| 1 | #include "Flatline.h" | 
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| 2 | #include "Oni_Character.h" | 
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| 3 | #include "Flatline_Server.h" | 
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| 4 | //#include <sys/time.h> | 
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| 5 | #include <time.h> | 
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| 6 | uint32_t last1 = 0; uint32_t last2 = 0; | 
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| 7 | player_info Players[MAX_PLAYERS] = {{0}, {0}, {0}, {0}}; | 
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| 8 | player_info * PlayerList[MAX_CONNECTIONS] = {0}; | 
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| 9 | const char * Rejection_Messages[][255] = { | 
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| 10 | {"Server is full"}, | 
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| 11 | {"-2"}, | 
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| 12 | {"-3"}, | 
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| 13 | {"-4"}, | 
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| 14 | {"-5"}, | 
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| 15 | }; | 
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| 16 |  | 
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| 17 | #define BETTER_SYNC | 
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| 18 |  | 
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| 19 | void DoRareSync( short Player, sockaddr_in * sender ) | 
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| 20 | { | 
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| 21 | flatline_packet sync = {0}; | 
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| 22 |  | 
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| 23 | if (Player > max_connections || !PlayerList[ Player ] ) return; | 
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| 24 |  | 
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| 25 |  | 
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| 26 | //      DDrConsole_PrintF( "Sending sync data for player %i, new index %u", Player, PlayerList[ Player ]->rare_sync_index); | 
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| 27 | sender->sin_addr.S_un.S_addr = htonl(sender->sin_addr.S_un.S_addr); | 
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| 28 | sync.id = RARE_SYNC_DATA; | 
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| 29 | sprintf( sync.rare_sync_data.Class, TMrInstance_GetInstanceName( PlayerList[ Player ]->Chr->ONCC ) ); | 
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| 30 | //using ->Inventory instead of ->Chr->Inventory to keep the index and Inventory in sync, just in case. | 
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| 31 | memcpy( &(sync.rare_sync_data.Inventory), &(PlayerList[ Player ]->Inventory), sizeof(Inventory) ); | 
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| 32 | //WEAPONS ARE DISABLED. Why? Pain in the arse to sync. | 
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| 33 | sync.rare_sync_data.Inventory.Weapons[0] = NULL; | 
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| 34 | sync.rare_sync_data.Inventory.Weapons[1] = NULL; | 
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| 35 | sync.rare_sync_data.Inventory.Weapons[2] = NULL; | 
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| 36 | sync.rare_sync_data.PlayerNum = Player; | 
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| 37 | sync.rare_sync_data.index = PlayerList[ Player ]->rare_sync_index; | 
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| 38 | NetTCPServer_Send( sender, (char*)&sync, sizeof(rare_sync_data) + FLATLINE_HEADER ); | 
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| 39 | } | 
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| 40 |  | 
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| 41 | bool FLrServer_PacketCallback(char* data, int datalen, int from) | 
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| 42 | { | 
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| 43 | int i, j; | 
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| 44 | bool found_player = 0; | 
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| 45 | flatline_packet * packet = (flatline_packet*)data; | 
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| 46 | static int recieved = 0; | 
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| 47 | sockaddr_in sender; | 
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| 48 | sender.sin_family = AF_INET; | 
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| 49 | sender.sin_port = htons(27777); | 
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| 50 | sender.sin_addr = *((struct in_addr*)(int*)&from); | 
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| 51 |  | 
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| 52 |  | 
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| 53 | //packet->data[datalen] = '\0'; | 
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| 54 |  | 
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| 55 | //DDrConsole_PrintF("Packet \r%d recieved from %i",  ++recieved, from); | 
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| 56 |  | 
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| 57 |  | 
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| 58 |  | 
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| 59 | //if data[0] != CONNECT_SEND, search in playerlist for ip address | 
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| 60 |  | 
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| 61 |  | 
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| 62 |  | 
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| 63 |  | 
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| 64 | switch(packet->id) { | 
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| 65 | flatline_packet connect_recv; | 
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| 66 | player_info * playah; | 
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| 67 | //rewrite this when we get TCP support. | 
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| 68 | //rewrite this before we get TCP support* | 
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| 69 | //the way of seeing if there is room for players sucks. | 
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| 70 | case CONNECT_SEND: | 
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| 71 | ; | 
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| 72 |  | 
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| 73 | connect_recv.id = CONNECT_REPLY; | 
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| 74 |  | 
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| 75 | //if(Players[i].ip == sender.sin_addr.S_un.S_addr) break; //needs to send an error message | 
