4.10 reconstruction: real l4net standalone path + full BTL4Mission::SetPlayerData
Boot ladder progress (each step verified live under DOSBox-X + 32RTM): - L4NET.CPP v2: real statics (ClassDerivations/MessageHandlers/DefaultData), real single-user ctor (egg NotationFile -> last.egg -> local ReceiveEggFile post), real StartConnecting/Shutdown/CreateConsoleHost single-user branches, all four message handlers (egg assembly, ack, host connect/disconnect), 1995 netnub-guard idiom (Net_Common_Ptr NULL => benign return) throughout; netnub wire primitives remain Fail-staged. Sources: BT411 engine/MUNGA_L4/ L4NET.cpp (preserves the 1995 netnub code as comments beside its Winsock port) cross-checked against the surviving 1995 L4NET.HPP. - BTL4MSSN.CPP: full SetPlayerData reconstruction (vehicle/dropzone/color/ patch/badge/team/experience/advancedDamage/role + score modifiers + plasma badge blit), backdated from BT411's Ghidra-recovered body (@004d2c30); every API pinned to the surviving 1995 headers (NOTATION/MISSION/SCNROLE/ L4GREND/BTMSSN). Boot now runs: banner -> resource load -> app ctor chain -> network manager single-user init -> egg dispatch -> mission creation -> SetPlayerData (parses the real TEST.EGG) -> halts at BTPlayer ctor (next staged brick). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
@@ -1,7 +1,12 @@
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//===========================================================================//
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// File: btl4mssn.cpp //
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// Project: BattleTech //
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// Contents: Implementation details for the BT L4 mission //
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// Project: BattleTech Brick: //
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// Contents: Implementation for the L4 (game-level) mission //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 04/07/95 ECH Initial coding. //
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// 09/12/95 JM Derived from L4Mission //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1995, Virtual World Entertainment, Inc. //
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// All Rights reserved worldwide //
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@@ -15,20 +20,349 @@
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# include <btl4mssn.hpp>
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#endif
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#if !defined(BTL4APP_HPP)
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# include <btl4app.hpp>
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#endif
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#if !defined(L4GREND_HPP)
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# include <l4grend.hpp>
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#endif
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#if !defined(L4HOST_HPP)
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# include <l4host.hpp>
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#endif
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#if !defined(HOSTMGR_HPP)
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# include <hostmgr.hpp>
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#endif
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#if !defined(NOTATION_HPP)
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# include <notation.hpp>
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#endif
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#if !defined(SCNROLE_HPP)
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# include <scnrole.hpp>
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#endif
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//##########################################################################
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//########################### BTL4Mission ############################
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//##########################################################################
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//
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//#############################################################################
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//#############################################################################
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//
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BTL4Mission::BTL4Mission(
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NotationFile *notation_file,
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ResourceFile *resources
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):
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BTMission(notation_file, resources)
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{
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Check_Fpu();
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}
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//
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//#############################################################################
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//#############################################################################
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//
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BTL4Mission::~BTL4Mission()
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{
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Check(this);
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Check_Fpu();
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}
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//
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//#############################################################################
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// SetPlayerData Pulls this host's player page out of the notation file and
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// populates the mission's player description: model, dropzone, color, badge,
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// patch, experience level, advanced-damage flag, scenario role (+ its damage
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// modifiers), and the plasma-display badge bitmap.
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//#############################################################################
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//
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void
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BTL4Mission::SetPlayerData(NotationFile *)
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BTL4Mission::SetPlayerData(NotationFile *notation_file)
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{
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Fail("BTL4Mission::SetPlayerData -- btl4mssn.cpp not yet reconstructed");
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Check(this);
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//
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//--------------------------------------------------------------
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// Figure out which page we should be using to create the player
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//--------------------------------------------------------------
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//
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Check(application);
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HostManager *host_manager = application->GetHostManager();
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Check(host_manager);
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L4Host *host = (L4Host*)host_manager->GetLocalHost();
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Check(host);
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CString
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player_node = host->GetSymbolicName();
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//
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//----------------------------------------------------------
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// Copy the game model and dropzone strings into the mission
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//----------------------------------------------------------
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//
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gameModel = NULL;
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const char *player_model = NULL;
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notation_file->GetEntry(player_node, "vehicle", &player_model);
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if (!player_model)
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{
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DEBUG_STREAM << "Error: vehicle not specified!\n";
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Fail("Exiting");
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}
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Check_Pointer(player_model);
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gameModel = strdup(player_model);
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Register_Pointer(gameModel);
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dropZoneName = NULL;
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const char *drop_zone = NULL;
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notation_file->GetEntry(player_node, "dropzone", &drop_zone);
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if (!drop_zone)
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{
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DEBUG_STREAM << "Error: dropzone not specified!\n";
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Fail("Exiting");
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}
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Check_Pointer(drop_zone);
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dropZoneName = strdup(drop_zone);
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Register_Pointer(dropZoneName);
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dropZoneHost = False;
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notation_file->GetEntry(player_node, "loadzones", &dropZoneHost);
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//
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//----------------------------------------------------------
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// Color
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//----------------------------------------------------------
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//
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colorName = NULL;
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const char *color_name = NULL;
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notation_file->GetEntry(player_node, "color", &color_name);
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if (!color_name)
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{
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DEBUG_STREAM << "Error: color not specified!\n";
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Fail("Exiting");
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}
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Check_Pointer(color_name);
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colorName = strdup(color_name);
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Register_Pointer(colorName);
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//
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//----------------------------------------------------------
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// Patch
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//----------------------------------------------------------
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//
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const char *patch_name = NULL;
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notation_file->GetEntry(player_node, "patch", &patch_name);
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if (!patch_name)
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{
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DEBUG_STREAM << "Error: patch not specified!\n";
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Fail("Exiting");
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}
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Check_Pointer(patch_name);
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patchName = patch_name;
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//
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//----------------------------------------------------------
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// Badge
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//----------------------------------------------------------
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//
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badgeName = NULL;
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const char *badge_name = NULL;
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notation_file->GetEntry(player_node, "badge", &badge_name);
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if (!badge_name)
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{
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DEBUG_STREAM << "Error: badge not specified!\n";
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Fail("Exiting");
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}
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Check_Pointer(badge_name);
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badgeName = strdup(badge_name);
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Register_Pointer(badgeName);
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//
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//----------------------------------------------------------
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// Team name. NOTE: the shipped binary reads the "badge" key here
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// as well and defaults to "DEFAULT" when the page omits it.
