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