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NET_Server_Lib.pas
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NET_Server_Lib.pas
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unit NET_Server_Lib;
interface
uses
Windows, SysUtils,
Engine_Reg,
Func_lib,
Type_Lib,
Graph_Lib,
Math_Lib,
Net_Lib,
Arena_Lib;
type
TServer_Machine =
class(TNet_Machine)
constructor Create;
destructor Destroy;override;
protected
fClients: array of TClient;
cur_client: TClient;
client_btimer: byte;
sp_count: integer;
msgcount: integer;
procedure WriteInfo(flags: byte);
procedure WriteInfoStat(uid: byte);
function GetClient(ind: integer): TClient;
procedure join_recv;
procedure disjoin_recv;
procedure teamjoin_recv;
procedure say_RecvEx;
procedure changename_RecvEx;
procedure resp_Recv;
procedure pings_Send;
procedure shot_recv;
procedure SendToAll(APL : boolean);
procedure SendToAllEx(APL : boolean);
function Getspects(ind: integer): TSpectator;override;
public
procedure Update_Prev; override;
procedure Update_Next; override;
procedure Invite_Send(IP: string; port: word);
function client_Add(IP: string; port: word; name: string): TClient;
function client_Count: integer;//êîëè÷åñòâî êëèåíòîâ
function client_IndexOf(IP: string; port: word): integer;
function client_Find(IP: string; port: word): TClient;
procedure client_Delete(ind: integer; reason: byte);
property client[ind: integer]: TClient read GetClient;
procedure changemap_send;
procedure game_prepare; override;
procedure game_send; override;
procedure game_stop;
procedure ObjActivate(num: word; uid: byte);
procedure PlayerHit(h: THit);
procedure PlayerRespawn(p: TObject);
procedure ShotObjCreate(robj: TObject);
procedure ShotObjKill(uid, x, y: word);
procedure TeamJoin(uid, team: byte);
procedure addplayer_send(Pl: TObject);
procedure removeplayer_send(uid: byte);
procedure say_Send(uid: byte; msg: string);override;
procedure changename_Send(uid: byte; name, model: string); override;
procedure shot_send(uid: byte);override;
procedure phys_Send(ind: integer);//ind- íîìåð êîìàíäû
procedure phys_SendAll;
function spects_Count: integer;override;
end;
var
net_Server: TServer_Machine;
implementation
uses Constants_Lib, Map_Lib, Stat_Lib, Player_Lib, Real_Lib, Phys_Lib, HUD_Lib, MapObj_Lib,
Game_Lib;
{ TServer_Machine }
procedure TServer_Machine.addplayer_send(pl: TObject);
var
i: integer;
ptype, uid: byte;
player: TPlayer;
c: TRGB; b: byte;
begin
player:=TPlayer(pl);
if fclients<>nil then
for i:=low(fclients) to high(fclients) do
begin
Message_(NM_Addplayer);
uid:=Player.uid;
NET_Write(@uid, 1);
if fclients[i]=player.client then
ptype:=player.localtype
else ptype:=C_PLAYER_NET;
NET_Write(@ptype, 1);
WriteString(player.name);
WriteString(player.modelname);
c:=player.railcolor;
b:=player.railtype;
NET_Write(@c, 3);
NET_Write(@b, 1);
fclients[i].Send(true);
end;
end;
procedure TServer_Machine.changemap_send;
var
tb: byte;
begin
// NET_ClearAPL;
Message_(NM_GAMEINFO);
tb:=INFO_START;
NET_Write(@tb, 1);
WriteInfo(tb);
SendToAll(true);
end;
procedure TServer_Machine.changename_RecvEx;
var
uid: byte;
name, model: string;
c: TRGB;
b: byte;
begin
Read(@uid, 1);
ReadString(name);
ReadString(model);
