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Rev | Author | Line No. | Line |
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1 | pmbaty | 1 | // network.cpp |
2 | |||
3 | #include "common.h" |
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4 | |||
5 | |||
6 | // prototypes of local functions |
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7 | static void EvaluateServerReply (player_t *player); |
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8 | |||
9 | |||
153 | pmbaty | 10 | bool Network_Init (void) |
11 | { |
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12 | // this function initializes the network subsystem on operating systems that require it |
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13 | |||
14 | #ifdef _WIN32 |
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15 | static bool is_winsock_initialized = false; |
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16 | WSADATA wsa_data; |
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17 | |||
18 | if (!is_winsock_initialized) |
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19 | is_winsock_initialized = (WSAStartup (MAKEWORD (2, 2), &wsa_data) == 0); |
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20 | |||
21 | return (is_winsock_initialized); // return whether the network subsystem was successfully initialized |
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22 | #else // !_WIN32 |
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23 | return (true); // all other systems than Win32 don't need to initialize the network |
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24 | #endif // _WIN32 |
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25 | } |
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26 | |||
27 | |||
1 | pmbaty | 28 | bool PlayerNetwork_Init (player_t *player) |
29 | { |
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30 | // this function initializes the network layer and connects to the chess server |
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31 | |||
32 | struct hostent *hostinfo; |
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33 | struct sockaddr_in service; |
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34 | unsigned long nonblocking_mode; |
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35 | char ascii_hostname[256]; |
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36 | |||
37 | onlineplayers = NULL; // ensure the online players array is empty |
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38 | onlineplayer_count = 0; // and reset the online players count |
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39 | onlineplayers_updated = false; |
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40 | |||
41 | soughtgames = NULL; // ensure the sought games array is empty |
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42 | soughtgame_count = 0; // and reset the sought games count |
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43 | soughtgames_updated = false; |
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44 | lastsought_time = 0; |
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45 | |||
46 | chatterchannels = NULL; // ensure the chatter channels array is empty |
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47 | chatterchannel_count = 0; // and reset the chatter channels count |
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48 | chatterchannels_updated = false; |
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49 | selected_chatterchannel = NULL; |
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50 | |||
51 | PlayerCards_Init (); // initialize the player cards array |
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52 | Challenges_Init (); // initialize the challenges array |
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53 | Interlocutors_Init (); // initialize the interlocutors array |
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54 | |||
55 | server_motd[0] = 0; // reset the server MOTD |
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56 | |||
57 | player->is_connected = false; // remember we aren't connected yet |
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58 | player->is_logged_in = false; // and not logged in either |
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59 | player->is_in_game = false; // we aren't in game either |
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60 | player->game_number = 0; |
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61 | player->remaining_seconds = 0; |
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62 | player->our_socket = INVALID_SOCKET; // and that we have no socket yet |
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63 | player->name[0] = 0; // player name undefined |
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64 | |||
153 | pmbaty | 65 | // initialize the network subsystem if required |
66 | if (!Network_Init ()) |
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1 | pmbaty | 67 | { |
68 | messagebox.hWndParent = hMainWnd; |
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69 | wcscpy_s (messagebox.title, WCHAR_SIZEOF (messagebox.title), LOCALIZE (L"ImportantMessage")); |
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70 | wcscpy_s (messagebox.text, WCHAR_SIZEOF (messagebox.text), LOCALIZE (L"Error_NetworkInitializationFailed")); |
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71 | messagebox.flags = MB_ICONWARNING | MB_OK; |
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72 | DialogBox_Message (&messagebox); // display a modeless error message box |
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73 | |||
74 | PlayerNetwork_Shutdown (player); // on error, shutdown the network and display an error message |
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75 | return (false); |
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76 | } |
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77 | |||
