NetPacksLobbyClient.cpp 7.0 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 "media/CMusicHandler.h"
  32. #include "media/IVideoPlayer.h"
  33. #include "windows/GUIClasses.h"
  34. #include "../lib/CConfigHandler.h"
  35. #include "../lib/texts/CGeneralTextHandler.h"
  36. #include "../lib/serializer/Connection.h"
  37. #include "../lib/campaign/CampaignState.h"
  38. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyClientConnected(LobbyClientConnected & pack)
  39. {
  40. result = false;
  41. // Check if it's LobbyClientConnected for our client
  42. if(pack.uuid == handler.logicConnection->uuid)
  43. {
  44. handler.logicConnection->setSerializationVersion(pack.version);
  45. handler.logicConnection->connectionID = pack.clientId;
  46. if(handler.mapToStart)
  47. {
  48. handler.setMapInfo(handler.mapToStart);
  49. }
  50. else if(!settings["session"]["headless"].Bool())
  51. {
  52. if (GH.windows().topWindow<CSimpleJoinScreen>())
  53. GH.windows().popWindows(1);
  54. if (!GH.windows().findWindows<GlobalLobbyServerSetup>().empty())
  55. {
  56. assert(handler.serverMode == EServerMode::LOBBY_HOST);
  57. // announce opened game room
  58. // TODO: find better approach?
  59. int roomType = settings["lobby"]["roomType"].Integer();
  60. int roomPlayerLimit = settings["lobby"]["roomPlayerLimit"].Integer();
  61. if (roomType != 0)
  62. handler.getGlobalLobby().sendOpenRoom("private", roomPlayerLimit);
  63. else
  64. handler.getGlobalLobby().sendOpenRoom("public", roomPlayerLimit);
  65. }
  66. while (!GH.windows().findWindows<GlobalLobbyWindow>().empty())
  67. {
  68. // if global lobby is open, pop all dialogs on top of it as well as lobby itself
  69. GH.windows().popWindows(1);
  70. }
  71. bool hideScreen = handler.campaignStateToSend && (!handler.campaignStateToSend->campaignSet.empty() || handler.campaignStateToSend->lastScenario());
  72. GH.windows().createAndPushWindow<CLobbyScreen>(handler.screenType, hideScreen);
  73. }
  74. handler.setState(EClientState::LOBBY);
  75. }
  76. }
  77. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyClientDisconnected(LobbyClientDisconnected & pack)
  78. {
  79. if(pack.clientId != handler.logicConnection->connectionID)
  80. {
  81. result = false;
  82. return;
  83. }
  84. }
  85. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyClientDisconnected(LobbyClientDisconnected & pack)
  86. {
  87. if(auto w = GH.windows().topWindow<CLoadingScreen>())
  88. GH.windows().popWindow(w);
  89. if(GH.windows().count() > 0)
  90. GH.windows().popWindows(1);
  91. }
  92. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyChatMessage(LobbyChatMessage & pack)
  93. {
  94. handler.getGameChat().onNewLobbyMessageReceived(pack.playerName, pack.message.toString());
  95. }
  96. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyGuiAction(LobbyGuiAction & pack)
  97. {
  98. if(!lobby || !handler.isGuest())
  99. return;
  100. switch(pack.action)
  101. {
  102. case LobbyGuiAction::NO_TAB:
  103. lobby->toggleTab(lobby->curTab);
  104. break;
  105. case LobbyGuiAction::OPEN_OPTIONS:
  106. lobby->toggleTab(lobby->tabOpt);
  107. break;
  108. case LobbyGuiAction::OPEN_SCENARIO_LIST:
  109. lobby->toggleTab(lobby->tabSel);
  110. break;
  111. case LobbyGuiAction::OPEN_RANDOM_MAP_OPTIONS:
  112. lobby->toggleTab(lobby->tabRand);
  113. break;
  114. case LobbyGuiAction::OPEN_TURN_OPTIONS:
  115. lobby->toggleTab(lobby->tabTurnOptions);
  116. break;
  117. case LobbyGuiAction::OPEN_EXTRA_OPTIONS:
  118. lobby->toggleTab(lobby->tabExtraOptions);
  119. break;
  120. }
  121. }