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| 76 | sender.sin_addr.S_un.S_addr = htonl(sender.sin_addr.S_un.S_addr); | 
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| 77 | playah = FLrServer_AddPlayer(from,packet->connect_send.name, 0); | 
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| 78 | DDrConsole_PrintF("%s connected from %s", packet->connect_send.name, inet_ntoa(sender.sin_addr ) ); | 
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| 79 | if(!((int)playah > -5 && (int)playah <= 0)) { | 
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| 80 | flatline_packet new_char = {0}; | 
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| 81 | CharacterObject* Char; | 
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| 82 | connect_recv.connect_reply.goodtogo = 1; | 
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| 83 | connect_recv.connect_reply.player_slot = playah->list_slot; | 
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| 84 | DDrConsole_PrintF("Slot: %i", playah->list_slot); | 
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| 85 |  | 
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| 86 | //sending this several times to make sure it gets through. Really need to make up some form of packet tracking. | 
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| 87 | NetTCPServer_Send((sockaddr *) &sender, (char*)&connect_recv, sizeof(connect_reply) + FLATLINE_HEADER); | 
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| 88 | NetTCPServer_Send((sockaddr *) &sender, (char*)&connect_recv, sizeof(connect_reply) + FLATLINE_HEADER); | 
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| 89 | NetTCPServer_Send((sockaddr *) &sender, (char*)&connect_recv, sizeof(connect_reply) + FLATLINE_HEADER); | 
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| 90 | NetTCPServer_Send((sockaddr *) &sender, (char*)&connect_recv, sizeof(connect_reply) + FLATLINE_HEADER); | 
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| 91 | NetTCPServer_Send((sockaddr *) &sender, (char*)&connect_recv, sizeof(connect_reply) + FLATLINE_HEADER); | 
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| 92 | Sleep(100); | 
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| 93 |  | 
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| 94 | new_char.id = NEW_PLAYER; | 
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| 95 | Char = &new_char.new_player.Character; | 
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| 96 | memset(Char, 0, sizeof(CharacterObject)); | 
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| 97 | Char->Header.Type = 'CHAR'; | 
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| 98 | Char->OSD.Options = chr_dontaim; | 
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| 99 | for(j = 0; j < max_connections; j++) { | 
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| 100 | if(PlayerList[j] != 0) { | 
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| 101 | new_char.new_player.Playernumber = j; | 
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| 102 | sprintf(Char->OSD.Name,"%s",PlayerList[j]->name); | 
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| 103 |  | 
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| 104 | sprintf(Char->OSD.Class, "%s", TMrInstance_GetInstanceName(PlayerList[j]->Chr->ONCC)); | 
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| 105 | DDrConsole_PrintF("Class %s", Char->OSD.Class ); | 
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| 106 |  | 
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| 107 | sprintf(Char->OSD.Class, "konoko_generic"); | 
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| 108 | NetTCPServer_Send((sockaddr *) &sender, (char*)&new_char, sizeof(new_player) + FLATLINE_HEADER ); | 
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| 109 | } | 
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| 110 |  | 
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| 111 | } | 
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| 112 | } | 
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| 113 | else { | 
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| 114 | //fix the error messages... | 
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| 115 | DDrConsole_PrintF("Server is full. :("); | 
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| 116 | connect_recv.connect_reply.goodtogo = 0; | 
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| 117 | sender.sin_addr.S_un.S_addr = htonl(sender.sin_addr.S_un.S_addr); | 
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| 118 | memcpy(&connect_recv.connect_reply.message,"Server is full.", sizeof("Server is full.")); | 
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| 119 | NetTCPServer_Send((sockaddr *) &sender, (char*)&connect_recv, sizeof(bool)*2 + FLATLINE_HEADER + sizeof("Server is full.")); | 
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| 120 |  | 
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| 121 | } | 
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| 122 |  | 
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| 123 |  | 
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| 124 | break; | 
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| 125 | case CONNECT_REPLY: | 
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| 126 | break;  //do nothing...a server shouldn't recieve this type of packet. | 
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| 127 | case MESSAGE: | 
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| 128 | for(i = 0; i < MAX_PLAYERS; i++) { | 
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| 129 | //DDrConsole_PrintF("%i : %i | %s : %s", from, Players[i].ip, inet_ntoa(*(struct in_addr*)&from), inet_ntoa(*(struct in_addr*)&(Players[i].ip))); | 
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| 130 | if(Players[i].ip == sender.sin_addr.S_un.S_addr) { | 
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| 131 | found_player = 1; | 
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| 132 | break; | 
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| 133 | } | 
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| 134 | } | 
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| 135 | if(found_player == 0) return true; | 
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| 136 | else { | 
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| 137 | char message_buffer[512] = {0}; | 
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| 138 | flatline_packet message; | 
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| 139 | int message_size; | 
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| 140 | data[datalen] = 0; | 
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| 141 |  | 
