/* * 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; }