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CnC_Renegade/Code/Tools/RenegadeGR/rengameres.cpp

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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/****************************************************************************\
* C O N F I D E N T I A L --- W E S T W O O D S T U D I O S *
******************************************************************************
Project Name: Generic Game Results Server
File Name : rengameres.cpp
Author : Joe Howes (jhowes@westwood.com)
Start Date : Apr 5, 2000
Last Update :
------------------------------------------------------------------------------
Wraps game results for a game of multiplayer Renegade and provides method
for sending to a WOL game results server.
\****************************************************************************/
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include "packet.h"
#include "tcpmgr.h"
#include "tcpcon.h"
#include "wencrypt.h"
#include "rengameres.h"
RenegadeGameRes::~RenegadeGameRes()
{
if( _host != NULL ) delete[] _host;
if( _map_name != NULL ) delete[] _map_name;
if( _logins != NULL )
{
for(int i = 0; i < _myplayercount; i++)
if( _logins[i] != NULL ) delete[] _logins[i];
delete[] _logins;
}
if( _scores != NULL ) delete[] _scores;
if( _clan_ids != NULL ) delete[] _clan_ids;
if( _durations != NULL ) delete[] _durations;
if( _ips != NULL ) delete[] _ips;
if( _deaths != NULL ) delete[] _deaths;
if( _kills != NULL ) delete[] _kills;
if( _selfkills != NULL ) delete[] _selfkills;
if( _damagepoints != NULL ) delete[] _damagepoints;
}
void RenegadeGameRes::setMapName(const char* val)
{
if( _map_name != NULL ) delete[] _map_name;
if( val == NULL ) return;
_map_name = new char[strlen(val)+1];
strcpy(_map_name, val);
}
void RenegadeGameRes::addPlayer(const char* login, double score, long unsigned int clan_id,
long unsigned int duration, long unsigned int ip,
long unsigned int deaths, long unsigned int kills,
long unsigned int selfkills, long unsigned int damagepoints)
{
char** newstr = _addToArr(_logins, login);
delete[] _logins;
_logins = newstr;
// There's no happy easy way to shoot a floating value over
// the wire. The values in jscores are in (0.0 <= x <= 1.0), so
// we take the maximum value for a 4-byte int and multiply it
// by the jscore floating value. We now have a scale of the same
// accuracy as a 4-byte float.
// Expecting a score X such that -0.5 <= X <= 0.5
score += 0.5; // So that it can be stored unsigned
long unsigned int convscore = (long unsigned int)(score * GR_SCORE_SCALE);
long unsigned int* newlui = _addToArr(_scores, convscore);
delete[] _scores;
_scores = newlui;
newlui = _addToArr(_clan_ids, clan_id);
delete[] _clan_ids;
_clan_ids = newlui;
newlui = _addToArr(_durations, duration);
delete[] _durations;
_durations = newlui;
newlui = _addToArr(_ips, ip);
delete[] _ips;
_ips = newlui;
newlui = _addToArr(_deaths, deaths);
delete[] _deaths;
_deaths = newlui;
newlui = _addToArr(_kills, kills);
delete[] _kills;
_kills = newlui;
newlui = _addToArr(_selfkills, selfkills);
delete[] _selfkills;
_selfkills = newlui;
newlui = _addToArr(_damagepoints, damagepoints);
delete[] _damagepoints;
_damagepoints = newlui;
_myplayercount++; // *** MUST BE INCREMENTED __AFTER__ ADDING ALL THIS STUFF!!!! ***
}
int RenegadeGameRes::sendResults()
{
assert( _host != NULL );
assert( _port != 0 );
//GameResPacket grPacket
// Build the packet
PacketClass rawPacket;
rawPacket.Add_Field(GR_GAME_ID, _game_id);
rawPacket.Add_Field(GR_PLAYER_COUNT, (long)_player_count);
rawPacket.Add_Field(GR_CLAN_GAME, _clan_game);
rawPacket.Add_Field(GR_DURATION, _duration);
rawPacket.Add_Field(GR_MAP_NAME, _map_name);
rawPacket.Add_Field(GR_SKU, _sku);
rawPacket.Add_Field(GR_STYLE, _style);