Read(@c, 3);
Read(@b, 1);
Map.SetPlayerName(uid, name, false);
Map.SetPlayerModel(uid, model, false);
if Map.pl_find(uid, C_PLAYER_NET) then
begin
Map.pl_current.railcolor:=c;
Map.pl_current.railtype:=b;
end;
Message_(NM_CHANGENAME);
NET_Write(@uid, 1);
WriteString(name);
WriteString(model);
NET_Write(@c, 3);
NET_Write(@b, 1);
SendToAllEx(false);
end;
procedure TServer_Machine.changename_Send(uid: byte; name, model: string);
var
c: TRGB;
b: byte;
begin
Message_(NM_CHANGENAME);
NET_Write(@uid, 1);
WriteString(name);
WriteString(model);
if Map.pl_find(uid, C_PLAYER_ALL) then
begin
c:=Map.pl_current.railcolor;
b:=Map.pl_current.railtype;
end else
begin
c:=r_rail_color;
b:=r_rail_type;
end;
NET_Write(@c, 3);
NET_Write(@b, 1);
SendToAll(false);
end;
function TServer_Machine.client_Add(IP: string; port: word; name: string): TClient;
begin
SetLength(fClients, client_Count+1);
Result:=TClient.Create(IP, Port, name);
fClients[high(fclients)]:=Result;
end;
function TServer_Machine.client_Count: integer;
begin
if fClients<>nil then Result:=high(fClients)+1
else Result:=0;
end;
procedure TServer_Machine.client_Delete(ind: integer; reason: byte);
begin
if (ind>=0) and (ind<client_Count) then
begin
if fClients[ind].players_count=0 then
dec(sp_count);
Map.pl_deleteall_NET(fClients[ind]);
fClients[ind].SendDisconnect(reason);
fClients[ind].Free;
while ind<client_Count-1 do
begin
fClients[ind]:=fClients[ind+1];
Inc(ind);
end;
if client_Count>1 then
SetLength(fClients, client_Count-1)
else fClients:=nil;
end;
end;
function TServer_Machine.client_Find(IP: string; port: word): TClient;
var
i: integer;
begin
i:=client_IndexOf(IP, port);
if i>=0 then
Result:=fClients[i]
else Result:=nil;
end;
function TServer_Machine.client_IndexOf(IP: string; port: word): integer;
var
i: integer;
begin
Result:=-1;
for i:=0 to client_Count-1 do
if (fClients[i].IP = IP) and (fClients[i].port=port) then
begin
Result:=i;
Break;
end;
end;
constructor TServer_Machine.Create;
begin
inherited;
fSocket:=true;
fType:=NT_SERVER;
NET_InitSocket(sv_port);
sp_count:=0;
end;
destructor TServer_Machine.Destroy;
begin
while client_Count>0 do
client_Delete(0, NM_SERVERLEAVE);
inherited;
end;
procedure TServer_Machine.disjoin_recv;
var
ptype: byte;
begin
Read(@ptype, 1);
//ïîêà ÷òî óíè÷òîæàåì âñåõ èãðîêîâ äàííîãî êëèåíòà
with Map do
if pl_find_NET(-1, cur_client) then
repeat
if pl_current.localtype and ptype>0 then
begin
pl_delete_current(true);
dec(cur_client.players_count);
if cur_client.players_count=0 then
begin
inc(sp_count);
break;
end;
end;
until not Map.pl_find_NETnext(-1, cur_client);
end;
procedure TServer_Machine.game_prepare;
begin
inherited;
msgcount:=0;
Message_(NM_GAMEMSG);
NET_Write(@btimer, 1);
end;
procedure TServer_Machine.game_send;
begin
inherited;
if msgcount>0 then
SendToAll(true);
NET_Clear;
end;
procedure TServer_Machine.game_stop;
var
b: byte;
begin
//âñåì îòîñëàòü èíôó î èãðå :)
Message_(NM_GAMEINFO);
b:=INFO_SERVER+INFO_STATS;
NET_Write(@b, 1);
WriteInfo(b);
SendToAll(true);
end;
function TServer_Machine.GetClient(ind: integer): TClient;
begin
if (ind>=0) and (ind<client_Count) then
Result:=fClients[ind]
else Result:=nil;
end;
function TServer_Machine.Getspects(ind: integer): TSpectator;