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| 142 | DDrConsole_PrintF("%s: %s", Players[i].name, packet->data); | 
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| 143 | sprintf(message_buffer, "%s: %s", Players[i].name, packet->data); | 
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| 144 |  | 
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| 145 | message.id = MESSAGE; | 
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| 146 | message_size = sprintf(message.data, "%s", message_buffer); | 
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| 147 | COrMessage_Print(message_buffer, "chat", 0); | 
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| 148 | UDPServer_SendToAll(&message, message_size + 1 + FLATLINE_HEADER); | 
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| 149 | break; | 
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| 150 | } | 
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| 151 | case CHANGE_NAME: | 
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| 152 | ; //wtf, needed or i get an error. | 
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| 153 | DDrConsole_PrintF("Changing Name to: %s", packet->data); | 
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| 154 | for(i = 0; i < MAX_PLAYERS; i++) { | 
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| 155 | if(Players[i].ip == sender.sin_addr.S_un.S_addr) { | 
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| 156 | found_player = 1; | 
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| 157 | break; | 
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| 158 | } | 
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| 159 | } | 
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| 160 | if(found_player == 0) return true; | 
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| 161 | else { | 
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| 162 | bool name_exists = 0; | 
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| 163 | for(j = 0; j < MAX_PLAYERS; j++) { | 
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| 164 | if(!strcmp(packet->data, Players[j].name)) { | 
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| 165 | name_exists = 1; | 
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| 166 | break; | 
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| 167 | } | 
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| 168 | } | 
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| 169 | if(!name_exists) { | 
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| 170 | char message_buffer[1024]; | 
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| 171 | sprintf(message_buffer,"%s changed their name to %s", Players[i].name, packet->data); | 
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| 172 | COrMessage_Print(message_buffer, "name_change", 0); | 
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| 173 | memcpy(Players[i].name, packet->data, 256); | 
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| 174 |  | 
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| 175 | } | 
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| 176 | break; | 
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| 177 | } | 
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| 178 | case PLAYER_INPUT: | 
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| 179 |  | 
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| 180 | for(i = 0; i < max_connections; i++) { | 
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| 181 | if(PlayerList[i] != 0 && PlayerList[i]->ip == sender.sin_addr.S_un.S_addr) { | 
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| 182 | found_player = 1; | 
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| 183 | break; | 
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| 184 | } | 
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| 185 | } | 
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| 186 |  | 
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| 187 | if(found_player == 0) return true; | 
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| 188 | else { | 
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| 189 | input_struct * packet_input = &packet->input_struct; | 
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| 190 |  | 
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| 191 |  | 
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| 192 | PlayerList[i]->Actions1 = packet_input->Actions1; | 
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| 193 | PlayerList[i]->Actions2 = packet_input->Actions2; | 
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| 194 | PlayerList[i]->MouseDeltaX = packet_input->MouseDeltaX; | 
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| 195 | PlayerList[i]->MouseDeltaY = packet_input->MouseDeltaY; | 
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| 196 | PlayerList[i]->LastInputTime = packet_input->Time; | 
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| 197 |  | 
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| 198 | break; | 
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| 199 | } | 
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| 200 | case RARE_SYNC_DATA_REQUEST: | 
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| 201 | DoRareSync( packet->sync_request , &sender); | 
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| 202 | break; | 
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| 203 | default: | 
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| 204 | DDrConsole_PrintF("Warning, recieved badly formed packet!"); | 
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| 205 | break; | 
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| 206 | } | 
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| 207 | return true; | 
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| 208 | } | 
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| 209 |  | 
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| 210 | bool FLrServer_Run() | 
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| 211 | { | 
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| 212 | // Get the local hostname | 
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| 213 | char szHostName[255]; | 
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| 214 | struct hostent *host_entry; | 
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| 215 | gethostname(szHostName, 255); | 
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| 216 |  | 
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| 217 | host_entry=gethostbyname(szHostName); | 
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| 218 | DDrConsole_PrintF("Server started at %s...", inet_ntoa (*(struct in_addr *)*host_entry->h_addr_list)); | 
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| 219 | return NetUDPServer_Listen(27777, FLrServer_PacketCallback); | 