  122. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyRestartGame(LobbyRestartGame & pack)
  123. {
  124. assert(handler.getState() == EClientState::GAMEPLAY);
  125. handler.restartGameplay();
  126. handler.sendStartGame();
  127. }
  128. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyPrepareStartGame(LobbyPrepareStartGame & pack)
  129. {
  130. handler.client = std::make_unique<CClient>();
  131. handler.logicConnection->enterLobbyConnectionMode();
  132. handler.logicConnection->setCallback(handler.client.get());
  133. }
  134. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyStartGame(LobbyStartGame & pack)
  135. {
  136. if(pack.clientId != -1 && pack.clientId != handler.logicConnection->connectionID)
  137. {
  138. result = false;
  139. return;
  140. }
  141. handler.setState(EClientState::STARTING);
  142. if(handler.si->mode != EStartMode::LOAD_GAME || pack.clientId == handler.logicConnection->connectionID)
  143. {
  144. auto modeBackup = handler.si->mode;
  145. handler.si = pack.initializedStartInfo;
  146. handler.si->mode = modeBackup;
  147. }
  148. handler.startGameplay(pack.initializedGameState);
  149. }
  150. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyStartGame(LobbyStartGame & pack)
  151. {
  152. if(auto w = GH.windows().topWindow<CLoadingScreen>())
  153. {
  154. w->finish();
  155. w->tick(0);
  156. w->redraw();
  157. }
  158. }
  159. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyLoadProgress(LobbyLoadProgress & pack)
  160. {
  161. if(auto w = GH.windows().topWindow<CLoadingScreen>())
  162. {
  163. w->set(pack.progress);
  164. w->tick(0);
  165. w->redraw();
  166. }
  167. }
  168. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyUpdateState(LobbyUpdateState & pack)
  169. {
  170. pack.hostChanged = pack.state.hostClientId != handler.hostClientId;
  171. static_cast<LobbyState &>(handler) = pack.state;
  172. if(handler.mapToStart && handler.mi)
  173. {
  174. handler.startMapAfterConnection(nullptr);
  175. handler.sendStartGame();
  176. }
  177. }
  178. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyUpdateState(LobbyUpdateState & pack)
  179. {
  180. if(!lobby) //stub: ignore message for game mode
  181. return;
  182. if(!lobby->bonusSel && handler.si->campState && handler.getState() == EClientState::LOBBY_CAMPAIGN)
  183. {
  184. auto bonusSel = std::make_shared<CBonusSelection>();
  185. lobby->bonusSel = bonusSel;
  186. if(!handler.si->campState->conqueredScenarios().size() && !handler.si->campState->getIntroVideo().empty() && CCS->videoh->open(handler.si->campState->getIntroVideo(), 1))
  187. {
  188. CCS->musich->stopMusic();
  189. GH.windows().createAndPushWindow<VideoWindow>(handler.si->campState->getIntroVideo(), handler.si->campState->getVideoRim().empty() ? ImagePath::builtin("INTRORIM") : handler.si->campState->getVideoRim(), false, 1, [bonusSel](bool skipped){
  190. if(!CSH->si->campState->getMusic().empty())
  191. CCS->musich->playMusic(CSH->si->campState->getMusic(), true, false);
  192. GH.windows().pushWindow(bonusSel);
  193. });
  194. }
  195. else
  196. GH.windows().pushWindow(bonusSel);
  197. }
  198. if(lobby->bonusSel)
  199. lobby->bonusSel->updateAfterStateChange();
  200. else
  201. lobby->updateAfterStateChange();
  202. if(pack.hostChanged || pack.refreshList)
  203. lobby->toggleMode(handler.isHost());
  204. }
  205. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyShowMessage(LobbyShowMessage & pack)
  206. {
  207. if(!lobby) //stub: ignore message for game mode
  208. return;
  209. lobby->buttonStart->block(false);
  210. handler.showServerError(pack.message.toString());
  211. }