diff -r 589f69a9665c -r 851f36579ed4 project_files/HedgewarsMobile/Classes/EngineProtocolNetwork.m --- /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 + * + * 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> + addhh + 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