NetPacksLobbyClient.cpp 6.0 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. if (roomType != 0)
  55. handler.getGlobalLobby().sendOpenPrivateRoom();
  56. else
  57. handler.getGlobalLobby().sendOpenPublicRoom();
  58. }
  59. while (!GH.windows().findWindows<GlobalLobbyWindow>().empty())
  60. {
  61. // if global lobby is open, pop all dialogs on top of it as well as lobby itself
  62. GH.windows().popWindows(1);
  63. }
  64. GH.windows().createAndPushWindow<CLobbyScreen>(handler.screenType);
  65. }
  66. handler.setState(EClientState::LOBBY);
  67. }
  68. }
  69. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyClientDisconnected(LobbyClientDisconnected & pack)
  70. {
  71. if(pack.clientId != handler.logicConnection->connectionID)
  72. {
  73. result = false;
  74. return;
  75. }
  76. }
  77. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyClientDisconnected(LobbyClientDisconnected & pack)
  78. {
  79. if(auto w = GH.windows().topWindow<CLoadingScreen>())
  80. GH.windows().popWindow(w);
  81. if(GH.windows().count() > 0)
  82. GH.windows().popWindows(1);
  83. }
  84. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyChatMessage(LobbyChatMessage & pack)
  85. {
  86. if(lobby && lobby->card)
  87. {
  88. lobby->card->chat->addNewMessage(pack.playerName + ": " + pack.message);
  89. lobby->card->setChat(true);
  90. if(lobby->buttonChat)
  91. lobby->buttonChat->setTextOverlay(CGI->generaltexth->allTexts[531], FONT_SMALL, Colors::WHITE);
  92. }
  93. }
  94. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyGuiAction(LobbyGuiAction & pack)
  95. {
  96. if(!lobby || !handler.isGuest())
  97. return;
  98. switch(pack.action)
  99. {
  100. case LobbyGuiAction::NO_TAB:
  101. lobby->toggleTab(lobby->curTab);
  102. break;
  103. case LobbyGuiAction::OPEN_OPTIONS:
  104. lobby->toggleTab(lobby->tabOpt);
  105. break;
  106. case LobbyGuiAction::OPEN_SCENARIO_LIST:
  107. lobby->toggleTab(lobby->tabSel);
  108. break;
  109. case LobbyGuiAction::OPEN_RANDOM_MAP_OPTIONS:
  110. lobby->toggleTab(lobby->tabRand);
  111. break;
  112. case LobbyGuiAction::OPEN_TURN_OPTIONS:
  113. lobby->toggleTab(lobby->tabTurnOptions);
  114. break;
  115. case LobbyGuiAction::OPEN_EXTRA_OPTIONS:
  116. lobby->toggleTab(lobby->tabExtraOptions);
  117. break;
  118. }
  119. }
  120. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyRestartGame(LobbyRestartGame & pack)
  121. {
  122. assert(handler.getState() == EClientState::GAMEPLAY);
  123. handler.restartGameplay();
  124. handler.sendStartGame();
  125. }
  126. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyPrepareStartGame(LobbyPrepareStartGame & pack)
  127. {
  128. handler.client = std::make_unique<CClient>();
  129. handler.logicConnection->enterLobbyConnectionMode();
  130. handler.logicConnection->setCallback(handler.client.get());
  131. }
  132. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyStartGame(LobbyStartGame & pack)
  133. {
  134. if(pack.clientId != -1 && pack.clientId != handler.logicConnection->connectionID)
  135. {
  136. result = false;
  137. return;
  138. }
  139. handler.setState(EClientState::STARTING);
  140. if(handler.si->mode != EStartMode::LOAD_GAME || pack.clientId == handler.logicConnection->connectionID)
  141. {
  142. auto modeBackup = handler.si->mode;
  143. handler.si = pack.initializedStartInfo;
  144. handler.si->mode = modeBackup;
  145. }
  146. handler.startGameplay(pack.initializedGameState);
  147. }
  148. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyStartGame(LobbyStartGame & pack)
  149. {
  150. if(auto w = GH.windows().topWindow<CLoadingScreen>())
  151. {
  152. w->finish();
  153. w->tick(0);
  154. w->redraw();
  155. }
  156. }
  157. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyLoadProgress(LobbyLoadProgress & pack)
  158. {
  159. if(auto w = GH.windows().topWindow<CLoadingScreen>())
  160. {
  161. w->set(pack.progress);
  162. w->tick(0);
  163. w->redraw();
  164. }
  165. }
  166. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyUpdateState(LobbyUpdateState & pack)
  167. {
  168. pack.hostChanged = pack.state.hostClientId != handler.hostClientId;
  169. static_cast<LobbyState &>(handler) = pack.state;
  170. if(handler.mapToStart && handler.mi)
  171. {
  172. handler.startMapAfterConnection(nullptr);
  173. handler.sendStartGame();
  174. }
  175. }
  176. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyUpdateState(LobbyUpdateState & pack)
  177. {
  178. if(!lobby) //stub: ignore message for game mode
  179. return;
  180. if(!lobby->bonusSel && handler.si->campState && handler.getState() == EClientState::LOBBY_CAMPAIGN)
  181. {
  182. lobby->bonusSel = std::make_shared<CBonusSelection>();
  183. GH.windows().pushWindow(lobby->bonusSel);
  184. }
  185. if(lobby->bonusSel)
  186. lobby->bonusSel->updateAfterStateChange();
  187. else
  188. lobby->updateAfterStateChange();
  189. if(pack.hostChanged)
  190. lobby->toggleMode(handler.isHost());
  191. }
  192. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyShowMessage(LobbyShowMessage & pack)
  193. {
  194. if(!lobby) //stub: ignore message for game mode
  195. return;
  196. lobby->buttonStart->block(false);
  197. handler.showServerError(pack.message);
  198. }