BuGS/BuGS/netScores.c

746 lines
25 KiB
C

/*
* netScores.c
* NetScoresGS
*
* Created by Jeremy Rand on 2021-05-23.
* Copyright © 2021 Jeremy Rand. All rights reserved.
*/
#include <stdio.h>
#include <stdint.h>
#include <stdlib.h>
#include <string.h>
#include <Hash.h>
#include <locator.h>
#include <misctool.h>
#include <orca.h>
#include <tcpip.h>
#include "netScores.h"
// Defines
#define REQUEST_TYPE_GET_HIGH_SCORES 0
#define REQUEST_TYPE_SET_SCORE 1
#define RESPONSE_TYPE_HELLO 0
#define RESPONSE_TYPE_SCORES 1
#define RESPONSE_TYPE_STATUS 2
#define DEFAULT_SHUTDOWN_NETWORK_TIMEOUT (2 * 60)
#define DEFAULT_TCP_CONNECT_TIMEOUT (8 * 60)
#define DEFAULT_READ_NETWORK_TIMEOUT (5 * 60)
#define DEFAULT_NETWORK_RETRY_TIMEOUT (3 * 60 * 60)
// Types
typedef struct tSessionSecrets {
uint32_t secret;
uint32_t nonce;
} tSessionSecrets;
typedef struct tHighScoreRequest {
uint16_t requestType;
} tHighScoreRequest;
typedef struct tHighScoreRequestWithHash {
tHighScoreRequest highScoreRequest;
uint8_t md5Digest[16];
} tHighScoreRequestWithHash;
typedef struct tSetHighScoreRequest {
uint16_t requestType;
char who[4];
uint32_t score;
Word is60Hz;
} tSetHighScoreRequest;
typedef struct tSetHighScoreRequestWithHash {
tSetHighScoreRequest setHighScoreRequest;
uint8_t md5Digest[16];
} tSetHighScoreRequestWithHash;
typedef struct tHelloResponse {
uint16_t responseType;
uint32_t nonce;
} tHelloResponse;
typedef struct tScoresResponse {
uint16_t responseType;
tNSGSHighScores highScores;
} tScoresResponse;
typedef struct tStatusResponse {
uint16_t responseType;
Boolean success;
uint16_t position;
uint16_t numberOfScores;
} tStatusResponse;
typedef enum tGameNetworkState {
GAME_NETWORK_CONNECT_FAILED = 0,
GAME_NETWORK_UNCONNECTED,
/* All states below this should have Marinetti disconnected */
GAME_NETWORK_CONNECTED,
GAME_NETWORK_RESOLVING_NAME,
/* These are all of the error states. Marinetti is still connected but the
TCP connection is closed and ipid released. */
GAME_NETWORK_LOOKUP_FAILED,
GAME_NETWORK_SOCKET_ERROR,
GAME_NETWORK_PROTOCOL_FAILED,
GAME_NETWORK_FAILURE,
/* This is the state we are in during a game on a machine with a working network
(other possible states are fail states). */
GAME_NETWORK_TCP_UNCONNECTED,
/* All of these states below here have an ipid open and the TCP connection is
open and in some state. */
GAME_NETWORK_WAITING_FOR_TCP,
/* All of these states below this point have the TCP connection established
and the score protocol is exchanging information. */
GAME_NETWORK_WAITING_FOR_HELLO,
GAME_NETWORK_REQUEST_SCORES,
GAME_NETWORK_WAITING_FOR_SCORES,
GAME_NETWORK_SET_HIGH_SCORE,
GAME_NETWORK_WAITING_FOR_SCORE_ACK,
GAME_NETWORK_CLOSING_TCP,
NUM_GAME_NETWORK_STATES
} tGameNetworkState;
typedef void (*tGameNetworkStateHandler)(void);
typedef struct tGameNetworkGlobals {
Boolean networkStartedConnected;
tNSGSHighScoreInitParams initParams;
tGameNetworkState gameNetworkState;
dnrBuffer domainNameResolution;
srBuff tcpStatus;
Word ipid;
rrBuff readResponseBuf;
tHelloResponse helloResponse;
uint32_t bytesRead;
md5WorkBlock hashWorkBlock;
uint32_t secrets[3];
tHighScoreRequestWithHash highScoreRequest;
tScoresResponse highScoreResponse;
Boolean hasHighScoreToSend;
tSetHighScoreRequestWithHash setHighScoreRequest;
tStatusResponse setHighScoreResponse;
uint16_t errorCode;
uint16_t timeout;
Boolean hasGlobalHighScores;
