author | koda |
Tue, 13 Apr 2010 22:45:46 +0000 | |
changeset 3340 | 96dd168b080b |
parent 3335 | 2520ee7a5484 |
child 3349 | 5571592f10a8 |
permissions | -rw-r--r-- |
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// |
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// gameSetup.m |
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// hwengine |
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// |
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// Created by Vittorio on 10/01/10. |
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// Copyright 2010 __MyCompanyName__. All rights reserved. |
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// |
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#include <sys/types.h> |
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#include <sys/sysctl.h> |
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#import "GameSetup.h" |
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#import "SDL_uikitappdelegate.h" |
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#import "SDL_net.h" |
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#import "PascalImports.h" |
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#import "CommodityFunctions.h" |
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#define BUFFER_SIZE 256 |
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#define debug(format, ...) CFShow([NSString stringWithFormat:format, ## __VA_ARGS__]); |
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@implementation GameSetup |
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@synthesize systemSettings, teams; |
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-(id) init { |
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if (self = [super init]) { |
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srandom(time(NULL)); |
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ipcPort = (random() % 64541) + 1025; |
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systemSettings = [[NSDictionary alloc] initWithContentsOfFile:SETTINGS_FILE()]; //should check it exists |
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return self; |
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} else |
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return nil; |
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} |
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-(NSString *)description { |
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return [NSString stringWithFormat:@"ipcport: %d\nsockets: %d,%d\n teams: %@\n systemSettings: %@",ipcPort,sd,csd,teams,systemSettings]; |
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} |
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-(void) dealloc { |
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[teams release]; |
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[systemSettings release]; |
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[super dealloc]; |
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} |
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#pragma mark - |
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#pragma mark Thread/Network relevant code |
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-(void) startThread: (NSString *) selector { |
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SEL usage = NSSelectorFromString(selector); |
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[NSThread detachNewThreadSelector:usage toTarget:self withObject:nil]; |
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} |
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2696 | 53 |
-(int) sendToEngine: (NSString *)string { |
3199 | 54 |
unsigned char 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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-(void) initTeam:(NSArray *)teamLists { |
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teams = [[NSMutableArray alloc] initWithObjects:nil]; |
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for (NSString *teamString in teamLists) { |
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//NSString *teamFile = [[NSString alloc] initWithFormat:@"%@.plist", teamString]; |
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//NSDictionary *theTeam = [[NSDictionary alloc] initWithContentsOfFile:filePath]; |
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//[teams addObject:theTeam]; |
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//[theTeam release]; |
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} |
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NSDictionary *hogA1 = [[NSDictionary alloc] initWithObjectsAndKeys:@"100",@"health",@"0",@"level",@"Snow Leopard",@"hogname",@"NoHat",@"hat",nil]; |
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NSDictionary *hogA2 = [[NSDictionary alloc] initWithObjectsAndKeys:@"100",@"health",@"0",@"level",@"Leopard",@"hogname",@"NoHat",@"hat",nil]; |
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NSArray *hedgehogs1 = [[NSArray alloc] initWithObjects:hogA1,hogA2,nil]; |
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[hogA1 release]; |
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[hogA2 release]; |
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NSDictionary *firstTeam = [[NSDictionary alloc] initWithObjectsAndKeys:@"4421353",@"color",@"0",@"hash",@"System Cats",@"teamname", |
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@"star",@"grave",@"Earth",@"fort",@"Classic",@"voicepack",@"hedgewars",@"flag",hedgehogs1,@"hedgehogs", |
