NetPacksLobbyClient.cpp 4.6 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/NetPacksLobby.h"
  27. #include "../lib/serializer/Connection.h"
  28. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyClientConnected(LobbyClientConnected & pack)
  29. {
  30. result = false;
  31. // Check if it's LobbyClientConnected for our client
  32. if(pack.uuid == handler.c->uuid)
  33. {
  34. handler.c->connectionID = pack.clientId;
  35. if(handler.mapToStart)
  36. handler.setMapInfo(handler.mapToStart);
  37. else if(!settings["session"]["headless"].Bool())
  38. GH.windows().createAndPushWindow<CLobbyScreen>(static_cast<ESelectionScreen>(handler.screenType));
  39. handler.state = EClientState::LOBBY;
  40. }
  41. }
  42. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyClientDisconnected(LobbyClientDisconnected & pack)
  43. {
  44. if(pack.clientId != pack.c->connectionID)
  45. {
  46. result = false;
  47. return;
  48. }
  49. handler.stopServerConnection();
  50. }
  51. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyClientDisconnected(LobbyClientDisconnected & pack)
  52. {
  53. if(GH.windows().count() > 0)
  54. GH.windows().popWindows(1);
  55. }
  56. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyChatMessage(LobbyChatMessage & pack)
  57. {
  58. if(lobby && lobby->card)
  59. {
  60. lobby->card->chat->addNewMessage(pack.playerName + ": " + pack.message);
  61. lobby->card->setChat(true);
  62. if(lobby->buttonChat)
  63. lobby->buttonChat->addTextOverlay(CGI->generaltexth->allTexts[531], FONT_SMALL, Colors::WHITE);
  64. }
  65. }
  66. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyGuiAction(LobbyGuiAction & pack)
  67. {
  68. if(!lobby || !handler.isGuest())
  69. return;
  70. switch(pack.action)
  71. {
  72. case LobbyGuiAction::NO_TAB:
  73. lobby->toggleTab(lobby->curTab);
  74. break;
  75. case LobbyGuiAction::OPEN_OPTIONS:
  76. lobby->toggleTab(lobby->tabOpt);
  77. break;
  78. case LobbyGuiAction::OPEN_SCENARIO_LIST:
  79. lobby->toggleTab(lobby->tabSel);
  80. break;
  81. case LobbyGuiAction::OPEN_RANDOM_MAP_OPTIONS:
  82. lobby->toggleTab(lobby->tabRand);
  83. break;
  84. }
  85. }
  86. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyEndGame(LobbyEndGame & pack)
  87. {
  88. if(handler.state == EClientState::GAMEPLAY)
  89. {
  90. handler.endGameplay(pack.closeConnection, pack.restart);
  91. }
  92. if(pack.restart)
  93. handler.sendStartGame();
  94. }
  95. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyStartGame(LobbyStartGame & pack)
  96. {
  97. if(pack.clientId != -1 && pack.clientId != handler.c->connectionID)
  98. {
  99. result = false;
  100. return;
  101. }
  102. handler.state = EClientState::STARTING;
  103. if(handler.si->mode != StartInfo::LOAD_GAME || pack.clientId == handler.c->connectionID)
  104. {
  105. auto modeBackup = handler.si->mode;
  106. handler.si = pack.initializedStartInfo;
  107. handler.si->mode = modeBackup;
  108. }
  109. if(settings["session"]["headless"].Bool())
  110. handler.startGameplay(pack.initializedGameState);
  111. }
  112. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyStartGame(LobbyStartGame & pack)
  113. {
  114. if(pack.clientId != -1 && pack.clientId != handler.c->connectionID)
  115. return;
  116. GH.windows().createAndPushWindow<CLoadingScreen>(std::bind(&CServerHandler::startGameplay, &handler, pack.initializedGameState));
  117. }
  118. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyUpdateState(LobbyUpdateState & pack)
  119. {
  120. pack.hostChanged = pack.state.hostClientId != handler.hostClientId;
  121. static_cast<LobbyState &>(handler) = pack.state;
  122. if(handler.mapToStart && handler.mi)
  123. {
  124. handler.startMapAfterConnection(nullptr);
  125. handler.sendStartGame();
  126. }
  127. }
  128. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyUpdateState(LobbyUpdateState & pack)
  129. {
  130. if(!lobby) //stub: ignore message for game mode
  131. return;
  132. if(!lobby->bonusSel && handler.si->campState && handler.state == EClientState::LOBBY_CAMPAIGN)
  133. {
  134. lobby->bonusSel = std::make_shared<CBonusSelection>();
  135. GH.windows().pushWindow(lobby->bonusSel);
  136. }
  137. if(lobby->bonusSel)
  138. lobby->bonusSel->updateAfterStateChange();
  139. else
  140. lobby->updateAfterStateChange();
  141. if(pack.hostChanged)
  142. lobby->toggleMode(handler.isHost());
  143. }
  144. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyShowMessage(LobbyShowMessage & pack)
  145. {
  146. if(!lobby) //stub: ignore message for game mode
  147. return;
  148. lobby->buttonStart->block(false);
  149. handler.showServerError(pack.message);
  150. }