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__ #ifdef __GNUC__
#define TYPE_PUNNED __attribute__((__may_alias__)) #define TYPE_PUNNED __attribute__((__may_alias__))
#else #else
#define TYPE_PUNNED #define TYPE_PUNNED
#endif #endif
typedef TYPE_PUNNED int32_t NetChunk32; typedef TYPE_PUNNED int32_t NetChunk32;
@ -202,7 +202,7 @@ typedef struct netField_s
{ {
const char *name; // field name const char *name; // field name
int32_t offset; // offset from the start of the entity struct int32_t offset; // offset from the start of the entity struct
int32_t bits; // field size int32_t bits; // field size
} netField_t; } netField_t;
@ -519,7 +519,7 @@ static void Net_DoDeleteSprite(int32_t spritenum)
} }
changespritestat(spritenum, STAT_NETALLOC); changespritestat(spritenum, STAT_NETALLOC);
Net_DeleteFromSect(spritenum); Net_DeleteFromSect(spritenum);
sprite[spritenum].sectnum = MAXSECTORS; sprite[spritenum].sectnum = MAXSECTORS;
} }
@ -558,10 +558,10 @@ static void Net_DeleteAllScratchPadSprites()
static void Net_Error_Disconnect(const char* message) static void Net_Error_Disconnect(const char* message)
{ {
OSD_Printf("Net_Error_Disconnect: %s\n", 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 // If we go to C++ it may be a good idea to throw an exception
// //
Bassert(0); Bassert(0);
} }
@ -691,7 +691,7 @@ EDUKE32_UNUSED static void Test_Iterate()
} }
} }
} }
for (int32_t sectnum = 0; sectnum < MAXSECTORS; sectnum++) for (int32_t sectnum = 0; sectnum < MAXSECTORS; sectnum++)
{ {
watchdogIndex = 0; watchdogIndex = 0;
@ -758,7 +758,7 @@ static void Net_UpdateSpriteLinkedLists(int16_t spriteIndex, const netactor_t* s
Net_DeleteFromStat(spriteIndex); Net_DeleteFromStat(spriteIndex);
Net_DeleteFromSect(spriteIndex); Net_DeleteFromSect(spriteIndex);
return; 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_headofstat(spriteIndex, snapActor->spr_statnum);
do_insertsprite_at_headofsect(spriteIndex, snapActor->spr_sectnum); do_insertsprite_at_headofsect(spriteIndex, snapActor->spr_sectnum);
} }
// [4] // [4]
else if ((oldGameStatnum == STAT_NETALLOC) && snapActorIsNormalStat) else if ((oldGameStatnum == STAT_NETALLOC) && snapActorIsNormalStat)
{ {
#ifdef SPRLIST_PRINT #ifdef SPRLIST_PRINT
OSD_Printf("DEBUG: Sprite %d: Case 4 (STAT_NETALLOC to stat %d)\n", spriteIndex, snapActor->spr_statnum); OSD_Printf("DEBUG: Sprite %d: Case 4 (STAT_NETALLOC to stat %d)\n", spriteIndex, snapActor->spr_statnum);
#endif #endif
changespritestat(spriteIndex, snapActor->spr_statnum); changespritestat(spriteIndex, snapActor->spr_statnum);
do_insertsprite_at_headofsect(spriteIndex, snapActor->spr_sectnum); do_insertsprite_at_headofsect(spriteIndex, snapActor->spr_sectnum);
} }
// [5] // [5]
@ -795,7 +795,7 @@ static void Net_UpdateSpriteLinkedLists(int16_t spriteIndex, const netactor_t* s
changespritestat(spriteIndex, snapActor->spr_statnum); changespritestat(spriteIndex, snapActor->spr_statnum);
Net_DeleteFromSect(spriteIndex); Net_DeleteFromSect(spriteIndex);
} }
// [6] // [6]
@ -820,7 +820,7 @@ static void Net_UpdateSpriteLinkedLists(int16_t spriteIndex, const netactor_t* s
); );
Bassert(!invalid); Bassert(!invalid);
#ifdef ITERATE_ON_UPDATE #ifdef ITERATE_ON_UPDATE
Test_Iterate(); Test_Iterate();
#endif #endif
@ -841,8 +841,8 @@ static void Net_CopySpriteFromNet(const netactor_t* netActor, spritetype* gameSp
gameSprite->z = netActor->spr_z; gameSprite->z = netActor->spr_z;
// don't set statnum / sectnum here, that should be done in Net_UpdateSpriteLinkedLists, // 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 // 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 // asssume that if the sprite's stat / sectnum matches there's nothing to do as
// far as the linked lists are concerned // far as the linked lists are concerned
gameSprite->cstat = netActor->spr_cstat; gameSprite->cstat = netActor->spr_cstat;
@ -902,10 +902,10 @@ static void Net_CopyActorFromNet(const netactor_t* netActor, actor_t *gameActor)
// Prevents: // Prevents:
// - Rotating sector stuttering // - Rotating sector stuttering
// - Trains running backwards // - 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_0_ROTATING_SECTOR)
|| (netActor->spr_lotag == SE_1_PIVOT) || (netActor->spr_lotag == SE_1_PIVOT)