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//----------------------------------------------------------
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//
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const char *team_name = NULL;
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if (!notation_file->GetEntry(player_node, "badge", &team_name))
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{
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teamName = "DEFAULT";
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}
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else
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{
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Check_Pointer(team_name);
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teamName = team_name;
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}
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//
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//----------------------------------------------------------
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// Experience level. Absence is tolerated only for the "camera"
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// page; "Unspecified" leaves the default.
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//----------------------------------------------------------
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//
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const char *experience = "Unspecified";
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if (!notation_file->GetEntry(player_node, "experience", &experience))
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{
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if (strcmp(gameModel, "camera") != 0)
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{
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DEBUG_STREAM << player_node << " page missing expereince!" << endl;
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Fail("Exiting");
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}
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}
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if (strcmp("Unspecified", experience) != 0)
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{
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if (strcmp(experience, "novice") == 0)
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{
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experienceLevel = BTMission::NoviceMode;
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}
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else if (strcmp(experience, "standard") == 0)
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{
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experienceLevel = BTMission::StandardMode;
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}
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else if (strcmp(experience, "veteran") == 0)
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{
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experienceLevel = BTMission::VeteranMode;
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}
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else if (strcmp(experience, "expert") == 0)
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{
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experienceLevel = BTMission::ExpertMode;
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}
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else
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{
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DEBUG_STREAM << player_node
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<< " has an unknown experience field of "
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<< experience;
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Fail("Exiting");
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}
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}
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//
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//----------------------------------------------------------
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// Advanced damage flag
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//----------------------------------------------------------
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//
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Logical advanced_damage = False;
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if (notation_file->GetEntry(player_node, "advancedDamage", &advanced_damage))
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{
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advancedDamageOn = advanced_damage ? True : False;
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}
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//
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//----------------------------------------------------------
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// Scenario role -- every player page must name a role, and the role
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// page must name a model. The ScenarioRole is looked up (and created
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// on first use) in the mission's role dictionary, then its per-page
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// score modifiers applied.
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//----------------------------------------------------------
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//
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const char *role_node = NULL;
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if (!notation_file->GetEntry(player_node, "role", &role_node))
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{
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DEBUG_STREAM << "Each Player page must have a role field !" << endl;
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Fail("Exiting");
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}
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else
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{
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Check_Pointer(role_node);
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roleName = role_node;
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const char *role_model = NULL;
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if (!notation_file->GetEntry(role_node, "model", &role_model))
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{
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DEBUG_STREAM << role_node << " page or model field missing !" << endl;
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Fail("Exiting");
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}
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else
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{
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ScenarioRole *role = GetScenarioRole(roleName);
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if (role == NULL)
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{
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role = new ScenarioRole(roleName, CString(role_model));
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Register_Object(role);
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AddScenarioRole(role);
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}
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//
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// Optional per-page score modifiers.
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//
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Scalar value;
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if (notation_file->GetEntry(role_node, "dmgInflctdMdfr", &value))
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{
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role->SetDamageInflictedModifier(value);
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}
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if (notation_file->GetEntry(role_node, "dmgRcvdMdfr", &value))
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{
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role->SetDamageReceivedModifier(value);
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}
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if (notation_file->GetEntry(role_node, "dmgBias", &value))
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{
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role->SetDamageBias(value);
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}
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if (notation_file->GetEntry(role_node, "friendlyFire", &value))
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{
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role->SetFriendlyFirePenalty(value);
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}
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int return_from_death;
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if (notation_file->GetEntry(role_node, "return", &return_from_death))
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{
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role->SetReturnFromDeath(return_from_death);
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}
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if (notation_file->GetEntry(role_node, "killBonus", &value))
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{
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role->SetKillBonus(value);
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}
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}
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}
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//
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//~~~~~~~~~~~~~~~~~~~~~~
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// Get playerBitmapIndex and, if present, blit the badge bitmap onto
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// the external (plasma) display.
