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