project_files/HedgewarsMobile/Classes/EngineProtocolNetwork.m
author Xeli
Tue, 07 Feb 2012 18:56:49 +0100
changeset 6648 025473a2c420
parent 6365 c992df555afb
child 6700 e04da46ee43c
permissions -rw-r--r--
prevent the cursor from being shown on the mobile version, and close the menu on tap when the tap is not on the ammo menu
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/*
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 * Hedgewars-iOS, a Hedgewars port for iOS devices
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 * Copyright (c) 2009-2011 Vittorio Giovara <vittorio.giovara@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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 *
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 * File created on 10/01/2010.
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 */
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#import "EngineProtocolNetwork.h"
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#import "OverlayViewController.h"
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#define BUFFER_SIZE 255     // like in original frontend
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static NSInteger activeEnginePort;
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@implementation EngineProtocolNetwork
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@synthesize statsArray, stream, csd, enginePort;
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-(id) init {
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    if (self = [super init]) {
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        self.statsArray = nil;
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        self.csd = NULL;
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        self.stream = nil;
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        self.enginePort = [HWUtils randomPort];
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    }
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    activeEnginePort = self.enginePort;
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    return self;
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}
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-(void) dealloc {
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    releaseAndNil(statsArray);
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    releaseAndNil(stream);
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    [super dealloc];
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}
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#pragma mark -
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#pragma mark Spawner functions
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-(void) spawnThread:(NSString *)onSaveFile withOptions:(NSDictionary *)dictionary {
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    self.stream = (onSaveFile) ? [[NSOutputStream alloc] initToFileAtPath:onSaveFile append:YES] : nil;
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    [self.stream open];
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    // +detachNewThreadSelector retain/release self automatically
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    [NSThread detachNewThreadSelector:@selector(engineProtocol:)
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                             toTarget:self
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                           withObject:dictionary];
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}
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+(NSInteger) activeEnginePort {
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    return activeEnginePort;
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}
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#pragma mark -
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#pragma mark Provider functions
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// unpacks team data from the selected team.plist to a sequence of engine commands
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-(void) provideTeamData:(NSString *)teamName forHogs:(NSInteger) numberOfPlayingHogs withHealth:(NSInteger) initialHealth ofColor:(NSNumber *)teamColor {
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    /*
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     addteam <32charsMD5hash> <color> <team name>
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     addhh <level> <health> <hedgehog name>
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     <level> is 0 for human, 1-5 for bots (5 is the most stupid)
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    */
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    NSString *teamFile = [[NSString alloc] initWithFormat:@"%@/%@", TEAMS_DIRECTORY(), teamName];
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    NSDictionary *teamData = [[NSDictionary alloc] initWithContentsOfFile:teamFile];
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    [teamFile release];
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    NSString *teamHashColorAndName = [[NSString alloc] initWithFormat:@"eaddteam %@ %@ %@",
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                                      [teamData objectForKey:@"hash"], [teamColor stringValue], [teamName stringByDeletingPathExtension]];
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    [self sendToEngine: teamHashColorAndName];
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    [teamHashColorAndName release];
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    NSString *grave = [[NSString alloc] initWithFormat:@"egrave %@", [teamData objectForKey:@"grave"]];
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    [self sendToEngine: grave];
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    [grave release];
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    NSString *fort = [[NSString alloc] initWithFormat:@"efort %@", [teamData objectForKey:@"fort"]];
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    [self sendToEngine: fort];
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    [fort release];
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    NSString *voicepack = [[NSString alloc] initWithFormat:@"evoicepack %@", [teamData objectForKey:@"voicepack"]];
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    [self sendToEngine: voicepack];
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    [voicepack release];
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    NSString *flag = [[NSString alloc] initWithFormat:@"eflag %@", [teamData objectForKey:@"flag"]];
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    [self sendToEngine: flag];
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    [flag release];
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    NSArray *hogs = [teamData objectForKey:@"hedgehogs"];
