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);
void LoadServerScore(int nr, boolean download_score)
{
- if (!setup.api_server)
+ if (!setup.use_api_server)
return;
// always start with reliable default values
// (this should prevent reading it while the thread is writing to it)
LoadServerScoreFromCache(nr);
- if (download_score && runtime.api_server)
+ if (download_score && runtime.use_api_server)
{
// 2nd step: download server scores from score server to cache file
// (as thread, as it might time out if the server is not reachable)
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"
"%s"
" \"game_version\": \"%s\",\n"
+ " \"batch_time\": \"%d\",\n"
" \"levelset_identifier\": \"%s\",\n"
" \"levelset_name\": \"%s\",\n"
" \"levelset_author\": \"%s\",\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"
"}\n",
getPasswordJSON(setup.api_server_password),
getProgramRealVersionString(),
+ (int)global.autoplay_time,
levelset_identifier,
levelset_name,
levelset_author,
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);
void SaveServerScore(int nr)
{
- if (!runtime.api_server)
+ if (!runtime.use_api_server)
return;
UploadScoreToServerAsThread(nr, NULL);
void SaveServerScoreFromFile(int nr, char *score_tape_filename)
{
- if (!runtime.api_server)
+ if (!runtime.use_api_server)
return;
UploadScoreToServerAsThread(nr, score_tape_filename);
// restore last added local score entry (before merging server scores)
scores.last_added = scores.last_added_local = last_added_local;
- if (setup.api_server && !setup.only_show_local_scores)
+ if (setup.use_api_server && !setup.only_show_local_scores)
{
// load server scores from cache file and trigger update from server
LoadServerScore(nr, download_score);
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,
+ &setup.show_undo_redo_buttons, "show_undo_redo_buttons"
},
{
TYPE_SWITCH,
},
{
TYPE_SWITCH,
- &setup.api_server, "api_server"
+ &setup.use_api_server, TEST_PREFIX "use_api_server"
},
{
TYPE_STRING,
- &setup.api_server_hostname, "api_server_hostname"
+ &setup.api_server_hostname, TEST_PREFIX "api_server_hostname"
},
{
TYPE_STRING,
- &setup.api_server_password, "api_server_password"
+ &setup.api_server_password, TEST_PREFIX "api_server_password"
+ },
+ {
+ TYPE_SWITCH,
+ &setup.ask_for_uploading_tapes, TEST_PREFIX "ask_for_uploading_tapes"
+ },
+ {
+ TYPE_SWITCH,
+ &setup.provide_uploading_tapes, TEST_PREFIX "provide_uploading_tapes"
},
{
TYPE_STRING,
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;
si->graphics_set = getStringCopy(GFX_CLASSIC_SUBDIR);
si->network_player_nr = 0; // first player
si->network_server_hostname = getStringCopy(STR_NETWORK_AUTO_DETECT);
- si->api_server = TRUE;
+ si->use_api_server = TRUE;
si->api_server_hostname = getStringCopy(API_SERVER_HOSTNAME);
si->api_server_password = getStringCopy(UNDEFINED_PASSWORD);
+ si->ask_for_uploading_tapes = TRUE;
+ si->provide_uploading_tapes = TRUE;
si->touch.control_type = getStringCopy(TOUCH_CONTROL_DEFAULT);
si->touch.move_distance = TOUCH_MOVE_DISTANCE_DEFAULT; // percent
// 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)
global_setup_tokens[i].value == &setup.graphics_set ||
global_setup_tokens[i].value == &setup.volume_simple ||
global_setup_tokens[i].value == &setup.network_mode ||
- global_setup_tokens[i].value == &setup.api_server ||
+ global_setup_tokens[i].value == &setup.use_api_server ||
global_setup_tokens[i].value == &setup.touch.control_type ||
global_setup_tokens[i].value == &setup.touch.grid_xsize[0] ||
global_setup_tokens[i].value == &setup.touch.grid_xsize[1])
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);