>// File: mazeserver.cpp( ]8 I% Y( r3 @$ Y; j5 L2 I; B
ackets.h") N. I4 _0 b$ ~6 M3 Q- o+ T
>//-----------------------------------------------------------------------------
> m_dwServerReliableRate = 15;
> m_ClientNetConfig.ubReliableRate = 15;
> m_ClientNetConfig.dwThreadWait = 0;</P>
> m_ClientNetConfig.ubClientPackIndex = 0;" f8 e% W2 P6 W3 X
>! Y# I9 b' f* W8 ?! c# s
aram"), E_FAIL );</P>% Z: _0 v! d8 w5 E) V
> // Grab height and width of maze ^6 V) \% I5 j4 r# H" Y; n' |$ u
> m_ClientNetConfig.dwMazeWidth = m_dwWidth;
> // Validate size. Must be a power-of-2 times LOCK_GRID_SIZE. Compute the shifts.: w9 X3 V! z' Q
> DWORD scale = m_dwWidth / LOCK_GRID_SIZE;
> scale = m_dwHeight / LOCK_GRID_SIZE;5 W# l& x6 \$ u) E' A) |7 P& r
> if( ((DWORD(LOCK_GRID_SIZE) << m_dwMazeXShift) != m_dwWidth) ||9 @2 G& l/ v/ u7 h' k& M: v% O
> // Initialise the player list
> m_PlayerDatas[0].pNext = &m_PlayerDatas[1];0 D3 Y' H+ k4 b- W+ W$ F" f) d9 W1 H
> // Initialise the cells; ]5 n `4 A- m' L" j0 J0 J
> return S_OK;
># J# c; Z' @; r+ Z
>' B% a; o! w! W- |! s2 t8 s3 B3 g
ockRange( DWORD x1, DWORD y1, DWORD x2, DWORD y2 )5 f9 e* J) o5 {# |) e
>) ^) J; X8 a6 V6 b
>+ T2 ~! N2 j o) ], q( c
ockCell( DWORD x, DWORD y )
>
>* ]/ c* \ ~8 J! c) W" a
ockCellPair( DWORD x1, DWORD y1, DWORD x2, DWORD y2 ), s- }, [! C+ W
> return;
> DWORD x1shift = x1>>m_dwMazeXShift;3 B' v4 m% i" d2 n+ ^# ~
> if( x1 == 0xffff )5 {# ~2 q0 K* i) F3 l) J2 j
>
> return;
estroyPlayerData( PlayerData* pPlayerData )8 G' f' m; [) j/ x
isplayNextConnectionInfo()( n5 i. D3 L7 p; O, @
rintStats()
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