--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/project_files/HedgewarsMobile/Classes/EngineProtocolNetwork.m Sun Apr 17 20:52:56 2011 +0200
@@ -0,0 +1,405 @@
+/*
+ * Hedgewars-iOS, a Hedgewars port for iOS devices
+ * Copyright (c) 2009-2011 Vittorio Giovara <vittorio.giovara@gmail.com>
+ *
+ * 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; version 2 of the License
+ *
+ * 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.
+ *
+ * File created on 10/01/2010.
+ */
+
+
+#import "EngineProtocolNetwork.h"
+#import "PascalImports.h"
+#import "CommodityFunctions.h"
+#import "OverlayViewController.h"
+
+#define BUFFER_SIZE 255 // like in original frontend
+
+@implementation EngineProtocolNetwork
+@synthesize statsArray, savePath, gameConfig, ipcPort, csd;
+
+-(id) init {
+ if (self = [super init]) {
+ self.savePath = nil;
+ self.statsArray = nil;
+ self.gameConfig = nil;
+ self.ipcPort = 0;
+ }
+ return self;
+}
+
+-(void) dealloc {
+ [statsArray release];
+ [savePath release];
+ [gameConfig release];
+ [super dealloc];
+}
+
+-(void) spawnThreadOnPort:(NSInteger) port {
+ self.ipcPort = port;
+
+ [NSThread detachNewThreadSelector:@selector(engineProtocol)
+ toTarget:self
+ withObject:nil];
+}
+
+#pragma mark -
+#pragma mark Provider functions
+// unpacks team data from the selected team.plist to a sequence of engine commands
+-(void) provideTeamData:(NSString *)teamName forHogs:(NSInteger) numberOfPlayingHogs withHealth:(NSInteger) initialHealth ofColor:(NSNumber *)teamColor {
+ /*
+ addteam <32charsMD5hash> <color> <team name>
+ addhh <level> <health> <hedgehog name>
+ <level> is 0 for human, 1-5 for bots (5 is the most stupid)
+ */
+
+ NSString *teamFile = [[NSString alloc] initWithFormat:@"%@/%@", TEAMS_DIRECTORY(), teamName];
+ NSDictionary *teamData = [[NSDictionary alloc] initWithContentsOfFile:teamFile];
+ [teamFile release];
+
+ NSString *teamHashColorAndName = [[NSString alloc] initWithFormat:@"eaddteam %@ %@ %@",
+ [teamData objectForKey:@"hash"], [teamColor stringValue], [teamName stringByDeletingPathExtension]];
+ [self sendToEngine: teamHashColorAndName];
+ [teamHashColorAndName release];
+
+ NSString *grave = [[NSString alloc] initWithFormat:@"egrave %@", [teamData objectForKey:@"grave"]];
+ [self sendToEngine: grave];
+ [grave release];
+
+ NSString *fort = [[NSString alloc] initWithFormat:@"efort %@", [teamData objectForKey:@"fort"]];
+ [self sendToEngine: fort];
+ [fort release];
+
+ NSString *voicepack = [[NSString alloc] initWithFormat:@"evoicepack %@", [teamData objectForKey:@"voicepack"]];
+ [self sendToEngine: voicepack];
+ [voicepack release];
+
+ NSString *flag = [[NSString alloc] initWithFormat:@"eflag %@", [teamData objectForKey:@"flag"]];
+ [self sendToEngine: flag];
+ [flag release];
+
+ NSArray *hogs = [teamData objectForKey:@"hedgehogs"];
+ for (int i = 0; i < numberOfPlayingHogs; i++) {
+ NSDictionary *hog = [hogs objectAtIndex:i];
+
+ NSString *hogLevelHealthAndName = [[NSString alloc] initWithFormat:@"eaddhh %@ %d %@",
+ [hog objectForKey:@"level"], initialHealth, [hog objectForKey:@"hogname"]];
+ [self sendToEngine: hogLevelHealthAndName];
+ [hogLevelHealthAndName release];
+
+ NSString *hogHat = [[NSString alloc] initWithFormat:@"ehat %@", [hog objectForKey:@"hat"]];
+ [self sendToEngine: hogHat];
+ [hogHat release];
+ }
+
+ [teamData release];
+}
+
+// unpacks ammostore data from the selected ammo.plist to a sequence of engine commands
