420 lines
10 KiB
C++
420 lines
10 KiB
C++
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#include "SocketServer.h"
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#include <fstream>
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bool SocketServer::loadMapList(char* maploc)
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{
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::std::string workDir;
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::Utility::String::extractDirPath( workDir, maploc, '\\' );
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//maploc is the filename of the list which contains all maps
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//load all map file names into the server, but don't load the maps themselves.
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std::ifstream file;
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file.open(maploc);
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if (!file.is_open())
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return false;
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::std::string str;
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while(!file.eof())
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{
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::std::getline( file, str );
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maps.push_back( workDir + str );
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}
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/*
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maps.push_back("map1test.map");
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maps.push_back("map2 test.map");
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*/
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return true;
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}
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bool SocketServer::LoadInitData(char* maploc)
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{
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std::vector<std::string> cont;
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char* in=new char[100];
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std::ifstream ifs;
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ifs.open(maploc);
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if(!ifs.is_open())
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{
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return false;
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}
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while(!ifs.eof())
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{
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ifs.getline(in, 100);
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cont=splitString(in, '=');
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if (cont.size()==2)
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{
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if(!strcmp("nr_players_per_session", cont[0].c_str()))
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{
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playersPerSessionCount=atoi(cont[1].c_str());
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}
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else if(!strcmp("nr_kills_to_win", cont[0].c_str()))
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{
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killsRequiredPerSession=atoi(cont[1].c_str());
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}
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else if(!strcmp("match_type", cont[0].c_str()))
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{
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//Isn't used
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}
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}
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}
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ifs.close();
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}
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SocketServer::~SocketServer()
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{
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serverTCPConnectionLoopActive=false;
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serverUDPReceiveLoopActive=false;
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serverTCPReceiveLoopActive=false;
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for (int i=0; i<NR_CONNECTTHREADS; i++)
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{
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delete connData[i].buffer;
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}
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for (int i=0; i<NR_SIMULTCPCONNECTS; i++)
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{
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delete tcpData[i].buffer;
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}
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delete sendGameDataBuffer;
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delete sendEffectDataBuffer;
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closeConnection();
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}
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void SocketServer::startGameCreateLoop(int delay)
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{
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lobbyActive=false;
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DEBUGCTR=0;
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if(!serverGameCreationActive)
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{
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ThreadArguments tr;
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tr.ptr=this;
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tr.threadID=delay;
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serverGameCreationActive=true;
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gameCreateHandle=CreateThread(
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NULL, //Choose default security
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0, //Default stack size
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(LPTHREAD_START_ROUTINE)&activateServerGameLoop,
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//Routine to execute
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(LPVOID) &tr, //Thread parameter
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0, //Immediately run the thread
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0 //Thread Id
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);
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if (gameCreateHandle == NULL)
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{
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printf("Game creation thread ERROR");
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}
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else
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{
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printf("Game creation thread successful\n");
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Sleep(100);
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}
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}
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}
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void SocketServer::stopGameCreateLoop()
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{
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serverGameCreationActive=false;
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WaitForSingleObject(gameCreateHandle, INFINITE);
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printf("Game Creation thread ended.\n");
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}
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DWORD SocketServer::activateServerGameLoop(ThreadArguments* tra)
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{
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srand((unsigned int)(time(0)));
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(tra->ptr)->serverGameCreationLoop(tra->threadID);
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return 0;
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}
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bool SocketServer::serverGameCreationLoop(int delay)
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{ // TODO: Mem access Violoation Crash 0xfffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff ... delay = -858993460
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//Mem access violation in a thread can also be caused by failure from something else instead of it,
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//it still breaks at header even if, for example, server->load or lobby.startLobbyCountdown breaks it
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//If you get an error here, make sure that isn't the problem.