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@"93919294221991210322351110012010000002111040400044140044464564444477477611221114440000000000000205500000040007004000000000213111103121111111231141111111111111112111", |
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@"ammostore",nil]; |
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[hedgehogs1 release]; |
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[teams addObject:firstTeam]; |
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[firstTeam release]; |
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NSDictionary *hogB1 = [[NSDictionary alloc] initWithObjectsAndKeys:@"100",@"health",@"0",@"level",@"Raichu",@"hogname",@"Bunny",@"hat",nil]; |
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NSDictionary *hogB2 = [[NSDictionary alloc] initWithObjectsAndKeys:@"100",@"health",@"0",@"level",@"Pikachu",@"hogname",@"Bunny",@"hat",nil]; |
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NSArray *hedgehogs2 = [[NSArray alloc] initWithObjects:hogB1,hogB2,nil]; |
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[hogB1 release]; |
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[hogB2 release]; |
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NSDictionary *secondTeam = [[NSDictionary alloc] initWithObjectsAndKeys:@"4100897",@"color",@"0",@"hash",@"Poke-MAN",@"teamname", |
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@"Badger",@"grave",@"UFO",@"fort",@"Default",@"voicepack",@"hedgewars",@"flag",hedgehogs2,@"hedgehogs", |
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@"93919294221991210322351110012010000002111040400044140044464564444477477611221114440000000000000205500000040007004000000000213111103121111111231141111111111111112111", |
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@"ammostore",nil]; |
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[hedgehogs2 release]; |
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[teams addObject:secondTeam]; |
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[secondTeam release]; |
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} |
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-(void) sendTeamData:(NSDictionary *)teamData withPlayingHogs:(int) playingHogs{ |
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int i; |
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NSString *teamHashColorAndName = [[NSString alloc] initWithFormat:@"eaddteam %@ %@ %@", [teamData objectForKey:@"hash"], [teamData objectForKey:@"color"], [teamData objectForKey:@"teamname"]]; |
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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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|
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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 (i = 0; i < playingHogs; i++) { |
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NSDictionary *hog = [hogs objectAtIndex:i]; |
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NSString *hogLevelHealthAndName = [[NSString alloc] initWithFormat:@"eaddhh %@ %@ %@", [hog objectForKey:@"level"], [hog objectForKey:@"health"], [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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NSString *ammostore = [[NSString alloc] initWithFormat:@"eammstore %@", [teamData objectForKey:@"ammostore"]]; |
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[self sendToEngine: ammostore]; |
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[ammostore release]; |
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} |
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-(void) engineProtocol { |
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48fc46a922fd
rewrite gamesetup to use less memory, rename effects to sound plus some nice actions, settings work in game again
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NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; |
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IPaddress ip; |
2705
2b5625c4ec16
fix a nasty 196 bytes memory leak in engine, plus other stuff for iphone frontend
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142 |
int eProto; |
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48fc46a922fd
rewrite gamesetup to use less memory, rename effects to sound plus some nice actions, settings work in game again
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BOOL clientQuit, serverQuit; |
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char buffer[BUFFER_SIZE], string[BUFFER_SIZE]; |
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Uint8 msgSize; |
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Uint16 gameTicks; |
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148 |
if (SDLNet_Init() < 0) { |
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rewrite gamesetup to use less memory, rename effects to sound plus some nice actions, settings work in game again
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NSLog(@"SDLNet_Init: %s", SDLNet_GetError()); |
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exit(EXIT_FAILURE); |
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} |
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153 |
/* Resolving the host using NULL make network interface to listen */ |
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can use latest sdlimage, work on setting panel and option when launching the game, minor fixes
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if (SDLNet_ResolveHost(&ip, NULL, ipcPort) < 0) { |
