mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-06-19 19:00:09 +02:00
Fixed some crashes in netplay, so it actually works :p
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3233 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
@ -16,6 +16,7 @@
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// http://code.google.com/p/dolphin-emu/
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#include "NetWindow.h"
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#include "HW/SI_DeviceGCController.h"
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NetPlay *NetClass_ptr = NULL;
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@ -77,6 +78,7 @@ void NetPlay::OnNetEvent(wxCommandEvent& event)
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case HOST_NEWPLAYER:
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{
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m_numClients++;
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m_NetModel = event.GetInt();
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}
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break;
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case CLIENTS_READY:
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@ -159,6 +161,7 @@ void NetPlay::LoadGame()
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// Enable
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NetClass_ptr = this;
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m_timer.Start();
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m_data_received = false;
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// Find corresponding game path
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for (int i=0; i < (int)m_paths.size(); i++)
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@ -189,43 +192,44 @@ bool NetPlay::GetNetPads(u8 padnb, SPADStatus PadStatus, u32 *netValues)
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netValues[1] |= (u32)((u8)PadStatus.substickY << 16);
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netValues[1] |= (u32)((u8)PadStatus.substickX << 24);
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// TODO : actually show this on the GUI :p
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// Update the timer and increment total frame number
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m_frame++;
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m_timer.Update();
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if (m_frame == 0)
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{
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// We make sure everyone's pad is enabled
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for (int i = 0; i < m_numClients+1; i++)
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SerialInterface::ChangeDevice(SI_GC_CONTROLLER, i);
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// We make sure everyone's pad is enabled
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for (char i = 0; i < m_numClients; i++)
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SerialInterface::ChangeDevice(SI_GC_CONTROLLER, (int)i);
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// Better disable unused ports
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for (char i = m_numClients; i < 3; i++)
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SerialInterface::ChangeDevice(SI_DUMMY, (int)i);
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// Better disable unused ports
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for (int i = m_numClients+1; i < 4; i++)
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SerialInterface::ChangeDevice(SI_DUMMY, i);
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}
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if (m_NetModel == 0 && m_numClients == 1) // Use P2P Model
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{
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if (padnb == 0)
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{
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// TODO : actually show this on the GUI :p
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// Update the timer and increment total frame number
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m_frame++;
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m_timer.Update();
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#ifdef NET_DEBUG
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char sent[64];
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sprintf(sent, "Sent Values: 0x%08x : 0x%08x \n", netValues[0], netValues[1]);
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m_Logging->AppendText(wxString::FromAscii(sent));
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#endif
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unsigned char init_value = 0xA1;
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unsigned char recv_value = 0;
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unsigned char player = 0;
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if (m_isHosting == 1) {
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// Send pads values
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m_sock_server->Write(0, (const char*)&init_value, 1);
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m_sock_server->Write(0, (const char*)netValues, 8);
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player = 0; // Host is player 1
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}
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else {
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// Send pads values
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m_sock_client->Write((const char*)&init_value, 1);
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m_sock_client->Write((const char*)netValues, 8);
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player = 1; // Client is player 2
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player = 1;
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}
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if (!m_data_received)
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@ -236,24 +240,28 @@ bool NetPlay::GetNetPads(u8 padnb, SPADStatus PadStatus, u32 *netValues)
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// Try to read from peer...
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if (m_isHosting == 1)
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m_data_received = m_sock_server->isNewPadData(0, m_data_received);
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m_data_received = m_sock_server->isNewPadData(0, false);
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else
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m_data_received = m_sock_client->isNewPadData(0, m_data_received);
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m_data_received = m_sock_client->isNewPadData(0, false);
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if (m_data_received)
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{
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// Set our practical frame delay
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m_frameDelay = m_loopframe;
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m_loopframe = 0;
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// First Data has been received !