78 | // get the chess server's IP address from the host name |
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79 | ConvertTo7BitASCII (ascii_hostname, sizeof (ascii_hostname), options.network.server_address); |
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80 | hostinfo = gethostbyname (ascii_hostname); |
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81 | if (hostinfo == NULL) |
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82 | { |
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83 | messagebox.hWndParent = hMainWnd; |
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84 | wcscpy_s (messagebox.title, WCHAR_SIZEOF (messagebox.title), LOCALIZE (L"ImportantMessage")); |
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85 | wcscpy_s (messagebox.text, WCHAR_SIZEOF (messagebox.text), LOCALIZE (L"Error_NetworkInitializationFailed")); |
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86 | messagebox.flags = MB_ICONWARNING | MB_OK; |
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87 | DialogBox_Message (&messagebox); // display a modeless error message box |
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88 | |||
89 | PlayerNetwork_Shutdown (player); // on error, shutdown the network and display an error message |
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90 | return (false); |
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91 | } |
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92 | |||
93 | // fill in the sockaddr server structure with the server hostinfo data |
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94 | service.sin_family = AF_INET; |
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95 | service.sin_addr.s_addr = inet_addr (inet_ntoa (*(struct in_addr *) hostinfo->h_addr_list[0])); |
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96 | service.sin_port = htons (options.network.server_port); |
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97 | |||
98 | // create our socket |
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99 | if ((player->our_socket = socket (AF_INET, SOCK_STREAM, IPPROTO_TCP)) == INVALID_SOCKET) |
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100 | { |
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101 | messagebox.hWndParent = hMainWnd; |
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102 | wcscpy_s (messagebox.title, WCHAR_SIZEOF (messagebox.title), LOCALIZE (L"ImportantMessage")); |
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103 | wcscpy_s (messagebox.text, WCHAR_SIZEOF (messagebox.text), LOCALIZE (L"Error_NetworkInitializationFailed")); |
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104 | messagebox.flags = MB_ICONWARNING | MB_OK; |
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105 | DialogBox_Message (&messagebox); // display a modeless error message box |
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106 | |||
107 | PlayerNetwork_Shutdown (player); // on error, shutdown the network and display an error message |
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108 | return (false); |
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109 | } |
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110 | |||
111 | // connect the game to the chess server using that socket |
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112 | if (connect (player->our_socket, (struct sockaddr *) &service, sizeof (service)) == -1) |
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113 | { |
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114 | messagebox.hWndParent = hMainWnd; |
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115 | wcscpy_s (messagebox.title, WCHAR_SIZEOF (messagebox.title), LOCALIZE (L"ImportantMessage")); |
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116 | wcscpy_s (messagebox.text, WCHAR_SIZEOF (messagebox.text), LOCALIZE (L"Error_NetworkInitializationFailed")); |
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117 | messagebox.flags = MB_ICONWARNING | MB_OK; |
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118 | DialogBox_Message (&messagebox); // display a modeless error message box |
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119 | |||
120 | PlayerNetwork_Shutdown (player); // on error, shutdown the network and display an error message |
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121 | return (false); |
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122 | } |
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123 | |||
124 | // set it to be non-blocking (but only AFTER the connection is made) |
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125 | nonblocking_mode = 1; |
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126 | if (ioctlsocket (player->our_socket, FIONBIO, &nonblocking_mode) == SOCKET_ERROR) |
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127 | { |
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128 | messagebox.hWndParent = hMainWnd; |
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129 | wcscpy_s (messagebox.title, WCHAR_SIZEOF (messagebox.title), LOCALIZE (L"ImportantMessage")); |
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130 | wcscpy_s (messagebox.text, WCHAR_SIZEOF (messagebox.text), LOCALIZE (L"Error_NetworkInitializationFailed")); |
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131 | messagebox.flags = MB_ICONWARNING | MB_OK; |
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132 | DialogBox_Message (&messagebox); // display a modeless error message box |
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133 | |||
134 | PlayerNetwork_Shutdown (player); // on error, shutdown the network and display an error message |
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135 | return (false); |
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136 | } |
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137 | |||
138 | // initialize the debug log file |
