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#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <unistd.h>
#include "main.h"
#include "list.h"
#include "tux.h"
#include "item.h"
#include "buffer.h"
#include "string_length.h"
#include "arenaFile.h"
#include "net_multiplayer.h"
#include "server.h"
#include "udp.h"
#ifndef BUBLIC_SERVER
#include "sdl_udp.h"
#include "tcp.h"
#include "screen.h"
#include "screen_setting.h"
#include "screen_choiceArena.h"
#include "client.h"
#endif
static int netGameType;
int getNetTypeGame()
{
return netGameType;
}
int initNetMuliplayer(int type, char *ip, int port)
{
netGameType = type;
switch( netGameType )
{
case NET_GAME_TYPE_NONE :
break;
case NET_GAME_TYPE_SERVER :
#ifdef SUPPORT_NET_UNIX_TCP
if( initTcpServer(port) != 0 )
{
fprintf(stderr, "Neomzem inicalizovat sietovu hru pre server !\n");
netGameType = NET_GAME_TYPE_NONE;
return -1;
}
#endif
#ifdef SUPPORT_NET_UNIX_UDP
if( initUdpServer(port) != 0 )
{
fprintf(stderr, "Neomzem inicalizovat sietovu hru pre server !\n");
netGameType = NET_GAME_TYPE_NONE;
return -1;
}
#endif
#ifdef SUPPORT_NET_SDL_UDP
if( initSdlUdpServer(port) != 0 )
{
fprintf(stderr, "Neomzem inicalizovat sietovu hru pre server !\n");
netGameType = NET_GAME_TYPE_NONE;
return -1;
}
#endif
break;
#ifndef BUBLIC_SERVER
case NET_GAME_TYPE_CLIENT :
#ifdef SUPPORT_NET_UNIX_TCP
if( initTcpClient(ip, port) != 0 )
{
fprintf(stderr, "Neomzem inicalizovat sietovu hru pre clienta !\n");
netGameType = NET_GAME_TYPE_NONE;
return -1;
}
#endif
#ifdef SUPPORT_NET_UNIX_UDP
if( initUdpClient(ip, port) != 0 )
{
fprintf(stderr, "Neomzem inicalizovat sietovu hru pre clienta !\n");
netGameType = NET_GAME_TYPE_NONE;
return -1;
}
#endif
#ifdef SUPPORT_NET_SDL_UDP
if( initSdlUdpClient(ip, port) != 0 )
{
fprintf(stderr, "Neomzem inicalizovat sietovu hru pre clienta !\n");
netGameType = NET_GAME_TYPE_NONE;
return -1;
}
#endif
break;
#endif
default :
assert( ! "Premenna netGameType ma zlu hodnotu !" );
break;
}
return 0;
}
void eventNetMultiplayer()
{
switch( netGameType )
{
case NET_GAME_TYPE_NONE :
break;
case NET_GAME_TYPE_SERVER :
#ifdef SUPPORT_NET_UNIX_TCP
selectServerTcpSocket();
eventClientListBuffer();
#endif
#ifdef SUPPORT_NET_UNIX_UDP
selectServerUdpSocket();
eventClientListBuffer();
eventPeriodicSyncClient();
#endif
#ifdef SUPPORT_NET_SDL_UDP
selectServerSdlUdpSocket();
eventClientListBuffer();
eventPeriodicSyncClient();
#endif
break;
#ifndef BUBLIC_SERVER
case NET_GAME_TYPE_CLIENT :
#ifdef SUPPORT_NET_UNIX_TCP
selectClientTcpSocket();
eventServerBuffer();
#endif
#ifdef SUPPORT_NET_UNIX_UDP
eventPingServer();
selectClientUdpSocket();
eventServerBuffer();
#endif
#ifdef SUPPORT_NET_SDL_UDP
eventPingServer();
selectClientSdlUdpSocket();
eventServerBuffer();
#endif
#endif
break;
default :
assert( ! "Premenna netGameType ma zlu hodnotu !" );
break;
}
}
void quitNetMultiplayer()
{
switch( netGameType )
{
case NET_GAME_TYPE_NONE :
break;
case NET_GAME_TYPE_SERVER :
#ifdef SUPPORT_NET_UNIX_TCP
quitTcpServer();
#endif
#ifdef SUPPORT_NET_UNIX_UDP
quitUdpServer();
#endif
#ifdef SUPPORT_NET_SDL_UDP
quitSdlUdpServer();
#endif
break;
#ifndef BUBLIC_SERVER
case NET_GAME_TYPE_CLIENT :
#ifdef SUPPORT_NET_UNIX_TCP
quitTcpClient();
#endif
#ifdef SUPPORT_NET_UNIX_UDP
quitUdpClient();
#endif
#ifdef SUPPORT_NET_SDL_UDP
quitSdlUdpClient();
#endif
break;
#endif
default :
assert( ! "Premenna netGameType ma zlu hodnotu !" );
break;
}
netGameType = NET_GAME_TYPE_NONE;
}
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