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    for (int i = 0; i < numberOfPlayingHogs; i++) {
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        NSDictionary *hog = [hogs objectAtIndex:i];
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        NSString *hogLevelHealthAndName = [[NSString alloc] initWithFormat:@"eaddhh %@ %d %@",
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                                           [hog objectForKey:@"level"], initialHealth, [hog objectForKey:@"hogname"]];
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        [self sendToEngine: hogLevelHealthAndName];
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        [hogLevelHealthAndName release];
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        NSString *hogHat = [[NSString alloc] initWithFormat:@"ehat %@", [hog objectForKey:@"hat"]];
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        [self sendToEngine: hogHat];
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        [hogHat release];
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    }
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    [teamData release];
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}
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// unpacks ammostore data from the selected ammo.plist to a sequence of engine commands
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-(void) provideAmmoData:(NSString *)ammostoreName forPlayingTeams:(NSInteger) numberOfTeams {
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    NSString *weaponPath = [[NSString alloc] initWithFormat:@"%@/%@",WEAPONS_DIRECTORY(),ammostoreName];
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    NSDictionary *ammoData = [[NSDictionary alloc] initWithContentsOfFile:weaponPath];
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    [weaponPath release];
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    // if we're loading an older version of ammos fill the engine message with 0s
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    int diff = HW_getNumberOfWeapons() - [[ammoData objectForKey:@"ammostore_initialqt"] length];
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    NSString *update = @"";
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    while ([update length] < diff)
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        update = [update stringByAppendingString:@"0"];
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    NSString *ammloadt = [[NSString alloc] initWithFormat:@"eammloadt %@%@", [ammoData objectForKey:@"ammostore_initialqt"], update];
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    [self sendToEngine: ammloadt];
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    [ammloadt release];
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    NSString *ammprob = [[NSString alloc] initWithFormat:@"eammprob %@%@", [ammoData objectForKey:@"ammostore_probability"], update];
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    [self sendToEngine: ammprob];
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    [ammprob release];
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    NSString *ammdelay = [[NSString alloc] initWithFormat:@"eammdelay %@%@", [ammoData objectForKey:@"ammostore_delay"], update];
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    [self sendToEngine: ammdelay];
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    [ammdelay release];
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    NSString *ammreinf = [[NSString alloc] initWithFormat:@"eammreinf %@%@", [ammoData objectForKey:@"ammostore_crate"], update];
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    [self sendToEngine: ammreinf];
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    [ammreinf release];
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    // send this for each team so it applies the same ammostore to all teams
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    NSString *ammstore = [[NSString alloc] initWithString:@"eammstore"];
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    for (int i = 0; i < numberOfTeams; i++)
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        [self sendToEngine: ammstore];
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    [ammstore release];
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    [ammoData release];
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}
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// unpacks scheme data from the selected scheme.plist to a sequence of engine commands
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-(NSInteger) provideScheme:(NSString *)schemeName {
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    NSString *schemePath = [[NSString alloc] initWithFormat:@"%@/%@",SCHEMES_DIRECTORY(),schemeName];
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    NSDictionary *schemeDictionary = [[NSDictionary alloc] initWithContentsOfFile:schemePath];
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    [schemePath release];
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    NSArray *basicArray = [schemeDictionary objectForKey:@"basic"];
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    NSArray *gamemodArray = [schemeDictionary objectForKey:@"gamemod"];
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    int result = 0;
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    int mask = 0x00000004;
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    // pack the game modifiers in a single var and send it
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    for (NSNumber *value in gamemodArray) {
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        if ([value boolValue] == YES)
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            result |= mask;
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        mask <<= 1;
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    }
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    NSString *flags = [[NSString alloc] initWithFormat:@"e$gmflags %d",result];
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    [self sendToEngine:flags];
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    [flags release];
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    // basic game flags
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    result = [[basicArray objectAtIndex:0] intValue];
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    NSArray *basic = [[NSArray alloc] initWithContentsOfFile:BASICFLAGS_FILE()];
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    for (int i = 1; i < [basicArray count]; i++) {
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        NSDictionary *dict = [basic objectAtIndex:i];
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        NSString *command = [dict objectForKey:@"command"];
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        NSInteger value = [[basicArray objectAtIndex:i] intValue];