var
i, j: integer;
begin
j:=1;
if fclients<>nil then
for i:=low(fclients) to high(fclients) do
if (fclients[i].players_count=0) then
if j=ind then
begin
Result.name:=fclients[i].Name;
Result.ping:=fclients[i].StatPing;
break;
end else Inc(j);
end;
procedure TServer_Machine.Invite_Send(IP: string; port: word);
begin
Message_(NM_INVITE);
WriteInfo(INFO_SERVER);
NET_Send(PChar(IP), port, true);
end;
procedure TServer_Machine.join_recv;
var
s1, s2: string;
ptype: byte;
i: integer;
c: TRGB;
b: byte;
pl: TPlayer;
begin
Read(@ptype, 1); //÷èòàåì òèï èãðîêà
ReadString(s1);//èìÿ
ReadString(s2);//ìîäåëü
Read(@c, 3);
Read(@b, 1);
for i:=0 to Map.pl_count-1 do
if (Map.player[i].client=cur_client) and
(Map.player[i].localtype=ptype) then Exit; //DUBLICATE
pl:=Map.pl_addNET(ptype, cur_client, s1, s2, true, true);
if pl<>nil then
begin
pl.railcolor:=c;
pl.railtype:=b;
if cur_client.players_count=0 then
dec(sp_count);
inc(cur_client.players_count);
cur_client.ClearPing;
end;
end;
procedure TServer_Machine.ObjActivate(num: word; uid: byte);
var
b: byte;
ww: array [0..7] of word;
begin
with Map do
begin
if (num<Obj.Count) and not (Obj[num].ObjType in NetObjs) then Exit;
b:=NM_OBJECTS;
NET_Write(@b, 1);
NET_Write(@num, 2);
NET_Write(@uid, 1);
if num<Obj.Count then
begin
Obj[num].SaveNet(ww);
NET_Write(@ww, Obj[num].fNetSize*2);
end;
Inc(msgcount);
end;
end;
procedure TServer_Machine.phys_Send(ind: integer);
var
s1, s2: string;
tb: byte;
begin
Message_(NM_GAMEINFO);
tb:=INFO_PHYS;
NET_Write(@tb, 1);
tb:=1;
NET_Write(@tb, 1);
s1:=phys_getvarname(ind);
s2:=phys_getstrvalue(ind);
if (s1<>'') and (s2<>'') then
begin
WriteString(s1);
WriteString(s2);
end;
SendToAll(true);
end;
procedure TServer_Machine.phys_SendAll;
var
tb: byte;
begin
Message_(NM_GAMEINFO);
tb:=INFO_PHYS;
NET_Write(@tb, 1);
WriteInfo(INFO_PHYS);
SendToAll(true);
end;
procedure TServer_Machine.pings_Send;
var
tb, uid: byte;
w: word;
i: integer;
begin
Message_(NM_PINGS);
tb:=Map.Players;
NET_Write(@tb, 1);
for i:=0 to tb-1 do
begin
uid:=Map.Player[i].uid;
w:=Map.player[i].current_ping;
NET_Write(@uid, 1);
NET_Write(@w, 2);
end;
tb:=sp_count;
NET_Write(@tb, 1);
if fclients<>nil then
for i:=low(fclients) to high(fclients) do
if fclients[i].players_count=0 then
begin
WriteString(fclients[i].Name);
w:=fclients[i].StatPing;
NET_Write(@w, 2);
end;
SendToAll(false);
end;
procedure TServer_Machine.PlayerHit(h: THit);
var
b: byte;
begin
b:=NM_HITS;
NET_Write(@b, 1);
NET_Write(@h, sizeof(h));
Inc(msgcount);
end;
procedure TServer_Machine.PlayerRespawn(p:TObject);
var
b, uid, num: byte;
w: word;
pl: TPlayer;
begin
pl:=TPlayer(p);
b:=NM_RESPAWN;
NET_Write(@b, 1);
uid:=pl.uid;
NET_Write(@uid, 1);
num:=pl.respindex;
NET_Write(@num, 1);
w:=pl.lasthitid;
NET_Write(@w, 2);
Inc(msgcount);
end;
procedure TServer_Machine.removeplayer_send(uid: byte);
begin
Message_(NM_DELPLAYER);
NET_Write(@uid, 1);
SendToAll(true);
end;
procedure TServer_Machine.resp_Recv;
var
tb: byte;
pl : TPlayer;
begin
Read(@tb, 1);
pl:=Map.PlayerByUID(tb);
if (pl<>nil) and pl.dead then
Map.pl_respawn(pl);
end;
procedure TServer_Machine.say_recvEx;
var
uid: byte;
msg: string;
begin
Read(@uid, 1);
ReadString(msg);