+-(void) provideAmmoData:(NSString *)ammostoreName forPlayingTeams:(NSInteger) numberOfTeams {
+ NSString *weaponPath = [[NSString alloc] initWithFormat:@"%@/%@",WEAPONS_DIRECTORY(),ammostoreName];
+ NSDictionary *ammoData = [[NSDictionary alloc] initWithContentsOfFile:weaponPath];
+ [weaponPath release];
+
+ // if we're loading an older version of ammos fill the engine message with 0s
+ int diff = HW_getNumberOfWeapons() - [[ammoData objectForKey:@"ammostore_initialqt"] length];
+ NSString *update = @"";
+ while ([update length] < diff)
+ update = [update stringByAppendingString:@"0"];
+
+ NSString *ammloadt = [[NSString alloc] initWithFormat:@"eammloadt %@%@", [ammoData objectForKey:@"ammostore_initialqt"], update];
+ [self sendToEngine: ammloadt];
+ [ammloadt release];
+
+ NSString *ammprob = [[NSString alloc] initWithFormat:@"eammprob %@%@", [ammoData objectForKey:@"ammostore_probability"], update];
+ [self sendToEngine: ammprob];
+ [ammprob release];
+
+ NSString *ammdelay = [[NSString alloc] initWithFormat:@"eammdelay %@%@", [ammoData objectForKey:@"ammostore_delay"], update];
+ [self sendToEngine: ammdelay];
+ [ammdelay release];
+
+ NSString *ammreinf = [[NSString alloc] initWithFormat:@"eammreinf %@%@", [ammoData objectForKey:@"ammostore_crate"], update];
+ [self sendToEngine: ammreinf];
+ [ammreinf release];
+
+ // send this for each team so it applies the same ammostore to all teams
+ NSString *ammstore = [[NSString alloc] initWithString:@"eammstore"];
+ for (int i = 0; i < numberOfTeams; i++)
+ [self sendToEngine: ammstore];
+ [ammstore release];
+
+ [ammoData release];
+}
+
+// unpacks scheme data from the selected scheme.plist to a sequence of engine commands
+-(NSInteger) provideScheme:(NSString *)schemeName {
+ NSString *schemePath = [[NSString alloc] initWithFormat:@"%@/%@",SCHEMES_DIRECTORY(),schemeName];
+ NSDictionary *schemeDictionary = [[NSDictionary alloc] initWithContentsOfFile:schemePath];
+ [schemePath release];
+ NSArray *basicArray = [schemeDictionary objectForKey:@"basic"];
+ NSArray *gamemodArray = [schemeDictionary objectForKey:@"gamemod"];
+ int result = 0;
+ int mask = 0x00000004;
+
+ // pack the gameflags in a single var and send it
+ for (NSNumber *value in gamemodArray) {
+ if ([value boolValue] == YES)
+ result |= mask;
+ mask <<= 1;
+ }
+ NSString *flags = [[NSString alloc] initWithFormat:@"e$gmflags %d",result];
+ [self sendToEngine:flags];
+ [flags release];
+
+ /* basic game flags */
+ NSString *path = [[NSString alloc] initWithFormat:@"%@/basicFlags_en.plist",IFRONTEND_DIRECTORY()];
+ NSArray *mods = [[NSArray alloc] initWithContentsOfFile:path];
+ [path release];
+
+ result = [[basicArray objectAtIndex:0] intValue];
+
+ for (int i = 1; i < [basicArray count]; i++) {
+ NSDictionary *dict = [mods objectAtIndex:i];
+ NSString *command = [dict objectForKey:@"command"];
+ NSInteger value = [[basicArray objectAtIndex:i] intValue];
+ if ([[dict objectForKey:@"checkOverMax"] boolValue] && value >= [[dict objectForKey:@"max"] intValue])
+ value = 9999;
+ if ([[dict objectForKey:@"times1000"] boolValue])
+ value = value * 1000;
+ NSString *strToSend = [[NSString alloc] initWithFormat:@"%@ %d",command,value];
+ [self sendToEngine:strToSend];
+ [strToSend release];
+ }
+ [mods release];
+
+ [schemeDictionary release];
+ return result;
+}
+
+#pragma mark -
+#pragma mark Network relevant code
+-(void) dumpRawData:(const char *)buffer ofSize:(uint8_t) length {
+ // is it performant to reopen the stream every time?