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        if ([[dict objectForKey:@"checkOverMax"] boolValue] && value >= [[dict objectForKey:@"max"] intValue])
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            value = 9999;
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        if ([[dict objectForKey:@"times1000"] boolValue])
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            value = value * 1000;
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        NSString *strToSend = [[NSString alloc] initWithFormat:@"%@ %d",command,value];
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        [self sendToEngine:strToSend];
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        [strToSend release];
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    }
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    [basic release];
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    [schemeDictionary release];
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    return result;
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}
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#pragma mark -
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#pragma mark Network relevant code
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-(void) dumpRawData:(const char *)buffer ofSize:(uint8_t) length {
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    [self.stream write:&length maxLength:1];
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    [self.stream write:(const uint8_t *)buffer maxLength:length];
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}
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// wrapper that computes the length of the message and then sends the command string, saving the command on a file
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-(int) sendToEngine:(NSString *)string {
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    uint8_t length = [string length];
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    [self dumpRawData:[string UTF8String] ofSize:length];
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    SDLNet_TCP_Send(csd, &length, 1);
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    return SDLNet_TCP_Send(csd, [string UTF8String], length);
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}
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// wrapper that computes the length of the message and then sends the command string, skipping file writing
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-(int) sendToEngineNoSave:(NSString *)string {
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    uint8_t length = [string length];
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    SDLNet_TCP_Send(csd, &length, 1);
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    return SDLNet_TCP_Send(csd, [string UTF8String], length);
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}
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// this is launched as thread and handles all IPC with engine
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-(void) engineProtocol:(id) object {
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    NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
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    NSDictionary *gameConfig = (NSDictionary *)object;
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    TCPsocket sd;
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    IPaddress ip;
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    int eProto;
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    BOOL clientQuit;
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    char const buffer[BUFFER_SIZE];
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    uint8_t msgSize;
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    clientQuit = NO;
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    csd = NULL;
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    if (SDLNet_Init() < 0) {
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        DLog(@"SDLNet_Init: %s", SDLNet_GetError());
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        clientQuit = YES;
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    }
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    // Resolving the host using NULL make network interface to listen
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    if (SDLNet_ResolveHost(&ip, NULL, self.enginePort) < 0 && !clientQuit) {
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        DLog(@"SDLNet_ResolveHost: %s\n", SDLNet_GetError());
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        clientQuit = YES;
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    }
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    // Open a connection with the IP provided (listen on the host's port)
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    if (!(sd = SDLNet_TCP_Open(&ip)) && !clientQuit) {
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        DLog(@"SDLNet_TCP_Open: %s %\n", SDLNet_GetError(), self.enginePort);
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        clientQuit = YES;
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    }
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    DLog(@"Waiting for a client on port %d", self.enginePort);
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    while (csd == NULL)
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        csd = SDLNet_TCP_Accept(sd);
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    SDLNet_TCP_Close(sd);
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    while (!clientQuit) {
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        msgSize = 0;
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        memset((void *)buffer, '\0', BUFFER_SIZE);
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        if (SDLNet_TCP_Recv(csd, &msgSize, sizeof(uint8_t)) <= 0)
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            break;
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        if (SDLNet_TCP_Recv(csd, (void *)buffer, msgSize) <= 0)
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            break;
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        switch (buffer[0]) {
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            case 'C':
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                DLog(@"Sending game config...\n%@", gameConfig);
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                /*if (isNetGame == YES)
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                    [self sendToEngineNoSave:@"TN"];
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                else*/
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                    [self sendToEngineNoSave:@"TL"];
