From 7f6002caba3f0a6749820c2772161caf55b8d267 Mon Sep 17 00:00:00 2001 From: neonloop Date: Fri, 7 May 2021 20:00:12 +0000 Subject: Initial commit (uqm-0.8.0) --- src/uqm/supermelee/netplay/netmisc.c | 134 +++++++++++++++++++++++++++++++++++ 1 file changed, 134 insertions(+) create mode 100644 src/uqm/supermelee/netplay/netmisc.c (limited to 'src/uqm/supermelee/netplay/netmisc.c') diff --git a/src/uqm/supermelee/netplay/netmisc.c b/src/uqm/supermelee/netplay/netmisc.c new file mode 100644 index 0000000..3ab2f72 --- /dev/null +++ b/src/uqm/supermelee/netplay/netmisc.c @@ -0,0 +1,134 @@ +/* + * Copyright 2006 Serge van den Boom + * + * 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; either version 2 of the License, or + * (at your option) any later version. + * + * 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + */ + +#include "netplay.h" +#include "netmisc.h" + +#include "netmelee.h" +#include "notifyall.h" +#include "packetsenders.h" +#include "proto/ready.h" + +#include "../melee.h" + // For feedback functions. + +#include + + +static BattleStateData *BattleStateData_alloc(void); +static void BattleStateData_free(BattleStateData *battleStateData); +static inline BattleStateData *BattleStateData_new( + struct melee_state *meleeState, + struct battlestate_struct *battleState, + struct getmelee_struct *getMeleeState); +static void BattleStateData_delete(BattleStateData *battleStateData); + + +static BattleStateData * +BattleStateData_alloc(void) { + return (BattleStateData *) malloc(sizeof (BattleStateData)); +} + +static void +BattleStateData_free(BattleStateData *battleStateData) { + free(battleStateData); +} + +static inline BattleStateData * +BattleStateData_new(struct melee_state *meleeState, + struct battlestate_struct *battleState, + struct getmelee_struct *getMeleeState) { + BattleStateData *battleStateData = BattleStateData_alloc(); + battleStateData->releaseFunction = + (NetConnectionStateData_ReleaseFunction) BattleStateData_delete; + battleStateData->meleeState = meleeState; + battleStateData->battleState = battleState; + battleStateData->getMeleeState = getMeleeState; + return battleStateData; +} + +static void +BattleStateData_delete(BattleStateData *battleStateData) { + BattleStateData_free(battleStateData); +} + + +//////////////////////////////////////////////////////////////////////////// + + +static void NetMelee_enterState_inSetup(NetConnection *conn, void *arg); + +// Called when a connection has been established. +void +NetMelee_connectCallback(NetConnection *conn) { + BattleStateData *battleStateData; + struct melee_state *meleeState; + + meleeState = (struct melee_state *) NetConnection_getExtra(conn); + battleStateData = BattleStateData_new(meleeState, NULL, NULL); + NetConnection_setStateData(conn, (void *) battleStateData); + NetConnection_setExtra(conn, NULL); + + // We have sent no teams yet. Initialize the state accordingly. + MeleeSetup_resetSentTeams (meleeState->meleeSetup); + + sendInit(conn); + Netplay_localReady (conn, NetMelee_enterState_inSetup, NULL, false); +} + +// Called when a connection is closed. +void +NetMelee_closeCallback(NetConnection *conn) { + closeFeedback(conn); +} + +// Called when a network error occurs during connect. +void +NetMelee_errorCallback(NetConnection *conn, + const NetConnectionError *error) { + errorFeedback(conn); + (void) error; +} + +// Callback function for when both sides have finished initialisation after +// initial connect. +static void +NetMelee_enterState_inSetup(NetConnection *conn, void *arg) { + BattleStateData *battleStateData; + struct melee_state *meleeState; + int player; + + NetConnection_setState(conn, NetState_inSetup); + + battleStateData = (BattleStateData *) NetConnection_getStateData(conn); + meleeState = battleStateData->meleeState; + + player = NetConnection_getPlayerNr(conn); + + connectedFeedback(conn); + + // Send our team to the remote side. + // XXX This only works with 2 players atm. + assert (NUM_PLAYERS == 2); + Melee_bootstrapSyncTeam (meleeState, player); + + flushPacketQueues(); + + (void) arg; +} + -- cgit v1.2.3