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48fc46a922fd
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NSLog(@"SDLNet_ResolveHost: %s\n", SDLNet_GetError()); |
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exit(EXIT_FAILURE); |
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} |
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|
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
159 |
/* Open a connection with the IP provided (listen on the host's port) */ |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
160 |
if (!(sd = SDLNet_TCP_Open(&ip))) { |
2716
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2705
diff
changeset
|
161 |
NSLog(@"SDLNet_TCP_Open: %s %\n", SDLNet_GetError(), ipcPort); |
2693
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
162 |
exit(EXIT_FAILURE); |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
163 |
} |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
164 |
|
2702
48fc46a922fd
rewrite gamesetup to use less memory, rename effects to sound plus some nice actions, settings work in game again
koda
parents:
2699
diff
changeset
|
165 |
NSLog(@"engineProtocol - Waiting for a client on port %d", ipcPort); |
2693
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
166 |
serverQuit = NO; |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
167 |
while (!serverQuit) { |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
168 |
|
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
169 |
/* This check the sd if there is a pending connection. |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
170 |
* If there is one, accept that, and open a new socket for communicating */ |
2697 | 171 |
csd = SDLNet_TCP_Accept(sd); |
172 |
if (NULL != csd) { |
|
2693
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
173 |
|
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
174 |
NSLog(@"engineProtocol - Client found"); |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
175 |
|
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
176 |
//first byte of the command alwayas contain the size of the command |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
177 |
SDLNet_TCP_Recv(csd, &msgSize, sizeof(Uint8)); |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
178 |
|
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
179 |
SDLNet_TCP_Recv(csd, buffer, msgSize); |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
180 |
gameTicks = SDLNet_Read16(&buffer[msgSize - 2]); |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
181 |
//NSLog(@"engineProtocol - %d: received [%s]", gameTicks, buffer); |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
182 |
|
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
183 |
if ('C' == buffer[0]) { |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
184 |
NSLog(@"engineProtocol - sending game config"); |
3199 | 185 |
|
186 |
NSArray *teamlist = [[NSArray alloc] initWithObjects:@"this",@"is",@"test",nil]; |
|
187 |
[self initTeam:teamlist]; |
|
188 |
[teamlist release]; |
|
189 |
||
2693
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
190 |
// send config data data |
2702
48fc46a922fd
rewrite gamesetup to use less memory, rename effects to sound plus some nice actions, settings work in game again
koda
parents:
2699
diff
changeset
|
191 |
/* |
48fc46a922fd
rewrite gamesetup to use less memory, rename effects to sound plus some nice actions, settings work in game again
koda
parents:
2699
diff
changeset
|
192 |
seed is arbitrary string |
3006 | 193 |
addteam <32charsMD5hash> <color> <team name> |
2698 | 194 |
addhh <level> <health> <hedgehog name> |
2702
48fc46a922fd
rewrite gamesetup to use less memory, rename effects to sound plus some nice actions, settings work in game again
koda
parents:
2699
diff
changeset
|
195 |
<level> is 0 for human, 1-5 for bots (5 is the most stupid) |
2734 | 196 |
ammostore is one byte/number for each ammocount then one for each probability or so |
197 |
*/ |
|
2702
48fc46a922fd
rewrite gamesetup to use less memory, rename effects to sound plus some nice actions, settings work in game again
koda
parents:
2699
diff
changeset
|
198 |
// local game |
2696 | 199 |
[self sendToEngine:@"TL"]; |
2693
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
200 |
|
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
201 |
// seed info |
2696 | 202 |
[self sendToEngine:@"eseed {232c1b42-7d39-4ee6-adf8-4240e1f1efb8}"]; |
2693
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
203 |
|
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
204 |
// various flags |
2696 | 205 |
[self sendToEngine:@"e$gmflags 256"]; |
206 |
[self sendToEngine:@"e$damagepct 100"]; |
|
207 |
[self sendToEngine:@"e$turntime 45000"]; |
|
208 |
[self sendToEngine:@"e$minestime 3000"]; |
|
209 |
[self sendToEngine:@"e$landadds 4"]; |
|
210 |
[self sendToEngine:@"e$sd_turns 15"]; |
|
211 |
[self sendToEngine:@"e$casefreq 5"]; |
|
2753 | 212 |
|
2698 | 213 |
// dimension of the map |
2696 | 214 |
[self sendToEngine:@"e$template_filter 1"]; |
2693
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
215 |
|
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
216 |
// theme info |
2734 | 217 |
[self sendToEngine:@"etheme Compost"]; |
2693
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
218 |
|
3170
1dbf4f8eaac0
ifrontend: predispone teams in a proper data structure
koda
parents:
3165
diff
changeset
|
219 |
for (NSDictionary *teamData in teams) { |
3199 | 220 |
[self sendTeamData:teamData withPlayingHogs:2]; |
3170
1dbf4f8eaac0
ifrontend: predispone teams in a proper data structure
