Fix net.cpp line endings

git-svn-id: https://svn.eduke32.com/eduke32@7286 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
terminx 2018-12-15 01:40:08 +00:00
parent 465e19909f
commit 33b9dafe8f

View file

@ -54,7 +54,7 @@ int32_t g_networkMode = NET_CLIENT;
#ifdef __GNUC__
#define TYPE_PUNNED __attribute__((__may_alias__))
#else
#define TYPE_PUNNED
#define TYPE_PUNNED
#endif
typedef TYPE_PUNNED int32_t NetChunk32;
@ -202,7 +202,7 @@ typedef struct netField_s
{
const char *name; // field name
int32_t offset; // offset from the start of the entity struct
int32_t bits; // field size
int32_t bits; // field size
} netField_t;
@ -519,7 +519,7 @@ static void Net_DoDeleteSprite(int32_t spritenum)
}
changespritestat(spritenum, STAT_NETALLOC);
Net_DeleteFromSect(spritenum);
sprite[spritenum].sectnum = MAXSECTORS;
}
@ -558,10 +558,10 @@ static void Net_DeleteAllScratchPadSprites()
static void Net_Error_Disconnect(const char* message)
{
OSD_Printf("Net_Error_Disconnect: %s\n", message);
// Here I could longjmp to the game main loop and unload the map somehow
// Here I could longjmp to the game main loop and unload the map somehow
//
// If we go to C++ it may be a good idea to throw an exception
//
//
Bassert(0);
}
@ -691,7 +691,7 @@ EDUKE32_UNUSED static void Test_Iterate()
}
}
}
for (int32_t sectnum = 0; sectnum < MAXSECTORS; sectnum++)
{
watchdogIndex = 0;
@ -758,7 +758,7 @@ static void Net_UpdateSpriteLinkedLists(int16_t spriteIndex, const netactor_t* s
Net_DeleteFromStat(spriteIndex);
Net_DeleteFromSect(spriteIndex);
return;
}
@ -771,19 +771,19 @@ static void Net_UpdateSpriteLinkedLists(int16_t spriteIndex, const netactor_t* s
do_insertsprite_at_headofstat(spriteIndex, snapActor->spr_statnum);
do_insertsprite_at_headofsect(spriteIndex, snapActor->spr_sectnum);
}
// [4]
else if ((oldGameStatnum == STAT_NETALLOC) && snapActorIsNormalStat)
{
{
#ifdef SPRLIST_PRINT
OSD_Printf("DEBUG: Sprite %d: Case 4 (STAT_NETALLOC to stat %d)\n", spriteIndex, snapActor->spr_statnum);
#endif
changespritestat(spriteIndex, snapActor->spr_statnum);
do_insertsprite_at_headofsect(spriteIndex, snapActor->spr_sectnum);
}
// [5]
@ -795,7 +795,7 @@ static void Net_UpdateSpriteLinkedLists(int16_t spriteIndex, const netactor_t* s
changespritestat(spriteIndex, snapActor->spr_statnum);
Net_DeleteFromSect(spriteIndex);
}
// [6]
@ -820,7 +820,7 @@ static void Net_UpdateSpriteLinkedLists(int16_t spriteIndex, const netactor_t* s
);
Bassert(!invalid);
#ifdef ITERATE_ON_UPDATE
Test_Iterate();
#endif
@ -841,8 +841,8 @@ static void Net_CopySpriteFromNet(const netactor_t* netActor, spritetype* gameSp
gameSprite->z = netActor->spr_z;
// don't set statnum / sectnum here, that should be done in Net_UpdateSpriteLinkedLists,
// otherwise it's harder than it has to be because most of the engine functions
// asssume that if the sprite's stat / sectnum matches there's nothing to do as
// otherwise it's harder than it has to be because most of the engine functions
// asssume that if the sprite's stat / sectnum matches there's nothing to do as
// far as the linked lists are concerned
gameSprite->cstat = netActor->spr_cstat;
@ -902,10 +902,10 @@ static void Net_CopyActorFromNet(const netactor_t* netActor, actor_t *gameActor)
// Prevents:
// - Rotating sector stuttering
// - Trains running backwards
bool isSyncedSE = (DYNAMICTILEMAP(netActor->picnum) == SECTOREFFECTOR) &&
bool isSyncedSE = (DYNAMICTILEMAP(netActor->picnum) == SECTOREFFECTOR) &&
(
(netActor->spr_lotag == SE_0_ROTATING_SECTOR)
|| (netActor->spr_lotag == SE_1_PIVOT)
(netActor->spr_lotag == SE_0_ROTATING_SECTOR)
|| (netActor->spr_lotag == SE_1_PIVOT)
|| (netActor->spr_lotag == SE_6_SUBWAY)
|| (netActor->spr_lotag == SE_11_SWINGING_DOOR)
|| (netActor->spr_lotag == SE_14_SUBWAY_CAR)
@ -924,8 +924,8 @@ static void Net_CopyActorFromNet(const netactor_t* netActor, actor_t *gameActor)
gameActor->t_data[3] = netActor->t_data_3;
}
gameActor->t_data[6] = netActor->t_data_6;
gameActor->t_data[7] = netActor->t_data_7;
gameActor->t_data[8] = netActor->t_data_8;
@ -1139,7 +1139,7 @@ static void Net_CopyActorsToGameArrays(const netmapstate_t* srv_snapshot, const
Net_CopyAllActorDataFromNet(snapshotActor, gameSprite, gameActor, gameExt, gameSm);
Net_UpdateSpriteLinkedLists(actorIndex, snapshotActor);
if (!snapSpriteIsDeleted)
{
@ -2120,12 +2120,12 @@ static void Net_ParseClientPacket(ENetEvent *event)
