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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#include "hsStream.h"
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#include "plSDL.h"
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#include "pnNetCommon/plNetApp.h"
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const UInt8 plStateDescriptor::kVersion=1; // for Read/Write format
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/////////////////////////////////////////////////////////////////////////////////
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// STATE DESC
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/////////////////////////////////////////////////////////////////////////////////
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plStateDescriptor::~plStateDescriptor()
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{
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IDeInit();
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}
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void plStateDescriptor::IDeInit()
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{
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delete [] fName;
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int i;
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for(i=0;i<fVarsList.size();i++)
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delete fVarsList[i];
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fVarsList.clear();
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}
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plVarDescriptor* plStateDescriptor::FindVar(const char* name, int* idx) const
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{
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VarsList::const_iterator it;
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for(it=fVarsList.begin(); it != fVarsList.end(); it++)
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{
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if (!stricmp((*it)->GetName(), name))
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{
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if (idx)
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*idx = it-fVarsList.begin();
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return *it;
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}
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}
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return nil;
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}
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//
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// Usage: The GameServer reads and write state descriptors along with each saved game
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//
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bool plStateDescriptor::Read(hsStream* s)
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{
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UInt8 rwVersion;
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s->ReadSwap(&rwVersion);
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if (rwVersion != kVersion)
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{
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plNetApp::StaticWarningMsg("StateDescriptor Read/Write version mismatch, mine %d, read %d", kVersion, rwVersion);
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return false;
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}
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IDeInit();
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delete [] fName;
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fName = s->ReadSafeString();
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UInt16 version=s->ReadSwap16();
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fVersion=version;
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UInt16 numVars=s->ReadSwap16();
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fVarsList.reserve(numVars);
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int i;
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for(i=0;i<numVars; i++)
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{
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UInt8 SDVar=s->ReadByte();
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plVarDescriptor* var = nil;
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if (SDVar)
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var = TRACKED_NEW plSDVarDescriptor;
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else
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var = TRACKED_NEW plSimpleVarDescriptor;
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if (var->Read(s))
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fVarsList.push_back(var);
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else
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return false;
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}
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return true;
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}
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//
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// Usage: The GameServer reads and write state descriptors alon with each saved game
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//
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void plStateDescriptor::Write(hsStream* s) const
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{
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s->WriteSwap(kVersion);
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s->WriteSafeString(fName);
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UInt16 version=fVersion;
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s->WriteSwap(version);
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UInt16 numVars=fVarsList.size();
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s->WriteSwap(numVars);
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VarsList::const_iterator it;
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for(it=fVarsList.begin(); it!=fVarsList.end(); it++)
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{
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UInt8 SDVar = ((*it)->GetAsSDVarDescriptor() != nil);
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s->WriteByte(SDVar);
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(*it)->Write(s);
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}
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}
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