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139 | Debug_Init (L"Chess server output.txt"); |
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140 | |||
141 | player->is_connected = true; // remember we are connected |
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142 | return (true); // finished, we have a valid, connected socket |
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143 | } |
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144 | |||
145 | |||
146 | void PlayerNetwork_Shutdown (player_t *player) |
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147 | { |
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148 | // this function shutdowns the network layer |
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149 | |||
150 | int chatterchannel_index; |
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151 | |||
152 | // shutdown the socket if it is open. This will disconnect us from the server. |
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153 | if (player->our_socket != INVALID_SOCKET) |
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154 | closesocket (player->our_socket); // close the network socket |
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155 | player->our_socket = INVALID_SOCKET; |
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156 | |||
157 | player->is_connected = false; // remember we are no longer connected |
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158 | player->is_logged_in = false; // and not logged in either |
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159 | player->is_in_game = false; // we aren't in game either |
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160 | player->game_number = 0; |
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161 | player->remaining_seconds = 0; |
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162 | player->name[0] = 0; // player name undefined |
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163 | |||
164 | server_motd[0] = 0; // reset the server MOTD |
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165 | |||
166 | // cycle through all chatter channels we know... |
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167 | for (chatterchannel_index = 0; chatterchannel_index < chatterchannel_count; chatterchannel_index++) |
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168 | { |
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169 | SAFE_free ((void **) &chatterchannels[chatterchannel_index].members); // free their member list |
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170 | chatterchannels[chatterchannel_index].member_count = 0; // reset their members count |
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171 | } |
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172 | SAFE_free ((void **) &chatterchannels); // free the chatter channels array |
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173 | chatterchannel_count = 0; // and reset the chatter channels count |
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174 | chatterchannels_updated = false; |
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175 | selected_chatterchannel = NULL; |
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176 | |||
177 | SAFE_free ((void **) &soughtgames); // free the sought games array |
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178 | soughtgame_count = 0; // and reset the sought games count |
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179 | soughtgames_updated = false; |
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180 | |||
181 | SAFE_free ((void **) &onlineplayers); // free the online players array |
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182 | onlineplayer_count = 0; // and reset the online players count |
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183 | onlineplayers_updated = false; |
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184 | |||
185 | Interlocutors_Shutdown (); // shutdown the interlocutors |
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186 | Challenges_Shutdown (); // shutdown the challenges |
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187 | PlayerCards_Shutdown (); // shutdown the player cards |
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188 | |||
189 | // shutdown all possible opened UI windows |
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190 | if (IsWindow (hChatterChannelsWnd)) |
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191 | DestroyWindow (hChatterChannelsWnd); |
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192 | hChatterChannelsWnd = NULL; |
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193 | if (IsWindow (hGamesWnd)) |
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194 | DestroyWindow (hGamesWnd); |
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195 | hGamesWnd = NULL; |
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196 | if (IsWindow (hMOTDWnd)) |
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197 | DestroyWindow (hMOTDWnd); |
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198 | hMOTDWnd = NULL; |
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199 | if (IsWindow (hOpponentsWnd)) |
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200 | DestroyWindow (hOpponentsWnd); |
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201 | hOpponentsWnd = NULL; |
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202 | if (IsWindow (hSoughtWnd)) |
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203 | DestroyWindow (hSoughtWnd); |
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204 | hSoughtWnd = NULL; |
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205 | |||
206 | // shutdown WinSock |
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207 | WSACleanup (); |
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208 | |||
209 | return; // finished |
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210 | } |
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211 | |||
