project_files/HedgewarsMobile/Classes/MapPreviewButtonView.m
author Wuzzy <almikes@aol.com>
Sat, 30 Sep 2017 23:52:08 +0200
changeset 12627 07fdda8c13a2
parent 11244 57891137ffef
child 12877 00215a7ec5f5
permissions -rw-r--r--
TrophyRace: Fix game never eliminating any hogs after a hog skipped or ran out of time Warning: This commit _might_ invalidate past records, but I'm not sure if this is actually the case. Note that only the eliminiation part of the script is touched, not the actual race logic. Even if records are actually broken by this, I and sheepluva have decided that it's more imporant to fix this very, VERY stupid and old bug than to preserve records.

/*
 * Hedgewars-iOS, a Hedgewars port for iOS devices
 * Copyright (c) 2009-2012 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., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA.
 */


#import "MapPreviewButtonView.h"
#import <pthread.h>
#import <QuartzCore/QuartzCore.h>


#define INDICATOR_TAG 7654

@interface MapPreviewButtonView ()
@property (nonatomic) NSInteger port;
@end

@implementation MapPreviewButtonView
@synthesize delegate;

-(id) initWithFrame:(CGRect)frame {
    if ((self = [super initWithFrame:frame])) {
        delegate = nil;
        self.backgroundColor = [UIColor whiteColor];
        self.layer.cornerRadius = 12;
    }
    return self;
}

-(void) dealloc {
    self.delegate = nil;
    [super dealloc];
}

#pragma mark -
#pragma mark image wrappers
-(void) setImageRounded:(UIImage *)image forState:(UIControlState)controlState {
    [self setImage:[image makeRoundCornersOfSize:CGSizeMake(12, 12)] forState:controlState];
}

-(void) setImageRounded:(UIImage *)image {
    [self setImageRounded:image forState:UIControlStateNormal];
}

#pragma mark -
#pragma mark preview
-(int) sendToEngine:(NSString *)string {
    unsigned char length = [string lengthOfBytesUsingEncoding:NSUTF8StringEncoding];

    SDLNet_TCP_Send(csd, &length, 1);
    return SDLNet_TCP_Send(csd, [string UTF8String], length);
}

-(void) engineProtocol:(uint8_t *)unpackedMap {
    IPaddress ip;
    BOOL serverQuit = NO;
    uint8_t packedMap[128*32];
    self.port = [HWUtils randomPort];

    if (SDLNet_Init() < 0) {
        DLog(@"SDLNet_Init: %s", SDLNet_GetError());
        serverQuit = YES;
    }

    // Resolving the host using NULL make network interface to listen
    if (SDLNet_ResolveHost(&ip, NULL, self.port) < 0) {
        DLog(@"SDLNet_ResolveHost: %s\n", SDLNet_GetError());
        serverQuit = YES;
    }

    // Open a connection with the IP provided (listen on the host's port)
    if (!(sd = SDLNet_TCP_Open(&ip))) {
        DLog(@"SDLNet_TCP_Open: %s %ld\n", SDLNet_GetError(), (long)self.port);
        serverQuit = YES;
    }

    // launch the preview in background here so that we're sure the tcp channel is open
    dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT,0), ^{
        NSString *ipcString = [[NSString alloc] initWithFormat:@"%ld", (long)self.port];
        NSString *documentsDirectory = DOCUMENTS_FOLDER();
        
        NSMutableArray *gameParameters = [[NSMutableArray alloc] initWithObjects:
                                          @"--internal",
                                          @"--port", ipcString,
                                          @"--user-prefix", documentsDirectory,
                                          @"--landpreview",
                                          nil];
        [ipcString release];
        
        int argc = [gameParameters count];
        const char **argv = (const char **)malloc(sizeof(const char*)*argc);
        for (int i = 0; i < argc; i++)
            argv[i] = strdup([[gameParameters objectAtIndex:i] UTF8String]);
        [gameParameters release];
        
        RunEngine(argc, argv);
        
        // cleanup
        for (int i = 0; i < argc; i++)
            free((void *)argv[i]);
        free(argv);
    });
    
    DLog(@"Waiting for a client on port %ld", (long)self.port);
    while (!serverQuit) {
        /* This check the sd if there is a pending connection.
         * If there is one, accept that, and open a new socket for communicating */
        csd = SDLNet_TCP_Accept(sd);
        if (NULL != csd) {
            DLog(@"Client found");

            NSDictionary *dictForEngine = [self getDataForEngine];
            [self sendToEngine:[dictForEngine objectForKey:@"seedCommand"]];
            [self sendToEngine:[dictForEngine objectForKey:@"templateFilterCommand"]];
            [self sendToEngine:[dictForEngine objectForKey:@"mapGenCommand"]];
            [self sendToEngine:[dictForEngine objectForKey:@"mazeSizeCommand"]];
            [self sendToEngine:@"!"];

            memset(packedMap, 0, 128*32);
            SDLNet_TCP_Recv(csd, packedMap, 128*32);
            SDLNet_TCP_Recv(csd, &maxHogs, sizeof(uint8_t));

