value = getMappedElement(value);
if (data_type == TYPE_BOOLEAN)
- *(boolean *)(conf[i].value) = value;
+ *(boolean *)(conf[i].value) = (value ? TRUE : FALSE);
else
*(int *) (conf[i].value) = value;
SaveScoreToFilename(filename);
}
-static void ExecuteAsThread(SDL_ThreadFunction function, char *name, void *data,
- char *error)
+void ExecuteAsThread(SDL_ThreadFunction function, char *name, void *data,
+ char *error)
{
SDL_Thread *thread = SDL_CreateThread(function, name, data);
Delay(1);
}
-static char *getPasswordJSON(char *password)
+char *getPasswordJSON(char *password)
{
static char password_json[MAX_FILENAME_LEN] = "";
static boolean initialized = FALSE;
snprintf(request->body, MAX_HTTP_BODY_SIZE,
"{\n"
"%s"
+ " \"game_version\": \"%s\",\n"
" \"levelset_identifier\": \"%s\",\n"
" \"level_nr\": \"%d\"\n"
"}\n",
getPasswordJSON(setup.api_server_password),
+ getProgramRealVersionString(),
levelset.identifier, level_nr);
ConvertHttpRequestBodyToServerEncoding(request);
return;
}
+ char *player_name_raw = score_entry->name;
+ char *player_uuid_raw = setup.player_uuid;
+
+ if (options.player_name != NULL)
+ {
+ player_name_raw = options.player_name;
+ player_uuid_raw = "";
+ }
+
char *levelset_identifier = getEscapedJSON(leveldir_current->identifier);
char *levelset_name = getEscapedJSON(leveldir_current->name);
char *levelset_author = getEscapedJSON(leveldir_current->author);
char *level_name = getEscapedJSON(level.name);
char *level_author = getEscapedJSON(level.author);
- char *player_name = getEscapedJSON(score_entry->name);
+ char *player_name = getEscapedJSON(player_name_raw);
+ char *player_uuid = getEscapedJSON(player_uuid_raw);
snprintf(request->body, MAX_HTTP_BODY_SIZE,
"{\n"
" \"level_author\": \"%s\",\n"
" \"rate_time_over_score\": \"%d\",\n"
" \"player_name\": \"%s\",\n"
+ " \"player_uuid\": \"%s\",\n"
" \"score\": \"%d\",\n"
" \"time\": \"%d\",\n"
" \"tape_basename\": \"%s\",\n"
level_author,
level.rate_time_over_score,
player_name,
+ player_uuid,
score_entry->score,
score_entry->time,
score_entry->tape_basename,
checked_free(level_name);
checked_free(level_author);
checked_free(player_name);
+ checked_free(player_uuid);
ConvertHttpRequestBodyToServerEncoding(request);
TYPE_STRING,
&setup.player_name, "player_name"
},
+ {
+ TYPE_STRING,
+ &setup.player_uuid, "player_uuid"
+ },
{
TYPE_SWITCH,
&setup.multiple_users, "multiple_users"
},
{
TYPE_SWITCH,
- &setup.show_snapshot_buttons, "show_snapshot_buttons"
+ &setup.show_load_save_buttons, "show_load_save_buttons"
},
{
TYPE_SWITCH,
int i;
si->player_name = getStringCopy(getDefaultUserName(user.nr));
+ si->player_uuid = NULL; // (will be set later)
si->multiple_users = TRUE;
si->game_frame_delay = GAME_FRAME_DELAY;
si->sp_show_border_elements = FALSE;
si->small_game_graphics = FALSE;
- si->show_snapshot_buttons = FALSE;
+ si->show_load_save_buttons = FALSE;
si->show_undo_redo_buttons = FALSE;
si->only_show_local_scores = FALSE;
// make sure that scroll delay value stays inside valid range
setup.scroll_delay_value =
MIN(MAX(MIN_SCROLL_DELAY, setup.scroll_delay_value), MAX_SCROLL_DELAY);
+
+ if (setup.player_uuid == NULL)
+ {
+ // player UUID does not yet exist in setup file
+ setup.player_uuid = getStringCopy(getUUID());
+
+ SaveSetup();
+ }
}
void LoadSetup(void)
Print("converting level ... ");
+#if 0
+ // special case: conversion of some EMC levels as requested by ACME
+ level.game_engine_type = GAME_ENGINE_TYPE_RND;
+#endif
+
level_filename = getDefaultLevelFilename(level_nr);
new_level = !fileExists(level_filename);