212 | |||
213 | bool PlayerNetwork_Think (player_t *player) |
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214 | { |
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215 | // this function is called once per game tick to listen to the network and react to what the server tells us. Returns TRUE |
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216 | // if we need to update the scene. |
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217 | |||
218 | player_t *local_player; |
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219 | char *block_start; |
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220 | char *block_end; |
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221 | char *ascii_sendbuffer; // mallocated |
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222 | wchar_t *widechar_buffer; // mallocated |
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223 | wchar_t *widechar_line; |
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224 | int send_retval; |
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225 | int recv_retval; |
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226 | int byte_index; |
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227 | int rewrite_index; |
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228 | int length; |
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229 | bool do_update; |
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230 | |||
231 | // are we NOT connected yet ? |
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232 | if (!player->is_connected) |
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233 | return (false); // consistency check: if we aren't connected, don't do anything |
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234 | |||
235 | // are we NOT logged in yet AND is our socket valid AND is there nothing in the center of the screen yet ? |
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236 | if (!player->is_logged_in && (player->our_socket != INVALID_SOCKET) && !the_scene.gui.central_text.is_displayed) |
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237 | { |
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140 | pmbaty | 238 | Scene_UpdateText (&the_scene.gui.central_text, RGBA_TO_RGBACOLOR (255, 255, 255, 191), DURATION_INFINITE, true, LOCALIZE (L"Connecting")); // display "connecting" in the middle of the screen |
1 | pmbaty | 239 | the_scene.gui.want_spinwheel = true; // start spinning wheel |
240 | } |
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241 | |||
242 | do_update = false; // assume we don't need to update the scene until told otherwise |
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243 | |||
244 | //////////////////////////// |
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245 | // BEGIN listening to server |
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246 | |||
247 | // proceed in filling the ascii buffer with what's coming |
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248 | |||
249 | // get a hand on the end of the player's recv buffer and compute its remaining size |
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250 | length = strlen (player->ascii_recvbuffer); |
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251 | |||
252 | // if the server sent us something, append it to what we've received |
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253 | recv_retval = recv (player->our_socket, &player->ascii_recvbuffer[length], player->recvbuffer_size - length, 0); |
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254 | if (recv_retval > 0) |
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255 | { |
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256 | // parse all received data and eradicate all carriage returns. Also convert %'s to a safer glyph. |
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257 | rewrite_index = 0; |
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258 | for (byte_index = 0; byte_index < recv_retval; byte_index++) |
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259 | if (player->ascii_recvbuffer[length + byte_index] != '\r') |
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260 | { |
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261 | if (player->ascii_recvbuffer[length + byte_index] == '%') |
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262 | player->ascii_recvbuffer[length + rewrite_index] = '¤'; |
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263 | else |
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264 | player->ascii_recvbuffer[length + rewrite_index] = player->ascii_recvbuffer[length + byte_index]; |
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265 | rewrite_index++; |
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266 | } |
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267 | player->ascii_recvbuffer[length + rewrite_index] = 0; // terminate the buffer ourselves |
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268 | length = strlen (player->ascii_recvbuffer); // and update the new recvbuffer's length |
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269 | } |
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270 | else if (recv_retval == SOCKET_ERROR) |
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271 | { |
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272 | recv_retval = WSAGetLastError (); // ask Windows to be more specific about the error |
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273 | if (recv_retval == WSAEWOULDBLOCK) |
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274 | ; // it's okay. We're a non-blocking socket. |
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275 | else if (recv_retval == WSAETIMEDOUT) |
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276 | { |
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277 | messagebox.hWndParent = hMainWnd; |