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//~~~~~~~~~~~~~~~~~~~~~~
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//
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if (!notation_file->GetEntry(player_node, "bitmapindex", &playerBitmapIndex))
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{
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DEBUG_STREAM << "No Bitmap for player" << player_node;
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DEBUG_STREAM << flush;
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}
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else
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{
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BitMap *bitmap = GetLargeNameBitmap(playerBitmapIndex);
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if (bitmap != NULL)
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{
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Check(application);
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L4GaugeRenderer
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*gauge_renderer =
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(L4GaugeRenderer*)application->GetGaugeRenderer();
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if (gauge_renderer != NULL)
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{
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Check(gauge_renderer);
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GraphicsDisplay *graphics_display =
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gauge_renderer->GetExternalDisplay();
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if (graphics_display != NULL)
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{
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graphics_display->DrawBitMapOpaque(
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1, // foreground color
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0, // background color
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0xFF, // bitmask
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GraphicsDisplay::Replace, // operation
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0, // rotation
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0, 0, // position
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bitmap,
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0, // sx1
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0, // sy1
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bitmap->Data.Size.x - 1, // sx2
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bitmap->Data.Size.y - 1 // sy2
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);
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graphics_display->Update(True);
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graphics_display->WaitForUpdate();
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}
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}
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}
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}
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Check_Fpu();
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}
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@@ -1,8 +1,13 @@
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//===========================================================================//
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// File: l4net.cpp //
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// Project: MUNGA Brick: L4 Network //
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// Project: MUNGA Brick: Network Manager //
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// Contents: Implementation details for the L4 network manager //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 03/02/95 GAC Initial coding. //
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// 04/08/95 GAC Netnow Removed, TCP/NetNub support added //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1994-1995, Virtual World Entertainment, Inc. //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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@@ -15,98 +20,27 @@
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# include <l4net.hpp>
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#endif
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L4NetworkManager::L4NetworkManager():
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NetworkManager(NetworkManager::DefaultData),
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messageBuffer(this)
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{
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Fail("L4NetworkManager -- l4net.cpp not yet reconstructed");
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}
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#if !defined(L4APP_HPP)
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# include <l4app.hpp>
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#endif
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void
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L4NetworkManager::CreateConsoleHost()
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{
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Fail("L4NetworkManager::CreateConsoleHost -- l4net.cpp not yet reconstructed");
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}
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#if !defined(L4HOST_HPP)
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# include <l4host.hpp>
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#endif
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L4NetworkManager__MessageBuffer::L4NetworkManager__MessageBuffer(L4NetworkManager *network_manager):
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messageQueueSocket(NULL, 1)
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{
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networkManager = network_manager;
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bufferSize = 0;
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}
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#if !defined(MISSION_HPP)
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# include <mission.hpp>
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#endif
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L4NetworkManager__MessageBuffer::~L4NetworkManager__MessageBuffer()
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{
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}
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#if !defined(NOTATION_HPP)
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# include <notation.hpp>
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#endif
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//
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//#############################################################################
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// Staged bodies: real l4net.cpp not yet reconstructed. Methods that a
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// standalone (non-networked) boot may touch are benign no-ops; methods that
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// imply real network traffic Fail loudly.
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//#############################################################################
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//
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L4NetworkManager::~L4NetworkManager()
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{
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}
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void
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L4NetworkManager::Send(Message *, ClientID, HostID)
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{
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Fail("L4NetworkManager::Send -- l4net.cpp not yet reconstructed");
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}
|
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|
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void
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L4NetworkManager::ExclusiveBroadcast(Message *, ClientID)
|
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{
|
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Fail("L4NetworkManager::ExclusiveBroadcast -- l4net.cpp not yet reconstructed");
|
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}
|
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|
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void
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L4NetworkManager::StartConnecting(Mission *)
|
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{
|
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Fail("L4NetworkManager::StartConnecting -- l4net.cpp not yet reconstructed");
|
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}
|
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|
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Logical
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L4NetworkManager::Shutdown()
|
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{
|
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return 1;
|
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}
|
||||
|
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Logical
|
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L4NetworkManager::CheckBuffers(NetworkPacket *)
|
||||
{
|
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Fail("L4NetworkManager::CheckBuffers -- l4net.cpp not yet reconstructed");
|
||||
return 0;
|
||||
}
|
||||
|
||||
void
|
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L4NetworkManager::RemovePacket(NetworkPacket *)
|
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{
|
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Fail("L4NetworkManager::RemovePacket -- l4net.cpp not yet reconstructed");
|
||||
}
|
||||
|
||||
Logical
|
||||
L4NetworkManager::ExecuteBackground()
|
||||
{
|
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return 0;
|
||||
}
|
||||
|
||||
void
|
||||
L4NetworkManager::Marker(char *)
|
||||
{
|
||||
}
|
||||
|
||||
void
|
||||
L4NetworkManager::Mode(NetworkMode)
|
||||
{
|
||||
}
|
||||
|
||||
//
|
||||
//#############################################################################
|
||||
// NetNub client-side globals (real home: l4net.cpp). Net_Common_Ptr NULL =
|
||||
// no NetNub TSR loaded; L4File then takes its plain-DOS path (L4FILE.CPP:32).