Map.Say(uid, msg, false);
Message_(NM_SAY);
NET_Write(@uid, 1);
WriteString(msg);
SendToAllEx(false);
end;
procedure TServer_Machine.say_Send(uid: byte; msg: string);
begin
Message_(NM_SAY);
NET_Write(@uid, 1);
WriteString(msg);
SendToAll(false);
end;
procedure TServer_Machine.SendToAll(APL : boolean);
var
i: integer;
begin
if fclients<>nil then
for i:=low(fclients) to high(fclients) do
if not fClients[i].map_download then
fClients[i].Send(APL);
end;
procedure TServer_Machine.SendToAllEx(APL: boolean);
var
i: integer;
begin
if fclients<>nil then
for i:=low(fclients) to high(fclients) do
if not fClients[i].map_download then
if fClients[i]<>cur_client then
fClients[i].Send(APL);
end;
procedure TServer_Machine.ShotObjCreate(robj: TObject);
var
b: byte;
x, y: integer;
x0, y0, ang: word;
s: TRealObjStruct;
begin
s:=TRealObj(robj).struct;
b:=NM_SHOTOBJ;
NET_Write(@b, 1);
NET_Write(@s.uid, 2);
NET_Write(@s.playerUID, 1);
NET_Write(@s.itemid, 1);
x:=round(s.x);
if x<0 then x:=0;
x0:=x;
y:=round(s.y);
if y<0 then y:=0;
y0:=y;
ang:=round(s.angle*180/Pi);
NET_Write(@x0, 2);
NET_Write(@y0, 2);
NET_Write(@ang, 2);
inc(msgcount);
end;
procedure TServer_Machine.ShotObjKill(uid, x, y: word);
var
b: byte;
begin
b:=NM_SHOTOBJ_KILL;
NET_Write(@b, 1);
NET_Write(@uid, 2);
NET_Write(@x, 2);
NET_Write(@y, 2);
Inc(msgcount);
end;
procedure TServer_Machine.shot_recv;
var
uid, weapon_: byte;
x_, y_, angle_: word;
begin
Read(@uid, 1);
Read(@weapon_, 1);
Read(@x_, 2);
Read(@y_, 2);
Read(@angle_, 2);
if Map.pl_find_NET(uid, cur_client) then
with Map.pl_current do
begin
// cur_wpn:=weapon_;
// SwitchTicker:=2;
SetWeapon(weapon_);
fshot:=true;
shotpos:=Point2f(x_, y_);
absangle:=angle_;
end;
//îòñûëàòü ýòî âñå ïî ñåòêå ÷òîëè?? à íàõ, ñàìî ïîøëåòñÿ, êîãäà âðåìÿ íàñòàíåò
end;
procedure TServer_Machine.shot_send(uid: byte);
var
pl: TPlayer;
b: byte; w: word;
s: single;
begin
if Map.pl_find(uid, C_PLAYER_ALL) then
begin
pl:=Map.pl_current;
b:=NM_SHOT;
NET_Write(@b, 1);
NET_Write(@uid, 1);
b:=pl.cur_weapon;
NET_Write(@b, 1);
w:=round(pl.shotpos.x);
NET_Write(@w, 2);
w:=round(pl.shotpos.y);
NET_Write(@w, 2);
s:=pl.AbsAngle;
while s<0 do
s:=s+360;
w:=round(s);
NET_Write(@w, 2);
Inc(msgcount);
end;
end;
function TServer_Machine.spects_Count: integer;
begin
Result:=sp_count;
end;
procedure TServer_Machine.TeamJoin(uid, team: byte);
begin
Message_(NM_TEAMJOIN);
NET_Write(@uid, 1);
NET_Write(@team, 1);
SendToAll(true);
end;
procedure TServer_Machine.teamjoin_recv;
var
uid, team: byte;
begin
Read(@uid, 1); //÷èòàåì òèï èãðîêà
Read(@team, 1);
if Map.pl_find_NET(uid, cur_client) then
Map.TeamJoin(uid, team);
end;
procedure TServer_Machine.Update_Next;
var
i: integer;
begin
inherited;
if timer mod net_sync=0 then
if fclients<>nil then
for i:=low(fclients) to high(fclients) do
begin
Message_(NM_PLAYERS);
if players_write(fclients[i]) then
fclients[i].Send(false);
end;
players_sending_end;
end;
procedure TServer_Machine.Update_Prev;
var
IP_ : PChar;
IP, s: string;
i, k : integer;
port : word;
Msg : Byte;
params: TNP_ConnectParams;
tb: byte;
begin
inherited;
IP_ := nil;
NET_Buf_seek:=0;
NET_Buf_len := NET_Recv(NET_Buf, NET_BufLen, IP_, i);
port := i;
IP := StrPas(IP_);
i := NET_Buf_len;
