void NetplayUpdate(uint8 *joyp) { static uint8 buf[5]; /* 4 play states, + command/extra byte */ static uint8 joypb[4]; memcpy(joypb,joyp,4); /* This shouldn't happen, but just in case. 0xFF is used as a command escape elsewhere. */ if(joypb[0] == 0xFF) joypb[0] = 0xF; if(!netdcount) if(!FCEUD_SendData(joypb,numlocal)) { NetError(); return; } if(!netdcount) { do { if(!FCEUD_RecvData(buf,5)) { NetError(); return; } switch(buf[4]) { default: FCEU_DoSimpleCommand(buf[4]);break; case FCEUNPCMD_TEXT: { uint8 *tbuf; uint32 len = FCEU_de32lsb(buf); if(len > 100000) // Insanity check! { NetError(); return; } tbuf = (uint8*)malloc(len + 1); //mbg merge 7/17/06 added cast tbuf[len] = 0; if(!FCEUD_RecvData(tbuf, len)) { NetError(); free(tbuf); return; } FCEUD_NetplayText(tbuf); free(tbuf); } break; case FCEUNPCMD_SAVESTATE: { //mbg todo netplay //char *fn; //FILE *fp; ////Send the cheats first, then the save state, since ////there might be a frame or two in between the two sendfile ////commands on the server side. //fn = strdup(FCEU_MakeFName(FCEUMKF_CHEAT,0,0).c_str()); ////why?????? ////if(! // FCEUNET_SendFile(FCEUNPCMD_LOADCHEATS,fn); //// { //// free(fn); //// return; //// } //free(fn); //if(!FCEUnetplay) return; //fn = strdup(FCEU_MakeFName(FCEUMKF_NPTEMP,0,0).c_str()); //fp = fopen(fn, "wb"); //if(FCEUSS_SaveFP(fp,Z_BEST_COMPRESSION)) //{ // fclose(fp); // if(!FCEUNET_SendFile(FCEUNPCMD_LOADSTATE, fn)) // { // unlink(fn); // free(fn); // return; // } // unlink(fn); // free(fn); //} //else //{ // fclose(fp); // FCEUD_PrintError("File error. (K)ill, (M)aim, (D)estroy? Now!"); // unlink(fn); // free(fn); // return; //} } break; case FCEUNPCMD_LOADCHEATS: { FILE *fp = FetchFile(FCEU_de32lsb(buf)); if(!fp) return; FCEU_FlushGameCheats(0,1); FCEU_LoadGameCheats(fp); } break; //mbg 6/16/08 - netplay doesnt work right now anyway /*case FCEUNPCMD_LOADSTATE: { FILE *fp = FetchFile(FCEU_de32lsb(buf)); if(!fp) return; if(FCEUSS_LoadFP(fp,SSLOADPARAM_BACKUP)) { fclose(fp); FCEU_DispMessage("Remote state loaded.",0); } else FCEUD_PrintError("File error. (K)ill, (M)aim, (D)estroy?"); } break;*/ } } while(buf[4]); netdcount=(netdcount+1)%netdivisor; memcpy(netjoy,buf,4); *(uint32 *)joyp=*(uint32 *)netjoy; } }
void NetplayUpdate(uint8 *joyp) { static uint8 buf[5]; /* 4 play states, + command/extra byte */ static uint8 joypb[4]; memcpy(joypb,joyp,4); /* This shouldn't happen, but just in case. 0xFF is used as a command escape elsewhere. */ if(joypb[0] == 0xFF) joypb[0] = 0xF; #ifdef NETWORK if(!netdcount) if(!FCEUD_SendData(joypb,numlocal)) { NetError(); return; } if(!netdcount) do { if(!FCEUD_RecvData(buf,5)) { NetError(); return; } switch(buf[4]) { default: FCEU_DoSimpleCommand(buf[4]);break; case FCEUNPCMD_TEXT: { uint8 *tbuf; uint32 len = FCEU_de32lsb(buf); if(len > 100000) // Insanity check! { NetError(); return; } tbuf = malloc(len + 1); tbuf[len] = 0; if(!FCEUD_RecvData(tbuf, len)) { NetError(); free(tbuf); return; } FCEUD_NetplayText(tbuf); free(tbuf); } break; case FCEUNPCMD_SAVESTATE: { char *fn; FILE *fp; /* Send the cheats first, then the save state, since there might be a frame or two in between the two sendfile commands on the server side. */ fn = FCEU_MakeFName(FCEUMKF_CHEAT,0,0); //if(! FCEUNET_SendFile(FCEUNPCMD_LOADCHEATS,fn); // { // free(fn); // return; // } free(fn); if(!FCEUnetplay) return; fn = FCEU_MakeFName(FCEUMKF_NPTEMP,0,0); fp = fopen(fn, "wb"); if(FCEUSS_SaveFP(fp)) { fclose(fp); if(!FCEUNET_SendFile(FCEUNPCMD_LOADSTATE, fn)) { unlink(fn); free(fn); return; } unlink(fn); free(fn); } else { fclose(fp); FCEUD_PrintError("File error. (K)ill, (M)aim, (D)estroy? Now!"); unlink(fn); free(fn); return; } } break; case FCEUNPCMD_LOADCHEATS: { FILE *fp = FetchFile(FCEU_de32lsb(buf)); if(!fp) return; FCEU_FlushGameCheats(0,1); FCEU_LoadGameCheats(fp); } break; case FCEUNPCMD_LOADSTATE: { FILE *fp = FetchFile(FCEU_de32lsb(buf)); if(!fp) return; if(FCEUSS_LoadFP(fp)) { fclose(fp); FCEU_DispMessage("Remote state loaded."); } else FCEUD_PrintError("File error. (K)ill, (M)aim, (D)estroy?"); } break; } } while(buf[4]); #endif netdcount=(netdcount+1)%netdivisor; memcpy(netjoy,buf,4); *(uint32 *)joyp=*(uint32 *)netjoy; }