|
||||
// NetNub client-side globals. Net_Common_Ptr NULL = no NetNub TSR loaded;
|
||||
// L4File then takes its plain-DOS path (L4FILE.CPP:32) and the network
|
||||
// manager runs in single user mode.
|
||||
//#############################################################################
|
||||
//
|
||||
Netcom_Ptr
|
||||
@@ -115,5 +49,699 @@ Netcom_Ptr
|
||||
void
|
||||
NetNub::SendCommand()
|
||||
{
|
||||
Fail("NetNub::SendCommand -- l4net.cpp not yet reconstructed");
|
||||
Fail("NetNub::SendCommand -- netnub interface not yet reconstructed");
|
||||
}
|
||||
|
||||
//
|
||||
//#############################################################################
|
||||
// Shared data support
|
||||
//#############################################################################
|
||||
//
|
||||
Derivation
|
||||
L4NetworkManager::ClassDerivations(
|
||||
NetworkManager::ClassDerivations,
|
||||
"L4NetworkManager"
|
||||
);
|
||||
|
||||
const Receiver::HandlerEntry
|
||||
L4NetworkManager::MessageHandlerEntries[]=
|
||||
{
|
||||
MESSAGE_ENTRY(L4NetworkManager,ReceiveEggFile),
|
||||
MESSAGE_ENTRY(L4NetworkManager,AcknowledgeEggFile),
|
||||
MESSAGE_ENTRY(L4NetworkManager,HostConnected),
|
||||
MESSAGE_ENTRY(L4NetworkManager,HostDisconnected)
|
||||
};
|
||||
|
||||
L4NetworkManager::MessageHandlerSet
|
||||
L4NetworkManager::MessageHandlers(
|
||||
ELEMENTS(L4NetworkManager::MessageHandlerEntries),
|
||||
L4NetworkManager::MessageHandlerEntries,
|
||||
NetworkManager::MessageHandlers
|
||||
);
|
||||
|
||||
L4NetworkManager::SharedData
|
||||
L4NetworkManager::DefaultData(
|
||||
L4NetworkManager::ClassDerivations,
|
||||
L4NetworkManager::MessageHandlers
|
||||
);
|
||||
|
||||
//
|
||||
//#############################################################################
|
||||
// Code for the network manager class
|
||||
//#############################################################################
|
||||
//
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
// Constructor for the L4NetworkManager
|
||||
//
|
||||
L4NetworkManager::L4NetworkManager():
|
||||
NetworkManager(DefaultData),
|
||||
messageBuffer(this)
|
||||
{
|
||||
unsigned long
|
||||
network_common_flat_address;
|
||||
|
||||
network_common_flat_address =
|
||||
L4Application::GetNetworkCommonFlatAddress();
|
||||
lastHostIteratorPosition = 0;
|
||||
nextOpenHostID = FirstLegalHostID+1; // Reserve first legal id for console
|
||||
currentNetworkState = NormalState;
|
||||
myConsoleHost = NULL;
|
||||
eggAcknowledged = False;
|
||||
networkStartupMode = SlaveMode;
|
||||
numberOfMungaHostsConnected = 0;
|
||||
numberOfConsoleHostsConnected = 0;
|
||||
remoteHostCount = 0x7FFFFFFF;
|
||||
|
||||
//
|
||||
// If there is no net common, set things up for single user mode
|
||||
//
|
||||
if (network_common_flat_address == 0)
|
||||
{
|
||||
Net_Common_Ptr = NULL;
|
||||
|
||||
//
|
||||
//---------------------------------------------------------------------
|
||||
// Retrieve the egg as specified on the command line, and send it as an
|
||||
// egg message
|
||||
//---------------------------------------------------------------------
|
||||
//
|
||||
CString egg_name = L4Application::GetEggNotationFileName();
|
||||
if (!strlen(egg_name))
|
||||
{
|
||||
Fail("ERROR: No source exists for egg!");
|
||||
}
|
||||
networkEggNotationFile = new NotationFile(egg_name);
|
||||
Register_Object(networkEggNotationFile);
|
||||
networkEggNotationFile->WriteFile("last.egg");
|
||||
currentNetworkState = NormalState;
|
||||
|
||||
ReceiveEggFileMessage egg_message(-1, 10, "local egg", 10);
|
||||
application->Post(DefaultEventPriority, this, &egg_message);
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// Setup the local netcom structure and some pointers to things inside it
|
||||
//
|
||||
Fail("L4NetworkManager -- netnub (networked) path not yet reconstructed");
|
||||
}
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
//
|
||||
L4NetworkManager::~L4NetworkManager()
|
||||
{
|
||||
if (networkEggNotationFile)
|
||||
{
|
||||
Unregister_Object(networkEggNotationFile);
|
||||
delete networkEggNotationFile;
|
||||
networkEggNotationFile = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
// L4NetworkManager::CreateConsoleHost This routine creates the console remote
|
||||
// host and posts a listen for the console connection.
