fixed selecting correct player in single player mode (after network gaming)
[rocksndiamonds.git] / src / network.c
index 4b6257588647ae63ec91efa21dc16cd6e925c7ca..0e5955c62e103ebac1681c9f4ff9822437a77344 100644 (file)
@@ -9,19 +9,14 @@
 // network.c
 // ============================================================================
 
-#include "libgame/platform.h"
-
-#if defined(NETWORK_AVALIABLE)
-
 #include <signal.h>
 #include <sys/time.h>
 
-#include "main.h"
-
 #include "libgame/libgame.h"
 
 #include "network.h"
 #include "netserv.h"
+#include "main.h"
 #include "game.h"
 #include "tape.h"
 #include "files.h"
@@ -56,7 +51,7 @@ static boolean stop_network_game = FALSE;
 
 static void SendBufferToServer(int size)
 {
-  if (!options.network)
+  if (!network.enabled)
     return;
 
   realbuffer[0] = realbuffer[1] = realbuffer[2] = 0;
@@ -544,13 +539,17 @@ static void Handle_OP_STOP_PLAYING()
 
   if (game_status == GAME_MODE_PLAYING)
   {
+    int client_nr = buffer[0];
+    int index_nr = client_nr - 1;
+    boolean stopped_by_remote_player = (index_nr != local_player->index_nr);
     char *message = (buffer[2] == NETWORK_STOP_BY_PLAYER ?
                     "Network game stopped by player!" :
                     buffer[2] == NETWORK_STOP_BY_ERROR ?
                     "Network game stopped due to internal error!" :
                     "Network game stopped!");
 
-    Request(message, REQ_CONFIRM | REQ_STAY_CLOSED);
+    if (buffer[2] != NETWORK_STOP_BY_PLAYER || stopped_by_remote_player)
+      Request(message, REQ_CONFIRM | REQ_STAY_CLOSED);
   }
 
   SetGameStatus(GAME_MODE_MAIN);
@@ -665,33 +664,71 @@ static void HandleNetworkingMessages()
     SendToServer_StopPlaying(NETWORK_STOP_BY_ERROR);
 }
 
-/* TODO */
+static char *HandleNetworkingPackets()
+{
+  while (1)
+  {
+    /* ---------- check network server for activity ---------- */
+
+    int num_active_sockets = SDLNet_CheckSockets(rfds, 1);
+
+    if (num_active_sockets < 0)
+      return "Error checking network sockets!";
+
+    if (num_active_sockets == 0)
+      break;   // no active sockets, stop here
+
+    /* ---------- read packets from network server ---------- */
+
+    int num_bytes = SDLNet_TCP_Recv(sfd, readbuffer + nread, 1);
+
+    if (num_bytes < 0)
+      return "Error reading from network server!";
+
+    if (num_bytes == 0)
+      return "Connection to network server lost!";
+
+    nread += num_bytes;
+
+    HandleNetworkingMessages();
+  }
+
+  return NULL;
+}
+
+static void HandleNetworkingDisconnect()
+{
+  int i;
+
+  SDLNet_TCP_DelSocket(rfds, sfd);
+  SDLNet_TCP_Close(sfd);
+
+  network.enabled = FALSE;
+  network_playing = FALSE;
+
+  for (i = 0; i < MAX_PLAYERS; i++)
+    stored_player[i].connected_network = FALSE;
+}
 
 void HandleNetworking()
 {
-  int r = 0;
+  char *error_message = HandleNetworkingPackets();
 
-  do
+  if (error_message != NULL)
   {
-    if ((r = SDLNet_CheckSockets(rfds, 1)) < 0)
-      Error(ERR_EXIT, "HandleNetworking(): SDLNet_CheckSockets() failed");
+    HandleNetworkingDisconnect();
 
-    if (r > 0)
+    if (game_status == GAME_MODE_PLAYING)
     {
-      r = SDLNet_TCP_Recv(sfd, readbuffer + nread, 1);
-
-      if (r < 0)
-       Error(ERR_EXIT, "error reading from network server");
-
-      if (r == 0)
-       Error(ERR_EXIT, "connection to network server lost");
+      Request(error_message, REQ_CONFIRM | REQ_STAY_CLOSED);
 
-      nread += r;
+      SetGameStatus(GAME_MODE_MAIN);
 
-      HandleNetworkingMessages();
+      DrawMainMenu();
+    }
+    else
+    {
+      Request(error_message, REQ_CONFIRM);
     }
   }
-  while (r > 0);
 }
-
-#endif /* NETWORK_AVALIABLE */