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| 220 | } | 
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| 221 |  | 
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| 222 | RGBA green = {0, 0xFF, 0, 0}; | 
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| 223 | RGBA red = {0, 0, 0xFF, 0}; | 
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| 224 | RGBA grey = {0x80,0x80,0x80,0x80}; | 
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| 225 |  | 
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| 226 | //FLrClient_Run | 
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| 227 | //Looping function that waits for packets from the server. | 
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| 228 | //TODO: Convert connection packet stuff to TCP | 
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| 229 | int client_slot = 0; | 
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| 230 | bool FLrClient_Run(flatline_packet* packet) | 
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| 231 | { | 
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| 232 |  | 
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| 233 | char data[1400]; | 
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| 234 | uint16_t len; | 
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| 235 | int j; | 
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| 236 | int sent_bytes; | 
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| 237 | client_connected = 0; | 
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| 238 |  | 
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| 239 |  | 
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| 240 | //starts the connection | 
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| 241 | DDrConsole_PrintF("Connecting to server %s on socket %i",  inet_ntoa(address.sin_addr), client_sock); | 
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| 242 | sent_bytes = NetUDPSocket_Send(client_sock, (sockaddr*)&address, (char*)packet, 255); | 
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| 243 | if(sent_bytes == SOCKET_ERROR) { | 
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| 244 | NetCatchError(); | 
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| 245 | } | 
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| 246 | //loops once per second waiting for a reply. | 
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| 247 | for(j = 0; j < CONNECTION_TIMEOUT; j++) { | 
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| 248 | while(NetUDPSocket_Recieve(client_sock, (sockaddr_storage *) &client_address, data, &len)){ | 
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| 249 | packet = (flatline_packet*)data; | 
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| 250 | if(packet->id == CONNECT_REPLY) { | 
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| 251 | if(packet->connect_reply.goodtogo){ | 
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| 252 | client_connected = 1; | 
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| 253 |  | 
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| 254 | client_slot = ((connect_reply*)packet->data)->player_slot; | 
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| 255 |  | 
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| 256 | PlayerList[client_slot] = Players+client_slot; | 
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| 257 | PlayerList[client_slot]->Chr = ONgGameState->PlayerCharacter; | 
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| 258 |  | 
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| 259 | DDrConsole_PrintColored("Connection successful!",0,green, grey); | 
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| 260 |  | 
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| 261 | //disable local input. | 
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| 262 | DDrPatch_NOOP(0x004FA929, 5 + 6 + 5); | 
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| 263 |  | 
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| 264 | //DDrConsole_PrintF("Slot %i",  ((connect_reply*)packet)->player_slot); | 
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| 265 | break; | 
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| 266 | } | 
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| 267 | else { | 
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| 268 | DDrConsole_PrintF("Connection rejected: %s", ((connect_reply*)packet->data)->message); | 
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| 269 | return false; | 
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| 270 | break; | 
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| 271 | } | 
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| 272 | } | 
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| 273 | } | 
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| 274 | if(client_connected) break; | 
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| 275 | DDrConsole_PrintF("Connection timing out in %i seconds...", CONNECTION_TIMEOUT - j); | 
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| 276 | Sleep(1000); | 
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| 277 | } | 
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| 278 | //the client timed out without recieving an error message. | 
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| 279 | if(!client_connected) { | 
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| 280 | DDrConsole_PrintColored("Connection timed out.",0,red, grey); | 
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| 281 | return false; | 
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| 282 | } | 
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| 283 | else | 
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| 284 | { | 
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| 285 | ActiveCharacter * Active; | 
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| 286 | flatline_packet packet; | 
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| 287 | //#define SPAM_INPUT | 
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| 288 | #ifdef SPAM_INPUT | 
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| 289 | struct timeval lasttime; | 
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| 290 | struct timeval thistime; | 
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| 291 | gettimeofday(&lasttime, 0); | 
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| 292 | #endif | 
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| 293 | while(1) { | 
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| 294 | #ifdef SPAM_INPUT | 
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| 295 | gettimeofday(&thistime, 0); | 
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| 296 |  | 