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int count;
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while(serverGameCreationActive)
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{
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if (nrActiveSessions==0)
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{
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count=0;
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for (unsigned int i=0; i<users.size(); i++)
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{
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if (users[i].getState()==ONLINE_QUEUEING)
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{
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count++;
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}
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}
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if (count>=playersPerSessionCount)
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{
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games.resize(1);
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//lobby.resize(games.size()+1);
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session =new GameLogic::Session();
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lobby = Lobby();
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timer.resize(1);
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timeTillUpdate.resize(1);
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timeTillUpdate[0]=GAME_UPDATEDELAY;
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updateCount.resize(1);
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updateCount[0]=0;
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int curID=(int)games.size()-1;
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int mapid=rand()%maps.size();
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session->setNrPlayers(playersPerSessionCount);
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session->setKillsRequired(killsRequiredPerSession);
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session->load(maps[mapid]);
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printf("Map nr %d loaded, name %s.\n",mapid, maps[mapid].c_str());
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count=0;
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for (unsigned int i=0; count<playersPerSessionCount && i<users.size(); i++)
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{
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if (users[i].getState()==ONLINE_QUEUEING)
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{
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//Set to INLOBBY and send lobby data, then start a lobby
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lobby.addUser(users[i], i);
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users[i].setState(ONLINE_INGAME);
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games[curID].addUser(i);
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users[i].setGame(curID);
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session->accessPlayer(i).spawn();
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count++;
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}
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}
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lobbyActive=true;
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sendLobbyInitData(curID);
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lobby.startLobbyCountdown(LOBBY_WAIT_TIME);
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sendRenderData(curID);
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//return true;
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}
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if(lobbyActive)
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{
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for (int i=0; i<1; i++)
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{
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float ttimer=lobby.timeLeft();
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if (ttimer==0)
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{
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printf("Starting game.\n");
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games[i].initGame(users,playersPerSessionCount);
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sendInitData(i);
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nrActiveSessions++;
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lobbyActive=false;
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//serverGameCreationActive=false;
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}
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}
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}
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}
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Sleep(delay);
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}
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printf("Maximum server count reached, shutting down the sever creation thread.\n");
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return false;
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}
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SocketServer::SocketServer()
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{
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UDPSocket = INVALID_SOCKET;
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nrActiveSessions=0;
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serverGameCreationActive=false;
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serverTCPConnectionLoopActive=false;
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serverTCPReceiveLoopActive=false;
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serverUDPReceiveLoopActive=false;
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killsRequiredPerSession=10;
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playersPerSessionCount=1;
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LoadInitData("../ServerData.dat");
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//---------------------------------------------
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// Set up the port and IP of the server
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//Port starts up as a different one from when UDPSocketected, it changes once the server has exchanged some info with the client
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UDPRecvAddr.sin_family = AF_INET;
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UDPRecvAddr.sin_port = htons(UDPRecvPort);
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UDPRecvAddr.sin_addr.s_addr = htonl(INADDR_ANY);
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sessionEvents=std::vector<Event::GameEvent*>(0);
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sessionEffects=std::vector<Network::EffectData>(0);
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TCPRecvAddr.sin_family = AF_INET;
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TCPRecvAddr.sin_port = htons(TCPRecvPort);
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TCPRecvAddr.sin_addr.s_addr = htonl(INADDR_ANY);
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addrSize=sizeof(sockaddr_in);
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for (int i=0; i<NR_CONNECTTHREADS; i++)
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{
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connData[i].buffer=new char[256];
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connData[i].bufLen=256;
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ZeroMemory(connData[i].buffer,sizeof(connData[i].buffer));
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connData[i].dataSize=0;
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//connData[i].srcAddr
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memcpy(&connData[i].srcAddr, &UDPRecvAddr,addrSize);
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}
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for (int i=0; i<NR_SIMULTCPCONNECTS; i++)
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{
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tcpData[i].buffer=new char[256];
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tcpData[i].bufLen=256;
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ZeroMemory(tcpData[i].buffer,sizeof(tcpData[i].buffer));
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tcpData[i].dataSize=0;
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memcpy(&connData[i].srcAddr, &TCPRecvAddr,addrSize);
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}
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sendGameDataBufferSize=SERVER_PLAYER_DATA_SIZE*playersPerSessionCount+1;
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sendGameDataBuffer=new char[sendGameDataBufferSize];
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sendGameDataBuffer[0]=1;
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sendEffectDataBuffer=new char[sizeof(Network::EffectData)+1];
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sendEffectDataBuffer[0]=7;
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//----------------------
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// Initialize Winsock
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iResult = WSAStartup(MAKEWORD(2, 2), &wsaData);
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if (iResult != NO_ERROR) {
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wprintf(L"WSAStartup failed with error: %d\n", iResult);
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}
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else
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{
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//Init sockets
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setupStatus=initTCPSocket();
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if(setupStatus)
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setupStatus=initUDPSocket();
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}
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}
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bool SocketServer::startThreads()
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{
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//ThreadArguments tra1[NR_SIMULTCPCONNECTS];
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ThreadArguments tra2[NR_CONNECTTHREADS];
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//for (int i=0; i< NR_SIMULTCPCONNECTS; i++)
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//{
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// tra1[i].ptr=this;
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// tra1[i].threadID=i;
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// //printf("i - %d\n",i);
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//
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// tcpDataHandle[i]=CreateThread(