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278 | wcscpy_s (messagebox.title, WCHAR_SIZEOF (messagebox.title), LOCALIZE (L"ImportantMessage")); |
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279 | wcscpy_s (messagebox.text, WCHAR_SIZEOF (messagebox.text), LOCALIZE (L"Error_ConnectionToChessServerLost")); |
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280 | messagebox.flags = MB_ICONWARNING | MB_OK; |
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281 | DialogBox_Message (&messagebox); // display a modeless error message box |
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282 | |||
283 | PlayerNetwork_Shutdown (player); // on error, shutdown the network and display an error message |
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284 | return (false); |
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285 | } |
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286 | } |
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287 | |||
288 | // END listening to server |
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289 | ////////////////////////// |
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290 | |||
291 | ////////////////////////////////// |
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292 | // BEGIN evaluating server replies |
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293 | |||
294 | // are we NOT logged in yet ? |
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295 | if (!player->is_logged_in) |
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296 | { |
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297 | // is it a login prompt ? |
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298 | if ((length > 7) && (strcmp (&player->ascii_recvbuffer[length - 7], "login: ") == 0)) |
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299 | { |
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300 | Player_SendBuffer_Add (player, 1000, L"%s\n", options.network.login); // send the login string |
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301 | player->ascii_recvbuffer[0] = 0; // and discard recvbuffer as we've processed this message |
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302 | } |
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303 | |||
304 | // else is it a password prompt ? |
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305 | else if (((length > 10) && (strcmp (&player->ascii_recvbuffer[length - 10], "password: ") == 0)) |
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306 | || ((length > 3) && (strcmp (&player->ascii_recvbuffer[length - 3], "\":\n") == 0))) |
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307 | { |
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308 | Player_SendBuffer_Add (player, 1000, L"%s\n", options.network.password); // send the password string |
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309 | player->ascii_recvbuffer[0] = 0; // and discard recvbuffer as we've processed this message |
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310 | } |
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311 | |||
312 | // else is it a confirmation that we've successfully logged in ? |
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313 | else if (((block_start = strstr (player->ascii_recvbuffer, "\n**** Starting FICS session as ")) != NULL) |
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314 | && (block_end = strstr (player->ascii_recvbuffer, " ****\n"))) |
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315 | { |
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316 | player->is_logged_in = true; // remember we are logged in |
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317 | the_scene.gui.central_text.disappear_time = current_time + 1.0f; // fade the "connecting" phrase out now (FIXME: ugly) |
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318 | the_scene.gui.want_spinwheel = false; // stop spinning wheel |
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319 | do_update = true; // and update the scene |
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320 | |||
321 | block_start += 31; // skip the "\n**** Starting FICS session as " substring |
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322 | local_player = Player_FindByType (PLAYER_HUMAN); // get a pointer to the local player |
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323 | |||
324 | // copy out local player's login name, as reported by server, and convert it to wchar_t |
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325 | for (byte_index = 0; (byte_index < WCHAR_SIZEOF (local_player->name)) && isalpha (block_start[byte_index]); byte_index++) |
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326 | local_player->name[byte_index] = (wchar_t) block_start[byte_index]; // copy nickname one character after the other. Very dirty conversion. |
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327 | if (byte_index < WCHAR_SIZEOF (local_player->name)) |
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328 | local_player->name[byte_index] = 0; // finish the string ourselves |
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329 | else |
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330 | local_player->name[WCHAR_SIZEOF (local_player->name) - 1] = 0; // truncate it if neeeded |
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331 | |||
332 | server_motd[0] = 0; // remember we haven't read the MOTD yet |
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333 | the_board.reevaluate = true; // reeevaluate the board (to update the title bar) |
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334 | |||
335 | // see if there's more data to parse after this message, in which case move it in place |
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336 | length = strlen (block_end + 6); |
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337 | if (length > 0) |
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338 | memmove (player->ascii_recvbuffer, block_end + 6, length + 1); |
