示例#1
0
extern int
proto_client_drop_flag(Proto_Client_Handle ch) {
  Player *p = ClientGameState.me;
  int rc, offset;
  Proto_Session *s;
  Proto_Client *c = ch;

  s = &(c->rpc_session);
  marshall_mtonly(s, PROTO_MT_REQ_BASE_DROP_FLAG);
  player_marshall(s,p);

  rc = proto_session_rpc(s);  

  if (rc != 1)
  {
        c->session_lost_handler(s);
	return rc;
  }
  else
  {
	offset = proto_session_body_unmarshall_int(s, 0, &rc);
	player_unmarshall(s, offset, ClientGameState.me);
  }

  return rc;
}
示例#2
0
static int
do_dump_rpc(Proto_Client_Handle ch, Proto_Msg_Types mt)
{
    int rc;
    Proto_Session *s;
    Proto_Client *c = ch;

    if (proto_debug())
       fprintf(stderr, "do_dump_rpc \n");

    s = &(c->rpc_session);
    marshall_mtonly(s, mt);
    rc = proto_session_rpc(s);

    if (rc == 1)
    {
        proto_session_body_unmarshall_int(s, 0, &rc);
    }
    else
    {
        c->session_lost_handler(s);
        close(s->fd);
    }
    return rc;
}
示例#3
0
// all rpc's are assume to only reply only with a return code in the body
// eg.  like the null_mes
static int
do_generic_dummy_rpc(Proto_Client_Handle ch, Proto_Msg_Types mt)
{
    int rc;
    Proto_Session *s;
    Proto_Client *c = ch;

    s = &(c->rpc_session);
    // marshall

    marshall_mtonly(s, mt);
    rc = proto_session_rpc(s);

    if (rc == 1)
    {
        proto_session_body_unmarshall_int(s, 0, &rc);
    }
    else
    {
        c->session_lost_handler(s);
        close(s->fd);
    }

    return rc;
}
示例#4
0
extern int
proto_client_pickup_shovel(Proto_Client_Handle ch) {
  int rc, offset;
  Player *p = ClientGameState.me;
  Proto_Session *s;
  Proto_Client *c = ch;

  s = &(c->rpc_session);
  marshall_mtonly(s, PROTO_MT_REQ_BASE_PICKUP_SHOVEL);
  player_marshall(s,p);

  rc = proto_session_rpc(s);  

  if (rc != 1)
  {
        c->session_lost_handler(s);
	return rc;
  }
  else
  {
	offset = proto_session_body_unmarshall_int(s, 0, &rc);
	player_unmarshall(s, offset, ClientGameState.me);
  }

  return rc;
}
示例#5
0
extern int
proto_client_cell_info(Proto_Client_Handle ch, int x, int y, int * buf) {
  int team, oc, rc;
  char cell_type;
  Proto_Session *s;
  Proto_Client *c = ch;

  s = &(c->rpc_session);
  marshall_mtonly(s, PROTO_MT_REQ_BASE_GET_CELL_INFO);
  proto_session_body_marshall_int(s, x);
  proto_session_body_marshall_int(s, y);
  rc = proto_session_rpc(s);

  if (rc == 1) {
    proto_session_body_unmarshall_char(s, 0, &cell_type);
    if(cell_type == 'i')
      return -1;
    proto_session_body_unmarshall_int(s, sizeof(char), &team);
    proto_session_body_unmarshall_int(s, sizeof(char) + sizeof(int), &oc);

    buf[0] = (int)cell_type;
    buf[1] = team;
    buf[2] = oc;
  }

  else
    c->session_lost_handler(s);

  return rc;
}
示例#6
0
extern int
proto_client_move(Proto_Client_Handle ch, Player_Move direction)
{
  int rc = 1, offset = 0;
  Proto_Session *s;
  Proto_Client *c = ch;
  s = &(c->rpc_session);

  //printf("Sending move command to server...\n\n");


  marshall_mtonly(s, PROTO_MT_REQ_BASE_MOVE);
  player_marshall(s, ClientGameState.me);
  proto_session_body_marshall_int(s, direction);

  rc = proto_session_rpc(s);

  if (rc != 1)
  {
	  c->session_lost_handler(s);
	  return rc;
  }
  else
  {
	offset = proto_session_body_unmarshall_int(s, 0, &rc);
	player_unmarshall(s, offset, ClientGameState.me);
  }

  if (rc < 0) printf("player move Error!\n");
  // else if (rc == 0) printf("player move rejected by server!\n");
//  else printf("Player move successful.\n");
  return rc;

