示例#1
0
std::string CreateDefaultSetup(const std::string& map, const std::string& mod, const std::string& script,
			const std::string& playername)
{
	TdfParser::TdfSection setup;
	TdfParser::TdfSection* game = setup.construct_subsection("GAME");
	game->add_name_value("Mapname", map);
	game->add_name_value("Gametype", mod);

	TdfParser::TdfSection* modopts = game->construct_subsection("MODOPTIONS");
	modopts->AddPair("MaxSpeed", 20);

	game->AddPair("IsHost", 1);
	game->AddPair("OnlyLocal", 1);
	game->add_name_value("MyPlayerName", playername);

	game->AddPair("NoHelperAIs", configHandler->Get("NoHelperAIs", 0));

	TdfParser::TdfSection* player0 = game->construct_subsection("PLAYER0");
	player0->add_name_value("Name", playername);
	player0->AddPair("Team", 0);

	const bool isSkirmishAITestScript = CScriptHandler::Instance().IsSkirmishAITestScript(script);
	if (isSkirmishAITestScript) {
		SkirmishAIData aiData = CScriptHandler::Instance().GetSkirmishAIData(script);
		TdfParser::TdfSection* ai = game->construct_subsection("AI0");
		ai->add_name_value("Name", "Enemy");
		ai->add_name_value("ShortName", aiData.shortName);
		ai->add_name_value("Version", aiData.version);
		ai->AddPair("Host", 0);
		ai->AddPair("Team", 1);
	} else {
		TdfParser::TdfSection* player1 = game->construct_subsection("PLAYER1");
		player1->add_name_value("Name", "Enemy");
		player1->AddPair("Team", 1);
	}

	TdfParser::TdfSection* team0 = game->construct_subsection("TEAM0");
	team0->AddPair("TeamLeader", 0);
	team0->AddPair("AllyTeam", 0);

	TdfParser::TdfSection* team1 = game->construct_subsection("TEAM1");
	if (isSkirmishAITestScript) {
		team1->AddPair("TeamLeader", 0);
	} else {
		team1->AddPair("TeamLeader", 1);
	}
	team1->AddPair("AllyTeam", 1);

	TdfParser::TdfSection* ally0 = game->construct_subsection("ALLYTEAM0");
	ally0->AddPair("NumAllies", 0);

	TdfParser::TdfSection* ally1 = game->construct_subsection("ALLYTEAM1");
	ally1->AddPair("NumAllies", 0);

	std::ostringstream str;
	setup.print(str);

	return str.str();
}
示例#2
0
void CPreGame::StartServerForDemo(const std::string& demoName)
{
	TdfParser script((gameData->GetSetupText()).c_str(), (gameData->GetSetupText()).size());
	TdfParser::TdfSection* tgame = script.GetRootSection()->sections["game"];

	std::ostringstream moddedDemoScript;

	{
		// server will always use a modified copy of this
		assert(gameSetup != NULL);

		// modify the demo's start-script so it can be used to watch the demo
		tgame->AddPair("MapName", gameSetup->mapName);
		tgame->AddPair("Gametype", gameSetup->modName);
		tgame->AddPair("Demofile", demoName);
		tgame->remove("OnlyLocal", false);
		tgame->remove("HostIP", false);
		tgame->remove("HostPort", false);
		tgame->remove("AutohostPort", false);
		tgame->remove("SourcePort", false);
		//tgame->remove("IsHost", false);

		for (std::map<std::string, TdfParser::TdfSection*>::iterator it = tgame->sections.begin(); it != tgame->sections.end(); ++it) {
			if (it->first.size() > 6 && it->first.substr(0, 6) == "player") {
				it->second->AddPair("isfromdemo", 1);
			}
		}

		// is this needed?
		TdfParser::TdfSection* modopts = tgame->construct_subsection("MODOPTIONS");
		modopts->remove("maxspeed", false);
		modopts->remove("minspeed", false);
	}

	script.print(moddedDemoScript);
	gameData->SetSetupText(moddedDemoScript.str());

	// create the server-private demo GameSetup containing the additional player
	boost::shared_ptr<CGameSetup> demoGameSetup(new CGameSetup());

	if (!demoGameSetup->Init(moddedDemoScript.str()))
		throw content_error("Demo contains incorrect script");

	LOG("[%s] starting GameServer", __FUNCTION__);
	good_fpu_control_registers("before CGameServer creation");

	gameServer = new CGameServer(clientSetup, gameData, demoGameSetup);
	gameServer->AddLocalClient(clientSetup->myPlayerName, SpringVersion::GetFull());

	good_fpu_control_registers("after CGameServer creation");
	LOG("[%s] started GameServer", __FUNCTION__);
}
std::string CreateDefaultSetup(const std::string& map, const std::string& mod, const std::string& script, const std::string& playername)
{
	TdfParser::TdfSection setup;
	TdfParser::TdfSection* game = setup.construct_subsection("GAME");
	game->add_name_value("Mapname", map);
	game->add_name_value("Gametype", mod);
	game->add_name_value("Scriptname", script);
	
	game->AddPair("IsHost", 1);
	game->add_name_value("MyPlayerName", playername);
	
	game->AddPair("NoHelperAIs", configHandler.Get("NoHelperAIs", 0));
	