|| (netActor->spr_lotag == SE_6_SUBWAY) || (netActor->spr_lotag == SE_6_SUBWAY)
|| (netActor->spr_lotag == SE_11_SWINGING_DOOR) || (netActor->spr_lotag == SE_11_SWINGING_DOOR)
|| (netActor->spr_lotag == SE_14_SUBWAY_CAR) || (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[3] = netActor->t_data_3;
} }
gameActor->t_data[6] = netActor->t_data_6; gameActor->t_data[6] = netActor->t_data_6;
gameActor->t_data[7] = netActor->t_data_7; gameActor->t_data[7] = netActor->t_data_7;
gameActor->t_data[8] = netActor->t_data_8; 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_CopyAllActorDataFromNet(snapshotActor, gameSprite, gameActor, gameExt, gameSm);
Net_UpdateSpriteLinkedLists(actorIndex, snapshotActor); Net_UpdateSpriteLinkedLists(actorIndex, snapshotActor);
if (!snapSpriteIsDeleted) if (!snapSpriteIsDeleted)
{ {
@ -2120,12 +2120,12 @@ static void Net_ParseClientPacket(ENetEvent *event)
g_player[other].pingcnt++; g_player[other].pingcnt++;
break; break;
case PACKET_AUTH: case PACKET_AUTH:
Net_ReceiveChallenge(pbuf, packbufleng, event); Net_ReceiveChallenge(pbuf, packbufleng, event);
break; break;
default: default:
Net_ParsePacketCommon(pbuf, packbufleng, 0); Net_ParsePacketCommon(pbuf, packbufleng, 0);
break; break;
} }
} }
@ -2448,7 +2448,7 @@ static void Net_ParseServerPacket(ENetEvent *event)
break; break;
case PACKET_PLAYER_SPAWN: case PACKET_PLAYER_SPAWN:
if (!(g_player[myconnectindex].ps->gm & MODE_GAME)) if (!(g_player[myconnectindex].ps->gm & MODE_GAME))
{ {
break; break;
} }
@ -2568,7 +2568,7 @@ static void Net_InitMapState(netmapstate_t* mapState)
mapState->maxActorIndex = 0; 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 // it may be a good idea to use "baselines", which can reduce the amount
// of delta encoding when a sprite is first added. This // of delta encoding when a sprite is first added. This
// could be a good optimization to consider later. // could be a good optimization to consider later.
@ -2634,7 +2634,7 @@ static void Net_ResetPlayerReady()
#define LOG_MESSAGE_BITS 1 #define LOG_MESSAGE_BITS 1
#define NetNumberOfIndexes (1 << NETINDEX_BITS) #define NetNumberOfIndexes (1 << NETINDEX_BITS)
#define IndexesOK (MAXWALLS < NetNumberOfIndexes) && (MAXSPRITES < NetNumberOfIndexes) && (MAXSECTORS < NetNumberOfIndexes) #define IndexesOK (MAXWALLS < NetNumberOfIndexes) && (MAXSPRITES < NetNumberOfIndexes) && (MAXSECTORS < NetNumberOfIndexes)
#if(!IndexesOK) #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) 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 else
{ {
NetBuffer_WriteBits(netBuffer, 1, 1); // don't zero this field 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 // 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 // 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... // 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* toMapState = &g_mapStateHistory[toRevisionNumber % NET_REVISIONS];
netmapstate_t* fromMapState = NULL; 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. // 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; 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. // remember that we need to correct any incorrect guesses the client made.
// don't do memcpy either, e.g., sizeof(netWall_t) != sizeof(walltype) // 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) if (from_IsInitialState)
{ {
// clients must always accept the initial map state as a snapshot, // 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 // 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 // a snapshot to update them from the initial state instead of the
// client's last known state. // client's last known state.
fromMapState = &g_mapStartState; fromMapState = &g_mapStartState;
} }
@ -4759,9 +4759,9 @@ void Net_Connect(const char *srvaddr)
///< summary> ///< summary>
/// Record the current state of the game arrays to the initial snapshot /// Record the current state of the game arrays to the initial snapshot
///</summary> ///</summary>
void Net_AddWorldToInitialSnapshot() void Net_AddWorldToInitialSnapshot()
{ {
Net_AddWorldToSnapshot(&g_mapStartState); Net_AddWorldToSnapshot(&g_mapStartState);
} }
void Net_GetPackets(void) void Net_GetPackets(void)