NetPacksLobbyClient.cpp 5.1 KB

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  1. /*
  2. * NetPacksLobbyClient.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "LobbyClientNetPackVisitors.h"
  12. #include "lobby/CSelectionBase.h"
  13. #include "lobby/CLobbyScreen.h"
  14. #include "lobby/OptionsTab.h"
  15. #include "lobby/RandomMapTab.h"
  16. #include "lobby/TurnOptionsTab.h"
  17. #include "lobby/ExtraOptionsTab.h"
  18. #include "lobby/SelectionTab.h"
  19. #include "lobby/CBonusSelection.h"
  20. #include "CServerHandler.h"
  21. #include "CGameInfo.h"
  22. #include "gui/CGuiHandler.h"
  23. #include "gui/WindowHandler.h"
  24. #include "widgets/Buttons.h"
  25. #include "widgets/TextControls.h"
  26. #include "../lib/CConfigHandler.h"
  27. #include "../lib/CGeneralTextHandler.h"
  28. #include "../lib/serializer/Connection.h"
  29. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyClientConnected(LobbyClientConnected & pack)
  30. {
  31. result = false;
  32. // Check if it's LobbyClientConnected for our client
  33. if(pack.uuid == handler.c->uuid)
  34. {
  35. handler.c->connectionID = pack.clientId;
  36. if(handler.mapToStart)
  37. handler.setMapInfo(handler.mapToStart);
  38. else if(!settings["session"]["headless"].Bool())
  39. {
  40. if (GH.windows().topWindow<CSimpleJoinScreen>())
  41. GH.windows().popWindows(1);
  42. GH.windows().createAndPushWindow<CLobbyScreen>(static_cast<ESelectionScreen>(handler.screenType));
  43. }
  44. handler.state = EClientState::LOBBY;
  45. }
  46. }
  47. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyClientDisconnected(LobbyClientDisconnected & pack)
  48. {
  49. if(pack.clientId != handler.c->connectionID)
  50. {
  51. result = false;
  52. return;
  53. }
  54. }
  55. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyClientDisconnected(LobbyClientDisconnected & pack)
  56. {
  57. if(auto w = GH.windows().topWindow<CLoadingScreen>())
  58. GH.windows().popWindow(w);
  59. if(GH.windows().count() > 0)
  60. GH.windows().popWindows(1);
  61. }
  62. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyChatMessage(LobbyChatMessage & pack)
  63. {
  64. if(lobby && lobby->card)
  65. {
  66. lobby->card->chat->addNewMessage(pack.playerName + ": " + pack.message);
  67. lobby->card->setChat(true);
  68. if(lobby->buttonChat)
  69. lobby->buttonChat->addTextOverlay(CGI->generaltexth->allTexts[531], FONT_SMALL, Colors::WHITE);
  70. }
  71. }
  72. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyGuiAction(LobbyGuiAction & pack)
  73. {
  74. if(!lobby || !handler.isGuest())
  75. return;
  76. switch(pack.action)
  77. {
  78. case LobbyGuiAction::NO_TAB:
  79. lobby->toggleTab(lobby->curTab);
  80. break;
  81. case LobbyGuiAction::OPEN_OPTIONS:
  82. lobby->toggleTab(lobby->tabOpt);
  83. break;
  84. case LobbyGuiAction::OPEN_SCENARIO_LIST:
  85. lobby->toggleTab(lobby->tabSel);
  86. break;
  87. case LobbyGuiAction::OPEN_RANDOM_MAP_OPTIONS:
  88. lobby->toggleTab(lobby->tabRand);
  89. break;
  90. case LobbyGuiAction::OPEN_TURN_OPTIONS:
  91. lobby->toggleTab(lobby->tabTurnOptions);
  92. break;
  93. case LobbyGuiAction::OPEN_EXTRA_OPTIONS:
  94. lobby->toggleTab(lobby->tabExtraOptions);
  95. break;
  96. }
  97. }
  98. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyEndGame(LobbyEndGame & pack)
  99. {
  100. if(handler.state == EClientState::GAMEPLAY)
  101. {
  102. handler.endGameplay(pack.closeConnection, pack.restart);
  103. }
  104. if(pack.restart)
  105. {
  106. if (handler.validateGameStart())
  107. handler.sendStartGame();
  108. }
  109. }
  110. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyStartGame(LobbyStartGame & pack)
  111. {
  112. if(pack.clientId != -1 && pack.clientId != handler.c->connectionID)
  113. {
  114. result = false;
  115. return;
  116. }
  117. handler.state = EClientState::STARTING;
  118. if(handler.si->mode != StartInfo::LOAD_GAME || pack.clientId == handler.c->connectionID)
  119. {
  120. auto modeBackup = handler.si->mode;
  121. handler.si = pack.initializedStartInfo;
  122. handler.si->mode = modeBackup;
  123. }
  124. handler.startGameplay(pack.initializedGameState);
  125. }
  126. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyStartGame(LobbyStartGame & pack)
  127. {
  128. if(auto w = GH.windows().topWindow<CLoadingScreen>())
  129. {
  130. w->finish();
  131. w->tick(0);
  132. w->redraw();
  133. }
  134. }
  135. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyLoadProgress(LobbyLoadProgress & pack)
  136. {
  137. if(auto w = GH.windows().topWindow<CLoadingScreen>())
  138. {
  139. w->set(pack.progress);
  140. w->tick(0);
  141. w->redraw();
  142. }
  143. }
  144. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyUpdateState(LobbyUpdateState & pack)
  145. {
  146. pack.hostChanged = pack.state.hostClientId != handler.hostClientId;
  147. static_cast<LobbyState &>(handler) = pack.state;
  148. if(handler.mapToStart && handler.mi)
  149. {
  150. handler.startMapAfterConnection(nullptr);
  151. handler.sendStartGame();
  152. }
  153. }
  154. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyUpdateState(LobbyUpdateState & pack)
  155. {
  156. if(!lobby) //stub: ignore message for game mode
  157. return;
  158. if(!lobby->bonusSel && handler.si->campState && handler.state == EClientState::LOBBY_CAMPAIGN)
  159. {
  160. lobby->bonusSel = std::make_shared<CBonusSelection>();
  161. GH.windows().pushWindow(lobby->bonusSel);
  162. }
  163. if(lobby->bonusSel)
  164. lobby->bonusSel->updateAfterStateChange();
  165. else
  166. lobby->updateAfterStateChange();
  167. if(pack.hostChanged)
  168. lobby->toggleMode(handler.isHost());
  169. }
  170. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyShowMessage(LobbyShowMessage & pack)
  171. {
  172. if(!lobby) //stub: ignore message for game mode
  173. return;
  174. lobby->buttonStart->block(false);
  175. handler.showServerError(pack.message);
  176. }