} tGameNetworkGlobals;
// Forward declarations
static void handleConnectFailed(void);
static void handleUnconnected(void);
static void handleConnected(void);
static void handleResolvingName(void);
static void handleLookupFailed(void);
static void handleSocketError(void);
static void handleProtocolFailed(void);
static void handleFailure(void);
static void handleTcpUnconnected(void);
static void handleWaitingForTcp(void);
static void handleWaitingForHello(void);
static void handleRequestScores(void);
static void handleWaitingForScores(void);
static void handleSetHighScore(void);
static void handleWaitingForScoreAck(void);
static void handleClosingTcp(void);
// Globals
#if __ORCAC__
segment "highscores";
#endif
static tGameNetworkStateHandler handlers[NUM_GAME_NETWORK_STATES] = {
handleConnectFailed,
handleUnconnected,
handleConnected,
handleResolvingName,
handleLookupFailed,
handleSocketError,
handleProtocolFailed,
handleFailure,
handleTcpUnconnected,
handleWaitingForTcp,
handleWaitingForHello,
handleRequestScores,
handleWaitingForScores,
handleSetHighScore,
handleWaitingForScoreAck,
handleClosingTcp
};
// I am running out of space in the main segment so I am moving these globals into
// a dynamically allocated struct. It is only allocated if network capabilities are
// detected.
static tGameNetworkGlobals * networkGlobals = NULL;
// Implementation
void NSGS_InitNetwork(tNSGSHighScoreInitParams * params)
{
networkGlobals = NULL;
if ((params->scoreServer == NULL) ||
(params->scorePort == 0) ||
(params->waitForVbl == NULL))
return;
LoadOneTool(54, 0x200); // Load Marinetti
if (toolerror())
return;
LoadOneTool(128, 0x103); // Load the Hash toolset
if (toolerror()) {
UnloadOneTool(54);
return;
}
TCPIPStartUp();
if (toolerror()) {
UnloadOneTool(128);
UnloadOneTool(54);
return;
}
hashStartUp();
if (toolerror()) {
TCPIPShutDown();
UnloadOneTool(128);
UnloadOneTool(54);
return;
}
networkGlobals = malloc(sizeof(tGameNetworkGlobals));
if (networkGlobals == NULL) {
hashShutDown();
TCPIPShutDown();
UnloadOneTool(128);
UnloadOneTool(54);
return;
}
memcpy(&(networkGlobals->initParams), params, sizeof(networkGlobals->initParams));
if (networkGlobals->initParams.shutdownTimeout == 0)
networkGlobals->initParams.shutdownTimeout = DEFAULT_SHUTDOWN_NETWORK_TIMEOUT;
if (networkGlobals->initParams.connectTimeout == 0)
networkGlobals->initParams.connectTimeout = DEFAULT_TCP_CONNECT_TIMEOUT;
if (networkGlobals->initParams.readTimeout == 0)
networkGlobals->initParams.readTimeout = DEFAULT_READ_NETWORK_TIMEOUT;
if (networkGlobals->initParams.retryTimeout == 0)
networkGlobals->initParams.retryTimeout = DEFAULT_NETWORK_RETRY_TIMEOUT;
networkGlobals->networkStartedConnected = TCPIPGetConnectStatus();
if (networkGlobals->networkStartedConnected) {
networkGlobals->gameNetworkState = GAME_NETWORK_CONNECTED;
} else {
networkGlobals->gameNetworkState = GAME_NETWORK_UNCONNECTED;
}
networkGlobals->secrets[0] = params->secret1;
networkGlobals->secrets[1] = params->secret2;
networkGlobals->hasHighScoreToSend = FALSE;
networkGlobals->hasGlobalHighScores = FALSE;
networkGlobals->setHighScoreRequest.setHighScoreRequest.is60Hz = !ReadBParam(hrtz50or60);
}
void NSGS_ShutdownNetwork(void)
{
if ((!networkGlobals->networkStartedConnected) &&
(networkGlobals->gameNetworkState > GAME_NETWORK_UNCONNECTED)) {
TCPIPDisconnect(TRUE, NULL);
}
free(networkGlobals);
