mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-24 10:40:46 +00:00
Fix net.cpp line endings
git-svn-id: https://svn.eduke32.com/eduke32@7286 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
parent
465e19909f
commit
33b9dafe8f
1 changed files with 37 additions and 37 deletions
|
@ -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)
|
||||
|
|
Loading…
Reference in a new issue