project_files/HedgewarsMobile/Classes/EngineProtocolNetwork.m
changeset 5154 851f36579ed4
parent 5002 a9c44a8ffec8
child 5155 f2165724605c
--- /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