hashShutDown();
TCPIPShutDown();
UnloadOneTool(128); // Unload the Hash toolset
UnloadOneTool(54); // Unload Marinetti
}
static void abortConnection(void)
{
TCPIPAbortTCP(networkGlobals->ipid);
TCPIPLogout(networkGlobals->ipid);
}
void NSGS_DisconnectNetwork(void)
{
if (networkGlobals == NULL)
return;
if (networkGlobals->gameNetworkState > GAME_NETWORK_TCP_UNCONNECTED) {
if (networkGlobals->gameNetworkState < GAME_NETWORK_CLOSING_TCP) {
TCPIPCloseTCP(networkGlobals->ipid);
networkGlobals->gameNetworkState = GAME_NETWORK_CLOSING_TCP;
networkGlobals->timeout = networkGlobals->initParams.shutdownTimeout;
}
}
while ((networkGlobals->gameNetworkState != GAME_NETWORK_TCP_UNCONNECTED) &&
(networkGlobals->gameNetworkState != GAME_NETWORK_FAILURE)) {
networkGlobals->initParams.waitForVbl();
NSGS_PollNetwork();
}
}
static void handleConnectFailed(void)
{
if (networkGlobals->initParams.displayError != NULL)
networkGlobals->initParams.displayError(NSGS_CONNECT_ERROR, networkGlobals->errorCode);
networkGlobals->gameNetworkState = GAME_NETWORK_FAILURE;
}
static void handleUnconnected(void)
{
if (networkGlobals->initParams.displayConnectionString != NULL)
networkGlobals->initParams.displayConnectionString(TRUE);
TCPIPConnect(NULL);
if ((!toolerror()) &&
(TCPIPGetConnectStatus())) {
networkGlobals->gameNetworkState = GAME_NETWORK_CONNECTED;
} else {
networkGlobals->gameNetworkState = GAME_NETWORK_CONNECT_FAILED;
networkGlobals->errorCode = toolerror();
}
if (networkGlobals->initParams.displayConnectionString != NULL)
networkGlobals->initParams.displayConnectionString(FALSE);
}
static void handleConnected(void)
{
TCPIPDNRNameToIP((char *)networkGlobals->initParams.scoreServer, &(networkGlobals->domainNameResolution));
if (toolerror()) {
networkGlobals->gameNetworkState = GAME_NETWORK_LOOKUP_FAILED;
networkGlobals->errorCode = toolerror();
} else
networkGlobals->gameNetworkState = GAME_NETWORK_RESOLVING_NAME;
}
static void handleResolvingName(void)
{
if (networkGlobals->domainNameResolution.DNRstatus == DNR_Pending)
return;
if (networkGlobals->domainNameResolution.DNRstatus != DNR_OK) {
networkGlobals->gameNetworkState = GAME_NETWORK_LOOKUP_FAILED;
networkGlobals->errorCode = networkGlobals->domainNameResolution.DNRstatus;
return;
}
networkGlobals->gameNetworkState = GAME_NETWORK_TCP_UNCONNECTED;
}
static void handleLookupFailed(void)
{
if (networkGlobals->initParams.displayError != NULL)
networkGlobals->initParams.displayError(NSGS_LOOKUP_ERROR, networkGlobals->errorCode);
networkGlobals->gameNetworkState = GAME_NETWORK_FAILURE;
}
static void handleSocketError(void)
{
if (networkGlobals->initParams.displayError != NULL)
networkGlobals->initParams.displayError(NSGS_SOCKET_ERROR, networkGlobals->errorCode);
networkGlobals->gameNetworkState = GAME_NETWORK_FAILURE;
networkGlobals->timeout = networkGlobals->initParams.retryTimeout;
}
static void handleProtocolFailed(void)
{
abortConnection();
if (networkGlobals->initParams.displayError != NULL)
networkGlobals->initParams.displayError(NSGS_PROTOCOL_ERROR, networkGlobals->errorCode);
networkGlobals->gameNetworkState = GAME_NETWORK_FAILURE;
networkGlobals->timeout = networkGlobals->initParams.retryTimeout;
}
static void handleFailure(void)
{
// All of the different failure modes except protocol failure above end up here ultimately. And the state
// machine stays here once it arrives here.
