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 "CGameInfo.h"
  25. #include "Client.h"
  26. #include "gui/CGuiHandler.h"
  27. #include "gui/WindowHandler.h"
  28. #include "widgets/Buttons.h"
  29. #include "widgets/TextControls.h"
  30. #include "../lib/CConfigHandler.h"
  31. #include "../lib/CGeneralTextHandler.h"
  32. #include "../lib/serializer/Connection.h"
  33. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyClientConnected(LobbyClientConnected & pack)
  34. {
  35. result = false;
  36. // Check if it's LobbyClientConnected for our client
  37. if(pack.uuid == handler.logicConnection->uuid)
  38. {
  39. handler.logicConnection->connectionID = pack.clientId;
  40. if(handler.mapToStart)
  41. {
  42. handler.setMapInfo(handler.mapToStart);
  43. }
  44. else if(!settings["session"]["headless"].Bool())
  45. {
  46. if (GH.windows().topWindow<CSimpleJoinScreen>())
  47. GH.windows().popWindows(1);
  48. if (!GH.windows().findWindows<GlobalLobbyServerSetup>().empty())
  49. {
  50. assert(handler.serverMode == EServerMode::LOBBY_HOST);
  51. // announce opened game room
  52. // TODO: find better approach?
  53. int roomType = settings["lobby"]["roomType"].Integer();
  54. int roomPlayerLimit = settings["lobby"]["roomPlayerLimit"].Integer();
  55. if (roomType != 0)
  56. handler.getGlobalLobby().sendOpenRoom("private", roomPlayerLimit);
  57. else
  58. handler.getGlobalLobby().sendOpenRoom("public", roomPlayerLimit);
  59. }
  60. while (!GH.windows().findWindows<GlobalLobbyWindow>().empty())
  61. {
  62. // if global lobby is open, pop all dialogs on top of it as well as lobby itself
  63. GH.windows().popWindows(1);
  64. }
  65. GH.windows().createAndPushWindow<CLobbyScreen>(handler.screenType);
  66. }
  67. handler.setState(EClientState::LOBBY);
  68. }
  69. }
  70. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyClientDisconnected(LobbyClientDisconnected & pack)
  71. {
  72. if(pack.clientId != handler.logicConnection->connectionID)
  73. {
  74. result = false;
  75. return;
  76. }
  77. }
  78. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyClientDisconnected(LobbyClientDisconnected & pack)
  79. {
  80. if(auto w = GH.windows().topWindow<CLoadingScreen>())
  81. GH.windows().popWindow(w);
  82. if(GH.windows().count() > 0)
  83. GH.windows().popWindows(1);
  84. }
  85. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyChatMessage(LobbyChatMessage & pack)
  86. {
  87. if(lobby && lobby->card)
  88. {
  89. lobby->card->chat->addNewMessage(pack.playerName + ": " + pack.message);
  90. lobby->card->setChat(true);
  91. if(lobby->buttonChat)
  92. lobby->buttonChat->setTextOverlay(CGI->generaltexth->allTexts[531], FONT_SMALL, Colors::WHITE);
  93. }
  94. }
  95. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyGuiAction(LobbyGuiAction & pack)
  96. {
  97. if(!lobby || !handler.isGuest())
  98. return;
  99. switch(pack.action)
  100. {
  101. case LobbyGuiAction::NO_TAB:
  102. lobby->toggleTab(lobby->curTab);
  103. break;
  104. case LobbyGuiAction::OPEN_OPTIONS:
  105. lobby->toggleTab(lobby->tabOpt);
  106. break;
  107. case LobbyGuiAction::OPEN_SCENARIO_LIST:
  108. lobby->toggleTab(lobby->tabSel);
  109. break;
  110. case LobbyGuiAction::OPEN_RANDOM_MAP_OPTIONS:
  111. lobby->toggleTab(lobby->tabRand);
  112. break;
  113. case LobbyGuiAction::OPEN_TURN_OPTIONS:
  114. lobby->toggleTab(lobby->tabTurnOptions);
  115. break;
  116. case LobbyGuiAction::OPEN_EXTRA_OPTIONS:
  117. lobby->toggleTab(lobby->tabExtraOptions);
  118. break;
  119. }
  120. }
  121. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyRestartGame(LobbyRestartGame & pack)
  122. {
  123. assert(handler.getState() == EClientState::GAMEPLAY);
  124. handler.restartGameplay();
  125. handler.sendStartGame();
  126. }
  127. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyPrepareStartGame(LobbyPrepareStartGame & pack)
  128. {
  129. handler.client = std::make_unique<CClient>();
  130. handler.logicConnection->enterLobbyConnectionMode();
  131. handler.logicConnection->setCallback(handler.client.get());
  132. }
  133. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyStartGame(LobbyStartGame & pack)
  134. {
  135. if(pack.clientId != -1 && pack.clientId != handler.logicConnection->connectionID)
  136. {
  137. result = false;
  138. return;
  139. }
  140. handler.setState(EClientState::STARTING);
  141. if(handler.si->mode != EStartMode::LOAD_GAME || pack.clientId == handler.logicConnection->connectionID)
  142. {
  143. auto modeBackup = handler.si->mode;
  144. handler.si = pack.initializedStartInfo;
  145. handler.si->mode = modeBackup;
  146. }
  147. handler.startGameplay(pack.initializedGameState);
  148. }
  149. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyStartGame(LobbyStartGame & pack)
  150. {
  151. if(auto w = GH.windows().topWindow<CLoadingScreen>())
  152. {
  153. w->finish();
  154. w->tick(0);
  155. w->redraw();
  156. }
  157. }
  158. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyLoadProgress(LobbyLoadProgress & pack)
  159. {
  160. if(auto w = GH.windows().topWindow<CLoadingScreen>())
  161. {
  162. w->set(pack.progress);
  163. w->tick(0);
  164. w->redraw();
  165. }
  166. }
  167. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyUpdateState(LobbyUpdateState & pack)
  168. {
  169. pack.hostChanged = pack.state.hostClientId != handler.hostClientId;
  170. static_cast<LobbyState &>(handler) = pack.state;
  171. if(handler.mapToStart && handler.mi)
  172. {
  173. handler.startMapAfterConnection(nullptr);
  174. handler.sendStartGame();
  175. }
  176. }
  177. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyUpdateState(LobbyUpdateState & pack)
  178. {
  179. if(!lobby) //stub: ignore message for game mode
  180. return;
  181. if(!lobby->bonusSel && handler.si->campState && handler.getState() == EClientState::LOBBY_CAMPAIGN)
  182. {
  183. lobby->bonusSel = std::make_shared<CBonusSelection>();
  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);
  199. }