while (NET_Buf_len>0) do
begin
Read(@Msg, 1);
case Msg of
NM_Msg: msg_Recv(IP, Port, i-1);
NM_Ping: pong_Send(IP, Port);
NM_SINFO: begin
Message_(NM_RINFO);
WriteInfo(INFO_SERVER);
NET_Send(PChar(IP), Port, true);
end;
NM_RInfo: rinfo_recv(IP, Port);
NM_Invite: rinfo_recv(IP, Port, 1);
end;
k:=client_IndexOf(IP, Port);
cur_client:=nil;
if k>=0 then
cur_client:=Client[k];
if msg=NM_Connect then
begin
Read(@Params, sizeof(params));
ReadString(s);
if k<0 then
begin
cur_client:=client_Add(IP, Port, s);
Inc(sp_count);
Log('^B^2'+IP+':'+inttostr(Port)+'^7 '+s+' ^1^Bconnected');
end else
Log('^B^2'+IP+':'+inttostr(Port)+'^7 '+s+' ^1^BREconnected');
Message_(NM_ACCEPT);
Params.Version:=1;
params.NET_ID:=fNet_ID;
NET_Write(@Params, sizeof(params));
WriteInfo(INFO_START);
NET_Send(PChar(IP), port, true);
end else
if k>=0 then
begin
cur_client:=Client[k];
case Msg of
NM_GAMEINFO:
begin
Read(@tb, 1);
Message_(NM_GameInfo);
NET_Write(@tb, 1);
WriteInfo(tb);
NET_Send(PChar(Client[k].IP), Client[k].port, true);
end;
NM_PONG:
begin
cur_client.recvPing;
if Map.pl_find_NET(-1, cur_client) then
repeat
Map.pl_current.current_ping:=cur_client.StatPing;
until not Map.pl_find_NETnext(-1, cur_client);
end;
NM_Disconnect:
begin
log('^1Disconnect: ^7'+cur_client.Name);
client_Delete(k, NM_CLIENTLEAVE);
end;
NM_PLAYERS:
begin
Read(@client_btimer, 1);
if cur_client.Valid(client_btimer) then
while NET_buf_SEEK<i do
players_recv;
end;
NM_JOIN:
join_Recv;
NM_DISJOIN:
disjoin_Recv;
NM_SAY:
say_RecvEx;
NM_CHANGENAME:
changename_RecvEx;
NM_RESPAWN:
//÷óâàê ïðîñèò ðåñïàóíà :)
resp_Recv;
NM_TEAMJOIN:
teamjoin_recv;
NM_SHOT:
shot_recv;
///// Ïåðåäà÷à êàðòû ïî ñåòè /////
// XProger: ïðèøëîñü ðàçðåøèòü èçìåíåíèå LastPing ó êëèåíòà ;)
// íåîáõîäèìî ïîäãîòîâèòü êàðòó äëÿ ñêà÷èâàíèÿ
NM_MAP_GET :
begin
ReadString(s);
with cur_client do
begin
s:=FindMap(s);
if s<>'' then
map_buf := Map_GetBuffer(s, map_size);
if (map_size = 0) or (map_buf = nil) or (not net_mapsend) then
Message_(NM_MAP_END) // íè÷åãî ïîñûëàòü ìû íå îáèðàåìñÿ
else
begin
// ïîñûëàåì ðàçìåð áóôåðà ïîä êàðòó
Message_(NM_MAP_SIZE);
NET_Write(@map_size, 4);
end;
Send(true);
LastPing := GetTickCount;
end;
end;
// ïðîñÿò êóñîê êàðòû
NM_MAP_BUF :
with cur_client do
begin
Read(@i, 4); // ID ïàêåò
Log('MAP_BUF '+inttostr(i));
if (map_size = 0) or (map_buf = nil) or (not net_mapsend) then
begin
Message_(NM_MAP_END); // ÷òî-òî ñëó÷èëîñü èëè ñåðâåð íå çàõîòåë ïåðåäàâàòü êàðòó
Send(true);
end
else
if (i > -1) and (i < (map_size - 1) div NET_MAPBUFSIZE + 1) then
begin
Message_(NM_MAP_BUF);
NET_Write(@i, 4); // ïèøåì ID ïîñûëàåìîãî ïàêåòà
NET_Write(@map_buf[i * NET_MAPBUFSIZE], min(map_size - i*NET_MAPBUFSIZE, NET_MAPBUFSIZE) );
Log('Data: ' + inttostr(i * NET_MAPBUFSIZE)+' size: '+inttostr(min(map_size - i * NET_MAPBUFSIZE, NET_MAPBUFSIZE)) );
Send(true);
end;
LastPing := GetTickCount;
end;
// êëèåíò ïîëó÷èë òî, ÷òî õîòåë :)
NM_MAP_END :
begin
with cur_client do
if map_buf <> nil then
begin
FreeMem(map_buf);
map_buf:=nil;
end;
end;
end; //case
end; //if k>=0
IP_ := nil;
NET_Buf_seek:=0;
NET_Buf_len := NET_Recv(NET_Buf, NET_BufLen, IP_, i);
port := i;
IP := StrPas(IP_);
i := NET_Buf_len;
end;//while
//òåïåðü ïðîâåðêà íà ïèíã...