|
||||
//
|
||||
void
|
||||
L4NetworkManager::CreateConsoleHost()
|
||||
{
|
||||
//
|
||||
// Die if there is no network common around
|
||||
//
|
||||
if (Net_Common_Ptr == NULL)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// Initialize a bunch of stuff to sane states
|
||||
//
|
||||
nextOpenHostID = FirstLegalHostID+1; // Reserve first legal id for console
|
||||
networkStartupMode = SlaveMode; // We're a slave, (not a simulated console)
|
||||
currentNetworkState = ConsoleOnly; // Only accept messages from the console
|
||||
numberOfConsoleHostsConnected = 0; // Shouldn't be any consoles yet
|
||||
numberOfMungaHostsConnected = 0; // No game machines either
|
||||
|
||||
Fail("L4NetworkManager::CreateConsoleHost -- netnub path not yet reconstructed");
|
||||
}
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
// L4NetworkManager::StartConnecting This routine is called when a mission
|
||||
// starts to allow the network management system to establish communications
|
||||
// with all the participants.
|
||||
//
|
||||
void
|
||||
L4NetworkManager::StartConnecting(Mission *mission)
|
||||
{
|
||||
L4Host *my_l4host;
|
||||
|
||||
//
|
||||
// This should be entered with no network connections to other game hosts
|
||||
// up, so we initialize this count to zero.
|
||||
//
|
||||
numberOfMungaHostsConnected = 0;
|
||||
|
||||
//
|
||||
// Create the host iterator for the mission egg
|
||||
//
|
||||
Mission::HostIterator mission_host_iterator(mission);
|
||||
MissionHostData *mission_host_data;
|
||||
|
||||
//
|
||||
// If there is no net common, set things up for single user mode
|
||||
//
|
||||
if (Net_Common_Ptr == NULL)
|
||||
{
|
||||
//
|
||||
// Make the local host for single user testing, we give the host ID#1
|
||||
// and assign the first symbolic name in the egg to it.
|
||||
//
|
||||
mission_host_data = mission_host_iterator.ReadAndNext();
|
||||
Check(mission_host_data);
|
||||
|
||||
my_l4host = new L4Host(
|
||||
1, // Host ID
|
||||
mission_host_data->GetHostType(), // Host Type
|
||||
NullNetworkAddress, // Net Address
|
||||
0, // Socket address
|
||||
mission_host_data->GetAddressString()
|
||||
);
|
||||
Register_Object(my_l4host);
|
||||
Check(application);
|
||||
Check(application->GetHostManager());
|
||||
application->GetHostManager()->AdoptLocalHost(my_l4host);
|
||||
|
||||
//
|
||||
//--------------------------------------------------------------------
|
||||
// Now, since this host creator is for stand-alone mode, send the load
|
||||
// mission message to the application
|
||||
//--------------------------------------------------------------------
|
||||
//
|
||||
Check(application);
|
||||
Application::Message
|
||||
load_message(
|
||||
Application::LoadMissionMessageID,
|
||||
sizeof(Application::Message)
|
||||
);
|
||||
application->Post(DefaultEventPriority, application, &load_message);
|
||||
return;
|
||||
}
|
||||
|
||||
Fail("L4NetworkManager::StartConnecting -- netnub path not yet reconstructed");
|
||||
}
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
// L4NetworkManager::Shutdown This routine is called when a mission ends to
|
||||
// allow the network management system to drop all the connections.
|
||||
//
|
||||
Logical
|
||||
L4NetworkManager::Shutdown()
|
||||
{
|
||||
Host
|
||||
*base_host;
|
||||
L4Host
|
||||
*my_l4host;
|
||||
unsigned long
|
||||
network_common_flat_address;
|
||||
|
||||
network_common_flat_address =
|
||||
L4Application::GetNetworkCommonFlatAddress();
|
||||
|
||||
if (networkEggNotationFile)
|
||||
{
|
||||
Unregister_Object(networkEggNotationFile);
|
||||
delete networkEggNotationFile;
|
||||
networkEggNotationFile = NULL;
|
||||
}
|
||||
|
||||
//
|
||||
// If there is no net common, all we do is deregister the local host
|
||||
//
|
||||
if (network_common_flat_address == 0)
|
||||
{
|
||||
base_host = application->GetHostManager()->OrphanLocalHost();
|
||||
my_l4host = Cast_Object(L4Host*, base_host);
|
||||
Check(my_l4host);
|
||||
Unregister_Object(my_l4host);
|
||||
delete my_l4host;
|
||||
return True;
|
||||
}
|
||||
|
||||
Fail("L4NetworkManager::Shutdown -- netnub path not yet reconstructed");
|
||||
return False;
|
||||
}
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
// L4NetworkManager::Send Sends a message to a single host.
|
||||
//
|
||||
void
|
||||
L4NetworkManager::Send(Message *message, ClientID, HostID host_ID)
|
||||
{
|
||||
Host *base_host;
|
||||
L4Host *l4host;
|
||||
|
||||
Check_Pointer(message);
|
||||
Check(application);
|
||||
Check(application->GetHostManager());
|
||||
base_host = application->GetHostManager()->GetRemoteHost(host_ID);
|
||||
if (base_host == NULL)
|
||||
{
|
||||
return;
|
||||
}
|
||||
l4host = Cast_Object(L4Host*, base_host);
|
||||
if (l4host->GetConnectStatus() != L4Host::OnLineConnectionStatus)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Fail("L4NetworkManager::Send -- netnub path not yet reconstructed");
|
||||
}
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
// L4NetworkManager::ExclusiveBroadcast Sends a message to every online host
|
||||
// except the named client.
