source: Daodan/MSVC/Flatline_Server.c@ 582

Last change on this file since 582 was 582, checked in by gumby, 14 years ago

Hangs on death, but netcode is improved.

File size: 5.0 KB
Line 
1#include "Flatline.h"
2#include "Flatline_Server.h"
3#include <Windows.h>
4
5//I hereby apologize for the uglyness of the below code.
6//It was never intended to be "final" code, much less shared with anyone
7
8int total_players = 0;
9uint16_t max_connections = MAX_CONNECTIONS;
10
11player_info* FLrServer_AddPlayer(int ip, char* name, bool is_server, bool is_bot) {
12 flatline_packet new_char = {0};
13 CharacterObject* Char;
14 uint32_t player_slot = 0;
15 int playerlist_slot = 0;
16
17 if(is_server || total_players < max_connections) {
18
19 int i = 0;
20 int k = 0;
21
22 //Skip for the host
23 if(!is_server)
24 {
25 char* zero = strchr(name, 0);
26 playerlist_slot = FLr_FindEmptyListSlot();
27
28 total_players++;
29
30 //checks to see if a name exists or not
31 //then appends [#] on the end of it if it does
32 //May be buggy, come back to this.
33 if(zero - name > 28) zero = name + 28;
34 for(i = 0; i < max_connections; i++) {
35 if(PlayerList[i] != 0 && !strcmp(name, PlayerList[i]->name)) {
36 k++;
37 sprintf(zero, "[%i]", k);
38 i = 0;
39 }
40 }
41 }
42
43 new_char.new_player.Playernumber = playerlist_slot;
44
45 //Set up a new Character structure to be spawned as the new player.
46 //Can this code be surrounded with if(!is_server){}?
47 Char = &new_char.new_player.Character;
48 memset(Char, 0, sizeof(CharacterObject));
49 Char->Header.Type = 'CHAR';
50 sprintf(Char->OSD.Name,"%s",name);
51 sprintf(Char->OSD.Class, "%s", "konoko_generic");
52 if(is_bot) {
53 Char->OSD.MeleeID = 22;
54 Char->OSD.JobID = 1;
55 Char->OSD.MinimalAlertLevel = 4;
56 Char->OSD.InvestigatingAlertLevel = 4;
57 Char->OSD.InitialAlertLevel = 4;
58 Char->OSD.StartJobAlertLevel = 4;
59 }
60 else if( !is_server )
61 {
62 Char->Header.Position.X = PlayerList[0]->Chr->Position.X;
63 Char->Header.Position.Y = PlayerList[0]->Chr->Position.Y;
64 Char->Header.Position.Z = PlayerList[0]->Chr->Position.Z;
65 }
66
67 //TMrInstance_GetDataPtr('ONCC', "striker_easy_1", PlayerList[playerlist_slot]->Chr->ONCC);
68
69 new_char.id = NEW_PLAYER;
70 if(!is_server) {
71 ONrGameState_NewCharacter(Char, NULL, NULL, &(player_slot));
72 //move this to a set up characters function...
73 if(!is_bot) ONgGameState->CharacterStorage[player_slot].charType = 0;
74
75 PlayerList[playerlist_slot] = Players+player_slot;
76 PlayerList[playerlist_slot]->spawnnumber = player_slot;
77 PlayerList[playerlist_slot]->Chr = &(ONgGameState->CharacterStorage)[player_slot];
78 //PlayerList[playerlist_slot]->Chr->Flags = chr_dontaim | chr_unkillable; //&= 0xFFBFFFFF; //WTF
79 if(!is_bot) PlayerList[playerlist_slot]->Chr->Flags &= 0xFFBFFFFF; //WTF, magic number.
80 sprintf(PlayerList[playerlist_slot]->Chr->Name, "%.31s", name);
81 UDPServer_SendToAll( (char*)&new_char, sizeof(new_player) + FLATLINE_HEADER );
82
83 }
84 else {
85 PlayerList[0] = Players;
86 PlayerList[0]->Chr = (Character *)(((GameState * )(ONgGameState))->CharacterStorage);
87 }
88
89 //add player to list
90
91 PlayerList[playerlist_slot]->ip = ip;
92 PlayerList[playerlist_slot]->list_slot = playerlist_slot;
93 sprintf(PlayerList[playerlist_slot]->name,"%.31s",name);
94
95 MultiplayerStatus.PleaseUpdateAllPlayers = 1;
96
97 return &Players[player_slot];
98 }
99 return (player_info*)(-1);
100}
101
102void FLrServer_Initialize(){
103 FLrServer_AddPlayer(inet_addr("127.0.0.1"), "host", 1, 0);
104}
105
106//UDPServer_SendToAll
107//Sends a packet to all the clients currently connected.
108//Returns the number of players sent to.
109int UDPServer_SendToAll(void* packet, int size) {
110 int j;
111 int players = 0;
112 sockaddr_in address;
113 memset(&address, 0, sizeof(sockaddr_in));
114 address.sin_family = AF_INET;
115 address.sin_addr.s_addr = htonl(INADDR_ANY);
116 address.sin_port = htons(27777);
117 for(j = 0; j < max_connections; j++) {
118 if (PlayerList[j] != 0 && PlayerList[j]->ip && (PlayerList[j]->ip != inet_addr("127.0.0.1"))) {
119 int sent_bytes;
120 address.sin_addr.s_addr = htonl(PlayerList[j]->ip);//*((struct in_addr*)(int*)&(Players[j].ip));
121 sent_bytes = NetUDPServer_Send((sockaddr *) &address, (char*)packet, size);
122 if(sent_bytes == SOCKET_ERROR) NetCatchError();
123 else players++;
124 }
125 }
126 return players;
127}
128
129//FLsPublic_Event
130//Sends an event (door opening, player disconnecting, etc) to all players
131//Always make sure you send a pointer to this, even if it is just one arg. ;).
132//If it is void the double door in State crashes. Probably stack corruption,
133//I'm not sure exactly why.
134//So we return 0 to stop that.
135int FLsPublic_Event( const unsigned int eventIndex, const int * args )
136{
137 int numArgs = FLrEvent_GetNumArgs( eventIndex );
138 int ret;
139 flatline_packet eventPacket = {0};
140 eventPacket.id = FLATLINE_EVENT;
141 eventPacket.flatline_event.event_index = eventIndex;
142 ret = memcpy( eventPacket.flatline_event.intArray, args, sizeof(int) * numArgs );
143 ret = UDPServer_SendToAll( &eventPacket, sizeof(int) * (numArgs + 1) + FLATLINE_HEADER );
144 return 0;
145}
146
147void FLsPingAll()
148{
149 flatline_packet ping;
150 ping.id = PK_PING;
151 lastPingTime = ping.ping = GetTickCount();
152 UDPServer_SendToAll(&ping, FLATLINE_HEADER + 4);
153}
Note: See TracBrowser for help on using the repository browser.