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                NSString *saveHeader = @"TS";
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                [self dumpRawData:[saveHeader UTF8String] ofSize:[saveHeader length]];
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                // lua script (if set)
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                NSString *script = [gameConfig objectForKey:@"mission_command"];
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                if ([script length] != 0)
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                    [self sendToEngine:script];
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                // missions/tranings only need the script configuration set
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                if ([gameConfig count] == 1)
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                    break;
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                // seed info
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                [self sendToEngine:[gameConfig objectForKey:@"seed_command"]];
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                // dimension of the map
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                [self sendToEngine:[gameConfig objectForKey:@"templatefilter_command"]];
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                [self sendToEngine:[gameConfig objectForKey:@"mapgen_command"]];
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                [self sendToEngine:[gameConfig objectForKey:@"mazesize_command"]];
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                // static land (if set)
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                NSString *staticMap = [gameConfig objectForKey:@"staticmap_command"];
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                if ([staticMap length] != 0)
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                    [self sendToEngine:staticMap];
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   296
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                // theme info
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                [self sendToEngine:[gameConfig objectForKey:@"theme_command"]];
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                // scheme (returns initial health)
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                NSInteger health = [self provideScheme:[gameConfig objectForKey:@"scheme"]];
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                // send an ammostore for each team
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                NSArray *teamsConfig = [gameConfig objectForKey:@"teams_list"];
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                [self provideAmmoData:[gameConfig objectForKey:@"weapon"] forPlayingTeams:[teamsConfig count]];
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                // finally add hogs
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                for (NSDictionary *teamData in teamsConfig) {
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                    [self provideTeamData:[teamData objectForKey:@"team"]
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                                  forHogs:[[teamData objectForKey:@"number"] intValue]
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   311
                               withHealth:health
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   312
                                  ofColor:[teamData objectForKey:@"color"]];
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diff changeset
   313
                }
3548
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   314
                break;
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koda
parents: 3547
diff changeset
   315
            case '?':
4d220ee7c75f server somewhat simplified and correct sporadic crasher
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diff changeset
   316
                DLog(@"Ping? Pong!");
4d220ee7c75f server somewhat simplified and correct sporadic crasher
koda
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diff changeset
   317
                [self sendToEngine:@"!"];
4d220ee7c75f server somewhat simplified and correct sporadic crasher
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parents: 3547
diff changeset
   318
                break;
4d220ee7c75f server somewhat simplified and correct sporadic crasher
koda
parents: 3547
diff changeset
   319
            case 'E':
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diff changeset
   320
                DLog(@"ERROR - last console line: [%s]", &buffer[1]);
3547
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parents: 3546
diff changeset
   321
                clientQuit = YES;
3548
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parents: 3547
diff changeset
   322
                break;
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parents: 3547
diff changeset
   323
            case 'e':
3912
e11df2de6af2 have engine try for a second position when map loading fails (in this way it's possible to move Missions data to any path)
koda
parents: 3911
diff changeset
   324
                [self dumpRawData:buffer ofSize:msgSize];
e11df2de6af2 have engine try for a second position when map loading fails (in this way it's possible to move Missions data to any path)
koda
parents: 3911
diff changeset
   325
3902
3aac7ca07b0e have Saves restart net when loaded, also resumes music
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parents: 3898
diff changeset
   326
                sscanf((char *)buffer, "%*s %d", &eProto);
4603
d362ab6c7f53 damn. it.
koda
parents: 4574
diff changeset
   327
                int netProto;
3548
4d220ee7c75f server somewhat simplified and correct sporadic crasher
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diff changeset
   328
                char *versionStr;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3670
diff changeset
   329
3548
4d220ee7c75f server somewhat simplified and correct sporadic crasher
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diff changeset
   330
                HW_versionInfo(&netProto, &versionStr);
4d220ee7c75f server somewhat simplified and correct sporadic crasher
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diff changeset
   331
                if (netProto == eProto) {
4d220ee7c75f server somewhat simplified and correct sporadic crasher
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diff changeset
   332
                    DLog(@"Setting protocol version %d (%s)", eProto, versionStr);
4d220ee7c75f server somewhat simplified and correct sporadic crasher
koda
parents: 3547
diff changeset
   333
                } else {
4603
d362ab6c7f53 damn. it.