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| 297 | //DDrConsole_PrintF("%i.%i | %i.%i | %i.%i",lasttime.tv_sec, lasttime.tv_usec, thistime.tv_sec, thistime.tv_usec, | 
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| 298 | //      thistime.tv_sec - lasttime.tv_sec, thistime.tv_usec - lasttime.tv_usec); | 
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| 299 | //checks to see if enough time has passed since the last input update (by default once every 10ms) | 
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| 300 | if( | 
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| 301 | ((thistime.tv_sec > lasttime.tv_sec) && ((thistime.tv_usec + 1000000 - lasttime.tv_usec ) > update_rate * 1000) ) | 
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| 302 | || ((thistime.tv_sec == lasttime.tv_sec) && ((thistime.tv_usec - lasttime.tv_usec ) > update_rate * 1000)) | 
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| 303 | ) { | 
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| 304 |  | 
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| 305 | flatline_packet input_packet; | 
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| 306 | lasttime.tv_usec = ++thistime.tv_usec; //in case recieving packets takes less than 1 ms. | 
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| 307 |  | 
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| 308 | input_packet.id = PLAYER_INPUT; | 
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| 309 |  | 
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| 310 | if( ((GameState*)(ONgGameState))->Input.Current.Actions1 != last1 || ((GameState*)(ONgGameState))->Input.Current.Actions2 != last2) { | 
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| 311 | last1 =((GameState*)(ONgGameState))->Input.Current.Actions1; | 
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| 312 | last2 =((GameState*)(ONgGameState))->Input.Current.Actions2; | 
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| 313 | } | 
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| 314 |  | 
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| 315 | ((input_struct*)(void*)(input_packet.data))->Actions1 = ((GameState*)(ONgGameState))->Input.Current.Actions1; | 
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| 316 | ((input_struct*)(void*)(input_packet.data))->Actions2 = ((GameState*)(ONgGameState))->Input.Current.Actions2; | 
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| 317 | ((input_struct*)(void*)(input_packet.data))->MouseDeltaX = ((GameState*)(ONgGameState))->Input.MouseDeltaX; | 
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| 318 | ((input_struct*)(void*)(input_packet.data))->MouseDeltaY = ((GameState*)(ONgGameState))->Input.MouseDeltaY; | 
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| 319 | sent_bytes = NetUDPSocket_Send(client_sock,(sockaddr *) &address, (char*)&input_packet, sizeof(input_struct) + FLATLINE_HEADER); | 
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| 320 | //if(sent_bytes == SOCKET_ERROR)        NetCatchError(); | 
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| 321 | } | 
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| 322 | #endif | 
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| 323 | if(NetUDPSocket_Recieve(client_sock, (sockaddr_storage *) &client_address, &packet, &len)) { | 
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| 324 | //packet = (flatline_packet*)data; | 
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| 325 | //DDrConsole_PrintF("Data recieved, length %i, type %i", len, ((flatline_packet*)data)->id); | 
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| 326 | switch(packet.id) { | 
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| 327 | case MESSAGE: | 
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| 328 | COrMessage_Print(packet.data, "chat", 0); | 
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| 329 | break; | 
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| 330 | case CONNECT_SEND: | 
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| 331 | ;if(1) { | 
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| 332 | flatline_packet connect_recv; | 
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| 333 | memcpy(&connect_recv.connect_reply.message,"This isn't a server!", sizeof("This isn't a server!")); | 
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| 334 | NetUDPSocket_Send(client_sock, (sockaddr *) &address, (char*)&connect_recv, sizeof(bool) + FLATLINE_HEADER + sizeof("This isn't a server!")); | 
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| 335 | } | 
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| 336 | case CONNECT_REPLY: | 
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| 337 | break; //extra packet or something. | 
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| 338 | case NEW_PLAYER: | 
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| 339 | ;if(1) { //haxhaxhax | 
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| 340 | CharacterObject* Char = &(packet.new_player.Character); | 
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| 341 | uint32_t chr_index = 0; | 
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| 342 | Character* PC; | 
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| 343 | DDrConsole_PrintF("%i |  %i", packet.new_player.Playernumber ,client_slot); | 
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| 344 | //Char->OSD.Options = 0; | 
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| 345 | if(packet.new_player.Playernumber == client_slot) { | 
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| 346 | PlayerList[packet.new_player.Playernumber] = &Players[0]; | 
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| 347 | PC = (ONgGameState->PlayerCharacter); | 
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| 348 | Players[0].Chr = PC; | 
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| 349 |  | 
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| 350 | } | 
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| 351 | else { | 
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| 352 | ONrGameState_NewCharacter(Char, NULL, NULL, &chr_index); | 
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| 353 | ONgGameState->CharacterStorage[chr_index].field_1E8 = 0; | 
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| 354 | PlayerList[packet.new_player.Playernumber] = &Players[chr_index]; | 
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| 355 | Players[chr_index].Chr = &(ONgGameState->CharacterStorage[chr_index]); | 
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| 356 | Players[chr_index].Chr->Flags &= 0xFFBFFFFF; | 
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| 357 | Players[chr_index].spawnnumber = chr_index; | 
