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							- /*
 
-  * NetPacksLobbyClient.cpp, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- #include "StdInc.h"
 
- #include "LobbyClientNetPackVisitors.h"
 
- #include "lobby/CSelectionBase.h"
 
- #include "lobby/CLobbyScreen.h"
 
- #include "lobby/OptionsTab.h"
 
- #include "lobby/RandomMapTab.h"
 
- #include "lobby/TurnOptionsTab.h"
 
- #include "lobby/ExtraOptionsTab.h"
 
- #include "lobby/SelectionTab.h"
 
- #include "lobby/CBonusSelection.h"
 
- #include "globalLobby/GlobalLobbyWindow.h"
 
- #include "globalLobby/GlobalLobbyServerSetup.h"
 
- #include "globalLobby/GlobalLobbyClient.h"
 
- #include "CServerHandler.h"
 
- #include "GameChatHandler.h"
 
- #include "Client.h"
 
- #include "GameEngine.h"
 
- #include "GameInstance.h"
 
- #include "gui/WindowHandler.h"
 
- #include "widgets/Buttons.h"
 
- #include "widgets/TextControls.h"
 
- #include "media/CMusicHandler.h"
 
- #include "media/IVideoPlayer.h"
 
- #include "windows/GUIClasses.h"
 
- #include "../lib/CConfigHandler.h"
 
- #include "../lib/texts/CGeneralTextHandler.h"
 
- #include "../lib/serializer/Connection.h"
 
- #include "../lib/campaign/CampaignState.h"
 
- void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyClientConnected(LobbyClientConnected & pack)
 
- {
 
- 	result = false;
 
- 	// Check if it's LobbyClientConnected for our client
 
- 	if(pack.uuid == handler.logicConnection->uuid)
 
- 	{
 
- 		handler.logicConnection->setSerializationVersion(pack.version);
 
- 		handler.logicConnection->connectionID = pack.clientId;
 
- 		if(handler.mapToStart)
 
- 		{
 
- 			handler.setMapInfo(handler.mapToStart);
 
- 		}
 
- 		else if(!settings["session"]["headless"].Bool())
 
- 		{
 
- 			if (ENGINE->windows().topWindow<CSimpleJoinScreen>())
 
- 				ENGINE->windows().popWindows(1);
 
- 			if (!ENGINE->windows().findWindows<GlobalLobbyServerSetup>().empty())
 
- 			{
 
- 				assert(handler.serverMode == EServerMode::LOBBY_HOST);
 
- 				// announce opened game room
 
- 				// TODO: find better approach?
 
- 				int roomType = settings["lobby"]["roomType"].Integer();
 
- 				int roomPlayerLimit = settings["lobby"]["roomPlayerLimit"].Integer();
 
- 				if (roomType != 0)
 
- 					handler.getGlobalLobby().sendOpenRoom("private", roomPlayerLimit);
 
- 				else
 
- 					handler.getGlobalLobby().sendOpenRoom("public", roomPlayerLimit);
 
- 			}
 
- 			while (!ENGINE->windows().findWindows<GlobalLobbyWindow>().empty())
 
- 			{
 
- 				// if global lobby is open, pop all dialogs on top of it as well as lobby itself
 
- 				ENGINE->windows().popWindows(1);
 
- 			}
 
- 			bool hideScreen = handler.campaignStateToSend && (!handler.campaignStateToSend->campaignSet.empty() || handler.campaignStateToSend->lastScenario());
 
- 			ENGINE->windows().createAndPushWindow<CLobbyScreen>(handler.screenType, hideScreen);
 
- 		}
 
- 		handler.setState(EClientState::LOBBY);
 
- 	}
 
- }
 
- void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyClientDisconnected(LobbyClientDisconnected & pack)
 
- {
 
- 	if(pack.clientId != handler.logicConnection->connectionID)
 
- 	{
 
- 		result = false;
 
- 		return;
 
- 	}
 
- }
 
- void ApplyOnLobbyScreenNetPackVisitor::visitLobbyClientDisconnected(LobbyClientDisconnected & pack)
 
- {
 
- 	if(auto w = ENGINE->windows().topWindow<CLoadingScreen>())
 
- 		ENGINE->windows().popWindow(w);
 
- 	
 
- 	if(ENGINE->windows().count() > 0)
 
- 		ENGINE->windows().popWindows(1);
 
- }
 
- void ApplyOnLobbyScreenNetPackVisitor::visitLobbyChatMessage(LobbyChatMessage & pack)
 
- {
 
- 	handler.getGameChat().onNewLobbyMessageReceived(pack.playerName, pack.message.toString());
 
- }
 
- void ApplyOnLobbyScreenNetPackVisitor::visitLobbyGuiAction(LobbyGuiAction & pack)
 
- {
 
- 	if(!lobby || !handler.isGuest())
 
- 		return;
 
- 	switch(pack.action)
 
- 	{
 
- 	case LobbyGuiAction::NO_TAB:
 
- 		lobby->toggleTab(lobby->curTab);
 
- 		break;
 
- 	case LobbyGuiAction::OPEN_OPTIONS:
 
- 		lobby->toggleTab(lobby->tabOpt);
 
- 		break;
 
- 	case LobbyGuiAction::OPEN_SCENARIO_LIST:
 