if (networkGlobals->timeout > 0) {
networkGlobals->timeout--;
if (networkGlobals->timeout == 0)
networkGlobals->gameNetworkState = GAME_NETWORK_TCP_UNCONNECTED;
}
}
static void handleTcpUnconnected(void)
{
if ((networkGlobals->hasGlobalHighScores) &&
(!networkGlobals->hasHighScoreToSend)) {
if (networkGlobals->initParams.shouldRefreshHighScores == NULL)
return;
if (!networkGlobals->initParams.shouldRefreshHighScores())
return;
}
networkGlobals->ipid = TCPIPLogin(networkGlobals->initParams.userId, networkGlobals->domainNameResolution.DNRIPaddress, networkGlobals->initParams.scorePort, 0, 64);
if (toolerror()) {
networkGlobals->gameNetworkState = GAME_NETWORK_SOCKET_ERROR;
networkGlobals->errorCode = toolerror();
return;
}
networkGlobals->errorCode = TCPIPOpenTCP(networkGlobals->ipid);
if (networkGlobals->errorCode != tcperrOK) {
TCPIPLogout(networkGlobals->ipid);
networkGlobals->gameNetworkState = GAME_NETWORK_SOCKET_ERROR;
return;
}
networkGlobals->gameNetworkState = GAME_NETWORK_WAITING_FOR_TCP;
networkGlobals->timeout = networkGlobals->initParams.connectTimeout;
}
static void handleWaitingForTcp(void)
{
networkGlobals->errorCode = TCPIPStatusTCP(networkGlobals->ipid, &(networkGlobals->tcpStatus));
if (networkGlobals->errorCode != tcperrOK) {
abortConnection();
networkGlobals->gameNetworkState = GAME_NETWORK_SOCKET_ERROR;
return;
}
if ((networkGlobals->tcpStatus.srState == TCPSSYNSENT) ||
(networkGlobals->tcpStatus.srState == TCPSSYNRCVD)) {
if (networkGlobals->timeout > 0) {
networkGlobals->timeout--;
} else {
networkGlobals->gameNetworkState = GAME_NETWORK_PROTOCOL_FAILED;
networkGlobals->errorCode = NSGS_TCP_CONNECT_TIMEOUT_ERROR;
}
return;
}
if (networkGlobals->tcpStatus.srState != TCPSESTABLISHED) {
abortConnection();
networkGlobals->errorCode = networkGlobals->tcpStatus.srState | 0x8000;
networkGlobals->gameNetworkState = GAME_NETWORK_SOCKET_ERROR;
return;
}
networkGlobals->gameNetworkState = GAME_NETWORK_WAITING_FOR_HELLO;
networkGlobals->timeout = networkGlobals->initParams.readTimeout;
networkGlobals->bytesRead = 0;
}
static void handleWaitingForHello(void)
{
networkGlobals->errorCode = TCPIPReadTCP(networkGlobals->ipid, 0,
((uint32_t)(&(networkGlobals->helloResponse))) + networkGlobals->bytesRead,
sizeof(networkGlobals->helloResponse) - networkGlobals->bytesRead,
&(networkGlobals->readResponseBuf));
if (networkGlobals->errorCode != tcperrOK) {
abortConnection();
networkGlobals->gameNetworkState = GAME_NETWORK_SOCKET_ERROR;
return;
}
networkGlobals->bytesRead += networkGlobals->readResponseBuf.rrBuffCount;
if (networkGlobals->bytesRead < sizeof(networkGlobals->helloResponse)) {
if (networkGlobals->timeout > 0) {
networkGlobals->timeout--;
} else {
networkGlobals->gameNetworkState = GAME_NETWORK_PROTOCOL_FAILED;
networkGlobals->errorCode = NSGS_HELLO_TIMEOUT_ERROR;
}
return;
}
if (networkGlobals->bytesRead > sizeof(networkGlobals->helloResponse)) {