	TdfParser::TdfSection* player0 = game->construct_subsection("PLAYER0");
	player0->add_name_value("Name", playername);
	player0->AddPair("Team", 0);
	
	TdfParser::TdfSection* player1 = game->construct_subsection("PLAYER1");
	player1->add_name_value("Name", "Enemy");
	player1->AddPair("Team", 1);
	
	TdfParser::TdfSection* team0 = game->construct_subsection("TEAM0");
	team0->AddPair("Leader", 0);
	team0->AddPair("AllyTeam", 0);
	
	TdfParser::TdfSection* team1 = game->construct_subsection("TEAM1");
	team1->AddPair("AllyTeam", 1);
	
	TdfParser::TdfSection* ally0 = game->construct_subsection("ALLYTEAM0");
	ally0->AddPair("NumAllies", 0);
	
	TdfParser::TdfSection* ally1 = game->construct_subsection("ALLYTEAM1");
	ally1->AddPair("NumAllies", 0);
	
	std::ostringstream str;
	setup.print(str);
	
	return str.str();
}
示例#4
0
void CPreGame::ReadDataFromDemo(const std::string& demoName)
{
	ScopedOnceTimer startserver("Reading demo data");
	assert(!gameServer);
	logOutput.Print("Pre-scanning demo file for game data...");
	CDemoReader scanner(demoName, 0);

	boost::shared_ptr<const RawPacket> buf(scanner.GetData(static_cast<float>(FLT_MAX )));
	while ( buf )
	{
		if (buf->data[0] == NETMSG_GAMEDATA)
		{
			GameData *data = new GameData(boost::shared_ptr<const RawPacket>(buf));

			CGameSetup* demoScript = new CGameSetup();
			if (!demoScript->Init(data->GetSetup()))
			{
				throw content_error("Demo contains incorrect script");
			}

			// modify the startscriptscript so it can be used to watch the demo
			TdfParser script(data->GetSetup().c_str(), data->GetSetup().size());
			TdfParser::TdfSection* tgame = script.GetRootSection()->sections["game"];

			tgame->AddPair("ScriptName", demoScript->scriptName);
			tgame->AddPair("MapName", demoScript->mapName);
			tgame->AddPair("Gametype", demoScript->modName);
			tgame->AddPair("Demofile", demoName);

			for (std::map<std::string, TdfParser::TdfSection*>::iterator it = tgame->sections.begin(); it != tgame->sections.end(); ++it)
			{
				if (it->first.size() > 6 && it->first.substr(0, 6) == "player")
				{
					it->second->AddPair("isfromdemo", 1);
				}
			}


			// add local spectator (and assert we didn't already have MAX_PLAYERS players)
			int myPlayerNum;
			string playerStr;
			for (myPlayerNum = MAX_PLAYERS - 1; myPlayerNum >= 0; --myPlayerNum) {
				char section[50];
				sprintf(section, "game\\player%i", myPlayerNum);
				string s(section);

				if (script.SectionExist(s)) {
					++myPlayerNum;
					sprintf(section, "player%i", myPlayerNum);
					playerStr = std::string(section);
					break;
				}
			}

			assert(!playerStr.empty());


			TdfParser::TdfSection* me = tgame->construct_subsection(playerStr);
			me->AddPair("name", settings->myPlayerName);
			me->AddPair("spectator", 1);
			tgame->AddPair("myplayername", settings->myPlayerName);

			TdfParser::TdfSection* modopts = tgame->construct_subsection("MODOPTIONS");
			modopts->AddPair("MaxSpeed", 20);

			std::ostringstream buf;
			script.print(buf);

			data->SetSetup(buf.str());
			CGameSetup* tempSetup = new CGameSetup();

			if (!tempSetup->Init(buf.str()))
			{
				throw content_error("Demo contains incorrect script");
			}
			logOutput.Print("Starting GameServer");
			good_fpu_control_registers("before CGameServer creation");
			gameServer = new CGameServer(settings.get(), true, data, tempSetup);
			gameServer->AddLocalClient(settings->myPlayerName, SpringVersion::GetFull());
			delete data;
			good_fpu_control_registers("after CGameServer creation");
			logOutput.Print("GameServer started");
			break;
		}

		if (scanner.ReachedEnd())
		{
			throw content_error("End of demo reached and no game data found");
		}
		buf.reset(scanner.GetData(FLT_MAX));
	}

	assert(gameServer);
}