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diff changeset
   334
                    DLog(@"ERROR - wrong protocol number: %d (expecting %d)", netProto, eProto);
3547
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parents: 3546
diff changeset
   335
                    clientQuit = YES;
3548
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parents: 3547
diff changeset
   336
                }
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   337
                break;
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parents: 3547
diff changeset
   338
            case 'i':
6365
c992df555afb fix accessing a released object
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diff changeset
   339
                if (self.statsArray == nil) {
c992df555afb fix accessing a released object
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diff changeset
   340
                    self.statsArray = [[NSMutableArray alloc] initWithCapacity:10 - 2];
4856
dbc256913b35 implemented ranking in ios stats pages
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diff changeset
   341
                    NSMutableArray *ranking = [[NSMutableArray alloc] initWithCapacity:4];
6365
c992df555afb fix accessing a released object
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parents: 6353
diff changeset
   342
                    [self.statsArray insertObject:ranking atIndex:0];
4856
dbc256913b35 implemented ranking in ios stats pages
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parents: 4793
diff changeset
   343
                    [ranking release];
dbc256913b35 implemented ranking in ios stats pages
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parents: 4793
diff changeset
   344
                }
4769
42adc7c11980 put nicer messages and split args
koda
parents: 4760
diff changeset
   345
                NSString *tempStr = [NSString stringWithUTF8String:&buffer[2]];
4856
dbc256913b35 implemented ranking in ios stats pages
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parents: 4793
diff changeset
   346
                NSArray *info = [tempStr componentsSeparatedByString:@" "];
dbc256913b35 implemented ranking in ios stats pages
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parents: 4793
diff changeset
   347
                NSString *arg = [info objectAtIndex:0];
4793
5ea3d182415e merge and fix my typos
koda
parents: 4769
diff changeset
   348
                int index = [arg length] + 3;
3548
4d220ee7c75f server somewhat simplified and correct sporadic crasher
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diff changeset
   349
                switch (buffer[1]) {
4760
224c31b3ce7d simplify stats handling
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diff changeset
   350
                    case 'r':           // winning team
6365
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diff changeset
   351
                        [self.statsArray insertObject:[NSString stringWithUTF8String:&buffer[2]] atIndex:1];
3547
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   352
                        break;
4760
224c31b3ce7d simplify stats handling
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parents: 4757
diff changeset
   353
                    case 'D':           // best shot
6365
c992df555afb fix accessing a released object
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parents: 6353
diff changeset
   354
                        [self.statsArray addObject:[NSString stringWithFormat:@"The best shot award won by %s (with %@ points)", &buffer[index], arg]];
4549
2e0447837a97 initial stats interpretation for ifrontend
koda
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diff changeset
   355
                        break;
4760
224c31b3ce7d simplify stats handling
koda
parents: 4757
diff changeset
   356
                    case 'k':           // best hedgehog
6365
c992df555afb fix accessing a released object
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parents: 6353
diff changeset
   357
                        [self.statsArray addObject:[NSString stringWithFormat:@"The best killer is %s with %@ kill(s) in a turn", &buffer[index], arg]];
3902
3aac7ca07b0e have Saves restart net when loaded, also resumes music
koda
parents: 3898
diff changeset
   358
                        break;
4760
224c31b3ce7d simplify stats handling
koda
parents: 4757
diff changeset
   359
                    case 'K':           // number of hogs killed
6365
c992df555afb fix accessing a released object
koda
parents: 6353
diff changeset
   360
                        [self.statsArray addObject:[NSString stringWithFormat:@"%@ hedgehog(s) were killed during this round", arg]];