g_player[other].pingcnt++;
break;
case PACKET_AUTH:
Net_ReceiveChallenge(pbuf, packbufleng, event);
case PACKET_AUTH:
Net_ReceiveChallenge(pbuf, packbufleng, event);
break;
default:
Net_ParsePacketCommon(pbuf, packbufleng, 0);
default:
Net_ParsePacketCommon(pbuf, packbufleng, 0);
break;
}
}
@ -2448,7 +2448,7 @@ static void Net_ParseServerPacket(ENetEvent *event)
break;
case PACKET_PLAYER_SPAWN:
if (!(g_player[myconnectindex].ps->gm & MODE_GAME))
if (!(g_player[myconnectindex].ps->gm & MODE_GAME))
{
break;
}
@ -2568,7 +2568,7 @@ static void Net_InitMapState(netmapstate_t* mapState)
mapState->maxActorIndex = 0;
// this code is just a (slow) memset as it is now,
// this code is just a (slow) memset as it is now,
// it may be a good idea to use "baselines", which can reduce the amount
// of delta encoding when a sprite is first added. This
// could be a good optimization to consider later.
@ -2634,7 +2634,7 @@ static void Net_ResetPlayerReady()
#define LOG_MESSAGE_BITS 1
#define NetNumberOfIndexes (1 << NETINDEX_BITS)
#define NetNumberOfIndexes (1 << NETINDEX_BITS)
#define IndexesOK (MAXWALLS < NetNumberOfIndexes) && (MAXSPRITES < NetNumberOfIndexes) && (MAXSECTORS < NetNumberOfIndexes)
#if(!IndexesOK)
@ -2960,7 +2960,7 @@ static void NetBuffer_WriteDeltaFloat(NetBuffer_t *netBuffer, NetChunk32 rawFloa
}
//-------------------------------------------------------------------------------------
// low level buffer reading functions
// low level buffer reading functions
static int32_t NetBuffer_ReadBits(NetBuffer_t *netBuffer, int32_t numberOfBits)
{
@ -3123,7 +3123,7 @@ static void NetBuffer_WriteDeltaNetWall(NetBuffer_t *netBuffer, const netWall_t
else
{
NetBuffer_WriteBits(netBuffer, 1, 1); // don't zero this field
NetBuffer_WriteBits(netBuffer, *toField, fieldPtr->bits); // new field value
NetBuffer_WriteBits(netBuffer, *toField, fieldPtr->bits); // new field value
}
}
@ -3445,7 +3445,7 @@ static void Net_WriteWorldToBuffer(NetBuffer_t* netBuffer, const netmapstate_t*
// buffer -> net struct functions
//----------------------------------------------------------------------------------------------------------
// I agonized over whether to just make a more generic NetBuffer_ReadDeltaWorldEntry since there's so little
// I agonized over whether to just make a more generic NetBuffer_ReadDeltaWorldEntry since there's so little
// difference between walls and sectors for this function but my attempts ended up being much harder
// to read and probably more error prone than using "clipboard" inheritance, I really hope I made the right call here...
@ -4197,7 +4197,7 @@ static void Net_SendWorldUpdate(uint32_t fromRevisionNumber, uint32_t toRevision
netmapstate_t* toMapState = &g_mapStateHistory[toRevisionNumber % NET_REVISIONS];
netmapstate_t* fromMapState = NULL;
NET_75_CHECK++; // during the rollover state it might be a good idea to init the map state history?
NET_75_CHECK++; // during the rollover state it might be a good idea to init the map state history?
// maybe not? I do init map states before using them, so it might not be needed.
@ -4247,7 +4247,7 @@ static void Net_CopySnapshotToGameArrays(netmapstate_t* srv_snapshot, netmapstat
{
int32_t index;
// this isn't just copying the entries that "changed" into the game arrays,
// this isn't just copying the entries that "changed" into the game arrays,
// remember that we need to correct any incorrect guesses the client made.
// don't do memcpy either, e.g., sizeof(netWall_t) != sizeof(walltype)
@ -4345,8 +4345,8 @@ static void Net_ReadWorldUpdate(uint8_t* packetData, int32_t packetSize)
if (from_IsInitialState)
{
// clients must always accept the initial map state as a snapshot,
// If a client's current revision is too old, the server will send them
// a snapshot to update them from the initial state instead of the
// If a client's current revision is too old, the server will send them
// a snapshot to update them from the initial state instead of the
// client's last known state.
fromMapState = &g_mapStartState;
}
@ -4759,9 +4759,9 @@ void Net_Connect(const char *srvaddr)
///< summary>
/// Record the current state of the game arrays to the initial snapshot
///</summary>
void Net_AddWorldToInitialSnapshot()
{
Net_AddWorldToSnapshot(&g_mapStartState);
void Net_AddWorldToInitialSnapshot()
{
Net_AddWorldToSnapshot(&g_mapStartState);
}
void Net_GetPackets(void)