NetPacksLobbyClient.cpp 6.5 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 "globalLobby/GlobalLobbyWindow.h"
  21. #include "globalLobby/GlobalLobbyServerSetup.h"
  22. #include "globalLobby/GlobalLobbyClient.h"
  23. #include "CServerHandler.h"
  24. #include "GameChatHandler.h"
  25. #include "CGameInfo.h"
  26. #include "Client.h"
  27. #include "gui/CGuiHandler.h"
  28. #include "gui/WindowHandler.h"
  29. #include "widgets/Buttons.h"
  30. #include "widgets/TextControls.h"
  31. #include "../lib/CConfigHandler.h"
  32. #include "../lib/texts/CGeneralTextHandler.h"
  33. #include "../lib/serializer/Connection.h"
  34. #include "../lib/campaign/CampaignState.h"
  35. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyClientConnected(LobbyClientConnected & pack)
  36. {
  37. result = false;
  38. // Check if it's LobbyClientConnected for our client
  39. if(pack.uuid == handler.logicConnection->uuid)
  40. {
  41. handler.logicConnection->setSerializationVersion(pack.version);
  42. handler.logicConnection->connectionID = pack.clientId;
  43. if(handler.mapToStart)
  44. {
  45. handler.setMapInfo(handler.mapToStart);
  46. }
  47. else if(!settings["session"]["headless"].Bool())
  48. {
  49. if (GH.windows().topWindow<CSimpleJoinScreen>())
  50. GH.windows().popWindows(1);
  51. if (!GH.windows().findWindows<GlobalLobbyServerSetup>().empty())
  52. {
  53. assert(handler.serverMode == EServerMode::LOBBY_HOST);
  54. // announce opened game room
  55. // TODO: find better approach?
  56. int roomType = settings["lobby"]["roomType"].Integer();
  57. int roomPlayerLimit = settings["lobby"]["roomPlayerLimit"].Integer();
  58. if (roomType != 0)
  59. handler.getGlobalLobby().sendOpenRoom("private", roomPlayerLimit);
  60. else
  61. handler.getGlobalLobby().sendOpenRoom("public", roomPlayerLimit);
  62. }
  63. while (!GH.windows().findWindows<GlobalLobbyWindow>().empty())
  64. {
  65. // if global lobby is open, pop all dialogs on top of it as well as lobby itself
  66. GH.windows().popWindows(1);
  67. }
  68. GH.windows().createAndPushWindow<CLobbyScreen>(handler.screenType);
  69. }
  70. handler.setState(EClientState::LOBBY);
  71. }
  72. }
  73. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyClientDisconnected(LobbyClientDisconnected & pack)
  74. {
  75. if(pack.clientId != handler.logicConnection->connectionID)
  76. {
  77. result = false;
  78. return;
  79. }
  80. }
  81. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyClientDisconnected(LobbyClientDisconnected & pack)
  82. {
  83. if(auto w = GH.windows().topWindow<CLoadingScreen>())
  84. GH.windows().popWindow(w);
  85. if(GH.windows().count() > 0)
  86. GH.windows().popWindows(1);
  87. }
  88. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyChatMessage(LobbyChatMessage & pack)
  89. {
  90. handler.getGameChat().onNewLobbyMessageReceived(pack.playerName, pack.message.toString());
  91. }
  92. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyGuiAction(LobbyGuiAction & pack)
  93. {
  94. if(!lobby || !handler.isGuest())
  95. return;
  96. switch(pack.action)
  97. {
  98. case LobbyGuiAction::NO_TAB:
  99. lobby->toggleTab(lobby->curTab);
  100. break;
  101. case LobbyGuiAction::OPEN_OPTIONS:
  102. lobby->toggleTab(lobby->tabOpt);
  103. break;
  104. case LobbyGuiAction::OPEN_SCENARIO_LIST:
  105. lobby->toggleTab(lobby->tabSel);
  106. break;
  107. case LobbyGuiAction::OPEN_RANDOM_MAP_OPTIONS:
  108. lobby->toggleTab(lobby->tabRand);
  109. break;
  110. case LobbyGuiAction::OPEN_TURN_OPTIONS:
