Resolved termination issue when reading and comparing callsigns fro Coop savestates; Added scores sending after Coop savestate loading as unrestored players will send them when loading new level

This commit is contained in:
zicodxx 2011-04-20 01:47:12 +02:00
parent 6076b7640d
commit 6fe4dd5d96
3 changed files with 22 additions and 18 deletions

View file

@ -1,9 +1,18 @@
D1X-Rebirth Changelog
20110420
--------
main/multi.c, main/state.c: Resolved termination issue when reading and comparing callsigns fro Coop savestates; Added scores sending after Coop savestate loading as unrestored players will send them when loading new level
20110418
--------
arch/sdl/digi_mixer_music.c, arch/sdl/jukebox.c, main/config.c, main/menu.c, main/songs.c, main/songs.h: Fix broken m3u playlist support (in jukebox_play() path resolving); point to default descent.m3u playlist for Mac OS X (will be included in bundle); better error reporting in mix_play_file(); only make relative Jukebox path in the menu absolute after browsing it - relative paths are more flexible; allow select_file_recursive() to figure out PhysicsFS relative paths passed to it; stop the music if Jukebox is chosen and unavailable (used to just keep playing the last song)
20110416
--------
main/gamecntl.c, main/gauges.c: Due to controls rewrite was not possible anymore to send multiplayer messages while being dead - added specific exception to allow this; Rewrote show_HUD_names to only show names, indicators or typing string for enemy players when they are not cloaked
misc/hmp.c: Check for hmp before pausing/resuming it
20110414
--------
main/kmatrix.c: Fixing km struct being used after it's being freed by closing the window in EVENT_WINDOW_DRAW

View file

@ -3588,6 +3588,7 @@ void multi_restore_game(ubyte slot, uint id)
}
pnum = state_restore_all_sub( filename );
multi_send_score(); // send my restored scores. I sent 0 when I loaded the level anyways...
}
void multi_do_msgsend_state(char *buf)

