NetPacksLobbyClient.cpp 7.2 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 "lobby/BattleOnlyModeTab.h"
  21. #include "globalLobby/GlobalLobbyWindow.h"
  22. #include "globalLobby/GlobalLobbyServerSetup.h"
  23. #include "globalLobby/GlobalLobbyClient.h"
  24. #include "CServerHandler.h"
  25. #include "GameChatHandler.h"
  26. #include "Client.h"
  27. #include "GameEngine.h"
  28. #include "GameInstance.h"
  29. #include "gui/WindowHandler.h"
  30. #include "widgets/Buttons.h"
  31. #include "widgets/TextControls.h"
  32. #include "media/CMusicHandler.h"
  33. #include "media/IVideoPlayer.h"
  34. #include "windows/GUIClasses.h"
  35. #include "../lib/CConfigHandler.h"
  36. #include "../lib/campaign/CampaignState.h"
  37. #include "../lib/serializer/GameConnection.h"
  38. #include "../lib/texts/CGeneralTextHandler.h"
  39. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyClientConnected(LobbyClientConnected & pack)
  40. {
  41. result = false;
  42. // Check if it's LobbyClientConnected for our client
  43. if(pack.uuid == handler.logicConnection->uuid)
  44. {
  45. handler.logicConnection->setSerializationVersion(pack.version);
  46. handler.logicConnection->connectionID = pack.clientId;
  47. if(handler.mapToStart)
  48. {
  49. handler.setMapInfo(handler.mapToStart);
  50. }
  51. else if(!settings["session"]["headless"].Bool())
  52. {
  53. if (ENGINE->windows().topWindow<CSimpleJoinScreen>())
  54. ENGINE->windows().popWindows(1);
  55. if (!ENGINE->windows().findWindows<GlobalLobbyServerSetup>().empty())
  56. {
  57. assert(handler.serverMode == EServerMode::LOBBY_HOST);
  58. // announce opened game room
  59. // TODO: find better approach?
  60. int roomType = settings["lobby"]["roomType"].Integer();
  61. int roomPlayerLimit = settings["lobby"]["roomPlayerLimit"].Integer();
  62. if (roomType != 0)
  63. handler.getGlobalLobby().sendOpenRoom("private", roomPlayerLimit);
  64. else
  65. handler.getGlobalLobby().sendOpenRoom("public", roomPlayerLimit);
  66. }
  67. while (!ENGINE->windows().findWindows<GlobalLobbyWindow>().empty())
  68. {
  69. // if global lobby is open, pop all dialogs on top of it as well as lobby itself
  70. ENGINE->windows().popWindows(1);
  71. }
  72. bool hideScreen = handler.campaignStateToSend && (!handler.campaignStateToSend->campaignSet.empty() || handler.campaignStateToSend->lastScenario());
  73. ENGINE->windows().createAndPushWindow<CLobbyScreen>(handler.screenType, hideScreen);
  74. }
  75. handler.setState(EClientState::LOBBY);
  76. }
  77. }
  78. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyClientDisconnected(LobbyClientDisconnected & pack)
  79. {
  80. if(pack.clientId != handler.logicConnection->connectionID)
  81. {
  82. result = false;
  83. return;
  84. }
  85. }
  86. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyClientDisconnected(LobbyClientDisconnected & pack)
  87. {
  88. if(auto w = ENGINE->windows().topWindow<CLoadingScreen>())
  89. ENGINE->windows().popWindow(w);
  90. if(ENGINE->windows().count() > 0)
  91. ENGINE->windows().popWindows(1);
  92. }
  93. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyChatMessage(LobbyChatMessage & pack)
  94. {
  95. handler.getGameChat().onNewLobbyMessageReceived(pack.playerName, pack.message.toString());
  96. }
  97. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyGuiAction(LobbyGuiAction & pack)
  98. {
  99. if(!lobby || !handler.isGuest())
  100. return;
  101. switch(pack.action)