networkGlobals->gameNetworkState = GAME_NETWORK_PROTOCOL_FAILED;
networkGlobals->errorCode = NSGS_HELLO_TOO_BIG_ERROR;
return;
}
if (networkGlobals->helloResponse.responseType != RESPONSE_TYPE_HELLO) {
networkGlobals->gameNetworkState = GAME_NETWORK_PROTOCOL_FAILED;
networkGlobals->errorCode = NSGS_HELLO_UNEXPECTED_RESPONSE_ERROR;
return;
}
networkGlobals->secrets[2] = networkGlobals->helloResponse.nonce;
if (networkGlobals->hasHighScoreToSend) {
networkGlobals->gameNetworkState = GAME_NETWORK_SET_HIGH_SCORE;
} else if ((!networkGlobals->hasGlobalHighScores) ||
((networkGlobals->initParams.shouldRefreshHighScores != NULL) &&
(networkGlobals->initParams.shouldRefreshHighScores()))) {
networkGlobals->gameNetworkState = GAME_NETWORK_REQUEST_SCORES;
} else {
TCPIPCloseTCP(networkGlobals->ipid);
networkGlobals->gameNetworkState = GAME_NETWORK_CLOSING_TCP;
networkGlobals->timeout = networkGlobals->initParams.shutdownTimeout;
}
}
static void handleRequestScores(void)
{
networkGlobals->highScoreRequest.highScoreRequest.requestType = REQUEST_TYPE_GET_HIGH_SCORES;
md5Init(&(networkGlobals->hashWorkBlock));
md5Append(&(networkGlobals->hashWorkBlock), (Pointer)&(networkGlobals->secrets), sizeof(networkGlobals->secrets));
md5Append(&(networkGlobals->hashWorkBlock), (Pointer)&(networkGlobals->highScoreRequest.highScoreRequest), sizeof(networkGlobals->highScoreRequest.highScoreRequest));
md5Finish(&(networkGlobals->hashWorkBlock), (Pointer)&(networkGlobals->highScoreRequest.md5Digest[0]));
networkGlobals->errorCode = TCPIPWriteTCP(networkGlobals->ipid, (Pointer)&(networkGlobals->highScoreRequest), sizeof(networkGlobals->highScoreRequest), FALSE, FALSE);
if (networkGlobals->errorCode != tcperrOK) {
abortConnection();
networkGlobals->gameNetworkState = GAME_NETWORK_SOCKET_ERROR;
return;
}
networkGlobals->gameNetworkState = GAME_NETWORK_WAITING_FOR_SCORES;
networkGlobals->timeout = networkGlobals->initParams.readTimeout;
networkGlobals->bytesRead = 0;
}
static void handleWaitingForScores(void)
{
networkGlobals->errorCode = TCPIPReadTCP(networkGlobals->ipid, 0,
((uint32_t)(&networkGlobals->highScoreResponse)) + networkGlobals->bytesRead,
sizeof(networkGlobals->highScoreResponse) - networkGlobals->bytesRead,
&(networkGlobals->readResponseBuf));
if (networkGlobals->errorCode != tcperrOK) {
abortConnection();
networkGlobals->gameNetworkState = GAME_NETWORK_SOCKET_ERROR;
return;
}
networkGlobals->bytesRead += networkGlobals->readResponseBuf.rrBuffCount;
if (networkGlobals->bytesRead < sizeof(networkGlobals->highScoreResponse)) {
if (networkGlobals->timeout > 0) {
networkGlobals->timeout--;
} else {
networkGlobals->gameNetworkState = GAME_NETWORK_PROTOCOL_FAILED;
networkGlobals->errorCode = NSGS_HIGH_SCORE_TIMEOUT_ERROR;
}
return;
}
if (networkGlobals->bytesRead > sizeof(networkGlobals->highScoreResponse)) {