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| 358 | DDrConsole_PrintF("Spawning player %s, class %s, slot  %i", ((new_player*)(packet.data))->Character.OSD.Name, ((new_player*)(packet.data))->Character.OSD.Class,chr_index) ; | 
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| 359 | } | 
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| 360 | //Players[((new_player*)(packet.data))->Playernumber].spawnnumber = ONrGameState_NewCharacter(&(((new_player*)(packet.data))->Character), NULL, NULL, 0); | 
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| 361 | break; | 
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| 362 | } | 
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| 363 | case PLAYER_DATA: | 
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| 364 | if(1) { //haxhaxhax | 
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| 365 | player_data* data = &packet.player_data; | 
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| 366 | uint16_t i = data->PlayerNum; | 
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| 367 | GameInput * Active_Input; | 
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| 368 | data = (void*)packet.data; | 
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| 369 |  | 
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| 370 | //DDrConsole_PrintF("Got data for Player %i, %x", i, PlayerList[i]); | 
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| 371 | if (i > max_connections) break; | 
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| 372 | if( !PlayerList[i] ) break; | 
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| 373 | //PlayerList[i]->Chr = ((GameState *)ONgGameState)->CharacterStorage; | 
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| 374 | #ifndef BETTER_SYNC | 
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| 375 | PlayerList[i]->Chr->Health = data->Health; | 
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| 376 | PlayerList[i]->Chr->MaxHealth = data->MaxHealth; | 
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| 377 | PlayerList[i]->Chr->Position = data->Position; | 
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| 378 | PlayerList[i]->Chr->Location = data->Location; | 
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| 379 | PlayerList[i]->Chr->LastPosition = data->LastPosition; | 
|---|
| 380 | PlayerList[i]->Chr->Facing = data->Facing; | 
|---|
| 381 | PlayerList[i]->Chr->DesiredFacing = data->DesiredFacing; | 
|---|
| 382 | PlayerList[i]->Chr->CosmeticFacing = data->CosmeticFacing; | 
|---|
| 383 | PlayerList[i]->Actions1 = data->Inputs.Actions1; | 
|---|
| 384 | PlayerList[i]->Actions2 = data->Inputs.Actions2; | 
|---|
| 385 | PlayerList[i]->MouseDeltaX = data->Inputs.MouseDeltaX; | 
|---|
| 386 | PlayerList[i]->MouseDeltaY = data->Inputs.MouseDeltaY; | 
|---|
| 387 |  | 
|---|
| 388 | Active = ((ActiveCharacter*)(ONrGetActiveCharacter(PlayerList[i]->Chr))); | 
|---|
| 389 | if(!Active) break; | 
|---|
| 390 |  | 
|---|
| 391 | Active->PhyContext->Position = data->Position; | 
|---|
| 392 | #else | 
|---|
| 393 | PlayerList[i]->Actions1 = data->Inputs.Actions1; | 
|---|
| 394 | PlayerList[i]->Actions2 = data->Inputs.Actions2; | 
|---|
| 395 | PlayerList[i]->MouseDeltaX = data->Inputs.MouseDeltaX; | 
|---|
| 396 | PlayerList[i]->MouseDeltaY = data->Inputs.MouseDeltaY; | 
|---|
| 397 | memcpy( &(PlayerList[i]->player_data), data, sizeof(player_data) ); | 
|---|
| 398 | #endif | 
|---|
| 399 | if( !server_started && data->rare_sync_index > PlayerList[i]->rare_sync_index ) | 
|---|
| 400 | { | 
|---|
| 401 | int sent_bytes; | 
|---|
| 402 | flatline_packet sync_request = {0}; | 
|---|
| 403 | sync_request.id = RARE_SYNC_DATA_REQUEST; | 
|---|
| 404 | sync_request.sync_request = i; | 
|---|
| 405 | DDrConsole_PrintF( "Requesting sync data for player %i, old index %u", i, PlayerList[i]->rare_sync_index); | 
|---|
| 406 | sent_bytes = NetUDPSocket_Send(client_sock,(sockaddr *) &address, (char*)&sync_request, FLATLINE_HEADER + sizeof(int) ); | 
|---|
| 407 | } | 
|---|
| 408 |  | 
|---|
| 409 |  | 
|---|
| 410 | #if 0 | 
|---|
| 411 | TMrInstance_GetDataPtr('TRAM',data->Animation,Active->Animation); | 
|---|
| 412 | Active->AnimationFromState      = data->AnimationFromState; | 
|---|
| 413 | Active->AnimationToState        = data->AnimationToState; | 
|---|
| 414 | Active->AnimationType = data->AnimationType; | 
|---|
| 415 | Active->NextAnimationType = data->NextAnimationType; | 
|---|
| 416 | Active->Frame = data->Frame; | 
|---|
| 417 | Active->InterpolationCurrentFrame = data->InterpolationCurrentFrame; | 
|---|
| 418 | Active->InterpolationFromState = data->InterpolationFromState; | 
|---|
| 419 | Active->InterpolationLength = data->InterpolationLength; | 
|---|
| 420 | memcpy(Active->InterpolationStartRotations, data->InterpolationStartRotations, | 
|---|
| 421 | sizeof(Quaternion) * 19); | 
|---|
| 422 | memcpy(Active->BoneMatrices, data->BoneMatrices, | 
|---|
| 423 | sizeof(Quaternion) * 19); | 
|---|
| 424 | Active->Stitch = data->Stitch; | 
|---|
| 425 | Active->StitchHeight = data->StitchHeight; | 
|---|
| 426 | Active->StitchVelocity = data->StitchVelocity; | 
|---|
| 427 |  | 
|---|
| 428 | Active->Overlay = data->Overlay; | 
|---|
| 429 | memcpy(Active->OverlayRotations, data->OverlayRotations, | 
|---|
| 430 | sizeof(Quaternion) * 19); | 
|---|
| 431 | #endif | 
|---|
| 432 | //Active->animationtype2 = data->AnimationType2; | 
|---|
| 433 | /* | 
|---|
| 434 | if((int)*((char*)(Active + 0x1AF8) + 0x166) > data->Frame + 1) | 
|---|
| 435 | *(uint16_t *)((char*)Active + 0x1C88) = data->Frame + 1; | 
|---|
| 436 | */ | 
|---|
| 437 | break; | 
|---|
| 438 | } | 
|---|
| 439 | case RARE_SYNC_DATA: | 
|---|
| 440 | if(1) { | 
|---|
| 441 | sl_arg hax[2]; | 
|---|
| 442 | int dontuse; | 
|---|
| 443 | uint16_t i = packet.rare_sync_data.PlayerNum; | 
|---|
| 444 |  | 
|---|
| 445 | if (i > max_connections) break; | 
|---|
| 446 | if( !PlayerList[i] ) break; | 
|---|
| 447 |  | 
|---|
| 448 | //WEAPONS ARE DISABLED. Why? Pain in the arse to sync. | 
|---|
| 449 | packet.rare_sync_data.Inventory.Weapons[0] = NULL; | 
|---|
| 450 | packet.rare_sync_data.Inventory.Weapons[1] = NULL; | 
|---|
| 451 | packet.rare_sync_data.Inventory.Weapons[2] = NULL; | 
|---|
| 452 | //                      TMrInstance_GetDataPtr( 'ONCC', packet.rare_sync_data.Class, PlayerList[ i ]->Chr->ONCC ); | 
|---|
| 453 |  | 
|---|
| 454 | //add the target character | 
|---|
| 455 | hax[0].type = sl_int32; | 
|---|
| 456 | hax[0].value_int32 = PlayerList[ packet.rare_sync_data.PlayerNum ]->spawnnumber; | 
|---|
| 457 |  | 
|---|
| 458 | //add the new class | 
|---|
| 459 | //fix this later so we cant buffer overflow :O | 
|---|
| 460 | hax[1].type = sl_str32; | 
|---|
| 461 | hax[1].value_str32 = packet.rare_sync_data.Class; | 
|---|
| 462 |  | 
|---|
| 463 | //we are directly calling a bsl function instead of using the normal method for two reasons | 