}
示例#7
0
extern int
proto_client_hello(Proto_Client_Handle ch)
{
  int i = 0, rc = 1, offset = 0;
  Proto_Session *s;
  Proto_Client *c = ch;
  s = &(c->rpc_session);

  printf("Loading...\n\n");

  marshall_mtonly(s, PROTO_MT_REQ_BASE_HELLO);
  proto_session_body_marshall_int(s,i);
 
  rc = proto_session_rpc(s);
  
  if (rc == 1) 
    maze_unmarshall_row(s, offset, i);
  else
    c->session_lost_handler(s);
  
  if (Board.size / 20 > 0) {
    for (i = 1; i < Board.size / 20; i++) {
  
      proto_session_reset_send(s);
      marshall_mtonly(s, PROTO_MT_REQ_BASE_HELLO);
      proto_session_body_marshall_int(s,i);
      rc = proto_session_rpc(s);
      
      if (rc == 1)
	  maze_unmarshall_row(s, 0, i);
      else
	  c->session_lost_handler(s);
    }
  }
  //dump(); 

  return i;
}
示例#8
0
extern int
proto_client_dump_maze(Proto_Client_Handle ch) {
  int rc;
  Proto_Session *s;
  Proto_Client *c = ch;

  s = &(c->rpc_session);
  marshall_mtonly(s, PROTO_MT_REQ_BASE_DUMP);
  rc = proto_session_rpc(s);

  if (rc == 1)
    proto_session_body_unmarshall_int(s, 0, &rc);
  else
    c->session_lost_handler(s);

  return rc;
}
示例#9
0
extern int
proto_client_new_player(Proto_Client_Handle ch, int * id)
{
  int rc = 1, offset = 0;
  Proto_Session *s;
  Proto_Client *c = ch;
  Player clientPlayer;
  memset(&clientPlayer, '\0', sizeof(clientPlayer));
  s = &(c->rpc_session);

  //printf("Requesting to create a new player...\n\n");

  marshall_mtonly(s, PROTO_MT_REQ_BASE_NEW_PLAYER);

  rc = proto_session_rpc(s);
  
  if (rc != 1)
  {
	  printf("new player rpc returned -1\n");
	  c->session_lost_handler(s);
	  return rc;
  }
  else 
  {

    rc = player_unmarshall(s,0, &clientPlayer);
    *id = clientPlayer.fd;
   
    // put the client player in it's proper place based on team and id.
    player_copy(&(ClientGameState.players[clientPlayer.team][clientPlayer.id]),&clientPlayer);
    
    //player_dump(&(ClientGameState.players[clientPlayer.team][clientPlayer.id]));
    // set the ClientGameState.me pointer to this address. This is where our player will
    // be unmarshalled from now on, with every update from the server.
    ClientGameState.me = &(ClientGameState.players[clientPlayer.team][clientPlayer.id]);
    
    //player_dump(ClientGameState.me);
  }

  //printf("new player id = %d, team = %d\n",p->id,p->team);

  if (rc < 0) printf("Player_unmarshall Error!\n");
  return rc;

}
示例#10
0
extern int
proto_client_maze_info(Proto_Client_Handle ch, char type) {
  int rc;
  Proto_Session *s;
  Proto_Client *c = ch;

  s = &(c->rpc_session);
  marshall_mtonly(s, PROTO_MT_REQ_BASE_GET_MAZE_INFO);
  proto_session_body_marshall_char(s, type);
  rc = proto_session_rpc(s);

  if (rc == 1)
    proto_session_body_unmarshall_int(s, 0, &rc);
  else
    c->session_lost_handler(s);

  return rc;
}
示例#11
0
extern int 
proto_client_goodbye(Proto_Client_Handle ch, int id, Player * p)
{
  int rc;
  Proto_Session *s;
  Proto_Client *c = ch;

  s = &(c->rpc_session);
  marshall_mtonly(s, PROTO_MT_REQ_BASE_GOODBYE);

  proto_session_body_marshall_int(s,id);
  player_marshall(s,p);

  rc = proto_session_rpc(s);

  close(&(c->rpc_session.fd)); 
  close(&(c->event_session.fd));

  return rc;
}
示例#12
0
static int
do_generic_dummy_rpc(Proto_Client_Handle ch, Proto_Msg_Types mt){
  int rc;
  Proto_Session *s;
  Proto_Client *c = ch;

  s = &(c->rpc_session);  

  marshall_mtonly(s, mt);

  rc = proto_session_rpc(s);

  if (rc==1) {
    if(mt == PROTO_MT_REQ_BASE_HELLO){
      proto_session_hdr_unmarshall(s,&s->rhdr);
    } else
      proto_session_body_unmarshall_int(s, 0, &rc);
  } else {
    c->session_lost_handler(s);
  }

  return rc;
}
示例#13
0
static int
do_leave_game_rpc(Proto_Client_Handle ch, Proto_Msg_Types mt)
{
    int rc;
    Proto_Session *s;
    Proto_Client *c = ch;
    Proto_Msg_Hdr h;

    if (proto_debug())
       fprintf(stderr, "do_leave_rpc\n");

    s = &(c->rpc_session);
    bzero(&h, sizeof(h));

    marshall_mtonly(s, mt);
    rc = proto_session_rpc(s);

    if (rc == 1)
    {
        proto_session_hdr_unmarshall(s, &h);
        wait_for_event(h.sver.raw); // i dont think I need it here

        if (proto_session_body_unmarshall_int(s, 0, &rc) < 0)
            fprintf(stderr, "do_leave_game: proto_session_body_unmarshall_int failed\n");
        if (proto_debug())
            fprintf(stderr, "do_leave_game: unmarshalled response rc = %d, game version = %llu, game state = %d \n",
                            rc, h.sver.raw, h.gstate.v0.raw);
    }
    else
    {
        c->session_lost_handler(s);
        close(s->fd);
    }

    return rc;
}