koda
parents:
3165
diff
changeset
|
221 |
NSLog(@"teamData sent"); |
1dbf4f8eaac0
ifrontend: predispone teams in a proper data structure
koda
parents:
3165
diff
changeset
|
222 |
} |
2693
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
223 |
|
3170
1dbf4f8eaac0
ifrontend: predispone teams in a proper data structure
koda
parents:
3165
diff
changeset
|
224 |
clientQuit = NO; |
2693
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
225 |
} else { |
2697 | 226 |
NSLog(@"engineProtocolThread - wrong message or client closed connection"); |
2693
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
227 |
clientQuit = YES; |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
228 |
} |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
229 |
|
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
230 |
while (!clientQuit){ |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
231 |
/* Now we can communicate with the client using csd socket |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
232 |
* sd will remain opened waiting other connections */ |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
233 |
msgSize = 0; |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
234 |
memset(buffer, 0, BUFFER_SIZE); |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
235 |
memset(string, 0, BUFFER_SIZE); |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
236 |
if (SDLNet_TCP_Recv(csd, &msgSize, sizeof(Uint8)) <= 0) |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
237 |
clientQuit = YES; |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
238 |
if (SDLNet_TCP_Recv(csd, buffer, msgSize) <=0) |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
239 |
clientQuit = YES; |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
240 |
|
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
241 |
gameTicks = SDLNet_Read16(&buffer[msgSize - 2]); |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
242 |
//NSLog(@"engineProtocolThread - %d: received [%s]", gameTicks, buffer); |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
243 |
|
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
244 |
switch (buffer[0]) { |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
245 |
case '?': |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
246 |
NSLog(@"Ping? Pong!"); |
2696 | 247 |
[self sendToEngine:@"!"]; |
2693
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
248 |
break; |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
249 |
case 'E': |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
250 |
NSLog(@"ERROR - last console line: [%s]", buffer); |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
251 |
clientQuit = YES; |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
252 |
break; |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
253 |
case 'e': |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
254 |
sscanf(buffer, "%*s %d", &eProto); |
3328
fe87c2242984
fix the save of the team and rearrange hat/name modification
koda
parents:
3312
diff
changeset
|
255 |
short int netProto = 0; |
2799 | 256 |
char *versionStr; |
3199 | 257 |
|
3006 | 258 |
HW_versionInfo(&netProto, &versionStr); |
2799 | 259 |
if (netProto == eProto) { |
260 |
NSLog(@"Setting protocol version %d (%s)", eProto, versionStr); |
|
2693
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
261 |
} else { |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
262 |
NSLog(@"ERROR - wrong protocol number: [%s] - expecting %d", buffer, eProto); |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
263 |
clientQuit = YES; |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
264 |
} |
3199 | 265 |
|
2693
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
266 |
break; |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
267 |
case 'i': |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
268 |
switch (buffer[1]) { |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
269 |
case 'r': |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
270 |
NSLog(@"Winning team: %s", &buffer[2]); |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
271 |
break; |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
272 |
case 'k': |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
273 |
NSLog(@"Best Hedgehog: %s", &buffer[2]); |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
274 |
break; |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
275 |
} |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
276 |
break; |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
277 |
default: |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
278 |
// empty packet or just statistics |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
279 |
break; |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
280 |
// missing case for exiting right away |
2697 | 281 |
} |
2693
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
282 |
} |
2702
48fc46a922fd
rewrite gamesetup to use less memory, rename effects to sound plus some nice actions, settings work in game again
koda
parents:
2699
diff
changeset
|
283 |
NSLog(@"Engine exited, closing server"); |
2697 | 284 |
// wait a little to let the client close cleanly |
2702
48fc46a922fd
rewrite gamesetup to use less memory, rename effects to sound plus some nice actions, settings work in game again
koda
parents:
2699
diff
changeset
|
285 |
[NSThread sleepForTimeInterval:2]; |
2697 | 286 |
// Close the client socket |
287 |
SDLNet_TCP_Close(csd); |
|
2702
48fc46a922fd
rewrite gamesetup to use less memory, rename effects to sound plus some nice actions, settings work in game again