|---|
| 464 | //1. it has all the checking built in | 
|---|
| 465 | iSetCharacterClass( 0, 2, hax, &dontuse, &dontuse, hax ); | 
|---|
| 466 | //DDrConsole_PrintF( "Recieved sync data for player %i, class %s, old index %u, new index %u", i, packet.rare_sync_data.Class, PlayerList[i]->rare_sync_index, packet.rare_sync_data.index); | 
|---|
| 467 | memcpy( &(PlayerList[ i ]->Chr->Inventory), &(packet.rare_sync_data.Inventory), sizeof(Inventory )); | 
|---|
| 468 |  | 
|---|
| 469 | PlayerList[i]->rare_sync_index = packet.rare_sync_data.index; | 
|---|
| 470 | } | 
|---|
| 471 | break; | 
|---|
| 472 |  | 
|---|
| 473 | default: | 
|---|
| 474 | DDrConsole_PrintF("Warning, recieved badly formed packet!"); | 
|---|
| 475 | break; | 
|---|
| 476 | } | 
|---|
| 477 | } | 
|---|
| 478 | else { | 
|---|
| 479 | Sleep(1); | 
|---|
| 480 | } | 
|---|
| 481 | } | 
|---|
| 482 | } | 
|---|
| 483 | return true; | 
|---|
| 484 | } | 
|---|
| 485 |  | 
|---|
| 486 | //wtf, this needs cleaned up... | 
|---|
| 487 | player_info *FLr_FindEmptySlot() { | 
|---|
| 488 | int j; | 
|---|
| 489 | for(j = 0; j < MAX_PLAYERS; j++) { | 
|---|
| 490 | if (Players[j].ip == 0) { | 
|---|
| 491 | return &Players[j]; | 
|---|
| 492 | } | 
|---|
| 493 | } | 
|---|
| 494 | return 0; | 
|---|
| 495 | } | 
|---|
| 496 |  | 
|---|
| 497 | extern uint16_t max_connections; | 
|---|
| 498 | uint16_t FLr_FindEmptyListSlot() { | 
|---|
| 499 | int j; | 
|---|
| 500 | for(j = 0; j < max_connections; j++) { | 
|---|
| 501 | if (PlayerList[j] == 0) { | 
|---|
| 502 | return j; | 
|---|
| 503 | } | 
|---|
| 504 | } | 
|---|
| 505 | return -1; | 
|---|
| 506 | } | 
|---|
| 507 |  | 
|---|
| 508 | static flatline_packet cache_input = {0}; | 
|---|
| 509 | extern void* TSrTest; | 
|---|
| 510 | void * ONICALL FLrInput_Update_Keys(void) | 
|---|
| 511 | { | 
|---|
| 512 | uint16_t i; | 
|---|
| 513 | /*DDrConsole_PrintF("Current: %x %x | Start: %x %x | Stop: %x %x | Stopped %x %x", | 
|---|
| 514 | ONgGameState->Input.Current.Actions1, ONgGameState->Input.Current.Actions2, | 
|---|
| 515 | ONgGameState->Input.Start.Actions1,ONgGameState->Input.Start.Actions2, | 
|---|
| 516 | ONgGameState->Input.Stop.Actions1, ONgGameState->Input.Stop.Actions2, | 
|---|
| 517 | ONgGameState->Input.Stopped.Actions2, ONgGameState->Input.Stopped.Actions2 | 
|---|
| 518 | ); | 
|---|
| 519 | */ | 
|---|
| 520 | ActiveCharacter * Active_Player = ONgGameState->ActiveCharacters; | 
|---|
| 521 |  | 
|---|
| 522 | //if sprint timer is equal to 0, display 0 | 
|---|
| 523 | //else if sprint timer is equal to -1, display -1 | 
|---|
| 524 | //else display difference | 
|---|
| 525 | //good thing this is just quick an dirty debug stuff :) | 
|---|
| 526 |  | 
|---|
| 527 | //basically it seems that if the difference is bigger than 15 frames, you cant dash. : / | 
|---|
| 528 |  | 
|---|
| 529 | #ifndef SPAM_INPUT | 
|---|
| 530 | if(client_connected) | 
|---|
| 531 | { | 
|---|
| 532 | int sent_bytes; | 
|---|
| 533 | flatline_packet input_packet = {0}; | 
|---|
| 534 | input_packet.id = PLAYER_INPUT; | 
|---|
| 535 | input_packet.input_struct.Time = ONgGameState->GameTime; | 
|---|
| 536 | input_packet.input_struct.Actions1 = ((GameState*)(ONgGameState))->Input.Current.Actions1; | 
|---|
| 537 | input_packet.input_struct.Actions2 = ((GameState*)(ONgGameState))->Input.Current.Actions2; | 
|---|
| 538 | input_packet.input_struct.MouseDeltaX = ((GameState*)(ONgGameState))->Input.MouseDeltaX; | 
|---|
| 539 | input_packet.input_struct.MouseDeltaY = ((GameState*)(ONgGameState))->Input.MouseDeltaY; | 
|---|
| 540 |  | 
|---|
| 541 | sent_bytes = NetUDPSocket_Send(client_sock,(sockaddr *) &address, (char*)&input_packet, sizeof(input_struct) + FLATLINE_HEADER); | 
|---|
| 542 |  | 
|---|
| 543 | //return ONgGameState; | 
|---|
| 544 | } | 
|---|
| 545 | #endif | 
|---|
| 546 | //Testing drawing text to the screen...this failed. Will need to get it working eventually. | 
|---|
| 547 | if( TSrTest ) | 
|---|
| 548 | { | 
|---|
| 549 | OniRectangle TextRect = { 20, 20, 50, 50 }; | 
|---|
| 550 | TSrContext_DrawText(TSrTest, "Testing woohoo", 0xFF, 0, &TextRect); | 
|---|
| 551 | } | 
|---|
| 552 | if(!(server_started || client_connected)) return ONgGameState; | 
|---|
| 553 |  | 
|---|
| 554 | for(i = 0; i < max_connections; i++) { | 
|---|
| 555 | ActiveCharacter * Active_Player; | 
|---|
| 556 | GameInput * Active_Input; | 
|---|
| 557 | if(PlayerList[i] == 0) continue; | 
|---|
| 558 |  | 
|---|
| 559 | //is this right? | 
|---|
| 560 | Active_Player = (void*)ONrGetActiveCharacter( PlayerList[i]->Chr); | 
|---|
| 561 |  | 
|---|
| 562 | if(Active_Player == 0) continue; | 
|---|
| 563 | Active_Input = &(Active_Player->Input); | 
|---|
| 564 | if(server_started) { | 
|---|
| 565 | player_data * data; | 
|---|
| 566 | flatline_packet data_out = {0}; | 
|---|
| 567 | data_out.id = PLAYER_DATA; | 
|---|
| 568 | data = (void*)&(data_out.data); | 
|---|
| 569 | data->PlayerNum = i; | 
|---|
| 570 | data->Health = PlayerList[i]->Chr->Health; | 
|---|
| 571 | data->MaxHealth = PlayerList[i]->Chr->MaxHealth; | 
|---|
| 572 | data->Position = PlayerList[i]->Chr->Position; | 
|---|
| 573 | data->Location = PlayerList[i]->Chr->Location; | 
|---|
| 574 | data->LastPosition = PlayerList[i]->Chr->LastPosition; | 
|---|
| 575 | data->Facing = PlayerList[i]->Chr->Facing; | 
|---|
| 576 | data->DesiredFacing = PlayerList[i]->Chr->DesiredFacing; | 
|---|
| 577 | data->CosmeticFacing = PlayerList[i]->Chr->CosmeticFacing; | 
|---|
| 578 | data->Position = Active_Player->PhyContext->Position; | 
|---|
| 579 |  | 
|---|
| 580 | if( PlayerList[i]->OldClass != PlayerList[i]->Chr->ONCC || memcmp( &(PlayerList[i]->Inventory), &(PlayerList[i]->Chr->Inventory), sizeof(Inventory) ) ) | 
|---|
| 581 | { | 
|---|
| 582 | PlayerList[i]->OldClass = PlayerList[i]->Chr->ONCC; | 
|---|
| 583 | memcpy( &(PlayerList[i]->Inventory), &(PlayerList[i]->Chr->Inventory), sizeof(Inventory) ); | 
|---|
| 584 | PlayerList[i]->rare_sync_index++; | 
|---|
| 585 |  | 
|---|
| 586 | } | 
|---|
| 587 |  | 
|---|
| 588 | data->rare_sync_index = PlayerList[i]->rare_sync_index; | 
|---|
| 589 |  | 
|---|
| 590 | #if 0 | 
|---|
| 591 | data->Frame = Active_Player->Frame; | 
|---|
| 592 | memcpy(data->Animation, TMrInstance_GetInstanceName(Active_Player->Animation), 32); | 
|---|
| 593 | data->AnimationToState = Active_Player->AnimationToState; | 
|---|
| 594 | data->AnimationFromState = Active_Player->AnimationFromState; | 
|---|
| 595 | data->AnimationType = Active_Player->AnimationType; | 
|---|
| 596 | data->NextAnimationType = Active_Player->NextAnimationType; | 
|---|
| 597 | data->InterpolationCurrentFrame = Active_Player->InterpolationCurrentFrame; | 
|---|
| 598 | data->InterpolationFromState = Active_Player->InterpolationFromState; | 
|---|
| 599 | data->InterpolationLength = Active_Player->InterpolationLength; | 
