Improved hanlding for closing sockets - doing via closing of Game_wind when available or in specific multi menus; Also handling GM_GAME_OVER setting over Game_wind closing as well if apprpriate - cleaner and helps to cleanup multi when mission is over
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@ -3,6 +3,7 @@ D2X-Rebirth Changelog
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20100708
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--------
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main/net_udp.c, main/net_udp.h: Reworked handling of Netlist now also showing full game info; Prevent Clients from sending lite_info; Make lite_info show numconnected instead of numplayers as this would show disconnected ones as well; Removed reusing ports on different instances in Windows build - only screws up several games running on one machine
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main/game.c, main/gameseq.c, main/multi.c, main/net_udp.c, main/net_ipx.c: Improved hanlding for closing sockets - doing via closing of Game_wind when available or in specific multi menus; Also handling GM_GAME_OVER setting over Game_wind closing as well if apprpriate - cleaner and helps to cleanup multi when mission is over
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20100705
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--------
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@ -1279,6 +1279,7 @@ int game_handler(window *wind, d_event *event, void *data)
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clear_warn_func(game_show_warning); //don't use this func anymore
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game_disable_cheats();
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Game_mode = GM_GAME_OVER;
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show_menus();
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Game_wind = NULL;
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return 0; // continue closing
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@ -515,7 +515,6 @@ void DoGameOver()
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if (PLAYING_BUILTIN_MISSION)
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scores_maybe_add_player(0);
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Game_mode = GM_GAME_OVER;
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if (Game_wind)
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window_close(Game_wind); // Exit out of game loop
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}
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@ -1347,9 +1346,6 @@ void DoEndGame(void)
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scores_maybe_add_player(0);
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}
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Game_mode = GM_GAME_OVER;
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if (Game_wind)
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window_close(Game_wind); // Exit out of game loop
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}
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@ -982,8 +982,6 @@ multi_leave_game(void)
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break;
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}
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}
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Game_mode |= GM_GAME_OVER;
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}
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void
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@ -3907,9 +3907,11 @@ int net_ipx_join_poll( newmenu *menu, d_event *event, void *menu_text )
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case EVENT_WINDOW_CLOSE:
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d_free(menu_text);
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d_free(menus);
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ipxdrv_close();
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if (!Game_wind)
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{
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ipxdrv_close();
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Network_status = NETSTAT_MENU; // they cancelled
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}
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break;
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default:
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@ -4067,10 +4069,10 @@ net_ipx_level_sync(void)
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{
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Players[Player_num].connected = CONNECT_DISCONNECTED;
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net_ipx_send_endlevel_packet();
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ipxdrv_close();
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if (Game_wind)
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window_close(Game_wind);
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show_menus();
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ipxdrv_close();
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return -1;
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}
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return(0);
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@ -4389,7 +4391,6 @@ void net_ipx_leave_game()
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Players[Player_num].connected = CONNECT_DISCONNECTED;
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net_ipx_send_endlevel_packet();
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change_playernum_to(0);
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Game_mode = GM_GAME_OVER;
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write_player_file();
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net_ipx_flush();
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@ -470,6 +470,8 @@ static int manual_join_game_handler(newmenu *menu, d_event *event, direct_join *
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}
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case EVENT_WINDOW_CLOSE:
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if (!Game_wind) // they cancelled
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net_udp_close();
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d_free(dj);
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break;
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@ -484,7 +486,7 @@ void net_udp_manual_join_game()
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{
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direct_join *dj;
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newmenu_item m[7];
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int nitems = 0, i = 0;
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int nitems = 0;
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MALLOC(dj, direct_join, 1);
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if (!dj)
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@ -518,9 +520,7 @@ void net_udp_manual_join_game()
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m[nitems].type = NM_TYPE_INPUT; m[nitems].text=UDP_MyPort; m[nitems].text_len=5; nitems++;
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m[nitems].type = NM_TYPE_TEXT; m[nitems].text=blank; nitems++; // for connecting_txt
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i = newmenu_do1( NULL, "ENTER GAME ADDRESS", nitems, m, (int (*)(newmenu *, d_event *, void *))manual_join_game_handler, dj, 0 );
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if (i != -2)
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net_udp_close();
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newmenu_do1( NULL, "ENTER GAME ADDRESS", nitems, m, (int (*)(newmenu *, d_event *, void *))manual_join_game_handler, dj, 0 );
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}
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static char *ljtext = "";
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@ -607,9 +607,11 @@ int net_udp_list_join_poll( newmenu *menu, d_event *event, direct_join *dj )
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d_free(ljtext);
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d_free(menus);
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d_free(dj);
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net_udp_close();
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if (!Game_wind)
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{
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net_udp_close();
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Network_status = NETSTAT_MENU; // they cancelled
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}
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break;
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default:
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@ -1045,7 +1047,6 @@ net_udp_disconnect_player(int playernum)
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multi_quit_game = 1;
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game_leave_menus();
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multi_reset_stuff();
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net_udp_close();
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}
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}
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@ -3842,10 +3843,10 @@ net_udp_level_sync(void)
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{
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Players[Player_num].connected = CONNECT_DISCONNECTED;
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net_udp_send_endlevel_packet();
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net_udp_close();
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if (Game_wind)
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window_close(Game_wind);
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show_menus();
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net_udp_close();
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return -1;
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}
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return(0);
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@ -3954,7 +3955,6 @@ void net_udp_leave_game()
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Players[Player_num].connected = CONNECT_DISCONNECTED;
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net_udp_send_endlevel_packet();
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change_playernum_to(0);
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Game_mode = GM_GAME_OVER;
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write_player_file();
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net_udp_flush();
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