forked from mirror/OpenTTD
(svn r1168) -Cleanup: [Network] Cleaned the network code a bit. Added 'const'
and 'void' where needed, prefixed all functions, typedefs and global vars with 'Network' and organized all externals nicely.
This commit is contained in:
82
network.c
82
network.c
@@ -35,6 +35,10 @@ static byte _network_clients_connected = 0;
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// The index counter for new clients (is never decreased)
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static uint16 _network_client_index = NETWORK_SERVER_INDEX + 1;
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/* Some externs / forwards */
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extern void ShowJoinStatusWindow();
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extern void StateGameLoop();
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// Function that looks up the CI for a given client-index
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NetworkClientInfo *NetworkFindClientInfoFromIndex(uint16 client_index)
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{
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@@ -48,9 +52,9 @@ NetworkClientInfo *NetworkFindClientInfoFromIndex(uint16 client_index)
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}
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// Function that looks up the CS for a given client-index
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ClientState *NetworkFindClientStateFromIndex(uint16 client_index)
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NetworkClientState *NetworkFindClientStateFromIndex(uint16 client_index)
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{
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ClientState *cs;
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NetworkClientState *cs;
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for (cs = _clients; cs != &_clients[MAX_CLIENT_INFO]; cs++)
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if (cs->index == client_index)
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@@ -61,7 +65,7 @@ ClientState *NetworkFindClientStateFromIndex(uint16 client_index)
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// NetworkGetClientName is a server-safe function to get the name of the client
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// if the user did not send it yet, Client #<no> is used.
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void NetworkGetClientName(char *client_name, size_t size, ClientState *cs)
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void NetworkGetClientName(char *client_name, size_t size, const NetworkClientState *cs)
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{
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NetworkClientInfo *ci = DEREF_CLIENT_INFO(cs);
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if (ci->client_name[0] == '\0')
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@@ -119,7 +123,7 @@ void CDECL NetworkTextMessage(NetworkAction action, uint16 color, const char *na
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}
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// Calculate the frame-lag of a client
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uint NetworkCalculateLag(const ClientState *cs)
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uint NetworkCalculateLag(const NetworkClientState *cs)
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{
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int lag = cs->last_frame_server - cs->last_frame;
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// This client has missed his ACK packet after 1 DAY_TICKS..
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@@ -150,7 +154,7 @@ void ServerStartError(char *error) {
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NetworkError(STR_NETWORK_ERR_SERVER_START);
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}
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void NetworkClientError(byte res, ClientState *cs) {
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static void NetworkClientError(byte res, NetworkClientState *cs) {
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// First, send a CLIENT_ERROR to the server, so he knows we are
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// disconnection (and why!)
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NetworkErrorCode errorno;
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@@ -158,7 +162,7 @@ void NetworkClientError(byte res, ClientState *cs) {
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// We just want to close the connection..
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if (res == NETWORK_RECV_STATUS_CLOSE_QUERY) {
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cs->quited = true;
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CloseClient(cs);
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NetworkCloseClient(cs);
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_networking = false;
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DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
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@@ -179,12 +183,12 @@ void NetworkClientError(byte res, ClientState *cs) {
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}
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_switch_mode = SM_MENU;
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CloseClient(cs);
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NetworkCloseClient(cs);
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_networking = false;
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}
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// Find all IP-aliases for this host
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void NetworkFindIPs(void)
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static void NetworkFindIPs(void)
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{
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int i, last;
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@@ -388,9 +392,9 @@ void ParseConnectionString(const byte **player, const byte **port, byte *connect
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// Creates a new client from a socket
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// Used both by the server and the client
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static ClientState *AllocClient(SOCKET s)
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static NetworkClientState *NetworkAllocClient(SOCKET s)
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{
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ClientState *cs;
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NetworkClientState *cs;
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NetworkClientInfo *ci;
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byte client_no;
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@@ -429,7 +433,7 @@ static ClientState *AllocClient(SOCKET s)
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}
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// Close a connection
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void CloseClient(ClientState *cs)
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void NetworkCloseClient(NetworkClientState *cs)
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{
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NetworkClientInfo *ci;
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// Socket is already dead
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@@ -442,7 +446,7 @@ void CloseClient(ClientState *cs)
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NetworkErrorCode errorno = NETWORK_ERROR_CONNECTION_LOST;
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char str1[100], str2[100];
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char client_name[NETWORK_NAME_LENGTH];
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ClientState *new_cs;
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NetworkClientState *new_cs;
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NetworkGetClientName(client_name, sizeof(client_name), cs);
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@@ -503,10 +507,8 @@ void CloseClient(ClientState *cs)
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ci->client_index = NETWORK_EMPTY_INDEX;
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}
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extern void ShowJoinStatusWindow();
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// A client wants to connect to a server
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bool NetworkConnect(const char *hostname, int port)
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static bool NetworkConnect(const char *hostname, int port)
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{
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SOCKET s;
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struct sockaddr_in sin;
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@@ -550,7 +552,7 @@ bool NetworkConnect(const char *hostname, int port)
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}
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// in client mode, only the first client field is used. it's pointing to the server.