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339 | else |
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340 | player->ascii_recvbuffer[0] = 0; // else discard recvbuffer as we've processed this message |
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341 | } |
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342 | } |
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343 | |||
344 | // else we are logged in |
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345 | else |
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346 | { |
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347 | // see if we have a complete reply block (remember: percent sign was replaced with '¤') |
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348 | block_end = strstr (player->ascii_recvbuffer, "\nfics¤ "); |
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349 | |||
350 | // as long as we can find some... |
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351 | while (block_end != NULL) |
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352 | { |
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353 | *block_end = 0; // break the string here |
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354 | |||
355 | // convert the block to wide char and evaluate it, taking action if needed |
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356 | ConvertToWideChar (player->recvbuffer, player->recvbuffer_size, player->ascii_recvbuffer); |
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357 | Debug_Log (L"RECEIVED:[%s]\n", player->recvbuffer); // log what we've received |
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358 | EvaluateServerReply (player); // and evaluate it |
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359 | |||
360 | // see if there's more data to parse after this message, in which case move it in place |
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361 | length = strlen (block_end + 7); |
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362 | if (length > 0) |
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363 | memmove (player->ascii_recvbuffer, block_end + 7, length + 1); |
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364 | else |
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365 | { |
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366 | player->ascii_recvbuffer[0] = 0; |
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367 | break; // it was the last prompt, so discard recvbuffer as we've processed this message |
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368 | } |
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369 | block_end = strstr (player->ascii_recvbuffer, "\nfics¤ "); // remember: percent sign was replaced with '¤' |
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370 | } |
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371 | } |
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372 | |||
373 | // END evaluating server replies |
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374 | //////////////////////////////// |
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375 | |||
376 | // have we been notified that the current player just changed, has at least one move been played AND is it the remote player's turn now ? |
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377 | if (the_board.has_playerchanged && (the_board.move_count > 1) && (Board_ColorToMove (&the_board) == player->color)) |
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378 | { |
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379 | Debug_Log (L"===Local player just played, sending the chosen move to chess server===\n"); |
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380 | Player_SendBuffer_Add (player, 1000, L"%s\n", the_board.moves[the_board.move_count - 1].pgntext); // send the move string to the chess server |
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381 | } |
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382 | |||
383 | // has the user entered some chatter text ? |
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384 | if (!the_scene.gui.is_entering_text && (the_scene.gui.entered_ccreply.text != NULL)) |
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385 | { |
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386 | // is player logged in AND has a chatter channel been selected ? if so, send chat string to server |
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387 | if (player->is_logged_in && (selected_chatterchannel != NULL)) |
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388 | Player_SendBuffer_Add (player, 1000, L"+channel %d\ntell %d %s\n", selected_chatterchannel->id, selected_chatterchannel->id, the_scene.gui.entered_ccreply.text); |
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389 | |||
390 | // reset the entered text buffer |
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391 | SAFE_free ((void **) &the_scene.gui.entered_ccreply.text); // reset the entered text buffer |
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392 | the_scene.gui.entered_ccreply.text_length = 0; // and set its length to zero |
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393 | } |
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394 | |||
395 | // does the local player want to cancel its last move ? this can be either HIS move or HIS OPPONENTS's move... |
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396 | local_player = Player_FindByType (PLAYER_HUMAN); // get a pointer to the local player |
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397 | if ((local_player != NULL) && local_player->wants_cancel) |
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398 | { |
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399 | Player_SendBuffer_Add (player, 1000, L"takeback\n"); // send the takeback request to our opponent |
