1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218
|
// ==============================================================
// This file is part of Glest (www.glest.org)
//
// Copyright (C) 2001-2008 Martio Figueroa
//
// You can redistribute this code and/or modify it under
// the terms of the GNU General Public License as published
// by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version
// ==============================================================
#include "network_message.h"
#include <cassert>
#include <stdexcept>
#include "types.h"
#include "util.h"
#include "game_settings.h"
#include "leak_dumper.h"
using namespace Shared::Platform;
using namespace Shared::Util;
using namespace std;
namespace Glest{ namespace Game{
// =====================================================
// class NetworkMessage
// =====================================================
bool NetworkMessage::receive(Socket* socket, void* data, int dataSize){
if(socket->getDataToRead()>=dataSize){
if(socket->receive(data, dataSize)!=dataSize){
throw runtime_error("Error receiving NetworkMessage");
}
return true;
}
return false;
}
void NetworkMessage::send(Socket* socket, const void* data, int dataSize) const{
if(socket->send(data, dataSize)!=dataSize){
throw runtime_error("Error sending NetworkMessage");
}
}
// =====================================================
// class NetworkMessageIntro
// =====================================================
NetworkMessageIntro::NetworkMessageIntro(){
data.messageType= -1;
data.playerIndex= -1;
}
NetworkMessageIntro::NetworkMessageIntro(const string &versionString, const string &name, int playerIndex){
data.messageType=nmtIntro;
data.versionString= versionString;
data.name= name;
data.playerIndex= static_cast<int16>(playerIndex);
}
bool NetworkMessageIntro::receive(Socket* socket){
return NetworkMessage::receive(socket, &data, sizeof(data));
}
void NetworkMessageIntro::send(Socket* socket) const{
assert(data.messageType==nmtIntro);
NetworkMessage::send(socket, &data, sizeof(data));
}
// =====================================================
// class NetworkMessageReady
// =====================================================
NetworkMessageReady::NetworkMessageReady(){
data.messageType= nmtReady;
}
NetworkMessageReady::NetworkMessageReady(int32 checksum){
data.messageType= nmtReady;
data.checksum= checksum;
}
bool NetworkMessageReady::receive(Socket* socket){
return NetworkMessage::receive(socket, &data, sizeof(data));
}
void NetworkMessageReady::send(Socket* socket) const{
assert(data.messageType==nmtReady);
NetworkMessage::send(socket, &data, sizeof(data));
}
// =====================================================
// class NetworkMessageLaunch
// =====================================================
NetworkMessageLaunch::NetworkMessageLaunch(){
data.messageType=-1;
}
NetworkMessageLaunch::NetworkMessageLaunch(const GameSettings *gameSettings){
data.messageType=nmtLaunch;
data.description= gameSettings->getDescription();
data.map= gameSettings->getMap();
data.tileset= gameSettings->getTileset();
data.tech= gameSettings->getTech();
data.factionCount= gameSettings->getFactionCount();
data.thisFactionIndex= gameSettings->getThisFactionIndex();
data.defaultResources= gameSettings->getDefaultResources();
data.defaultUnits= gameSettings->getDefaultUnits();
data.defaultVictoryConditions= gameSettings->getDefaultVictoryConditions();
for(int i= 0; i<data.factionCount; ++i){
data.factionTypeNames[i]= gameSettings->getFactionTypeName(i);
data.factionControls[i]= gameSettings->getFactionControl(i);
data.teams[i]= gameSettings->getTeam(i);
data.startLocationIndex[i]= gameSettings->getStartLocationIndex(i);
}
}
void NetworkMessageLaunch::buildGameSettings(GameSettings *gameSettings) const{
gameSettings->setDescription(data.description.getString());
gameSettings->setMap(data.map.getString());
gameSettings->setTileset(data.tileset.getString());
gameSettings->setTech(data.tech.getString());
gameSettings->setFactionCount(data.factionCount);
gameSettings->setThisFactionIndex(data.thisFactionIndex);
gameSettings->setDefaultResources(data.defaultResources);
gameSettings->setDefaultUnits(data.defaultUnits);
gameSettings->setDefaultVictoryConditions(data.defaultVictoryConditions);
for(int i= 0; i<data.factionCount; ++i){
gameSettings->setFactionTypeName(i, data.factionTypeNames[i].getString());
gameSettings->setFactionControl(i, static_cast<ControlType>(data.factionControls[i]));
gameSettings->setTeam(i, data.teams[i]);
gameSettings->setStartLocationIndex(i, data.startLocationIndex[i]);
}
}
bool NetworkMessageLaunch::receive(Socket* socket){
return NetworkMessage::receive(socket, &data, sizeof(data));
}
void NetworkMessageLaunch::send(Socket* socket) const{
assert(data.messageType==nmtLaunch);
NetworkMessage::send(socket, &data, sizeof(data));
}
// =====================================================
// class NetworkMessageLaunch
// =====================================================
NetworkMessageCommandList::NetworkMessageCommandList(int32 frameCount){
data.messageType= nmtCommandList;
data.frameCount= frameCount;
data.commandCount= 0;
}
bool NetworkMessageCommandList::addCommand(const NetworkCommand* networkCommand){
if(data.commandCount<maxCommandCount){
data.commands[static_cast<int>(data.commandCount)]= *networkCommand;
data.commandCount++;
return true;
}
return false;
}
bool NetworkMessageCommandList::receive(Socket* socket){
return NetworkMessage::receive(socket, &data, sizeof(data));
}
void NetworkMessageCommandList::send(Socket* socket) const{
assert(data.messageType==nmtCommandList);
NetworkMessage::send(socket, &data, sizeof(data));
}
// =====================================================
// class NetworkMessageText
// =====================================================
NetworkMessageText::NetworkMessageText(const string &text, const string &sender, int teamIndex){
data.messageType= nmtText;
data.text= text;
data.sender= sender;
data.teamIndex= teamIndex;
}
bool NetworkMessageText::receive(Socket* socket){
return NetworkMessage::receive(socket, &data, sizeof(data));
}
void NetworkMessageText::send(Socket* socket) const{
assert(data.messageType==nmtText);
NetworkMessage::send(socket, &data, sizeof(data));
}
// =====================================================
// class NetworkMessageQuit
// =====================================================
NetworkMessageQuit::NetworkMessageQuit(){
data.messageType= nmtQuit;
}
bool NetworkMessageQuit::receive(Socket* socket){
return NetworkMessage::receive(socket, &data, sizeof(data));
}
void NetworkMessageQuit::send(Socket* socket) const{
assert(data.messageType==nmtQuit);
NetworkMessage::send(socket, &data, sizeof(data));
}
}}//end namespace
|