View file

@ -561,7 +561,7 @@ int state_get_savegame_filename(char * fname, char * dsc, char * caption, int bl
char filename[NUM_SAVES][PATH_MAX];
char desc[NUM_SAVES][DESC_LENGTH + 16];
grs_bitmap *sc_bmp[NUM_SAVES];
char id[5], dummy_callsign[CALLSIGN_LEN];
char id[5], dummy_callsign[CALLSIGN_LEN+1];
int valid;
nsaves=0;
@ -581,7 +581,7 @@ int state_get_savegame_filename(char * fname, char * dsc, char * caption, int bl
if (Game_mode & GM_MULTI_COOP)
{
dummy_state_game_id = PHYSFSX_readSXE32(fp, 0);
PHYSFS_read(fp, &dummy_callsign, sizeof(char)*CALLSIGN_LEN, 1);
PHYSFS_read(fp, &dummy_callsign, sizeof(char)*CALLSIGN_LEN+1, 1);
}
if ((version >= STATE_COMPATIBLE_VERSION) || (SWAPINT(version) >= STATE_COMPATIBLE_VERSION)) {
// Read description
@ -841,7 +841,7 @@ int state_save_all_sub(char *filename, char *desc)
if (Game_mode & GM_MULTI_COOP)
{
PHYSFS_write(fp, &state_game_id, sizeof(uint), 1);
PHYSFS_write(fp, &Players[Player_num].callsign, sizeof(char)*CALLSIGN_LEN, 1);
PHYSFS_write(fp, &Players[Player_num].callsign, sizeof(char)*CALLSIGN_LEN+1, 1);
}
//Save description
@ -1048,13 +1048,7 @@ int state_save_all_sub(char *filename, char *desc)
PHYSFS_write(fp, &Netgame.numplayers, sizeof(ubyte), 1);
PHYSFS_write(fp, &Netgame.max_numplayers, sizeof(ubyte), 1);
PHYSFS_write(fp, &Netgame.numconnected, sizeof(ubyte), 1);
for (i = 0; i < MAX_PLAYERS; i++)
PHYSFS_write(fp, &Netgame.killed[i], sizeof(short), 1);
PHYSFS_write(fp, &Netgame.level_time, sizeof(int), 1);
for (i = 0; i < MAX_PLAYERS; i++)
PHYSFS_write(fp, &Netgame.player_score[i], sizeof(int), 1);
for (i = 0; i < MAX_PLAYERS; i++)
PHYSFS_write(fp, &Netgame.player_flags[i], sizeof(ubyte), 1);
}
PHYSFS_close(fp);
@ -1150,9 +1144,9 @@ int state_restore_all_sub(char *filename)
// Read Coop state_game_id. Oh the redundancy... we have this one later on but Coop games want to read this before loading a state so for easy access we have this here
if (Game_mode & GM_MULTI_COOP)
{
char saved_callsign[CALLSIGN_LEN];
char saved_callsign[CALLSIGN_LEN+1];
state_game_id = PHYSFSX_readSXE32(fp, swap);
PHYSFS_read(fp, &saved_callsign, sizeof(char)*CALLSIGN_LEN, 1);
PHYSFS_read(fp, &saved_callsign, sizeof(char)*CALLSIGN_LEN+1, 1);
if (strcmp(saved_callsign, Players[Player_num].callsign)) // check the callsign of the palyer who saved this state. It MUST match. If we transferred this savegame from pilot A to pilot B, others won't be able to restore us. So bail out here if this is the case.
{
PHYSFS_close(fp);
@ -1435,13 +1429,13 @@ RetryObjectLoading:
PHYSFS_read(fp, &Netgame.max_numplayers, sizeof(ubyte), 1);
MaxNumNetPlayers = Netgame.max_numplayers;
PHYSFS_read(fp, &Netgame.numconnected, sizeof(ubyte), 1);
for (i = 0; i < MAX_PLAYERS; i++)
Netgame.killed[coop_player_slot_remap[i]] = PHYSFSX_readSXE16(fp, swap);
Netgame.level_time = PHYSFSX_readSXE32(fp, swap);
for (i = 0; i < MAX_PLAYERS; i++)
Netgame.player_score[coop_player_slot_remap[i]] = PHYSFSX_readSXE32(fp, swap);
for (i = 0; i < MAX_PLAYERS; i++)
PHYSFS_read(fp, &Netgame.player_flags[coop_player_slot_remap[i]], sizeof(ubyte), 1);
{
Netgame.killed[i] = Players[i].net_killed_total;
Netgame.player_score[i] = Players[i].score;
Netgame.player_flags[i] = Players[i].flags;
}
for (i = 0; i < MAX_PLAYERS; i++) // Disconnect connected players not available in this Savegame
if (!coop_player_got[i] && Players[i].connected == CONNECT_PLAYING)
multi_disconnect_player(i);
@ -1463,7 +1457,7 @@ int state_get_game_id(char *filename)
int version;
PHYSFS_file *fp;
int swap = 0; // if file is not endian native, have to swap all shorts and ints
char id[5], saved_callsign[CALLSIGN_LEN];
char id[5], saved_callsign[CALLSIGN_LEN+1];
#ifndef NDEBUG
if (GameArg.SysUsePlayersDir && strncmp(filename, "Players/", 8))
@ -1499,7 +1493,7 @@ int state_get_game_id(char *filename)
// Read Coop state_game_id to validate the savegame we are about to load matches the others
state_game_id = PHYSFSX_readSXE32(fp, swap);
PHYSFS_read(fp, &saved_callsign, sizeof(char)*CALLSIGN_LEN, 1);
PHYSFS_read(fp, &saved_callsign, sizeof(char)*CALLSIGN_LEN+1, 1);
if (strcmp(saved_callsign, Players[Player_num].callsign)) // check the callsign of the palyer who saved this state. It MUST match. If we transferred this savegame from pilot A to pilot B, others won't be able to restore us. So bail out here if this is the case.
return 0;