NetPacksLobbyClient.cpp 6.1 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 "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. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyClientConnected(LobbyClientConnected & pack)
  35. {
  36. result = false;
  37. // Check if it's LobbyClientConnected for our client
  38. if(pack.uuid == handler.logicConnection->uuid)
  39. {
  40. handler.logicConnection->setSerializationVersion(pack.version);
  41. handler.logicConnection->connectionID = pack.clientId;
  42. if(handler.mapToStart)
  43. {
  44. handler.setMapInfo(handler.mapToStart);
  45. }
  46. else if(!settings["session"]["headless"].Bool())
  47. {
  48. if (GH.windows().topWindow<CSimpleJoinScreen>())
  49. GH.windows().popWindows(1);
  50. if (!GH.windows().findWindows<GlobalLobbyServerSetup>().empty())
  51. {
  52. assert(handler.serverMode == EServerMode::LOBBY_HOST);
  53. // announce opened game room
  54. // TODO: find better approach?
  55. int roomType = settings["lobby"]["roomType"].Integer();
  56. int roomPlayerLimit = settings["lobby"]["roomPlayerLimit"].Integer();
  57. if (roomType != 0)
  58. handler.getGlobalLobby().sendOpenRoom("private", roomPlayerLimit);
  59. else
  60. handler.getGlobalLobby().sendOpenRoom("public", roomPlayerLimit);
  61. }
  62. while (!GH.windows().findWindows<GlobalLobbyWindow>().empty())
  63. {
  64. // if global lobby is open, pop all dialogs on top of it as well as lobby itself
  65. GH.windows().popWindows(1);
  66. }
  67. GH.windows().createAndPushWindow<CLobbyScreen>(handler.screenType);
  68. }
  69. handler.setState(EClientState::LOBBY);
  70. }
  71. }
  72. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyClientDisconnected(LobbyClientDisconnected & pack)
  73. {
  74. if(pack.clientId != handler.logicConnection->connectionID)
  75. {
  76. result = false;
  77. return;
  78. }
  79. }
  80. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyClientDisconnected(LobbyClientDisconnected & pack)
  81. {
  82. if(auto w = GH.windows().topWindow<CLoadingScreen>())
  83. GH.windows().popWindow(w);
  84. if(GH.windows().count() > 0)
  85. GH.windows().popWindows(1);
  86. }
  87. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyChatMessage(LobbyChatMessage & pack)
  88. {
  89. handler.getGameChat().onNewLobbyMessageReceived(pack.playerName, pack.message.toString());
  90. }
  91. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyGuiAction(LobbyGuiAction & pack)
  92. {
  93. if(!lobby || !handler.isGuest())
  94. return;
  95. switch(pack.action)
  96. {
  97. case LobbyGuiAction::NO_TAB:
  98. lobby->toggleTab(lobby->curTab);
  99. break;
  100. case LobbyGuiAction::OPEN_OPTIONS:
  101. lobby->toggleTab(lobby->tabOpt);
  102. break;
  103. case LobbyGuiAction::OPEN_SCENARIO_LIST:
  104. lobby->toggleTab(lobby->tabSel);
  105. break;
  106. case LobbyGuiAction::OPEN_RANDOM_MAP_OPTIONS:
  107. lobby->toggleTab(lobby->tabRand);
  108. break;
  109. case LobbyGuiAction::OPEN_TURN_OPTIONS:
  110. lobby->toggleTab(lobby->tabTurnOptions);
  111. break;
  112. case LobbyGuiAction::OPEN_EXTRA_OPTIONS:
  113. lobby->toggleTab(lobby->tabExtraOptions);
  114. break;
  115. }
  116. }
  117. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyRestartGame(LobbyRestartGame & pack)
  118. {
  119. assert(handler.getState() == EClientState::GAMEPLAY);
  120. handler.restartGameplay();
  121. handler.sendStartGame();
  122. }
  123. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyPrepareStartGame(LobbyPrepareStartGame & pack)
  124. {
  125. handler.client = std::make_unique<CClient>();
  126. handler.logicConnection->enterLobbyConnectionMode();
  127. handler.logicConnection->setCallback(handler.client.get());
  128. }
  129. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyStartGame(LobbyStartGame & pack)
  130. {
  131. if(pack.clientId != -1 && pack.clientId != handler.logicConnection->connectionID)
  132. {
  133. result = false;
  134. return;
  135. }
  136. handler.setState(EClientState::STARTING);
  137. if(handler.si->mode != EStartMode::LOAD_GAME || pack.clientId == handler.logicConnection->connectionID)
  138. {
  139. auto modeBackup = handler.si->mode;
  140. handler.si = pack.initializedStartInfo;
  141. handler.si->mode = modeBackup;
  142. }
  143. handler.startGameplay(pack.initializedGameState);
  144. }
  145. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyStartGame(LobbyStartGame & pack)
  146. {
  147. if(auto w = GH.windows().topWindow<CLoadingScreen>())
  148. {
  149. w->finish();
  150. w->tick(0);
  151. w->redraw();
  152. }
  153. }
  154. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyLoadProgress(LobbyLoadProgress & pack)
  155. {
  156. if(auto w = GH.windows().topWindow<CLoadingScreen>())
  157. {
  158. w->set(pack.progress);
  159. w->tick(0);
  160. w->redraw();
  161. }
  162. }
  163. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyUpdateState(LobbyUpdateState & pack)
  164. {
  165. pack.hostChanged = pack.state.hostClientId != handler.hostClientId;
  166. static_cast<LobbyState &>(handler) = pack.state;
  167. if(handler.mapToStart && handler.mi)
  168. {
  169. handler.startMapAfterConnection(nullptr);
  170. handler.sendStartGame();
  171. }
  172. }
  173. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyUpdateState(LobbyUpdateState & pack)
  174. {
  175. if(!lobby) //stub: ignore message for game mode
  176. return;
  177. if(!lobby->bonusSel && handler.si->campState && handler.getState() == EClientState::LOBBY_CAMPAIGN)
  178. {
  179. lobby->bonusSel = std::make_shared<CBonusSelection>();
  180. GH.windows().pushWindow(lobby->bonusSel);
  181. }
  182. if(lobby->bonusSel)
  183. lobby->bonusSel->updateAfterStateChange();
  184. else
  185. lobby->updateAfterStateChange();
  186. if(pack.hostChanged)
  187. lobby->toggleMode(handler.isHost());
  188. }
  189. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyShowMessage(LobbyShowMessage & pack)
  190. {
  191. if(!lobby) //stub: ignore message for game mode
  192. return;
  193. lobby->buttonStart->block(false);
  194. handler.showServerError(pack.message.toString());
  195. }