networkGlobals->gameNetworkState = GAME_NETWORK_PROTOCOL_FAILED;
networkGlobals->errorCode = NSGS_HIGH_SCORE_TOO_BIG_ERROR;
return;
}
if (networkGlobals->highScoreResponse.responseType != RESPONSE_TYPE_SCORES) {
networkGlobals->gameNetworkState = GAME_NETWORK_PROTOCOL_FAILED;
networkGlobals->errorCode = NSGS_HIGH_SCORE_UNEXPECTED_RESPONSE_ERROR;
return;
}
networkGlobals->hasGlobalHighScores = TRUE;
if (networkGlobals->initParams.setHighScores != NULL)
networkGlobals->initParams.setHighScores(&(networkGlobals->highScoreResponse.highScores));
TCPIPCloseTCP(networkGlobals->ipid);
networkGlobals->gameNetworkState = GAME_NETWORK_CLOSING_TCP;
networkGlobals->timeout = networkGlobals->initParams.shutdownTimeout;
}
static void handleSetHighScore(void)
{
networkGlobals->setHighScoreRequest.setHighScoreRequest.requestType = REQUEST_TYPE_SET_SCORE;
networkGlobals->setHighScoreRequest.setHighScoreRequest.who[3] = '\0';
md5Init(&(networkGlobals->hashWorkBlock));
md5Append(&(networkGlobals->hashWorkBlock), (Pointer)&(networkGlobals->secrets), sizeof(networkGlobals->secrets));
md5Append(&(networkGlobals->hashWorkBlock), (Pointer)&(networkGlobals->setHighScoreRequest.setHighScoreRequest), sizeof(networkGlobals->setHighScoreRequest.setHighScoreRequest));
md5Finish(&(networkGlobals->hashWorkBlock), (Pointer)&(networkGlobals->setHighScoreRequest.md5Digest[0]));
networkGlobals->errorCode = TCPIPWriteTCP(networkGlobals->ipid, (Pointer)&(networkGlobals->setHighScoreRequest), sizeof(networkGlobals->setHighScoreRequest), FALSE, FALSE);
if (networkGlobals->errorCode != tcperrOK) {
abortConnection();
networkGlobals->gameNetworkState = GAME_NETWORK_SOCKET_ERROR;
return;
}
networkGlobals->gameNetworkState = GAME_NETWORK_WAITING_FOR_SCORE_ACK;
networkGlobals->timeout = networkGlobals->initParams.readTimeout;
networkGlobals->bytesRead = 0;
}
static void handleWaitingForScoreAck(void)
{
networkGlobals->errorCode = TCPIPReadTCP(networkGlobals->ipid, 0,
((uint32_t)(&(networkGlobals->setHighScoreResponse))) + networkGlobals->bytesRead,
sizeof(networkGlobals->setHighScoreResponse) - networkGlobals->bytesRead,
&(networkGlobals->readResponseBuf));
if (networkGlobals->errorCode != tcperrOK) {
abortConnection();
networkGlobals->gameNetworkState = GAME_NETWORK_SOCKET_ERROR;
return;
}
networkGlobals->bytesRead += networkGlobals->readResponseBuf.rrBuffCount;
if (networkGlobals->bytesRead < sizeof(networkGlobals->setHighScoreResponse)) {
if (networkGlobals->timeout > 0) {
networkGlobals->timeout--;
} else {
networkGlobals->gameNetworkState = GAME_NETWORK_PROTOCOL_FAILED;
networkGlobals->errorCode = NSGS_SET_SCORE_TIMEOUT_ERROR;
}
return;
}
if (networkGlobals->bytesRead > sizeof(networkGlobals->setHighScoreResponse)) {
networkGlobals->gameNetworkState = GAME_NETWORK_PROTOCOL_FAILED;
networkGlobals->errorCode = NSGS_SET_SCORE_TOO_BIG_ERROR;
return;
}
if (networkGlobals->setHighScoreResponse.responseType != RESPONSE_TYPE_STATUS) {
