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#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <unistd.h>
#include "list.h"
#include "tux.h"
#include "item.h"
#include "network.h"
#include "buffer.h"
#include "string_length.h"
#include "screen.h"
#include "screen_world.h"
#include "screen_setting.h"
#include "screen_choiceArena.h"
#include "arenaFile.h"
#include "net_multiplayer.h"
#include "server.h"
#include "client.h"
#include "tcp.h"
#include "udp.h"
static int netGameType;
static int netProtoType = NET_PROTOCOL_TYPE_UDP;
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 :
switch( netProtoType )
{
case NET_PROTOCOL_TYPE_TCP :
if( initTcpServer(port) != 0 )
{
fprintf(stderr, "Neomzem inicalizovat sietovu hru pre server !\n");
netGameType = NET_GAME_TYPE_NONE;
return -1;
}
break;
case NET_PROTOCOL_TYPE_UDP :
if( initUdpServer(port) != 0 )
{
fprintf(stderr, "Neomzem inicalizovat sietovu hru pre server !\n");
netGameType = NET_GAME_TYPE_NONE;
return -1;
}
break;
}
break;
case NET_GAME_TYPE_CLIENT :
switch( netProtoType )
{
case NET_PROTOCOL_TYPE_TCP :
if( initTcpClient(ip, port) != 0 )
{
fprintf(stderr, "Neomzem inicalizovat sietovu hru pre clienta !\n");
netGameType = NET_GAME_TYPE_NONE;
return -1;
}
break;
case NET_PROTOCOL_TYPE_UDP :
if( initUdpClient(ip, port) != 0 )
{
fprintf(stderr, "Neomzem inicalizovat sietovu hru pre clienta !\n");
netGameType = NET_GAME_TYPE_NONE;
return -1;
}
break;
}
break;
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 :
switch( netProtoType )
{
case NET_PROTOCOL_TYPE_TCP :
selectServerTcpSocket();
eventClientListBuffer();
eventPeriodicSyncClient();
break;
case NET_PROTOCOL_TYPE_UDP :
selectServerUdpSocket();
eventClientListBuffer();
eventPeriodicSyncClient();
break;
}
break;
case NET_GAME_TYPE_CLIENT :
switch( netProtoType )
{
case NET_PROTOCOL_TYPE_TCP :
selectClientTcpSocket();
eventServerBuffer();
break;
case NET_PROTOCOL_TYPE_UDP :
eventPingServer();
selectClientUdpSocket();
eventServerBuffer();
break;
}
break;
default :
assert( ! "Premenna netGameType ma zlu hodnotu !" );
break;
}
}
void quitNetMultiplayer()
{
switch( netGameType )
{
case NET_GAME_TYPE_NONE :
break;
case NET_GAME_TYPE_SERVER :
switch( netProtoType )
{
case NET_PROTOCOL_TYPE_TCP :
quitTcpServer();
break;
case NET_PROTOCOL_TYPE_UDP :
quitUdpServer();
break;
}
break;
case NET_GAME_TYPE_CLIENT :
switch( netProtoType )
{
case NET_PROTOCOL_TYPE_TCP :
quitTcpClient();
break;
case NET_PROTOCOL_TYPE_UDP :
quitUdpClient();
break;
}
break;
default :
assert( ! "Premenna netGameType ma zlu hodnotu !" );
break;
}
netGameType = NET_GAME_TYPE_NONE;
}
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