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400 | Interlocutor_Notify (Interlocutor_FindOrCreate (player->name), LOCALIZE (L"Chat_TakebackRequestSent"), player->name); // send a notification to its chat window |
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136 | pmbaty | 401 | the_board.game_state = STATE_PLAYING; // remember the game is now playing (in case we wanted to cancel the closing move of a finished game, this opens the game again) |
1 | pmbaty | 402 | local_player->wants_cancel = false; // don't do this all day long |
403 | } |
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404 | if (player->wants_cancel) |
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405 | { |
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406 | Player_SendBuffer_Add (player, 1000, L"takeback\n"); // send the takeback request to our opponent |
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407 | Interlocutor_Notify (Interlocutor_FindOrCreate (player->name), LOCALIZE (L"Chat_TakebackRequestSent"), player->name); // send a notification to its chat window |
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136 | pmbaty | 408 | the_board.game_state = STATE_PLAYING; // remember the game is now playing (in case we wanted to cancel the closing move of a finished game, this opens the game again) |
1 | pmbaty | 409 | player->wants_cancel = false; // don't do this all day long |
410 | } |
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411 | |||
412 | // if we have something to send, do it |
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413 | if (!player->sendbuffer_locked && (player->sendbuffer[0] != 0) && (animation_endtime + 1.0f < current_time)) |
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414 | { |
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415 | // log what we're sending |
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416 | Debug_Log (L"SENDING:[%s]\n", player->sendbuffer); |
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417 | |||
418 | player->sendbuffer_locked = true; // lock the buffer |
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419 | |||
420 | // now read line per line (mallocate a line buffer as large as necessary) |
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421 | length = wcslen (player->sendbuffer) + 1 + 1; // +1 for \n, +1 for null terminator |
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422 | ascii_sendbuffer = (char *) SAFE_malloc (length, sizeof (char), false); |
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423 | widechar_buffer = (wchar_t *) SAFE_malloc (length, sizeof (wchar_t), false); |
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424 | widechar_line = player->sendbuffer; // start at the first character |
||
425 | while ((widechar_line = wcsgets (widechar_buffer, length, widechar_line)) != NULL) |
||
426 | { |
||
427 | wcscat_s (widechar_buffer, length, L"\n"); // put the carriage return back |
||
428 | ConvertTo7BitASCII (ascii_sendbuffer, length, widechar_buffer); // convert to ASCII |
||
429 | send_retval = send (player->our_socket, ascii_sendbuffer, strlen (ascii_sendbuffer), 0); // send data |
||
430 | } |
||
431 | SAFE_free ((void **) &widechar_buffer); // we no longer need the line buffer, so free it |
||
432 | SAFE_free ((void **) &ascii_sendbuffer); |
||
433 | |||
434 | player->sendbuffer[0] = 0; // what we had to send has been sent, reset the send buffer |
||
435 | player->sendbuffer_locked = false; // and unlock it |
||
436 | |||
437 | // did send() report an error ? |
||
438 | if (send_retval == SOCKET_ERROR) |
||
439 | { |
||
440 | messagebox.hWndParent = hMainWnd; |
||
441 | wcscpy_s (messagebox.title, WCHAR_SIZEOF (messagebox.title), LOCALIZE (L"ImportantMessage")); |
||
442 | wcscpy_s (messagebox.text, WCHAR_SIZEOF (messagebox.text), LOCALIZE (L"Error_ConnectionToChessServerLost")); |
||
443 | messagebox.flags = MB_ICONERROR | MB_OK; |
||
444 | DialogBox_Message (&messagebox); // display a modeless error message box |
||
445 | |||
446 | PlayerNetwork_Shutdown (player); // on error, shutdown the network and display an error message |
||
447 | return (true); // on error, cancel |
||
448 | } |
||
449 | } |
||
450 | |||
451 | return (do_update); // finished |
||
452 | } |
||
453 | |||
454 | |||
455 | static void EvaluateServerReply (player_t *player) |
||
456 | { |
||
457 | // this function parses a network reply and evaluates it, deciding what to do |
||
458 | |||
459 | ////////////////////// |
||
460 | // OUT OF GAME REPLIES |
||
461 | |||
462 | // the MOTD is the first reply to be evaluated |
||
463 | EvaluateServerReply_MOTD (player); |
||
464 | |||
465 | // evaluate dangerous replies first, i.e. those that contain user-settable text |
||
466 | EvaluateServerReply_Announcement (player); |
||
467 | EvaluateServerReply_ChannelMessage (player); |
||
468 | EvaluateServerReply_PrivateMessage (player); |
||
469 | EvaluateServerReply_Finger (player); |
||
470 | |||
471 | // the less dangerous replies can now be evaluated without ambiguity |
||
472 | EvaluateServerReply_Seek (player); |
||
473 | EvaluateServerReply_Challenge (player); |
||
474 | EvaluateServerReply_ChallengeAccepted (player); |
||
475 | EvaluateServerReply_ChallengeDeclined (player); |
||
476 | EvaluateServerReply_Takeback (player); |
||
477 | EvaluateServerReply_TakebackDeclinedByOther (player); |
||
478 | EvaluateServerReply_TakebackDeclinedByYou (player); |
||
479 | EvaluateServerReply_PlayNotAllowed (player); |
||
480 | EvaluateServerReply_PlayUnexistent (player); |
||
481 | EvaluateServerReply_PlayWrongRating (player); |
||
482 | EvaluateServerReply_ChannelsAndMembers (player); |
||
483 | EvaluateServerReply_SoughtList (player); |
||
484 | EvaluateServerReply_PlayersList (player); |
||
485 | |||
486 | ////////////////// |
||
487 | // IN GAME REPLIES |
||
488 | |||
489 | EvaluateServerReply_GameStarting (player); |
||
490 | EvaluateServerReply_GameState (player); |
||
491 | EvaluateServerReply_GameResults (player); |
||
492 | |||
493 | return; // finished evaluating this reply |
||
494 | } |