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m_Logging->AppendText(_("** Data received from Peer. Starting Sync !"));
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// Set our practical frame delay
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if (recv_value == 0xA1) // init number
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{
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m_frameDelay = m_loopframe;
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m_loopframe = 0;
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m_Logging->AppendText(wxString::Format(wxT(" Frame Delay : %d **\n"), m_frameDelay));
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}
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m_Logging->AppendText(wxString::Format(wxT(" Frame Delay : %d **\n"), m_frameDelay));
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}
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else {
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if (m_loopframe > 126)
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{
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m_Logging->AppendText(_("** Ping too high (>2000ms) or connection lost ! \n"));
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m_Logging->AppendText(_("** Stopping game... \n"));
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BootManager::Stop();
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}
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m_loopframe++;
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return false;
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}
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@ -269,26 +277,34 @@ bool NetPlay::GetNetPads(u8 padnb, SPADStatus PadStatus, u32 *netValues)
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// (i.e : framerate is too low) we have to wait for it thus slowing down emulation
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// Save current pad values, it will be used in 'm_frameDelay' frames :D
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int saveslot = (m_loopframe-1 < 0 ? m_frameDelay : m_loopframe-1);
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int saveslot = (m_loopframe - 1 < 0 ? m_frameDelay : m_loopframe - 1);
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u32 recvedValues[2];
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m_pads[player].nHi[saveslot] = netValues[0];
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m_pads[player].nLow[saveslot] = netValues[1];
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// Read the socket for pad values
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if (m_isHosting == 1)
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while (!m_sock_server->isNewPadData(netValues, 1)) { /* Wait Data */ }
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m_sock_server->isNewPadData(recvedValues, true);
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else
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while (!m_sock_client->isNewPadData(netValues, 1)) { }
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m_sock_client->isNewPadData(recvedValues, true);
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if (player == 0)
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{
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// Store received peer values
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m_pads[1].nHi[m_loopframe] = netValues[0];
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m_pads[1].nLow[m_loopframe] = netValues[1];
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m_pads[1].nHi[m_loopframe] = recvedValues[0];
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m_pads[1].nLow[m_loopframe] = recvedValues[1];
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// Apply synced pad values
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netValues[0] = m_pads[0].nHi[m_loopframe];
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netValues[1] = m_pads[0].nLow[m_loopframe];
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}
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else
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{
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// Apply received pad values
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netValues[0] = recvedValues[0];
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netValues[1] = recvedValues[1];
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}
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}
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#ifdef NET_DEBUG
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@ -388,38 +404,54 @@ void NetPlay::OnDisconnect(wxCommandEvent& WXUNUSED(event))
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bool ClientSide::isNewPadData(u32 *netValues, bool current, bool isVersus)
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{
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// TODO : adapt it to more than 2 players
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wxCriticalSectionLocker lock(m_CriticalSection);
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if (current)
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{
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if (m_data_received)
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while (1)
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{
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if (isVersus) {
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m_CriticalSection.Enter();
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if (m_data_received && isVersus)
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{
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netValues[0] = m_netvalues[0][0];
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netValues[1] = m_netvalues[0][1];
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m_data_received = false;
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m_CriticalSection.Leave();
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break;
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}
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m_CriticalSection.Leave();
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}
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else
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return false;
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return true;
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}
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else
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wxCriticalSectionLocker lock(m_CriticalSection);
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return m_data_received;
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}
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bool ServerSide::isNewPadData(u32 *netValues, bool current, char client)
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{
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wxCriticalSectionLocker lock(m_CriticalSection);
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if (current)
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{
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if (m_data_received)
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while (1)
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{
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netValues[0] = m_netvalues[client][0];
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netValues[1] = m_netvalues[client][1];
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m_CriticalSection.Enter();
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if (m_data_received)
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{
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netValues[0] = m_netvalues[client][0];
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netValues[1] = m_netvalues[client][1];
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m_data_received = false;
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m_CriticalSection.Leave();
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break;
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}
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m_CriticalSection.Leave();
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}
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else
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return false;
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return true;
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}
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else
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wxCriticalSectionLocker lock(m_CriticalSection);
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return m_data_received;
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}
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