@@
static void Handle_OP_NUMBER_WANTED(void)
player = getNetworkPlayer(old_client_nr);
player->nr = new_client_nr;
player = getNetworkPlayer(old_client_nr);
player->nr = new_client_nr;
- if (old_player == local_player) /
* local player switched */
+ if (old_player == local_player) /
/ local player switched
{
local_player = new_player;
{
local_player = new_player;
@@
-595,7
+597,7
@@
static void Handle_OP_NUMBER_WANTED(void)
new_player->connected_locally = TRUE;
}
}
new_player->connected_locally = TRUE;
}
}
- else if (old_client_nr == first_player.nr) /
* failed -- local player? */
+ else if (old_client_nr == first_player.nr) /
/ failed -- local player?
{
char request[100];
{
char request[100];
@@
-721,7
+723,7
@@
static void Handle_OP_START_PLAYING(void)
level_nr = new_level_nr;
}
level_nr = new_level_nr;
}
- /
* needed if level set of network game changed graphics, sounds or music */
+ /
/ needed if level set of network game changed graphics, sounds or music
ReloadCustomArtwork(0);
TapeErase();
ReloadCustomArtwork(0);
TapeErase();
@@
-817,7
+819,7
@@
static void Handle_OP_MOVE_PLAYER(void)
return;
}
return;
}
- /
* copy valid player actions (will be set to 0 for not connected players) */
+ /
/ copy valid player actions (will be set to 0 for not connected players)
for (i = 0; i < MAX_PLAYERS; i++)
stored_player[i].effective_action =
getNetworkBuffer8BitInteger(read_buffer);
for (i = 0; i < MAX_PLAYERS; i++)
stored_player[i].effective_action =
getNetworkBuffer8BitInteger(read_buffer);
@@
-868,7
+870,11
@@
static void Handle_OP_LEVEL_FILE(void)
if (hasPathSeparator(file_info->basename))
Error(ERR_EXIT, "protocol error: invalid filename from network client");
if (hasPathSeparator(file_info->basename))
Error(ERR_EXIT, "protocol error: invalid filename from network client");
- getNetworkBufferFile(read_buffer, file_info->filename);
+ int num_bytes = getNetworkBufferFile(read_buffer, file_info->filename);
+
+ // if received level file is empty, remove it (as being non-existent)
+ if (num_bytes == 0)
+ remove(file_info->filename);
use_custom_template = getNetworkBuffer8BitInteger(read_buffer);
if (use_custom_template)
use_custom_template = getNetworkBuffer8BitInteger(read_buffer);
if (use_custom_template)
@@
-882,12
+888,16
@@
static void Handle_OP_LEVEL_FILE(void)
Error(ERR_EXIT, "protocol error: invalid filename from network client");
getNetworkBufferFile(read_buffer, tmpl_info->filename);
Error(ERR_EXIT, "protocol error: invalid filename from network client");
getNetworkBufferFile(read_buffer, tmpl_info->filename);
+
+ // if received level file is empty, use level template file instead
+ if (num_bytes == 0)
+ setString(&file_info->filename, tmpl_info->filename);
}
network_level.leveldir_identifier = leveldir_identifier;
network_level.use_custom_template = use_custom_template;
}
network_level.leveldir_identifier = leveldir_identifier;
network_level.use_custom_template = use_custom_template;
- /
* the receiving client(s) use(s) the transferred network level files */
+ /
/ the receiving client(s) use(s) the transferred network level files
network_level.use_network_level_files = TRUE;
#if 0
network_level.use_network_level_files = TRUE;
#if 0
@@
-973,7
+983,7
@@
static void HandleNetworkingMessage(void)
fflush(stdout);
fflush(stdout);
- /
* in case of internal error, stop network game */
+ /
/ in case of internal error, stop network game
if (stop_network_game)
SendToServer_StopPlaying(NETWORK_STOP_BY_ERROR);
}
if (stop_network_game)
SendToServer_StopPlaying(NETWORK_STOP_BY_ERROR);
}
@@
-982,7
+992,7
@@
static char *HandleNetworkingPackets(void)
{
while (1)
{
{
while (1)
{
- /
* ---------- check network server for activity ---------- */
+ /
/ ---------- check network server for activity ----------
int num_active_sockets = SDLNet_CheckSockets(rfds, 0);
int num_active_sockets = SDLNet_CheckSockets(rfds, 0);
@@
-992,7
+1002,7
@@
static char *HandleNetworkingPackets(void)
if (num_active_sockets == 0)
break; // no active sockets, stop here
if (num_active_sockets == 0)
break; // no active sockets, stop here
- /
* ---------- read packets from network server ---------- */
+ /
/ ---------- read packets from network server ----------
initNetworkBufferForReceiving(read_buffer);
initNetworkBufferForReceiving(read_buffer);
@@
-1049,6
+1059,10
@@
static void HandleNetworkingDisconnect(void)
void HandleNetworking(void)
{
void HandleNetworking(void)
{
+ // do not handle any networking packets if request dialog is active
+ if (game.request_active)
+ return;
+
char *error_message = HandleNetworkingPackets();
if (error_message != NULL)
char *error_message = HandleNetworkingPackets();
if (error_message != NULL)