if fclients<>nil then
for i := high(fclients) downto low(fclients) do
if GetTickCount - fClients[i].LastPing > 1000*Net_Timeout then
begin
log('^1Ping Timeout: ^7'+fClients[i].Name);
client_delete(i, NM_TIMEOUT);
end;
if timer mod 50 = 0 then
begin
if fclients<>nil then
for i := low(fClients) to high(fClients) do
fClients[i].SendPing;
pings_send;
changemap_send;
end;
if Arena_Timer < GetTickCount then
Arena_Ping;
end;
procedure TServer_Machine.WriteInfo(flags: byte);
var
serv_info : TNP_ServerInfo;
tb: byte;
tw: word;
ww : array [0..7] of word;
buf : array of byte;
i: integer;
c:TRGB; b: byte;
begin
//ïå÷àòàåì â âûõîäíîé ïîòîê èíôîðìàöèþ î èãðå
if flags and INFO_SERVER>0 then
begin
serv_info.MaxPlayers := sv_maxplayers;
serv_info.Players := Map.pl_count;
serv_info.Password := false;
serv_info.MapCRC32 := 0;
serv_info.Session := Map.session_number;
serv_info.gametype := gametype;
serv_info.servertime := HUD_GetTime;
serv_info.warmup := Map.warmup;
serv_info.warmuparmor:= warmup_armor;
serv_info.stopped:=Map.stopped;
NET_Write(@serv_info, sizeof(serv_info));
WriteString(sv_name);
WriteString(Map.GetFileName);
end;
if flags and INFO_PLAYERS>0 then
begin
tb:=Map.pl_count;
NET_Write(@tb, 1);
with Map do
for i:=0 to pl_count-1 do
begin
tb:=player[i].uid;
NET_Write(@tb, 1);
//òèï ëîêàëüíîãî ïëýéåðà( îòí. êëèåíòà)
if player[i].client = cur_client then
tb:=player[i].localtype
else tb:=C_PLAYER_NET;
NET_Write(@tb, 1);
tb:=player[i].team;
NET_Write(@tb, 1);
WriteString(player[i].Name);
WriteString(player[i].ModelName);
c:=player[i].railcolor;
b:=player[i].railtype;
NET_Write(@c, 3);
NET_Write(@b, 1);
//ïèøåì çäîðîâüå è áðîíþ + êîîðäèíàòû - îáÿçàòåëüíûå âåùè.
tb:=player[i].byte_Health;
if player[i].dead then tb:=0;
NET_Write(@tb, 1);
tb:=player[i].Armor;
NET_Write(@tb, 1);
tw:=player[i].word_pos_x;
NET_Write(@tw, 2);
tw:=player[i].word_pos_y;
NET_Write(@tw, 2);
end;
end;
if flags and INFO_OBJS>0 then
begin
with Map do
for i:=0 to Obj.Count-1 do
with Obj[i] do
if fNetSize>0 then
begin
tw:=i;
NET_Write(@tw, 2);
SaveNet(ww);
NET_Write(@ww, fNetSize*2);
end;
tw:=20000;
NET_Write(@tw, 2);
end;
if flags and INFO_STATS>0 then
begin
tb:=Map.pl_count;
NET_Write(@tb, 1);
with Map do
for i:=0 to pl_count-1 do
NET_Write(player[i].stat, sizeof(TPlayerStat));
end;
if flags and INFO_PHYS>0 then
begin
if not net_phys_sending then
begin
tw:=0;
NET_Write(@tw, 2);
end else
begin
tw:=phys_getvarscount;
NET_Write(@tw, 2);
tw:=phys_getbufsize;
NET_Write(@tw, 2);
SetLength(buf, tw);
phys_writebuf(buf);
NET_Write(@buf[0], tw);
buf:=nil;
end;
end;
end;
procedure TServer_Machine.WriteInfoStat(uid: byte);
var
pstat: PPlayerStat;
begin
pstat:=Stat_Get(uid, true);
NET_Write(pstat, sizeof(TPlayerStat));
//ìîæåò áûòü ïðèãîäèòüñÿ
end;
end.