1 | using System;
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2 | using System.Collections.Generic;
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3 | using System.Runtime.InteropServices;
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4 |
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5 | namespace Loader
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6 | {
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7 | unsafe static class Program
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8 | {
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9 | delegate void CallPlayerHandler(int command, int player, int* data);
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10 |
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11 | [DllImport("cevo.dll", CallingConvention = CallingConvention.StdCall)]
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12 | static extern void Run(IntPtr clientPtr);
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13 |
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14 | static CallPlayerHandler callPlayerHandler;
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15 | static IntPtr clientPtr;
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16 | static IntPtr serverPtr;
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17 |
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18 | static AIPlugin[] playerPlugin = new AIPlugin[Protocol.nPl];
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19 | //static bool getReadyDone = false;
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20 | static bool breakGameDone = false;
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21 |
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22 | static void CallPlayer(int command, int player, int* data)
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23 | {
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24 | if (command >= Protocol.cTurn)
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25 | {
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26 | if (player >= 0 && playerPlugin[player] != null)
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27 | playerPlugin[player].Call(command, (IntPtr)data);
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28 | }
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29 | else
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30 | {
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31 | switch (command)
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32 | {
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33 | case Protocol.cInitModule:
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34 | {
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35 | serverPtr = ((IntPtr*)data)[0];
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36 | ((int*)data)[2] = 4096; // reserve maximum possible
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37 | break;
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38 | }
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39 |
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40 | case Protocol.cNewGame:
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41 | case Protocol.cLoadGame:
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42 | { // possibly called multiple times per game because loader controls all .NET AIs
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43 | // read string from data
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44 | string assemblyPath = "";
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45 | byte* read = (byte*)(data + 4 + 2 * Protocol.nPl);
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46 | while (*read != 0)
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47 | {
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48 | assemblyPath += (char)*read;
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49 | read++;
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50 | }
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51 |
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52 | for (int playerX = 0; playerX < Protocol.nPl; playerX++)
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53 | if (data[4 + Protocol.nPl + playerX] != 0)
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54 | { // it's one of the players to use this assembly
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55 | playerPlugin[playerX] = new AIPlugin(assemblyPath);
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56 | playerPlugin[playerX].Initialize(playerX, serverPtr, (IntPtr)data, command == Protocol.cNewGame);
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57 | }
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58 |
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59 | //getReadyDone = false;
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60 | breakGameDone = false;
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61 | break;
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62 | }
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63 |
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64 | //case Protocol.cGetReady:
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65 | // { // possibly called multiple times per game because loader controls all .NET AIs
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66 | // if (!getReadyDone)
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67 | // {
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68 | // getReadyDone = true;
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69 | // for (int playerX = 0; playerX < Protocol.nPl; playerX++)
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70 | // {
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71 | // if (playerPlugin[playerX] != null)
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72 | // playerPlugin[playerX].Call(command, new IntPtr(data));
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73 | // }
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74 | // }
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75 | // break;
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76 | // }
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77 |
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78 | case Protocol.cBreakGame:
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79 | { // possibly called multiple times per game because loader controls all .NET AIs
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80 | if (!breakGameDone)
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81 | {
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82 | breakGameDone = true;
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83 | Array.Clear(playerPlugin, 0, Protocol.nPl);
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84 | }
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85 | break;
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86 | }
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87 | }
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88 | }
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89 | }
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90 |
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91 | /// <summary>
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92 | /// The main entry point for the application.
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93 | /// </summary>
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94 | [STAThread]
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95 | static void Main()
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96 | {
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97 | callPlayerHandler = CallPlayer;
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98 | clientPtr = Marshal.GetFunctionPointerForDelegate(callPlayerHandler);
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99 | Run(clientPtr);
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100 | }
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101 | }
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102 | }
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