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