  111. lobby->toggleTab(lobby->tabTurnOptions);
  112. break;
  113. case LobbyGuiAction::OPEN_EXTRA_OPTIONS:
  114. lobby->toggleTab(lobby->tabExtraOptions);
  115. break;
  116. }
  117. }
  118. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyRestartGame(LobbyRestartGame & pack)
  119. {
  120. assert(handler.getState() == EClientState::GAMEPLAY);
  121. handler.restartGameplay();
  122. handler.sendStartGame();
  123. }
  124. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyPrepareStartGame(LobbyPrepareStartGame & pack)
  125. {
  126. handler.client = std::make_unique<CClient>();
  127. handler.logicConnection->enterLobbyConnectionMode();
  128. handler.logicConnection->setCallback(handler.client.get());
  129. }
  130. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyStartGame(LobbyStartGame & pack)
  131. {
  132. if(pack.clientId != -1 && pack.clientId != handler.logicConnection->connectionID)
  133. {
  134. result = false;
  135. return;
  136. }
  137. handler.setState(EClientState::STARTING);
  138. if(handler.si->mode != EStartMode::LOAD_GAME || pack.clientId == handler.logicConnection->connectionID)
  139. {
  140. auto modeBackup = handler.si->mode;
  141. handler.si = pack.initializedStartInfo;
  142. handler.si->mode = modeBackup;
  143. }
  144. handler.startGameplay(pack.initializedGameState);
  145. }
  146. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyStartGame(LobbyStartGame & pack)
  147. {
  148. if(auto w = GH.windows().topWindow<CLoadingScreen>())
  149. {
  150. w->finish();
  151. w->tick(0);
  152. w->redraw();
  153. }
  154. }
  155. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyLoadProgress(LobbyLoadProgress & pack)
  156. {
  157. if(auto w = GH.windows().topWindow<CLoadingScreen>())
  158. {
  159. w->set(pack.progress);
  160. w->tick(0);
  161. w->redraw();
  162. }
  163. }
  164. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyUpdateState(LobbyUpdateState & pack)
  165. {
  166. pack.hostChanged = pack.state.hostClientId != handler.hostClientId;
  167. static_cast<LobbyState &>(handler) = pack.state;
  168. if(handler.mapToStart && handler.mi)
  169. {
  170. handler.startMapAfterConnection(nullptr);
  171. handler.sendStartGame();
  172. }
  173. }
  174. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyUpdateState(LobbyUpdateState & pack)
  175. {
  176. if(!lobby) //stub: ignore message for game mode
  177. return;
  178. if(!lobby->bonusSel && handler.si->campState && handler.getState() == EClientState::LOBBY_CAMPAIGN)
  179. {
  180. lobby->bonusSel = std::make_shared<CBonusSelection>();
  181. if(!handler.si->campState->conqueredScenarios().size() && !handler.si->campState->getIntroVideo().empty())
  182. GH.windows().createAndPushWindow<CampaignIntroVideo>(handler.si->campState->getIntroVideo(), handler.si->campState->getIntroVideoRim().empty() ? ImagePath::builtin("INTRORIM") : handler.si->campState->getIntroVideoRim(), lobby->bonusSel);
  183. else
  184. GH.windows().pushWindow(lobby->bonusSel);
  185. }
  186. if(lobby->bonusSel)
  187. lobby->bonusSel->updateAfterStateChange();
  188. else
  189. lobby->updateAfterStateChange();
  190. if(pack.hostChanged)
  191. lobby->toggleMode(handler.isHost());
  192. }
  193. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyShowMessage(LobbyShowMessage & pack)
  194. {
  195. if(!lobby) //stub: ignore message for game mode
  196. return;
  197. lobby->buttonStart->block(false);
  198. handler.showServerError(pack.message.toString());
  199. }