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AllocClient(s);
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NetworkAllocClient(s);
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ShowJoinStatusWindow();
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@@ -564,7 +566,7 @@ static void NetworkAcceptClients(void)
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{
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struct sockaddr_in sin;
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SOCKET s;
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ClientState *cs;
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NetworkClientState *cs;
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#ifndef __MORPHOS__
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int sin_len;
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#else
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@@ -594,7 +596,7 @@ static void NetworkAcceptClients(void)
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{int b = 1; setsockopt(s, IPPROTO_TCP, TCP_NODELAY, (const char*)&b, sizeof(b));}
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#endif
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cs = AllocClient(s);
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cs = NetworkAllocClient(s);
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if (cs == NULL) {
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// no more clients allowed?
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// Send to the client that we are full!
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@@ -626,7 +628,7 @@ static void NetworkAcceptClients(void)
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}
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// Set up the listen socket for the server
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bool NetworkListen(void)
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static bool NetworkListen(void)
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{
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SOCKET ls;
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struct sockaddr_in sin;
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@@ -682,16 +684,16 @@ bool NetworkListen(void)
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}
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// Close all current connections
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void NetworkClose(void)
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static void NetworkClose(void)
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{
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ClientState *cs;
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NetworkClientState *cs;
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FOR_ALL_CLIENTS(cs) {
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if (!_network_server) {
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SEND_COMMAND(PACKET_CLIENT_QUIT)("leaving");
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NetworkSend_Packets(cs);
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}
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CloseClient(cs);
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NetworkCloseClient(cs);
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}
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if (_network_server) {
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@@ -704,9 +706,9 @@ void NetworkClose(void)
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}
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// Inits the network (cleans sockets and stuff)
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void NetworkInitialize(void)
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static void NetworkInitialize(void)
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{
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ClientState *cs;
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NetworkClientState *cs;
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uint i;
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_local_command_queue = NULL;
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@@ -735,7 +737,7 @@ void NetworkInitialize(void)
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// add all servers from the config file to our list
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for (i=0; i != lengthof(_network_server_list); i++) {
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if (_network_server_list[i] == NULL) break;
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AddServer(_network_server_list[i]);
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NetworkAddServer(_network_server_list[i]);
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}
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}
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@@ -775,22 +777,25 @@ void NetworkQueryServer(const byte* host, unsigned short port, bool game_info)
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// validates an address entered as a string and adds the server to
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// the list
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void AddServer(byte *b)
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void NetworkAddServer(const byte *b)
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{
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if (*b != '\0') {
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const byte *port = NULL;
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const byte *player = NULL;
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byte host[NETWORK_HOSTNAME_LENGTH];
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uint16 rport;
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ttd_strlcpy(host, b, lengthof(host));
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ttd_strlcpy(_network_default_ip, b, lengthof(_network_default_ip));
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rport = NETWORK_DEFAULT_PORT;
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ParseConnectionString(&player, &port, b);
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ParseConnectionString(&player, &port, host);
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if (player != NULL) _network_playas = atoi(player);
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if (port != NULL) rport = atoi(port);
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NetworkQueryServer(b, rport, true);
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NetworkQueryServer(host, rport, true);
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}
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}
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@@ -823,7 +828,7 @@ bool NetworkClientConnectGame(const byte* host, unsigned short port)
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return _networking;
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}
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void NetworkInitGameInfo(void)
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static void NetworkInitGameInfo(void)
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{
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NetworkClientInfo *ci;
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@@ -913,7 +918,7 @@ bool NetworkServerStart(void)
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void NetworkReboot(void)
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{
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if (_network_server) {
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ClientState *cs;
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NetworkClientState *cs;
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FOR_ALL_CLIENTS(cs) {
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SEND_COMMAND(PACKET_SERVER_NEWGAME)(cs);
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NetworkSend_Packets(cs);
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@@ -937,7 +942,7 @@ void NetworkReboot(void)
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void NetworkDisconnect(void)
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{
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if (_network_server) {
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ClientState *cs;
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NetworkClientState *cs;
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FOR_ALL_CLIENTS(cs) {
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SEND_COMMAND(PACKET_SERVER_SHUTDOWN)(cs);
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NetworkSend_Packets(cs);
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@@ -964,9 +969,9 @@ void NetworkDisconnect(void)
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}
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// Receives something from the network
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bool NetworkReceive(void)
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static bool NetworkReceive(void)
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{
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ClientState *cs;
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NetworkClientState *cs;
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int n;
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fd_set read_fd, write_fd;
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struct timeval tv;
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@@ -1022,7 +1027,7 @@ bool NetworkReceive(void)
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// This sends all buffered commands (if possible)
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static void NetworkSend(void)
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{
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ClientState *cs;
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NetworkClientState *cs;
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FOR_ALL_CLIENTS(cs) {
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if (cs->writable) {
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NetworkSend_Packets(cs);
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@@ -1036,7 +1041,7 @@ static void NetworkSend(void)
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}
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// Handle the local-command-queue
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void NetworkHandleLocalQueue(void)
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static void NetworkHandleLocalQueue(void)
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{
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if (_local_command_queue != NULL) {
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CommandPacket *cp;
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@@ -1071,10 +1076,7 @@ void NetworkHandleLocalQueue(void)
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}
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}
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extern void StateGameLoop();
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bool NetworkDoClientLoop(void)
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static bool NetworkDoClientLoop(void)
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{
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_frame_counter++;
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@@ -1168,7 +1170,7 @@ void NetworkGameLoop(void)
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NetworkSend();
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}
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void NetworkGenerateUniqueId()
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static void NetworkGenerateUniqueId(void)
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{
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md5_state_t state;
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md5_byte_t digest[16];
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