rawPacket.Add_Field(GR_NUM_CLANS, _num_clans);
rawPacket.Add_Field(GR_START_TIME, _start_time);
rawPacket.Add_Field(GR_TOURNAMENT, _tournament);
for (int i = 0 ; i < _player_count; i++)
{
GR_LOGINS[3] = (char)('0' + (char)i);
rawPacket.Add_Field(GR_LOGINS, (char *)((const char*)_logins[i]));
GR_SCORES[3] = (char)('0' + (char)i);
rawPacket.Add_Field(GR_SCORES, _scores[i]);
GR_CLANIDS[3] = (char)('0' + (char)i);
rawPacket.Add_Field(GR_CLANIDS, _clan_ids[i]);
GR_DURATIONS[3] = (char)('0' + (char)i);
rawPacket.Add_Field(GR_DURATIONS, _durations[i]);
GR_IPS[3] = (char)('0' + (char)i);
rawPacket.Add_Field(GR_IPS, _ips[i]);
GR_DEATHS[3] = (char)('0' + (char)i);
rawPacket.Add_Field(GR_DEATHS, _deaths[i]);
GR_KILLS[3] = (char)('0' + (char)i);
rawPacket.Add_Field(GR_KILLS, _kills[i]);
GR_SELFKILLS[3] = (char)('0' + (char)i);
rawPacket.Add_Field(GR_SELFKILLS, _selfkills[i]);
GR_DAMAGEPOINTS[3] = (char)('0' + (char)i);
rawPacket.Add_Field(GR_DAMAGEPOINTS, _damagepoints[i]);
}
int packetsize = 0;
void* outPacket = rawPacket.Create_Comms_Packet(packetsize);
void* encPacket = PrepareEncryptedPacket((unsigned char*)outPacket, &packetsize);
bit8 result = 0;
sint32 sendlen = 0;
// If the _host member is not set, then this method is being called in-game
// and wants to use the WOLAPI methods to send game results. Otherwise it
// is some small test application and we will use the tcp classes provided by Neal.
#ifndef GRSETTING_USING_WOLAPI
TCPMgr tcpMgr;
TCPCon* tcpCon;
uint32 handle = -1;
result = tcpMgr.connect(_host, _port, &handle);
if( result == FALSE )
sendlen = GR_ERROR_BIND_FAILED;
else
{
result = tcpMgr.getOutgoingConnection(&tcpCon, handle, 5);
if( result == FALSE )
sendlen = GR_ERROR_CONNECT_FAILED;
else
{
sendlen = tcpCon->write((uint8*)encPacket, packetsize, 5);
tcpCon->close();
}
}
#else
result = RequestGameresSend( _host, _port, encPacket, packetsize );
#endif
// Clean up
delete[] outPacket;
delete[] encPacket;
if( _host != NULL )
return sendlen;
else
return (int)result;
return 0;
}
/*----------------------------------------------------------------------------------.
| METHOD: _addToArr |
| Takes a pointer to an array and a new item, constructs a new array and returns |
| a pointer to it. |
`----------------------------------------------------------------------------------*/
char** RenegadeGameRes::_addToArr(char** arr, const char* item)
{
char** newarr = NULL;
if( arr == NULL )
{
// Make a new array
assert( _myplayercount == 0 );
newarr = new char*[1];
newarr[0] = new char[strlen(item)+1]; // Space for the new item
// Add the new item
strcpy(newarr[_myplayercount], item);
}
else
{
// Make a new array and copy all the old stuff over
int i = 0;
assert( _myplayercount > 0 );
newarr = new char*[_myplayercount+1];
for(i = 0; i < _myplayercount; i++)
newarr[i] = arr[i];
newarr[_myplayercount] = new char[strlen(item)+1];
// Add the new item
strcpy(newarr[_myplayercount], item);
}
return newarr;
}
/*----------------------------------------------------------------------------------.
| METHOD: _addToArr |
| Takes a pointer to an array and a new item, constructs a new array and returns |
| a pointer to it. |
`----------------------------------------------------------------------------------*/
long unsigned int* RenegadeGameRes::_addToArr(long unsigned int* arr, long unsigned int item)
{
long unsigned int* newarr = NULL;
if( arr == NULL )
{
// Make a new array
assert( _myplayercount == 0 );
newarr = new long unsigned int[1];
// Add the new item
newarr[0] = item;
}
else
{
// Make a new array and copy all the old stuff over
assert( _myplayercount > 0 );
newarr = new long unsigned int[_myplayercount+1];
for(int i = 0; i < _myplayercount; i++)
newarr[i] = arr[i];
// Add the new item
newarr[_myplayercount] = item;
}
return newarr;
}