+ NSOutputStream *os = [[NSOutputStream alloc] initToFileAtPath:self.savePath append:YES];
+ [os open];
+ [os write:&length maxLength:1];
+ [os write:(const uint8_t *)buffer maxLength:length];
+ [os close];
+ [os release];
+}
+
+// wrapper that computes the length of the message and then sends the command string, saving the command on a file
+-(int) sendToEngine:(NSString *)string {
+ uint8_t length = [string length];
+
+ [self dumpRawData:[string UTF8String] ofSize:length];
+ SDLNet_TCP_Send(csd, &length, 1);
+ return SDLNet_TCP_Send(csd, [string UTF8String], length);
+}
+
+// wrapper that computes the length of the message and then sends the command string, skipping file writing
+-(int) sendToEngineNoSave:(NSString *)string {
+ uint8_t length = [string length];
+
+ SDLNet_TCP_Send(csd, &length, 1);
+ return SDLNet_TCP_Send(csd, [string UTF8String], length);
+}
+
+// this is launched as thread and handles all IPC with engine
+-(void) engineProtocol {
+ NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
+ TCPsocket sd;
+ IPaddress ip;
+ int eProto;
+ BOOL clientQuit;
+ char const buffer[BUFFER_SIZE];
+ uint8_t msgSize;
+
+ clientQuit = NO;
+ csd = NULL;
+
+ if (SDLNet_Init() < 0) {
+ DLog(@"SDLNet_Init: %s", SDLNet_GetError());
+ clientQuit = YES;
+ }
+
+ // Resolving the host using NULL make network interface to listen
+ if (SDLNet_ResolveHost(&ip, NULL, ipcPort) < 0 && !clientQuit) {
+ DLog(@"SDLNet_ResolveHost: %s\n", SDLNet_GetError());
+ clientQuit = YES;
+ }
+
+ // Open a connection with the IP provided (listen on the host's port)
+ if (!(sd = SDLNet_TCP_Open(&ip)) && !clientQuit) {
+ DLog(@"SDLNet_TCP_Open: %s %\n", SDLNet_GetError(), ipcPort);
+ clientQuit = YES;
+ }
+
+ DLog(@"Waiting for a client on port %d", ipcPort);
+ while (csd == NULL)
+ csd = SDLNet_TCP_Accept(sd);
+ SDLNet_TCP_Close(sd);
+
+ while (!clientQuit) {
+ msgSize = 0;
+ memset((void *)buffer, '\0', BUFFER_SIZE);
+ if (SDLNet_TCP_Recv(csd, &msgSize, sizeof(uint8_t)) <= 0)
+ break;
+ if (SDLNet_TCP_Recv(csd, (void *)buffer, msgSize) <= 0)
+ break;
+
+ switch (buffer[0]) {
+ case 'C':
+ DLog(@"Sending game config...\n%@", self.gameConfig);
+
+ /*if (isNetGame == YES)
+ [self sendToEngineNoSave:@"TN"];
+ else*/
+ [self sendToEngineNoSave:@"TL"];
+ NSString *saveHeader = @"TS";
+ [self dumpRawData:[saveHeader UTF8String] ofSize:[saveHeader length]];
+
+ // seed info
+ [self sendToEngine:[self.gameConfig objectForKey:@"seed_command"]];
+
+ // dimension of the map
+ [self sendToEngine:[self.gameConfig objectForKey:@"templatefilter_command"]];
+ [self sendToEngine:[self.gameConfig objectForKey:@"mapgen_command"]];
+ [self sendToEngine:[self.gameConfig objectForKey:@"mazesize_command"]];
+
+ // static land (if set)
+ NSString *staticMap = [self.gameConfig objectForKey:@"staticmap_command"];
+ if ([staticMap length] != 0)
+ [self sendToEngine:staticMap];
+
+ // lua script (if set)
+ NSString *script = [self.gameConfig objectForKey:@"mission_command"];
+ if ([script length] != 0)
+ [self sendToEngine:script];
+
+ // theme info
+ [self sendToEngine:[self.gameConfig objectForKey:@"theme_command"]];
+
+ // scheme (returns initial health)
+ NSInteger health = [self provideScheme:[self.gameConfig objectForKey:@"scheme"]];
+
+ // send an ammostore for each team
+ NSArray *teamsConfig = [self.gameConfig objectForKey:@"teams_list"];
+ [self provideAmmoData:[self.gameConfig objectForKey:@"weapon"] forPlayingTeams:[teamsConfig count]];
+
+ // finally add hogs