4549
2e0447837a97 initial stats interpretation for ifrontend
koda
parents: 4547
diff changeset
   361
                        break;
4856
dbc256913b35 implemented ranking in ios stats pages
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parents: 4793
diff changeset
   362
                    case 'H':           // team health/graph
4549
2e0447837a97 initial stats interpretation for ifrontend
koda
parents: 4547
diff changeset
   363
                        break;
4760
224c31b3ce7d simplify stats handling
koda
parents: 4757
diff changeset
   364
                    case 'T':           // local team stats
4856
dbc256913b35 implemented ranking in ios stats pages
koda
parents: 4793
diff changeset
   365
                        // still WIP in statsPage.cpp
4549
2e0447837a97 initial stats interpretation for ifrontend
koda
parents: 4547
diff changeset
   366
                        break;
4856
dbc256913b35 implemented ranking in ios stats pages
koda
parents: 4793
diff changeset
   367
                    case 'P':           // teams ranking
6365
c992df555afb fix accessing a released object
koda
parents: 6353
diff changeset
   368
                        [[self.statsArray objectAtIndex:0] addObject:tempStr];
4549
2e0447837a97 initial stats interpretation for ifrontend
koda
parents: 4547
diff changeset
   369
                        break;
4760
224c31b3ce7d simplify stats handling
koda
parents: 4757
diff changeset
   370
                    case 's':           // self damage
6365
c992df555afb fix accessing a released object
koda
parents: 6353
diff changeset
   371
                        [self.statsArray addObject:[NSString stringWithFormat:@"%s thought it's good to shoot his own hedgehogs with %@ points", &buffer[index], arg]];
4549
2e0447837a97 initial stats interpretation for ifrontend
koda
parents: 4547
diff changeset
   372
                        break;
4760
224c31b3ce7d simplify stats handling
koda
parents: 4757
diff changeset
   373
                    case 'S':           // friendly fire
6365
c992df555afb fix accessing a released object
koda
parents: 6353
diff changeset
   374
                        [self.statsArray addObject:[NSString stringWithFormat:@"%s killed %@ of his own hedgehogs", &buffer[index], arg]];
4549
2e0447837a97 initial stats interpretation for ifrontend
koda
parents: 4547
diff changeset
   375
                        break;
4760
224c31b3ce7d simplify stats handling
koda
parents: 4757
diff changeset
   376
                    case 'B':           // turn skipped
6365
c992df555afb fix accessing a released object
koda
parents: 6353
diff changeset
   377
                        [self.statsArray addObject:[NSString stringWithFormat:@"%s was scared and skipped turn %@ times", &buffer[index], arg]];
4549
2e0447837a97 initial stats interpretation for ifrontend
koda
parents: 4547
diff changeset
   378
                        break;
3902
3aac7ca07b0e have Saves restart net when loaded, also resumes music
koda
parents: 3898
diff changeset
   379
                    default:
4549
2e0447837a97 initial stats interpretation for ifrontend
koda
parents: 4547
diff changeset
   380
                        DLog(@"Unhandled stat message, see statsPage.cpp");
3547
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   381
                        break;
02875b1145b7 i <3 mercurial
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parents: 3546
diff changeset
   382
                }
3548
4d220ee7c75f server somewhat simplified and correct sporadic crasher
koda
parents: 3547
diff changeset
   383
                break;
3902
3aac7ca07b0e have Saves restart net when loaded, also resumes music
koda
parents: 3898
diff changeset
   384
            case 'q':
6353
d8f62c805619 restore displaying statistics at the end of a game and restore warning lower views that they are going to appear
koda
parents: 6337
diff changeset
   385
                // game ended and match finished, statsArray is full of delicious statistics
6265
a6944f94c19f aaand remove also ipcport from the class interface as well
koda
parents: 6263
diff changeset
   386
                [HWUtils setGameStatus:gsEnded];
6353
d8f62c805619 restore displaying statistics at the end of a game and restore warning lower views that they are going to appear
koda
parents: 6337
diff changeset
   387
                // closing connection here would trigger a "IPC connection lost" error, so we have to wait until recv fails
4861
91f889289a47 (ios) perform a small change about how to close the game window, should hopefully save memory and avoid crashes (who am i kidding? that's the usual PR talk...)