|---|
| 600 | memcpy(data->InterpolationStartRotations, Active_Player->InterpolationStartRotations, | 
|---|
| 601 | sizeof(Quaternion) * 19); | 
|---|
| 602 | //                      data->InterpolationStartRotations = Active_Player->InterpolationStartRotations; | 
|---|
| 603 | memcpy(data->BoneMatrices, Active_Player->BoneMatrices, | 
|---|
| 604 | sizeof(Quaternion) * 19); | 
|---|
| 605 | data->Stitch = Active_Player->Stitch; | 
|---|
| 606 | data->StitchHeight = Active_Player->StitchHeight; | 
|---|
| 607 | data->StitchVelocity = Active_Player->StitchVelocity; | 
|---|
| 608 |  | 
|---|
| 609 | data->Overlay = Active_Player->Overlay; | 
|---|
| 610 | memcpy( data->OverlayRotations, Active_Player->OverlayRotations | 
|---|
| 611 | ,sizeof(Quaternion) * 19); | 
|---|
| 612 | #endif | 
|---|
| 613 | if(i == 0) { | 
|---|
| 614 | data->Inputs.Actions1 = ((GameState*)(ONgGameState))->Input.Current.Actions1; | 
|---|
| 615 | data->Inputs.Actions2 = ((GameState*)(ONgGameState))->Input.Current.Actions2; | 
|---|
| 616 | } | 
|---|
| 617 | else{ | 
|---|
| 618 | data->Inputs.Actions1 = PlayerList[i]->Actions1; | 
|---|
| 619 | data->Inputs.Actions2 = PlayerList[i]->Actions2; | 
|---|
| 620 | } | 
|---|
| 621 | memcpy( &(PlayerList[i]->player_data), data, sizeof(player_data) ); | 
|---|
| 622 |  | 
|---|
| 623 | UDPServer_SendToAll(&data_out, sizeof(player_data) + FLATLINE_HEADER); | 
|---|
| 624 | } | 
|---|
| 625 |  | 
|---|
| 626 | if( (server_started && i !=0)  || (!server_started/* && i != client_slot*/) ) | 
|---|
| 627 | { | 
|---|
| 628 | //this just made sync even worse....maybe keystrokes are actually _behind_ | 
|---|
| 629 | // | 
|---|
| 630 | // | 
|---|
| 631 | #ifdef JITTER_FIX | 
|---|
| 632 | input_struct * New_Input = &PlayerList[i]->MouseDeltaX; | 
|---|
| 633 | input_struct * Cache_Input = &PlayerList[i]->CacheInput; | 
|---|
| 634 | Active_Input->Stop.Actions1 = ~Cache_Input->Actions1 & Active_Input->Current.Actions1; | 
|---|
| 635 | Active_Input->Stop.Actions2 = ~Cache_Input->Actions2 & Active_Input->Current.Actions2; | 
|---|
| 636 | Active_Input->Start.Actions1 = ~Active_Input->Current.Actions1 & Cache_Input->Actions1; | 
|---|
| 637 | Active_Input->Start.Actions2 = ~Active_Input->Current.Actions2 & Cache_Input->Actions2; | 
|---|
| 638 | Active_Input->Current.Actions1 = Cache_Input->Actions1; | 
|---|
| 639 | Active_Input->Current.Actions2 = Cache_Input->Actions2; | 
|---|
| 640 | Active_Input->Stopped.Actions1 = ~Active_Input->Current.Actions1; | 
|---|
| 641 | Active_Input->Stopped.Actions2 = ~Active_Input->Current.Actions2; | 
|---|
| 642 | Active_Input->MouseDeltaX = Cache_Input->MouseDeltaX; | 
|---|
| 643 | Active_Input->MouseDeltaY = Cache_Input->MouseDeltaY; | 
|---|
| 644 | memcpy( Cache_Input, New_Input, sizeof(input_struct)); | 
|---|
| 645 | #else | 
|---|
| 646 |  | 
|---|
| 647 | Active_Input->Stop.Actions1 = ~PlayerList[i]->Actions1 & Active_Input->Current.Actions1; | 
|---|
| 648 | Active_Input->Stop.Actions2 = ~PlayerList[i]->Actions2 & Active_Input->Current.Actions2; | 
|---|
| 649 | Active_Input->Start.Actions1 = ~Active_Input->Current.Actions1 & PlayerList[i]->Actions1; | 
|---|
| 650 | Active_Input->Start.Actions2 = ~Active_Input->Current.Actions2 & PlayerList[i]->Actions2; | 
|---|
| 651 |  | 
|---|
| 652 | Active_Input->Current.Actions1 = PlayerList[i]->Actions1; | 
|---|
| 653 | Active_Input->Current.Actions2 = PlayerList[i]->Actions2; | 
|---|
| 654 | Active_Input->Stopped.Actions1 = ~Active_Input->Current.Actions1; | 
|---|
| 655 | Active_Input->Stopped.Actions2 = ~Active_Input->Current.Actions2; | 
|---|
| 656 | Active_Input->MouseDeltaX = PlayerList[i]->MouseDeltaX; | 
|---|
| 657 | Active_Input->MouseDeltaY = PlayerList[i]->MouseDeltaY; | 
|---|
| 658 | DDrConsole_PrintF("Timer: %i", (Active_Player->SprintTimer != 0) ? (Active_Player->SprintTimer == -1) ? -1 : (ONgGameState->GameTime - Active_Player->SprintTimer) : 0); | 
|---|
| 659 |  | 
|---|
| 660 | //DDrConsole_PrintF("1E8 %u", ONgGameState->PlayerCharacter->field_1E8); | 
|---|
| 661 | /* | 
|---|
| 662 | DDrConsole_PrintF("T %u | Current: %x %x | Start: %x %x | Stop: %x %x | Stopped %x %x", | 
|---|
| 663 | PlayerList[i]->LastInputTime, | 
|---|
| 664 | Active_Input->Current.Actions1, Active_Input->Current.Actions2, | 
|---|
| 665 | Active_Input->Start.Actions1,Active_Input->Start.Actions2, | 
|---|
| 666 | Active_Input->Stop.Actions1, Active_Input->Stop.Actions2, | 
|---|
| 667 | Active_Input->Stopped.Actions1, Active_Input->Stopped.Actions2 | 
|---|
| 668 | ); | 
|---|
| 669 | */ | 
|---|
| 670 |  | 
|---|
| 671 |  | 
|---|
| 672 | #endif | 
|---|
| 673 |  | 
|---|
| 674 | #ifdef BETTER_SYNC | 
|---|
| 675 | if( !server_started && PlayerList[i]->player_data.Health != 0) { | 
|---|
| 676 | PlayerList[i]->Chr->Health = PlayerList[i]->player_data.Health; | 
|---|
| 677 | PlayerList[i]->Chr->MaxHealth = PlayerList[i]->player_data.MaxHealth; | 
|---|
| 678 | PlayerList[i]->Chr->Position = PlayerList[i]->player_data.Position; | 
|---|
| 679 | PlayerList[i]->Chr->Location = PlayerList[i]->player_data.Location; | 
|---|
| 680 | PlayerList[i]->Chr->LastPosition = PlayerList[i]->player_data.LastPosition; | 
|---|
| 681 | PlayerList[i]->Chr->Facing = PlayerList[i]->player_data.Facing; | 
|---|
| 682 | PlayerList[i]->Chr->DesiredFacing = PlayerList[i]->player_data.DesiredFacing; | 
|---|
| 683 | PlayerList[i]->Chr->CosmeticFacing = PlayerList[i]->player_data.CosmeticFacing; | 
|---|
| 684 | PlayerList[i]->Actions1 = PlayerList[i]->player_data.Inputs.Actions1; | 
|---|
| 685 | PlayerList[i]->Actions2 = PlayerList[i]->player_data.Inputs.Actions2; | 
|---|
| 686 | PlayerList[i]->MouseDeltaX = PlayerList[i]->player_data.Inputs.MouseDeltaX; | 
|---|
| 687 | PlayerList[i]->MouseDeltaY = PlayerList[i]->player_data.Inputs.MouseDeltaY; | 
|---|
| 688 | Active_Player->PhyContext->Position = PlayerList[i]->player_data.Position; | 
|---|
| 689 | } | 
|---|
| 690 | #endif | 
|---|
| 691 |  | 
|---|
| 692 | } | 
|---|
| 693 | } | 
|---|
| 694 |  | 
|---|
| 695 | //Make the current controls match the sent controls, now that we have sent them off and everything is synced. | 
|---|
| 696 | //No, don't do it to the direct input, it breaks stuff. | 
|---|
| 697 | //Need to disable the function that puts game input onto characters because we are doing it directly. | 
|---|
| 698 | /* | 
|---|
| 699 | if( !server_started ) | 
|---|
| 700 | { | 
|---|
| 701 | ONgGameState->Input.MouseDeltaX = PlayerList[client_slot]->MouseDeltaX; | 
|---|
| 702 | ONgGameState->Input.MouseDeltaY = PlayerList[client_slot]->MouseDeltaY; | 
|---|
| 703 | ONgGameState->Input.Current.Actions1 = PlayerList[client_slot]->Actions1; | 
|---|
| 704 | ONgGameState->Input.Current.Actions2 = PlayerList[client_slot]->Actions2; | 
|---|
| 705 | } | 
|---|
| 706 | */ | 
|---|
| 707 |  | 
|---|
| 708 | return ONgGameState; | 
|---|
| 709 | } | 
|---|