+ for (NSDictionary *teamData in teamsConfig) {
+ [self provideTeamData:[teamData objectForKey:@"team"]
+ forHogs:[[teamData objectForKey:@"number"] intValue]
+ withHealth:health
+ ofColor:[teamData objectForKey:@"color"]];
+ }
+ break;
+ case '?':
+ DLog(@"Ping? Pong!");
+ [self sendToEngine:@"!"];
+ break;
+ case 'E':
+ DLog(@"ERROR - last console line: [%s]", &buffer[1]);
+ clientQuit = YES;
+ break;
+ case 'e':
+ [self dumpRawData:buffer ofSize:msgSize];
+
+ sscanf((char *)buffer, "%*s %d", &eProto);
+ int netProto;
+ char *versionStr;
+
+ HW_versionInfo(&netProto, &versionStr);
+ if (netProto == eProto) {
+ DLog(@"Setting protocol version %d (%s)", eProto, versionStr);
+ } else {
+ DLog(@"ERROR - wrong protocol number: %d (expecting %d)", netProto, eProto);
+ clientQuit = YES;
+ }
+ break;
+ case 'i':
+ if (self.statsArray == nil) {
+ self.statsArray = [[NSMutableArray alloc] initWithCapacity:10 - 2];
+ NSMutableArray *ranking = [[NSMutableArray alloc] initWithCapacity:4];
+ [self.statsArray insertObject:ranking atIndex:0];
+ [ranking release];
+ }
+ NSString *tempStr = [NSString stringWithUTF8String:&buffer[2]];
+ NSArray *info = [tempStr componentsSeparatedByString:@" "];
+ NSString *arg = [info objectAtIndex:0];
+ int index = [arg length] + 3;
+ switch (buffer[1]) {
+ case 'r': // winning team
+ [self.statsArray insertObject:[NSString stringWithUTF8String:&buffer[2]] atIndex:1];
+ break;
+ case 'D': // best shot
+ [self.statsArray addObject:[NSString stringWithFormat:@"The best shot award won by %s (with %@ points)", &buffer[index], arg]];
+ break;
+ case 'k': // best hedgehog
+ [self.statsArray addObject:[NSString stringWithFormat:@"The best killer is %s with %@ kills in a turn", &buffer[index], arg]];
+ break;
+ case 'K': // number of hogs killed
+ [self.statsArray addObject:[NSString stringWithFormat:@"%@ hedgehog(s) were killed during this round", arg]];
+ break;
+ case 'H': // team health/graph
+ break;
+ case 'T': // local team stats
+ // still WIP in statsPage.cpp
+ break;
+ case 'P': // teams ranking
+ [[self.statsArray objectAtIndex:0] addObject:tempStr];
+ break;
+ case 's': // self damage
+ [self.statsArray addObject:[NSString stringWithFormat:@"%s thought it's good to shoot his own hedgehogs with %@ points", &buffer[index], arg]];
+ break;
+ case 'S': // friendly fire
+ [self.statsArray addObject:[NSString stringWithFormat:@"%s killed %@ of his own hedgehogs", &buffer[index], arg]];
+ break;
+ case 'B': // turn skipped
+ [self.statsArray addObject:[NSString stringWithFormat:@"%s was scared and skipped turn %@ times", &buffer[index], arg]];
+ break;
+ default:
+ DLog(@"Unhandled stat message, see statsPage.cpp");
+ break;
+ }
+ break;
+ case 'q':
+ // game ended, can remove the savefile and the trailing overlay (when dualhead)
+ [[NSFileManager defaultManager] removeItemAtPath:self.savePath error:nil];
+ if (IS_DUALHEAD())
+ [[NSNotificationCenter defaultCenter] postNotificationName:@"remove overlay" object:nil];
+ break;
+ case 'Q':
+ // game exited but not completed, nothing to do (just don't save the message)
+ break;
+ default:
+ [self dumpRawData:buffer ofSize:msgSize];
+ break;
+ }
+ }
+ DLog(@"Engine exited, ending thread");
+
+ // Close the client socket
+ SDLNet_TCP_Close(csd);
+ SDLNet_Quit();
+
+ [pool release];
+ // Invoking this method should be avoided as it does not give your thread a chance
+ // to clean up any resources it allocated during its execution.
+ //[NSThread exit];
+}
+
+@end