|
||||
//
|
||||
void
|
||||
L4NetworkManager::ExclusiveBroadcast(Message *message, ClientID)
|
||||
{
|
||||
Check_Pointer(message);
|
||||
Check(application);
|
||||
|
||||
//
|
||||
// With no hosts online there is no one to broadcast to
|
||||
//
|
||||
if (numberOfMungaHostsConnected == 0 && numberOfConsoleHostsConnected == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Fail("L4NetworkManager::ExclusiveBroadcast -- netnub path not yet reconstructed");
|
||||
}
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
// L4NetworkManager::CheckBuffers Checks to see if there is a message for us
|
||||
// buffered up in the network interface card.
|
||||
//
|
||||
Logical
|
||||
L4NetworkManager::CheckBuffers(NetworkPacket *)
|
||||
{
|
||||
//
|
||||
// No netnub present? Nothing can have arrived.
|
||||
//
|
||||
if (Net_Common_Ptr == NULL)
|
||||
{
|
||||
return False;
|
||||
}
|
||||
|
||||
Fail("L4NetworkManager::CheckBuffers -- netnub path not yet reconstructed");
|
||||
return False;
|
||||
}
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
//
|
||||
void
|
||||
L4NetworkManager::RemovePacket(NetworkPacket *)
|
||||
{
|
||||
//
|
||||
// No netnub present? Just return
|
||||
//
|
||||
if (Net_Common_Ptr == NULL)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Fail("L4NetworkManager::RemovePacket -- netnub path not yet reconstructed");
|
||||
}
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
//
|
||||
Logical
|
||||
L4NetworkManager::ExecuteBackground()
|
||||
{
|
||||
Check(this);
|
||||
if (!messageBuffer.IsEmpty())
|
||||
{
|
||||
messageBuffer.AttemptToSend();
|
||||
return True;
|
||||
}
|
||||
return False;
|
||||
}
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
// L4NetworkManager::Marker Sends a text marker down the netnub spool for
|
||||
// mission review annotation.
|
||||
//
|
||||
void
|
||||
L4NetworkManager::Marker(char *)
|
||||
{
|
||||
//
|
||||
// No netnub present? Just return
|
||||
//
|
||||
if (Net_Common_Ptr == NULL)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Fail("L4NetworkManager::Marker -- netnub path not yet reconstructed");
|
||||
}
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
// L4NetworkManager::Mode Switches the netnub between reliable and unreliable
|
||||
// delivery.
|
||||
//
|
||||
void
|
||||
L4NetworkManager::Mode(NetworkMode)
|
||||
{
|
||||
//
|
||||
// No netnub present? Just return
|
||||
//
|
||||
if (Net_Common_Ptr == NULL)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Fail("L4NetworkManager::Mode -- netnub path not yet reconstructed");
|
||||
}
|
||||
|
||||
//
|
||||
//#############################################################################
|
||||
// Message handlers
|
||||
//#############################################################################
|
||||
//
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
// L4NetworkManager::ReceiveEggFileMessageHandler
|
||||
//
|
||||
void
|
||||
L4NetworkManager::ReceiveEggFileMessageHandler(
|
||||
ReceiveEggFileMessage *EggMessage
|
||||
)
|
||||
{
|
||||
#if defined(LAB_ONLY)
|
||||
DEBUG_STREAM << "Received Egg message #" << EggMessage->sequenceNumber
|
||||
<< endl;
|
||||
#endif
|
||||
|
||||
//
|
||||
// An egg sequence number of -1 means that the egg is posted locally, and
|
||||
// should just call create mission
|
||||
//
|
||||
if (EggMessage->sequenceNumber == -1)
|
||||
{
|
||||
application->CreateMission(networkEggNotationFile);
|
||||
return;
|
||||
}
|
||||
|
||||
if (EggMessage->sequenceNumber == 0)
|
||||
{
|
||||
//
|
||||
// Make a buffer
|
||||
//
|
||||
eggTempBuffer = new char[EggMessage->notationFileLength];
|
||||
Register_Pointer(eggTempBuffer);
|
||||
eggTempNext = 0;
|
||||
}
|
||||
|
||||
//
|
||||
// Write the egg data into the buffer
|
||||
//
|
||||
memcpy(
|
||||
(eggTempBuffer+eggTempNext),
|
||||
EggMessage->notationData,
|
||||
EggMessage->thisMessageLength
|
||||
);
|
||||
eggTempNext += EggMessage->thisMessageLength;
|
||||
|
||||
//
|
||||
// If we don't have all the data, return and wait for more
|
||||
//
|
||||
if (eggTempNext < EggMessage->notationFileLength)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// We've got all the data, make the notation file
