NetPacksLobbyClient.cpp 4.9 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/SelectionTab.h"
  18. #include "lobby/CBonusSelection.h"
  19. #include "CServerHandler.h"
  20. #include "CGameInfo.h"
  21. #include "gui/CGuiHandler.h"
  22. #include "gui/WindowHandler.h"
  23. #include "widgets/Buttons.h"
  24. #include "widgets/TextControls.h"
  25. #include "../lib/CConfigHandler.h"
  26. #include "../lib/CGeneralTextHandler.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 != handler.c->connectionID)
  45. {
  46. result = false;
  47. return;
  48. }
  49. handler.stopServerConnection();
  50. }
  51. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyClientDisconnected(LobbyClientDisconnected & pack)
  52. {
  53. if(auto w = GH.windows().topWindow<CLoadingScreen>())
  54. GH.windows().popWindow(w);
  55. if(GH.windows().count() > 0)
  56. GH.windows().popWindows(1);
  57. }
  58. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyChatMessage(LobbyChatMessage & pack)
  59. {
  60. if(lobby && lobby->card)
  61. {
  62. lobby->card->chat->addNewMessage(pack.playerName + ": " + pack.message);
  63. lobby->card->setChat(true);
  64. if(lobby->buttonChat)
  65. lobby->buttonChat->addTextOverlay(CGI->generaltexth->allTexts[531], FONT_SMALL, Colors::WHITE);
  66. }
  67. }
  68. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyGuiAction(LobbyGuiAction & pack)
  69. {
  70. if(!lobby || !handler.isGuest())
  71. return;
  72. switch(pack.action)
  73. {
  74. case LobbyGuiAction::NO_TAB:
  75. lobby->toggleTab(lobby->curTab);
  76. break;
  77. case LobbyGuiAction::OPEN_OPTIONS:
  78. lobby->toggleTab(lobby->tabOpt);
  79. break;
  80. case LobbyGuiAction::OPEN_SCENARIO_LIST:
  81. lobby->toggleTab(lobby->tabSel);
  82. break;
  83. case LobbyGuiAction::OPEN_RANDOM_MAP_OPTIONS:
  84. lobby->toggleTab(lobby->tabRand);
  85. break;
  86. case LobbyGuiAction::OPEN_TURN_OPTIONS:
  87. lobby->toggleTab(lobby->tabTurnOptions);
  88. break;
  89. }
  90. }
  91. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyEndGame(LobbyEndGame & pack)
  92. {
  93. if(handler.state == EClientState::GAMEPLAY)
  94. {
  95. handler.endGameplay(pack.closeConnection, pack.restart);
  96. }
  97. if(pack.restart)
  98. {
  99. if (handler.validateGameStart())
  100. handler.sendStartGame();
  101. }
  102. }
  103. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyStartGame(LobbyStartGame & pack)
  104. {
  105. if(pack.clientId != -1 && pack.clientId != handler.c->connectionID)
  106. {
  107. result = false;
  108. return;
  109. }
  110. handler.state = EClientState::STARTING;
  111. if(handler.si->mode != StartInfo::LOAD_GAME || pack.clientId == handler.c->connectionID)
  112. {
  113. auto modeBackup = handler.si->mode;
  114. handler.si = pack.initializedStartInfo;
  115. handler.si->mode = modeBackup;
  116. }
  117. handler.startGameplay(pack.initializedGameState);
  118. }
  119. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyStartGame(LobbyStartGame & pack)
  120. {
  121. if(auto w = GH.windows().topWindow<CLoadingScreen>())
  122. {
  123. w->finish();
  124. w->tick(0);
  125. w->redraw();
  126. }
  127. }
  128. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyLoadProgress(LobbyLoadProgress & pack)
  129. {
  130. if(auto w = GH.windows().topWindow<CLoadingScreen>())
  131. {
  132. w->set(pack.progress);
  133. w->tick(0);
  134. w->redraw();
  135. }
  136. }
  137. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyUpdateState(LobbyUpdateState & pack)
  138. {
  139. pack.hostChanged = pack.state.hostClientId != handler.hostClientId;
  140. static_cast<LobbyState &>(handler) = pack.state;
  141. if(handler.mapToStart && handler.mi)
  142. {
  143. handler.startMapAfterConnection(nullptr);
  144. handler.sendStartGame();
  145. }
  146. }
  147. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyUpdateState(LobbyUpdateState & pack)
  148. {
  149. if(!lobby) //stub: ignore message for game mode
  150. return;
  151. if(!lobby->bonusSel && handler.si->campState && handler.state == EClientState::LOBBY_CAMPAIGN)
  152. {
  153. lobby->bonusSel = std::make_shared<CBonusSelection>();
  154. GH.windows().pushWindow(lobby->bonusSel);
  155. }
  156. if(lobby->bonusSel)
  157. lobby->bonusSel->updateAfterStateChange();
  158. else
  159. lobby->updateAfterStateChange();
  160. if(pack.hostChanged)
  161. lobby->toggleMode(handler.isHost());
  162. }
  163. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyShowMessage(LobbyShowMessage & pack)
  164. {
  165. if(!lobby) //stub: ignore message for game mode
  166. return;
  167. lobby->buttonStart->block(false);
  168. handler.showServerError(pack.message);
  169. }