- 		lobby->toggleTab(lobby->tabSel);
 
- 		break;
 
- 	case LobbyGuiAction::OPEN_RANDOM_MAP_OPTIONS:
 
- 		lobby->toggleTab(lobby->tabRand);
 
- 		break;
 
- 	case LobbyGuiAction::OPEN_TURN_OPTIONS:
 
- 		lobby->toggleTab(lobby->tabTurnOptions);
 
- 		break;
 
- 	case LobbyGuiAction::OPEN_EXTRA_OPTIONS:
 
- 		lobby->toggleTab(lobby->tabExtraOptions);
 
- 		break;
 
- 	}
 
- }
 
- void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyRestartGame(LobbyRestartGame & pack)
 
- {
 
- 	assert(handler.getState() == EClientState::GAMEPLAY);
 
- 	handler.restartGameplay();
 
- 	handler.sendStartGame();
 
- }
 
- void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyPrepareStartGame(LobbyPrepareStartGame & pack)
 
- {
 
- 	handler.client = std::make_unique<CClient>();
 
- 	handler.logicConnection->enterLobbyConnectionMode();
 
- }
 
- void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyStartGame(LobbyStartGame & pack)
 
- {
 
- 	if(pack.clientId != -1 && pack.clientId != handler.logicConnection->connectionID)
 
- 	{
 
- 		result = false;
 
- 		return;
 
- 	}
 
- 	
 
- 	handler.setState(EClientState::STARTING);
 
- 	if(handler.si->mode != EStartMode::LOAD_GAME || pack.clientId == handler.logicConnection->connectionID)
 
- 	{
 
- 		auto modeBackup = handler.si->mode;
 
- 		handler.si = pack.initializedStartInfo;
 
- 		handler.si->mode = modeBackup;
 
- 	}
 
- 	handler.startGameplay(pack.initializedGameState);
 
- }
 
- void ApplyOnLobbyScreenNetPackVisitor::visitLobbyStartGame(LobbyStartGame & pack)
 
- {
 
- 	if(auto w = ENGINE->windows().topWindow<CLoadingScreen>())
 
- 	{
 
- 		w->finish();
 
- 		w->tick(0);
 
- 		w->redraw();
 
- 	}
 
- }
 
- void ApplyOnLobbyScreenNetPackVisitor::visitLobbyLoadProgress(LobbyLoadProgress & pack)
 
- {
 
- 	if(auto w = ENGINE->windows().topWindow<CLoadingScreen>())
 
- 	{
 
- 		w->set(pack.progress);
 
- 		w->tick(0);
 
- 		w->redraw();
 
- 	}
 
- }
 
- void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyUpdateState(LobbyUpdateState & pack)
 
- {
 
- 	pack.hostChanged = pack.state.hostClientId != handler.hostClientId;
 
- 	static_cast<LobbyState &>(handler) = pack.state;
 
- 	if(handler.mapToStart && handler.mi)
 
- 	{
 
- 		handler.startMapAfterConnection(nullptr);
 
- 		handler.sendStartGame();
 
- 	}
 
- }
 
- void ApplyOnLobbyScreenNetPackVisitor::visitLobbyUpdateState(LobbyUpdateState & pack)
 
- {
 
- 	if(!lobby) //stub: ignore message for game mode
 
- 		return;
 
- 		
 
- 	if(!lobby->bonusSel && handler.si->campState && handler.getState() == EClientState::LOBBY_CAMPAIGN)
 
- 	{
 
- 		auto bonusSel = std::make_shared<CBonusSelection>();
 
- 		lobby->bonusSel = bonusSel;
 
- 		if(!handler.si->campState->conqueredScenarios().size() && !handler.si->campState->getIntroVideo().empty() && ENGINE->video().open(handler.si->campState->getIntroVideo(), 1))
 
- 		{
 
- 			ENGINE->music().stopMusic();
 
- 			ENGINE->windows().createAndPushWindow<VideoWindow>(handler.si->campState->getIntroVideo(), handler.si->campState->getVideoRim().empty() ? ImagePath::builtin("INTRORIM") : handler.si->campState->getVideoRim(), false, 1, [bonusSel](bool skipped){
 
- 				if(!GAME->server().si->campState->getMusic().empty())
 
- 					ENGINE->music().playMusic(GAME->server().si->campState->getMusic(), true, false);
 
- 				ENGINE->windows().pushWindow(bonusSel);
 
- 			});
 
- 		}
 
- 		else
 
- 			ENGINE->windows().pushWindow(bonusSel);
 
- 	}
 
- 	if(lobby->bonusSel)
 
- 		lobby->bonusSel->updateAfterStateChange();
 
- 	else
 
- 		lobby->updateAfterStateChange();
 
- 	if(pack.hostChanged || pack.refreshList)
 
- 		lobby->toggleMode(handler.isHost());
 
- }
 
- void ApplyOnLobbyScreenNetPackVisitor::visitLobbyShowMessage(LobbyShowMessage & pack)
 
- {
 
- 	if(!lobby) //stub: ignore message for game mode
 
- 		return;
 
- 	
 
- 	lobby->buttonStart->block(false);
 
- 	handler.showServerError(pack.message.toString());
 
- }
 
 
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