|
||||
//
|
||||
networkEggNotationFile = new NotationFile();
|
||||
Register_Object(networkEggNotationFile);
|
||||
networkEggNotationFile->ReadText(eggTempBuffer, eggTempNext);
|
||||
networkEggNotationFile->WriteFile("last.egg");
|
||||
currentNetworkState = NormalState;
|
||||
|
||||
//
|
||||
// Now turn the notation file into a mission
|
||||
//
|
||||
application->CreateMission(networkEggNotationFile);
|
||||
|
||||
//
|
||||
// Get rid of the ram buffer now that we're done with it
|
||||
//
|
||||
Unregister_Pointer(eggTempBuffer);
|
||||
delete eggTempBuffer;
|
||||
}
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
// L4NetworkManager::AcknowledgeEggFileMessageHandler
|
||||
//
|
||||
void
|
||||
L4NetworkManager::AcknowledgeEggFileMessageHandler(
|
||||
AcknowledgeEggFileMessage *
|
||||
)
|
||||
{
|
||||
#if defined(LAB_ONLY)
|
||||
DEBUG_STREAM << "\nReceived egg acknowledged message\n";
|
||||
#endif
|
||||
eggAcknowledged = True;
|
||||
}
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
// L4NetworkManager::HostConnectedMessageHandler
|
||||
//
|
||||
void
|
||||
L4NetworkManager::HostConnectedMessageHandler(
|
||||
HostConnectedMessage *HostConnected
|
||||
)
|
||||
{
|
||||
//
|
||||
// Get a pointer to the L4 host
|
||||
//
|
||||
Check(application);
|
||||
Check(application->GetHostManager());
|
||||
Host *connected_host =
|
||||
application->GetHostManager()->GetRemoteHost(HostConnected->hostID);
|
||||
L4Host *l4connected_host = Cast_Object(L4Host*, connected_host);
|
||||
Check(l4connected_host);
|
||||
|
||||
//
|
||||
// Set the host connection status to on line and increment the
|
||||
// counter of hosts online.
|
||||
//
|
||||
l4connected_host->SetConnectStatus(L4Host::OnLineConnectionStatus);
|
||||
switch (l4connected_host->GetHostType())
|
||||
{
|
||||
case GameMachineHostType:
|
||||
numberOfMungaHostsConnected++;
|
||||
DEBUG_STREAM << "Connected to GameMachineHost at ";
|
||||
break;
|
||||
case CameraShipHostType:
|
||||
numberOfMungaHostsConnected++;
|
||||
DEBUG_STREAM << "Connected to CameraShipHost at ";
|
||||
break;
|
||||
case MissionReviewHostType:
|
||||
numberOfMungaHostsConnected++;
|
||||
DEBUG_STREAM << "Connected to MissionReviewHost at ";
|
||||
break;
|
||||
case ConsoleHostType:
|
||||
numberOfConsoleHostsConnected++;
|
||||
DEBUG_STREAM << "Connected to ConsoleHost at ";
|
||||
break;
|
||||
default:
|
||||
Fail("L4NetworkManager::HostConnectedMessageHandler - unknown host type");
|
||||
break;
|
||||
}
|
||||
DEBUG_STREAM << HostConnected->networkAddress << endl;
|
||||
|
||||
if (numberOfMungaHostsConnected >= remoteHostCount)
|
||||
{
|
||||
DEBUG_STREAM << "All connections completed!\n";
|
||||
Marker("MUNGA MARKER--All connections completed!\n");
|
||||
|
||||
//
|
||||
//--------------------------------------------------------------------
|
||||
// All hosts are up; send the load mission message to the application
|
||||
//--------------------------------------------------------------------
|
||||
//
|
||||
Check(application);
|
||||
Application::Message
|
||||
load_message(
|
||||
Application::LoadMissionMessageID,
|
||||
sizeof(Application::Message)
|
||||
);
|
||||
application->Post(DefaultEventPriority, application, &load_message);
|
||||
}
|
||||
}
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
// L4NetworkManager::HostDisconnectedMessageHandler
|
||||
// This message is assumed only to be sent by the console just prior to it
|
||||
// disconnecting. It clues us to locally close and destroy the console host
|
||||
// so the game will start normally even if the console isn't around.
|
||||
//
|
||||
void
|
||||
L4NetworkManager::HostDisconnectedMessageHandler(
|
||||
HostDisconnectedMessage *HostDisconnected
|
||||
)
|
||||
{
|
||||
//
|
||||
// Get a pointer to the L4 host
|
||||
//
|
||||
Check(application->GetHostManager());
|
||||
Host *connected_host =
|
||||
application->GetHostManager()->GetRemoteHost(HostDisconnected->hostID);
|
||||
L4Host *l4connected_host = Cast_Object(L4Host*, connected_host);
|
||||
Check(l4connected_host);
|
||||
|
||||
//
|
||||
// Set the host connection status to off line, then close the connection.
