NetPacksLobbyClient.cpp 4.8 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/SelectionTab.h"
  17. #include "lobby/CBonusSelection.h"
  18. #include "CServerHandler.h"
  19. #include "CGameInfo.h"
  20. #include "gui/CGuiHandler.h"
  21. #include "gui/WindowHandler.h"
  22. #include "widgets/Buttons.h"
  23. #include "widgets/TextControls.h"
  24. #include "../lib/CConfigHandler.h"
  25. #include "../lib/CGeneralTextHandler.h"
  26. #include "../lib/serializer/Connection.h"
  27. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyClientConnected(LobbyClientConnected & pack)
  28. {
  29. result = false;
  30. // Check if it's LobbyClientConnected for our client
  31. if(pack.uuid == handler.c->uuid)
  32. {
  33. handler.c->connectionID = pack.clientId;
  34. if(handler.mapToStart)
  35. handler.setMapInfo(handler.mapToStart);
  36. else if(!settings["session"]["headless"].Bool())
  37. GH.windows().createAndPushWindow<CLobbyScreen>(static_cast<ESelectionScreen>(handler.screenType));
  38. handler.state = EClientState::LOBBY;
  39. }
  40. }
  41. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyClientDisconnected(LobbyClientDisconnected & pack)
  42. {
  43. if(pack.clientId != handler.c->connectionID)
  44. {
  45. result = false;
  46. return;
  47. }
  48. handler.stopServerConnection();
  49. }
  50. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyClientDisconnected(LobbyClientDisconnected & pack)
  51. {
  52. if(auto w = GH.windows().topWindow<CLoadingScreen>())
  53. GH.windows().popWindow(w);
  54. if(GH.windows().count() > 0)
  55. GH.windows().popWindows(1);
  56. }
  57. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyChatMessage(LobbyChatMessage & pack)
  58. {
  59. if(lobby && lobby->card)
  60. {
  61. lobby->card->chat->addNewMessage(pack.playerName + ": " + pack.message);
  62. lobby->card->setChat(true);
  63. if(lobby->buttonChat)
  64. lobby->buttonChat->addTextOverlay(CGI->generaltexth->allTexts[531], FONT_SMALL, Colors::WHITE);
  65. }
  66. }
  67. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyGuiAction(LobbyGuiAction & pack)
  68. {
  69. if(!lobby || !handler.isGuest())
  70. return;
  71. switch(pack.action)
  72. {
  73. case LobbyGuiAction::NO_TAB:
  74. lobby->toggleTab(lobby->curTab);
  75. break;
  76. case LobbyGuiAction::OPEN_OPTIONS:
  77. lobby->toggleTab(lobby->tabOpt);
  78. break;
  79. case LobbyGuiAction::OPEN_SCENARIO_LIST:
  80. lobby->toggleTab(lobby->tabSel);
  81. break;
  82. case LobbyGuiAction::OPEN_RANDOM_MAP_OPTIONS:
  83. lobby->toggleTab(lobby->tabRand);
  84. break;
  85. }
  86. }
  87. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyEndGame(LobbyEndGame & pack)
  88. {
  89. if(handler.state == EClientState::GAMEPLAY)
  90. {
  91. handler.endGameplay(pack.closeConnection, pack.restart);
  92. }
  93. if(pack.restart)
  94. {
  95. if (handler.validateGameStart())
  96. handler.sendStartGame();
  97. }
  98. }
  99. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyStartGame(LobbyStartGame & pack)
  100. {
  101. if(pack.clientId != -1 && pack.clientId != handler.c->connectionID)
  102. {
  103. result = false;
  104. return;
  105. }
  106. handler.state = EClientState::STARTING;
  107. if(handler.si->mode != StartInfo::LOAD_GAME || pack.clientId == handler.c->connectionID)
  108. {
  109. auto modeBackup = handler.si->mode;
  110. handler.si = pack.initializedStartInfo;
  111. handler.si->mode = modeBackup;
  112. }
  113. handler.startGameplay(pack.initializedGameState);
  114. }
  115. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyStartGame(LobbyStartGame & pack)
  116. {
  117. if(auto w = GH.windows().topWindow<CLoadingScreen>())
  118. {
  119. w->finish();
  120. w->tick(0);
  121. w->redraw();
  122. }
  123. }
  124. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyLoadProgress(LobbyLoadProgress & pack)
  125. {
  126. if(auto w = GH.windows().topWindow<CLoadingScreen>())
  127. {
  128. w->set(pack.progress);
  129. w->tick(0);
  130. w->redraw();
  131. }
  132. }
  133. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyUpdateState(LobbyUpdateState & pack)
  134. {
  135. pack.hostChanged = pack.state.hostClientId != handler.hostClientId;
  136. static_cast<LobbyState &>(handler) = pack.state;
  137. if(handler.mapToStart && handler.mi)
  138. {
  139. handler.startMapAfterConnection(nullptr);
  140. handler.sendStartGame();
  141. }
  142. }
  143. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyUpdateState(LobbyUpdateState & pack)
  144. {
  145. if(!lobby) //stub: ignore message for game mode
  146. return;
  147. if(!lobby->bonusSel && handler.si->campState && handler.state == EClientState::LOBBY_CAMPAIGN)
  148. {
  149. lobby->bonusSel = std::make_shared<CBonusSelection>();
  150. GH.windows().pushWindow(lobby->bonusSel);
  151. }
  152. if(lobby->bonusSel)
  153. lobby->bonusSel->updateAfterStateChange();
  154. else
  155. lobby->updateAfterStateChange();
  156. if(pack.hostChanged)
  157. lobby->toggleMode(handler.isHost());
  158. }
  159. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyShowMessage(LobbyShowMessage & pack)
  160. {
  161. if(!lobby) //stub: ignore message for game mode
  162. return;
  163. lobby->buttonStart->block(false);
  164. handler.showServerError(pack.message);
  165. }