NetPacksLobbyClient.cpp 5.0 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 "CServerHandler.h"
  21. #include "CGameInfo.h"
  22. #include "gui/CGuiHandler.h"
  23. #include "gui/WindowHandler.h"
  24. #include "widgets/Buttons.h"
  25. #include "widgets/TextControls.h"
  26. #include "../lib/CConfigHandler.h"
  27. #include "../lib/CGeneralTextHandler.h"
  28. #include "../lib/serializer/Connection.h"
  29. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyClientConnected(LobbyClientConnected & pack)
  30. {
  31. result = false;
  32. // Check if it's LobbyClientConnected for our client
  33. if(pack.uuid == handler.c->uuid)
  34. {
  35. handler.c->connectionID = pack.clientId;
  36. if(handler.mapToStart)
  37. handler.setMapInfo(handler.mapToStart);
  38. else if(!settings["session"]["headless"].Bool())
  39. GH.windows().createAndPushWindow<CLobbyScreen>(static_cast<ESelectionScreen>(handler.screenType));
  40. handler.state = EClientState::LOBBY;
  41. }
  42. }
  43. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyClientDisconnected(LobbyClientDisconnected & pack)
  44. {
  45. if(pack.clientId != handler.c->connectionID)
  46. {
  47. result = false;
  48. return;
  49. }
  50. handler.stopServerConnection();
  51. }
  52. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyClientDisconnected(LobbyClientDisconnected & pack)
  53. {
  54. if(auto w = GH.windows().topWindow<CLoadingScreen>())
  55. GH.windows().popWindow(w);
  56. if(GH.windows().count() > 0)
  57. GH.windows().popWindows(1);
  58. }
  59. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyChatMessage(LobbyChatMessage & pack)
  60. {
  61. if(lobby && lobby->card)
  62. {
  63. lobby->card->chat->addNewMessage(pack.playerName + ": " + pack.message);
  64. lobby->card->setChat(true);
  65. if(lobby->buttonChat)
  66. lobby->buttonChat->addTextOverlay(CGI->generaltexth->allTexts[531], FONT_SMALL, Colors::WHITE);
  67. }
  68. }
  69. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyGuiAction(LobbyGuiAction & pack)
  70. {
  71. if(!lobby || !handler.isGuest())
  72. return;
  73. switch(pack.action)
  74. {
  75. case LobbyGuiAction::NO_TAB:
  76. lobby->toggleTab(lobby->curTab);
  77. break;
  78. case LobbyGuiAction::OPEN_OPTIONS:
  79. lobby->toggleTab(lobby->tabOpt);
  80. break;
  81. case LobbyGuiAction::OPEN_SCENARIO_LIST:
  82. lobby->toggleTab(lobby->tabSel);
  83. break;
  84. case LobbyGuiAction::OPEN_RANDOM_MAP_OPTIONS:
  85. lobby->toggleTab(lobby->tabRand);
  86. break;
  87. case LobbyGuiAction::OPEN_TURN_OPTIONS:
  88. lobby->toggleTab(lobby->tabTurnOptions);
  89. break;
  90. case LobbyGuiAction::OPEN_EXTRA_OPTIONS:
  91. lobby->toggleTab(lobby->tabExtraOptions);
  92. break;
  93. }
  94. }
  95. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyEndGame(LobbyEndGame & pack)
  96. {
  97. if(handler.state == EClientState::GAMEPLAY)
  98. {
  99. handler.endGameplay(pack.closeConnection, pack.restart);
  100. }
  101. if(pack.restart)
  102. {
  103. if (handler.validateGameStart())
  104. handler.sendStartGame();
  105. }
  106. }
  107. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyStartGame(LobbyStartGame & pack)
  108. {
  109. if(pack.clientId != -1 && pack.clientId != handler.c->connectionID)
  110. {
  111. result = false;
  112. return;
  113. }
  114. handler.state = EClientState::STARTING;
  115. if(handler.si->mode != StartInfo::LOAD_GAME || pack.clientId == handler.c->connectionID)
  116. {
  117. auto modeBackup = handler.si->mode;
  118. handler.si = pack.initializedStartInfo;
  119. handler.si->mode = modeBackup;
  120. }
  121. handler.startGameplay(pack.initializedGameState);
  122. }
  123. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyStartGame(LobbyStartGame & pack)
  124. {
  125. if(auto w = GH.windows().topWindow<CLoadingScreen>())
  126. {
  127. w->finish();
  128. w->tick(0);
  129. w->redraw();
  130. }
  131. }
  132. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyLoadProgress(LobbyLoadProgress & pack)
  133. {
  134. if(auto w = GH.windows().topWindow<CLoadingScreen>())
  135. {
  136. w->set(pack.progress);
  137. w->tick(0);
  138. w->redraw();
  139. }
  140. }
  141. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyUpdateState(LobbyUpdateState & pack)
  142. {
  143. pack.hostChanged = pack.state.hostClientId != handler.hostClientId;
  144. static_cast<LobbyState &>(handler) = pack.state;
  145. if(handler.mapToStart && handler.mi)
  146. {
  147. handler.startMapAfterConnection(nullptr);
  148. handler.sendStartGame();
  149. }
  150. }
  151. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyUpdateState(LobbyUpdateState & pack)
  152. {
  153. if(!lobby) //stub: ignore message for game mode
  154. return;
  155. if(!lobby->bonusSel && handler.si->campState && handler.state == EClientState::LOBBY_CAMPAIGN)
  156. {
  157. lobby->bonusSel = std::make_shared<CBonusSelection>();
  158. GH.windows().pushWindow(lobby->bonusSel);
  159. }
  160. if(lobby->bonusSel)
  161. lobby->bonusSel->updateAfterStateChange();
  162. else
  163. lobby->updateAfterStateChange();
  164. if(pack.hostChanged)
  165. lobby->toggleMode(handler.isHost());
  166. }
  167. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyShowMessage(LobbyShowMessage & pack)
  168. {
  169. if(!lobby) //stub: ignore message for game mode
  170. return;
  171. lobby->buttonStart->block(false);
  172. handler.showServerError(pack.message);
  173. }