|
||||
//
|
||||
l4connected_host->SetConnectStatus(L4Host::NoNetworkConnectionStatus);
|
||||
NetworkAddress temp_net_address = l4connected_host->GetNetworkAddress();
|
||||
CloseConnection(HostDisconnected->streamPointer);
|
||||
|
||||
//
|
||||
// See what type of host it was that disconnected
|
||||
//
|
||||
switch (l4connected_host->GetHostType())
|
||||
{
|
||||
case GameMachineHostType:
|
||||
numberOfMungaHostsConnected--;
|
||||
DEBUG_STREAM << "\nDisconnected from GameMachineHost at ";
|
||||
break;
|
||||
case CameraShipHostType:
|
||||
numberOfMungaHostsConnected--;
|
||||
DEBUG_STREAM << "\nDisconnected from CameraShipHost at ";
|
||||
break;
|
||||
case MissionReviewHostType:
|
||||
numberOfMungaHostsConnected--;
|
||||
DEBUG_STREAM << "\nDisconnected from MissionReviewHost at ";
|
||||
break;
|
||||
case ConsoleHostType:
|
||||
//
|
||||
// Knock down the number of consoles online, then destroy the
|
||||
// console host and recreate it; this resets all the internal
|
||||
// buffers and pointers so check_buffers won't go crazy
|
||||
//
|
||||
numberOfConsoleHostsConnected--;
|
||||
DEBUG_STREAM << "\nDisconnected from ConsoleHost at ";
|
||||
application->GetHostManager()->OrphanRemoteHost(l4connected_host);
|
||||
Unregister_Object(l4connected_host);
|
||||
delete l4connected_host;
|
||||
CreateConsoleHost();
|
||||
break;
|
||||
default:
|
||||
Fail("L4NetworkManager::HostDisconnectedMessageHandler - unknown host type");
|
||||
break;
|
||||
}
|
||||
DEBUG_STREAM << temp_net_address << "\n";
|
||||
}
|
||||
|
||||
//
|
||||
//#############################################################################
|
||||
// Netnub wire primitives -- not yet reconstructed
|
||||
//#############################################################################
|
||||
//
|
||||
unsigned long
|
||||
L4NetworkManager::CheckSocket(unsigned long)
|
||||
{
|
||||
Fail("L4NetworkManager::CheckSocket -- netnub path not yet reconstructed");
|
||||
return 0;
|
||||
}
|
||||
|
||||
unsigned long
|
||||
L4NetworkManager::ResolveAddress(CString)
|
||||
{
|
||||
Fail("L4NetworkManager::ResolveAddress -- netnub path not yet reconstructed");
|
||||
return 0;
|
||||
}
|
||||
|
||||
unsigned long
|
||||
L4NetworkManager::GetMyAddress()
|
||||
{
|
||||
Fail("L4NetworkManager::GetMyAddress -- netnub path not yet reconstructed");
|
||||
return 0;
|
||||
}
|
||||
|
||||
unsigned long
|
||||
L4NetworkManager::OpenConnection(int, int, int, int)
|
||||
{
|
||||
Fail("L4NetworkManager::OpenConnection -- netnub path not yet reconstructed");
|
||||
return 0;
|
||||
}
|
||||
|
||||
void
|
||||
L4NetworkManager::CloseConnection(unsigned long)
|
||||
{
|
||||
Fail("L4NetworkManager::CloseConnection -- netnub path not yet reconstructed");
|
||||
}
|
||||
|
||||
Logical
|
||||
L4NetworkManager::GetNextMungaPacket(
|
||||
NetworkPacket *,
|
||||
HostManager::RemoteHostIterator *
|
||||
)
|
||||
{
|
||||
Fail("L4NetworkManager::GetNextMungaPacket -- netnub path not yet reconstructed");
|
||||
return False;
|
||||
}
|
||||
|
||||
Logical
|
||||
L4NetworkManager::SendMessageToNetnub(Message *, ClientID, HostID)
|
||||
{
|
||||
Fail("L4NetworkManager::SendMessageToNetnub -- netnub path not yet reconstructed");
|
||||
return False;
|
||||
}
|
||||
|
||||
void
|
||||
L4NetworkManager::SendBatchedMessageToNetnub(
|
||||
Message *,
|
||||
ClientID,
|
||||
DroppedMessageHostSocket *
|
||||
)
|
||||
{
|
||||
Fail("L4NetworkManager::SendBatchedMessageToNetnub -- netnub path not yet reconstructed");
|
||||
}
|
||||
|
||||
//
|
||||
//#############################################################################
|
||||
// L4NetworkManager__MessageBuffer
|
||||
//#############################################################################
|
||||
//
|
||||
L4NetworkManager__MessageBuffer::L4NetworkManager__MessageBuffer(
|
||||
L4NetworkManager *network_manager
|
||||
):
|
||||
messageQueueSocket(NULL, 1)
|
||||
{
|
||||
networkManager = network_manager;
|
||||
currentQueueIndex = 0;
|
||||
bufferSize = 0;
|
||||
}
|
||||
|
||||
L4NetworkManager__MessageBuffer::~L4NetworkManager__MessageBuffer()
|
||||
{
|
||||
}
|
||||
|
||||
void
|
||||
L4NetworkManager__MessageBuffer::AddSendRequest(
|
||||
HostID,
|
||||
NetworkClient::ClientID,
|
||||
Receiver::Message *
|
||||
)
|
||||
{
|
||||
Fail("L4NetworkManager__MessageBuffer::AddSendRequest -- netnub path not yet reconstructed");
|
||||
}
|
||||
|
||||
void
|
||||
L4NetworkManager__MessageBuffer::AttemptToSend()
|
||||
{
|
||||
Fail("L4NetworkManager__MessageBuffer::AttemptToSend -- netnub path not yet reconstructed");
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user