(svn r21029) -Codechange: split the map downloading packet + 3-state enum into 3 separate packets

This commit is contained in:
rubidium
2010-10-24 20:03:33 +00:00
parent fc15063838
commit 2cd67a51ac
6 changed files with 103 additions and 102 deletions

View File

@@ -661,94 +661,91 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_WAIT)
return NETWORK_RECV_STATUS_OKAY;
}
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MAP)
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MAP_BEGIN)
{
byte maptype;
maptype = p->Recv_uint8();
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
if (this->download_file != NULL) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
/* First packet, init some stuff */
if (maptype == MAP_PACKET_START) {
if (this->download_file != NULL) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
this->download_file = FioFOpenFile("network_client.tmp", "wb", AUTOSAVE_DIR);
if (this->download_file == NULL) {
_switch_mode_errorstr = STR_NETWORK_ERROR_SAVEGAMEERROR;
return NETWORK_RECV_STATUS_SAVEGAME;
}
_frame_counter = _frame_counter_server = _frame_counter_max = p->Recv_uint32();
_network_join_bytes = 0;
_network_join_bytes_total = p->Recv_uint32();
/* If the network connection has been closed due to loss of connection
* or when _network_join_kbytes_total is 0, the join status window will
* do a division by zero. When the connection is lost, we just return
* that. If kbytes_total is 0, the packet must be malformed as a
* savegame less than 1 kilobyte is practically impossible. */
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
if (_network_join_bytes_total == 0) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
_network_join_status = NETWORK_JOIN_STATUS_DOWNLOADING;
SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0);
/* The first packet does not contain any more data */
return NETWORK_RECV_STATUS_OKAY;
this->download_file = FioFOpenFile("network_client.tmp", "wb", AUTOSAVE_DIR);
if (this->download_file == NULL) {
_switch_mode_errorstr = STR_NETWORK_ERROR_SAVEGAMEERROR;
return NETWORK_RECV_STATUS_SAVEGAME;
}
_frame_counter = _frame_counter_server = _frame_counter_max = p->Recv_uint32();
_network_join_bytes = 0;
_network_join_bytes_total = p->Recv_uint32();
/* If the network connection has been closed due to loss of connection
* or when _network_join_kbytes_total is 0, the join status window will
* do a division by zero. When the connection is lost, we just return
* that. If kbytes_total is 0, the packet must be malformed as a
* savegame less than 1 kilobyte is practically impossible. */
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
if (_network_join_bytes_total == 0) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
_network_join_status = NETWORK_JOIN_STATUS_DOWNLOADING;
SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0);
return NETWORK_RECV_STATUS_OKAY;
}
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MAP_DATA)
{
if (this->download_file == NULL) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
if (maptype == MAP_PACKET_NORMAL) {
/* We are still receiving data, put it to the file */
if (fwrite(p->buffer + p->pos, 1, p->size - p->pos, this->download_file) != (size_t)(p->size - p->pos)) {
_switch_mode_errorstr = STR_NETWORK_ERROR_SAVEGAMEERROR;
fclose(this->download_file);
this->download_file = NULL;
return NETWORK_RECV_STATUS_SAVEGAME;
}
_network_join_bytes = ftell(this->download_file);
SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0);
}
/* Check if this was the last packet */
if (maptype == MAP_PACKET_END) {
/* We are still receiving data, put it to the file */
if (fwrite(p->buffer + p->pos, 1, p->size - p->pos, this->download_file) != (size_t)(p->size - p->pos)) {
_switch_mode_errorstr = STR_NETWORK_ERROR_SAVEGAMEERROR;
fclose(this->download_file);
this->download_file = NULL;
return NETWORK_RECV_STATUS_SAVEGAME;
}
_network_join_status = NETWORK_JOIN_STATUS_PROCESSING;
SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0);
_network_join_bytes = ftell(this->download_file);
SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0);
/* The map is done downloading, load it */
if (!SafeSaveOrLoad("network_client.tmp", SL_LOAD, GM_NORMAL, AUTOSAVE_DIR)) {
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
_switch_mode_errorstr = STR_NETWORK_ERROR_SAVEGAMEERROR;
return NETWORK_RECV_STATUS_SAVEGAME;
}
/* If the savegame has successfully loaded, ALL windows have been removed,
* only toolbar/statusbar and gamefield are visible */
/* Say we received the map and loaded it correctly! */
SendMapOk();
/* New company/spectator (invalid company) or company we want to join is not active
* Switch local company to spectator and await the server's judgement */
if (_network_join_as == COMPANY_NEW_COMPANY || !Company::IsValidID(_network_join_as)) {
SetLocalCompany(COMPANY_SPECTATOR);
if (_network_join_as != COMPANY_SPECTATOR) {
/* We have arrived and ready to start playing; send a command to make a new company;
* the server will give us a client-id and let us in */
_network_join_status = NETWORK_JOIN_STATUS_REGISTERING;
ShowJoinStatusWindow();
NetworkSend_Command(0, 0, 0, CMD_COMPANY_CTRL, NULL, NULL, _local_company);
}
} else {
/* take control over an existing company */
SetLocalCompany(_network_join_as);
return NETWORK_RECV_STATUS_OKAY;
}
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MAP_DONE)
{
if (this->download_file == NULL) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
fclose(this->download_file);
this->download_file = NULL;
_network_join_status = NETWORK_JOIN_STATUS_PROCESSING;
SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0);
/* The map is done downloading, load it */
if (!SafeSaveOrLoad("network_client.tmp", SL_LOAD, GM_NORMAL, AUTOSAVE_DIR)) {
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
_switch_mode_errorstr = STR_NETWORK_ERROR_SAVEGAMEERROR;
return NETWORK_RECV_STATUS_SAVEGAME;
}
/* If the savegame has successfully loaded, ALL windows have been removed,
* only toolbar/statusbar and gamefield are visible */
/* Say we received the map and loaded it correctly! */
SendMapOk();
/* New company/spectator (invalid company) or company we want to join is not active
* Switch local company to spectator and await the server's judgement */
if (_network_join_as == COMPANY_NEW_COMPANY || !Company::IsValidID(_network_join_as)) {
SetLocalCompany(COMPANY_SPECTATOR);
if (_network_join_as != COMPANY_SPECTATOR) {
/* We have arrived and ready to start playing; send a command to make a new company;
* the server will give us a client-id and let us in */
_network_join_status = NETWORK_JOIN_STATUS_REGISTERING;
ShowJoinStatusWindow();
NetworkSend_Command(0, 0, 0, CMD_COMPANY_CTRL, NULL, NULL, _local_company);
}
} else {
/* take control over an existing company */
SetLocalCompany(_network_join_as);
}
return NETWORK_RECV_STATUS_OKAY;