koda
parents: 4856
diff changeset
   388
                break;
91f889289a47 (ios) perform a small change about how to close the game window, should hopefully save memory and avoid crashes (who am i kidding? that's the usual PR talk...)
koda
parents: 4856
diff changeset
   389
            case 'Q':
6353
d8f62c805619 restore displaying statistics at the end of a game and restore warning lower views that they are going to appear
koda
parents: 6337
diff changeset
   390
                // game exited but not completed, skip this message in the savefile
d8f62c805619 restore displaying statistics at the end of a game and restore warning lower views that they are going to appear
koda
parents: 6337
diff changeset
   391
                [HWUtils setGameStatus:gsInterrupted];
d8f62c805619 restore displaying statistics at the end of a game and restore warning lower views that they are going to appear
koda
parents: 6337
diff changeset
   392
                // same here, don't set clientQuit to YES
3902
3aac7ca07b0e have Saves restart net when loaded, also resumes music
koda
parents: 3898
diff changeset
   393
                break;
3548
4d220ee7c75f server somewhat simplified and correct sporadic crasher
koda
parents: 3547
diff changeset
   394
            default:
3912
e11df2de6af2 have engine try for a second position when map loading fails (in this way it's possible to move Missions data to any path)
koda
parents: 3911
diff changeset
   395
                [self dumpRawData:buffer ofSize:msgSize];
3548
4d220ee7c75f server somewhat simplified and correct sporadic crasher
koda
parents: 3547
diff changeset
   396
                break;
3547
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   397
        }
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   398
    }
4510
ce9b8206e681 add some connection facility to netserver
koda
parents: 4488
diff changeset
   399
    DLog(@"Engine exited, ending thread");
6353
d8f62c805619 restore displaying statistics at the end of a game and restore warning lower views that they are going to appear
koda
parents: 6337
diff changeset
   400
5156
641abe679bf0 work in progress yet again (can run some games now)
koda
parents: 5155
diff changeset
   401
    [self.stream close];
5175
a3da220dbb3f finish overlay refactoring and some leak annihilation
koda
parents: 5174
diff changeset
   402
    [self.stream release];
4861
91f889289a47 (ios) perform a small change about how to close the game window, should hopefully save memory and avoid crashes (who am i kidding? that's the usual PR talk...)
koda
parents: 4856
diff changeset
   403
3548
4d220ee7c75f server somewhat simplified and correct sporadic crasher
koda
parents: 3547
diff changeset
   404
    // Close the client socket
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3670
diff changeset
   405
    SDLNet_TCP_Close(csd);
3548
4d220ee7c75f server somewhat simplified and correct sporadic crasher
koda
parents: 3547
diff changeset
   406
    SDLNet_Quit();
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3670
diff changeset
   407
3547
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   408
    [pool release];
4861
91f889289a47 (ios) perform a small change about how to close the game window, should hopefully save memory and avoid crashes (who am i kidding? that's the usual PR talk...)
koda
parents: 4856
diff changeset
   409
    // Invoking this method should be avoided as it does not give your thread a chance
91f889289a47 (ios) perform a small change about how to close the game window, should hopefully save memory and avoid crashes (who am i kidding? that's the usual PR talk...)
koda
parents: 4856
diff changeset
   410
    // to clean up any resources it allocated during its execution.
3547
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   411
    //[NSThread exit];
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   412
}
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   413
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   414
@end