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// NULL, //Choose default security
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// 0, //Default stack size
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// (LPTHREAD_START_ROUTINE)&activateTCPConnectLoop,
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// //Routine to execute
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// (LPVOID) &tra1[i], //Thread parameter
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// 0, //Immediately run the thread
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// 0 //Thread Id
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// );
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// if (tcpDataHandle[i] == NULL)
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// {
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// printf("Error Creating TCP Thread#: %d\n",i);
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// return(false);
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// }
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// else
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// {
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// printf("Successfully created TCP thread #: %d\n", i);
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// Sleep(100);
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// }
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//}
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for (int i=0; i< NR_CONNECTTHREADS; i++)
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{
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tra2[i].ptr=this;
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tra2[i].threadID=i;
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//printf("i - %d\n",i);
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udpDataHandle[i]=CreateThread(
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NULL, //Choose default security
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0, //Default stack size
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(LPTHREAD_START_ROUTINE)&activateUDPReceiveLoop,
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//Routine to execute
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(LPVOID) &tra2[i], //Thread parameter
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0, //Immediately run the thread
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0 //Thread Id
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);
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if (udpDataHandle[i] == NULL)
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{
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printf("Error Creating UDP Thread#: %d\n",i);
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return(false);
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}
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else
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{
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printf("Successfully created UDP thread #: %d\n", i);
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Sleep(100);
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}
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}
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return true;
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}
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bool SocketServer::sendData(int uid, const char* data, int size)
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{
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//---------------------------------------------
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// Send a datagram to a user
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//uid -1 = broadcast message
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if (uid<0)
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{
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for (unsigned int i=0; i<users.size(); i++)
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{
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iResult = sendto(UDPSocket, data, size, 0, (SOCKADDR *) & users[i].getAddr(), addrSize);
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if (iResult == SOCKET_ERROR)
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{
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wprintf(L"UDP sendData(-1) sendto failed with error: %d\n", WSAGetLastError());
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closesocket(UDPSocket);
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WSACleanup();
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return false;
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}
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}
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}
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else
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{
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if((unsigned)uid>=users.size())
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{
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//User doesn't exist
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printf("UDP sendData(%d) sendto failed because the specified user does not exist\n", uid);
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}
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else
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{
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iResult = sendto(UDPSocket, data, size, 0, (SOCKADDR *) & users[uid].getAddr(), addrSize);
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if (iResult == SOCKET_ERROR)
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{
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wprintf(L"UDP sendData(%d) sendto failed with error: %d\n", uid, WSAGetLastError());
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closesocket(UDPSocket);
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WSACleanup();
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return false;
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}
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}
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}
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return true;
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}
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bool SocketServer::sendKeyFrameData(int size, const char* data)
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{
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for (int i=0; i<playersPerSessionCount; i++)
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{
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iResult = sendto(UDPSocket, data, size+1, 0, (SOCKADDR *) & users[games[0].getUserID(i)].getAddr(), addrSize);
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if (iResult == SOCKET_ERROR)
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{
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wprintf(L"UDP keyFrameData sendto failed with error: %d\n", WSAGetLastError());
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closesocket(UDPSocket);
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WSACleanup();
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return false;
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}
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}
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return true;
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}
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bool SocketServer::checkConnection(int userID)
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{
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char* message="\3testmessage";
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int count=
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sendto(
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UDPSocket,
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message,
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(int)strlen(message),
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0,
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(SOCKADDR *) & users[userID].getAddr(),
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addrSize);
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if (count == SOCKET_ERROR)
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{
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wprintf(L"recvfrom failed with error %d\n", WSAGetLastError());
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return false;
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}
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else if (count==0)
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{
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wprintf(L"Disconnected.\n");
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return false;
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}
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return true;
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}
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bool SocketServer::closeConnection()
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{
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//---------------------------------------------
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// When the application is finished sending, close the sockets.
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setupStatus=false;
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wprintf(L"Finished sending. Closing socket.\n");
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iResult = closesocket(UDPSocket);
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if (iResult == SOCKET_ERROR) {
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wprintf(L"closeUDPsocket failed with error: %d\n", WSAGetLastError());
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WSACleanup();
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return false;
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}
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iResult = closesocket(TCPSocket);
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if (iResult == SOCKET_ERROR) {
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wprintf(L"closeTCPsocket failed with error: %d\n", WSAGetLastError());
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WSACleanup();
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return false;
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}
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//---------------------------------------------
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// Clean up and quit.
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wprintf(L"Exiting.\n");
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WSACleanup();
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return true;
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}
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