koda
parents:
2699
diff
changeset
|
288 |
serverQuit = YES; |
2693
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
289 |
} |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
290 |
} |
2702
48fc46a922fd
rewrite gamesetup to use less memory, rename effects to sound plus some nice actions, settings work in game again
koda
parents:
2699
diff
changeset
|
291 |
|
2693
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
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SDLNet_TCP_Close(sd); |
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SDLNet_Quit(); |
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|
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[pool release]; |
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[NSThread exit]; |
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297 |
} |
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298 |
|
2696 | 299 |
#pragma mark - |
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#pragma mark Setting methods |
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-(const char **)getSettings { |
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302 |
NSString *ipcString = [[NSString alloc] initWithFormat:@"%d", ipcPort]; |
3006 | 303 |
NSString *localeString = [[NSString alloc] initWithFormat:@"%@.txt", [[NSLocale currentLocale] objectForKey:NSLocaleLanguageCode]]; |
3021 | 304 |
CGRect screenBounds = [[UIScreen mainScreen] bounds]; |
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305 |
NSString *wSize = [[NSString alloc] initWithFormat:@"%d", (int) screenBounds.size.width]; |
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NSString *hSize = [[NSString alloc] initWithFormat:@"%d", (int) screenBounds.size.height]; |
3165
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const char **gameArgs = (const char**) malloc(sizeof(char*) * 8); |
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308 |
|
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309 |
/* |
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310 |
size_t size; |
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// Set 'oldp' parameter to NULL to get the size of the data returned so we can allocate appropriate amount of space |
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sysctlbyname("hw.machine", NULL, &size, NULL, 0); |
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char *name = malloc(size); |
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// Get the platform name |
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sysctlbyname("hw.machine", name, &size, NULL, 0); |
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NSString *machine = [[NSString alloc] initWithUTF8String:name]; |
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free(name); |
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318 |
|
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319 |
const char **gameArgs = (const char**) malloc(sizeof(char*) * 9); |
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320 |
|
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321 |
// if the machine is less than iphone 3gs or less than ipod touch 3g use reduced graphics (land array) |
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322 |
if ([machine hasPrefix:@"iPhone1"] || ([machine hasPrefix:@"iPod"] && ([machine hasSuffix:@"1,1"] || [machine hasSuffix:@"2,1"]))) |
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323 |
gameArgs[8] = "1"; |
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324 |
else |
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325 |
gameArgs[8] = "0"; |
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326 |
[machine release]; |
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327 |
*/ |
3021 | 328 |
|
3312 | 329 |
// prevents using an empty nickname |
330 |
NSString *username; |
|
331 |
NSString *originalUsername = [systemSettings objectForKey:@"username"]; |
|
3335 | 332 |
if ([originalUsername length] == 0) { |
3312 | 333 |
username = [[NSString alloc] initWithFormat:@"MobileUser-%@",ipcString]; |
334 |
} else { |
|
335 |
username = [[NSString alloc] initWithString:originalUsername]; |
|
336 |
} |
|
337 |
||
3335 | 338 |
gameArgs[0] = [username UTF8String]; //UserNick |
339 |
gameArgs[1] = [ipcString UTF8String]; //ipcPort |
|
340 |
gameArgs[2] = [[[systemSettings objectForKey:@"sound"] stringValue] UTF8String]; //isSoundEnabled |
|
341 |
gameArgs[3] = [[[systemSettings objectForKey:@"music"] stringValue] UTF8String]; //isMusicEnabled |
|
342 |
gameArgs[4] = [localeString UTF8String]; //cLocaleFName |
|
3332 | 343 |
gameArgs[5] = [[[systemSettings objectForKey:@"alternate"] stringValue] UTF8String]; //cAltDamage |
3335 | 344 |
gameArgs[6] = [wSize UTF8String]; //cScreenHeight |
345 |
gameArgs[7] = [hSize UTF8String]; //cScreenWidth |
|
3021 | 346 |
|
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347 |
[wSize release]; |
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348 |
[hSize release]; |
2702
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349 |
[localeString release]; |
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350 |
[ipcString release]; |
3312 | 351 |
[username release]; |
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352 |
return gameArgs; |
2693
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353 |
} |
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|
354 |
|
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|
355 |
|
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|
356 |
@end |