            SDLNet_TCP_Close(csd);
            serverQuit = YES;
        }
    }
    [HWUtils freePort:self.port];
    SDLNet_TCP_Close(sd);
    SDLNet_Quit();

    // spread the packed bits in an array of bytes (one pixel per element, 0= transparent 1= color)
    int k = 0;
    memset(unpackedMap, 255, 128*32*8);     // 255 is white
    for (int i = 0; i < 32*128; i++) {
        for (int j = 7; j >= 0; j--) {
            if (((packedMap[i] >> j) & 0x01) != 0)
                unpackedMap[k] = 170;       // level of gray [0-255]
            k++;
        }
    }
    return;
}

-(void) drawingThread {
    @autoreleasepool {
    
    uint8_t unpackedMap[128*32*8];
    [self engineProtocol:unpackedMap];

    // http://developer.apple.com/mac/library/qa/qa2001/qa1037.html
    CGColorSpaceRef colorspace = CGColorSpaceCreateDeviceGray();
    CGContextRef bitmapImage = CGBitmapContextCreate(unpackedMap, 256, 128, 8, 256, colorspace, (CGBitmapInfo)kCGImageAlphaNone);
    CGColorSpaceRelease(colorspace);

    CGImageRef previewCGImage = CGBitmapContextCreateImage(bitmapImage);
    CGContextRelease(bitmapImage);
    UIImage *previewImage = [[UIImage alloc] initWithCGImage:previewCGImage];
    CGImageRelease(previewCGImage);

    // all these are performed on the main thread to prevent a leak
    [self performSelectorOnMainThread:@selector(setImageRounded:)
                           withObject:previewImage
                        waitUntilDone:NO];
    [previewImage release];
    [self performSelectorOnMainThread:@selector(setLabelText:)
                           withObject:[NSString stringWithFormat:@"%ld", (long)maxHogs]
                        waitUntilDone:NO];
    [self performSelectorOnMainThread:@selector(turnOnWidgets)
                           withObject:nil
                        waitUntilDone:NO];
    [self performSelectorOnMainThread:@selector(removeIndicator)
                           withObject:nil
                        waitUntilDone:NO];
    
    }
}

-(void) updatePreviewWithSeed:(NSString *)seed {
    // remove the current preview and title
    [self setImage:nil forState:UIControlStateNormal];
    [self setTitle:nil forState:UIControlStateNormal];

    // don't display preview on slower device, too slow and memory hog
    if (IS_NOT_POWERFUL([HWUtils modelType])) {
        [self setTitle:NSLocalizedString(@"Preview not available",@"") forState:UIControlStateNormal];
        [self turnOnWidgets];
    } else {
        // add a very nice spinning wheel
        UIActivityIndicatorView *indicator = [[UIActivityIndicatorView alloc]
                                              initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleWhiteLarge];
        indicator.center = CGPointMake(self.bounds.size.width / 2, self.bounds.size.height / 2);
        indicator.tag = INDICATOR_TAG;
        [indicator startAnimating];
        [self addSubview:indicator];
        [indicator release];

        // let's draw in a separate thread so the gui can work; at the end it restore other widgets
        [NSThread detachNewThreadSelector:@selector(drawingThread) toTarget:self withObject:nil];
    }
}

-(void) updatePreviewWithFile:(NSString *)filePath {
    UIImage *image = [[UIImage alloc] initWithContentsOfFile:filePath];
    [self setImageRounded:image forState:UIControlStateNormal];
    self.backgroundColor = [UIColor whiteColor];
    self.layer.cornerRadius = 12;
    [image release];
}

-(void) removeIndicator {
    UIActivityIndicatorView *indicator = (UIActivityIndicatorView *)[self viewWithTag:INDICATOR_TAG];
    if (indicator) {
        [indicator stopAnimating];
        [indicator removeFromSuperview];
    }
}

#pragma mark -
#pragma mark delegate
-(void) turnOnWidgets {
    if ([self.delegate respondsToSelector:@selector(turnOnWidgets)])
        [self.delegate turnOnWidgets];
}

-(void) setLabelText:(NSString *)string {
    if ([self.delegate respondsToSelector:@selector(setMaxLabelText:)])
        [self.delegate setMaxLabelText:string];
}

-(NSDictionary *)getDataForEngine {
    if ([self.delegate respondsToSelector:@selector(getDataForEngine)])
        return [self.delegate getDataForEngine];
    return nil;
}

@end