networkGlobals->gameNetworkState = GAME_NETWORK_PROTOCOL_FAILED;
networkGlobals->errorCode = NSGS_SET_SCORE_UNEXPECTED_RESPONSE_ERROR;
return;
}
if (!networkGlobals->setHighScoreResponse.success) {
networkGlobals->gameNetworkState = GAME_NETWORK_PROTOCOL_FAILED;
networkGlobals->errorCode = NSGS_SET_SCORE_FAILED_ERROR;
return;
}
networkGlobals->hasHighScoreToSend = FALSE;
networkGlobals->gameNetworkState = GAME_NETWORK_REQUEST_SCORES;
}
static void handleClosingTcp(void)
{
networkGlobals->errorCode = TCPIPStatusTCP(networkGlobals->ipid, &(networkGlobals->tcpStatus));
if ((networkGlobals->tcpStatus.srState != TCPSCLOSED) &&
(networkGlobals->tcpStatus.srState != TCPSTIMEWAIT)) {
if (networkGlobals->timeout > 0) {
networkGlobals->timeout--;
} else {
abortConnection();
networkGlobals->gameNetworkState = GAME_NETWORK_TCP_UNCONNECTED;
}
return;
}
TCPIPLogout(networkGlobals->ipid);
networkGlobals->gameNetworkState = GAME_NETWORK_TCP_UNCONNECTED;
}
void NSGS_PollNetwork(void)
{
if (networkGlobals == NULL)
return;
TCPIPPoll();
handlers[networkGlobals->gameNetworkState]();
}
BOOLEAN NSGS_CanSendHighScore(void)
{
if (networkGlobals == NULL)
return FALSE;
if (networkGlobals->gameNetworkState < GAME_NETWORK_TCP_UNCONNECTED) {
if ((networkGlobals->gameNetworkState == GAME_NETWORK_FAILURE) &&
(networkGlobals->timeout > 0))
return TRUE;
return FALSE;
}
return TRUE;
}
BOOLEAN NSGS_SendHighScore(const char * who, unsigned long score)
{
uint16_t cycleCount = 0;
if (strlen(who) != 3)
return FALSE;
networkGlobals->hasHighScoreToSend = TRUE;
memcpy(networkGlobals->setHighScoreRequest.setHighScoreRequest.who, who, sizeof(networkGlobals->setHighScoreRequest.setHighScoreRequest.who));
networkGlobals->setHighScoreRequest.setHighScoreRequest.score = score;
if (networkGlobals->gameNetworkState < GAME_NETWORK_TCP_UNCONNECTED)
networkGlobals->gameNetworkState = GAME_NETWORK_TCP_UNCONNECTED;
do {
networkGlobals->initParams.waitForVbl();
NSGS_PollNetwork();
cycleCount++;
if ((cycleCount & 0x7) == 0) {
switch (cycleCount & 0x18) {
case 0x00:
if (networkGlobals->initParams.uploadSpin != NULL)
networkGlobals->initParams.uploadSpin(0);
break;
case 0x08:
if (networkGlobals->initParams.uploadSpin != NULL)
networkGlobals->initParams.uploadSpin(1);
break;
case 0x10:
if (networkGlobals->initParams.uploadSpin != NULL)
networkGlobals->initParams.uploadSpin(2);
break;
case 0x18:
if (networkGlobals->initParams.uploadSpin != NULL)
networkGlobals->initParams.uploadSpin(3);
break;
}
}
} while (networkGlobals->gameNetworkState > GAME_NETWORK_TCP_UNCONNECTED);
if (networkGlobals->gameNetworkState != GAME_NETWORK_TCP_UNCONNECTED)
return FALSE;
if (networkGlobals->initParams.scorePosition != NULL)
networkGlobals->initParams.scorePosition(networkGlobals->setHighScoreResponse.position,
networkGlobals->setHighScoreResponse.numberOfScores);
return TRUE;
}