  102. {
  103. case LobbyGuiAction::NO_TAB:
  104. lobby->toggleTab(lobby->curTab);
  105. break;
  106. case LobbyGuiAction::OPEN_OPTIONS:
  107. lobby->toggleTab(lobby->tabOpt);
  108. break;
  109. case LobbyGuiAction::OPEN_SCENARIO_LIST:
  110. lobby->toggleTab(lobby->tabSel);
  111. break;
  112. case LobbyGuiAction::OPEN_RANDOM_MAP_OPTIONS:
  113. lobby->toggleTab(lobby->tabRand);
  114. break;
  115. case LobbyGuiAction::OPEN_TURN_OPTIONS:
  116. lobby->toggleTab(lobby->tabTurnOptions);
  117. break;
  118. case LobbyGuiAction::OPEN_EXTRA_OPTIONS:
  119. lobby->toggleTab(lobby->tabExtraOptions);
  120. break;
  121. case LobbyGuiAction::BATTLE_MODE:
  122. lobby->toggleTab(lobby->tabBattleOnlyMode);
  123. break;
  124. }
  125. }
  126. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyRestartGame(LobbyRestartGame & pack)
  127. {
  128. assert(handler.getState() == EClientState::GAMEPLAY);
  129. handler.restartGameplay();
  130. handler.sendStartGame();
  131. }
  132. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyPrepareStartGame(LobbyPrepareStartGame & pack)
  133. {
  134. handler.logicConnection->enterLobbyConnectionMode();
  135. }
  136. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyStartGame(LobbyStartGame & pack)
  137. {
  138. handler.setState(EClientState::STARTING);
  139. if(handler.si->mode != EStartMode::LOAD_GAME)
  140. {
  141. auto modeBackup = handler.si->mode;
  142. handler.si = pack.initializedStartInfo;
  143. handler.si->mode = modeBackup;
  144. }
  145. handler.client = std::make_unique<CClient>();
  146. handler.startGameplay(pack.initializedGameState);
  147. }
  148. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyStartGame(LobbyStartGame & pack)
  149. {
  150. if(auto w = ENGINE->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 = ENGINE->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. auto bonusSel = std::make_shared<CBonusSelection>();
  183. lobby->bonusSel = bonusSel;
  184. if(!handler.si->campState->conqueredScenarios().size() && !handler.si->campState->getIntroVideo().empty() && ENGINE->video().open(handler.si->campState->getIntroVideo(), 1))
  185. {
  186. ENGINE->music().stopMusic();
  187. ENGINE->windows().createAndPushWindow<VideoWindow>(handler.si->campState->getIntroVideo(), handler.si->campState->getVideoRim().empty() ? ImagePath::builtin("INTRORIM") : handler.si->campState->getVideoRim(), false, 1, [bonusSel](bool skipped){
  188. if(!GAME->server().si->campState->getMusic().empty())
  189. ENGINE->music().playMusic(GAME->server().si->campState->getMusic(), true, false);
  190. ENGINE->windows().pushWindow(bonusSel);
  191. });
  192. }
  193. else
  194. ENGINE->windows().pushWindow(bonusSel);
  195. }
  196. if(lobby->bonusSel)
  197. lobby->bonusSel->updateAfterStateChange();
  198. else
  199. lobby->updateAfterStateChange();
  200. if(pack.hostChanged || pack.refreshList)
  201. lobby->toggleMode(handler.isHost());
  202. }
  203. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyShowMessage(LobbyShowMessage & pack)
  204. {
  205. if(!lobby) //stub: ignore message for game mode
  206. return;
  207. lobby->buttonStart->block(false);
  208. handler.showServerError(pack.message.toString());
  209. }
  210. void ApplyOnLobbyScreenNetPackVisitor::visitLobbySetBattleOnlyModeStartInfo(LobbySetBattleOnlyModeStartInfo & pack)
  211. {
  212. if(lobby->tabBattleOnlyMode)
  213. lobby->tabBattleOnlyMode->applyStartInfo(pack.startInfo);
  214. }