NetPacksLobbyClient.cpp 5.3 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 "CServerHandler.h"
  22. #include "CGameInfo.h"
  23. #include "gui/CGuiHandler.h"
  24. #include "gui/WindowHandler.h"
  25. #include "widgets/Buttons.h"
  26. #include "widgets/TextControls.h"
  27. #include "../lib/CConfigHandler.h"
  28. #include "../lib/CGeneralTextHandler.h"
  29. #include "../lib/serializer/Connection.h"
  30. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyClientConnected(LobbyClientConnected & pack)
  31. {
  32. result = false;
  33. // Check if it's LobbyClientConnected for our client
  34. if(pack.uuid == handler.c->uuid)
  35. {
  36. handler.c->connectionID = pack.clientId;
  37. if(handler.mapToStart)
  38. {
  39. handler.setMapInfo(handler.mapToStart);
  40. }
  41. else if(!settings["session"]["headless"].Bool())
  42. {
  43. if (GH.windows().topWindow<CSimpleJoinScreen>())
  44. GH.windows().popWindows(1);
  45. while (!GH.windows().findWindows<GlobalLobbyWindow>().empty())
  46. {
  47. // if global lobby is open, pop all dialogs on top of it as well as lobby itself
  48. GH.windows().popWindows(1);
  49. }
  50. GH.windows().createAndPushWindow<CLobbyScreen>(static_cast<ESelectionScreen>(handler.screenType));
  51. }
  52. handler.state = EClientState::LOBBY;
  53. }
  54. }
  55. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyClientDisconnected(LobbyClientDisconnected & pack)
  56. {
  57. if(pack.clientId != handler.c->connectionID)
  58. {
  59. result = false;
  60. return;
  61. }
  62. }
  63. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyClientDisconnected(LobbyClientDisconnected & pack)
  64. {
  65. if(auto w = GH.windows().topWindow<CLoadingScreen>())
  66. GH.windows().popWindow(w);
  67. if(GH.windows().count() > 0)
  68. GH.windows().popWindows(1);
  69. }
  70. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyChatMessage(LobbyChatMessage & pack)
  71. {
  72. if(lobby && lobby->card)
  73. {
  74. lobby->card->chat->addNewMessage(pack.playerName + ": " + pack.message);
  75. lobby->card->setChat(true);
  76. if(lobby->buttonChat)
  77. lobby->buttonChat->addTextOverlay(CGI->generaltexth->allTexts[531], FONT_SMALL, Colors::WHITE);
  78. }
  79. }
  80. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyGuiAction(LobbyGuiAction & pack)
  81. {
  82. if(!lobby || !handler.isGuest())
  83. return;
  84. switch(pack.action)
  85. {
  86. case LobbyGuiAction::NO_TAB:
  87. lobby->toggleTab(lobby->curTab);
  88. break;
  89. case LobbyGuiAction::OPEN_OPTIONS:
  90. lobby->toggleTab(lobby->tabOpt);
  91. break;
  92. case LobbyGuiAction::OPEN_SCENARIO_LIST:
  93. lobby->toggleTab(lobby->tabSel);
  94. break;
  95. case LobbyGuiAction::OPEN_RANDOM_MAP_OPTIONS:
  96. lobby->toggleTab(lobby->tabRand);
  97. break;
  98. case LobbyGuiAction::OPEN_TURN_OPTIONS:
  99. lobby->toggleTab(lobby->tabTurnOptions);
  100. break;
  101. case LobbyGuiAction::OPEN_EXTRA_OPTIONS:
  102. lobby->toggleTab(lobby->tabExtraOptions);
  103. break;
  104. }
  105. }
  106. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyEndGame(LobbyEndGame & pack)
  107. {
  108. if(handler.state == EClientState::GAMEPLAY)
  109. {
  110. handler.endGameplay(pack.closeConnection, pack.restart);
  111. }
  112. if(pack.restart)
  113. {
  114. if (handler.validateGameStart())
  115. handler.sendStartGame();
  116. }
  117. }
  118. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyStartGame(LobbyStartGame & pack)
  119. {
  120. if(pack.clientId != -1 && pack.clientId != handler.c->connectionID)
  121. {
  122. result = false;
  123. return;
  124. }
  125. handler.state = EClientState::STARTING;
  126. if(handler.si->mode != StartInfo::LOAD_GAME || pack.clientId == handler.c->connectionID)
  127. {
  128. auto modeBackup = handler.si->mode;
  129. handler.si = pack.initializedStartInfo;
  130. handler.si->mode = modeBackup;
  131. }
  132. handler.startGameplay(pack.initializedGameState);
  133. }
  134. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyStartGame(LobbyStartGame & pack)
  135. {
  136. if(auto w = GH.windows().topWindow<CLoadingScreen>())
  137. {
  138. w->finish();
  139. w->tick(0);
  140. w->redraw();
  141. }
  142. }
  143. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyLoadProgress(LobbyLoadProgress & pack)
  144. {
  145. if(auto w = GH.windows().topWindow<CLoadingScreen>())
  146. {
  147. w->set(pack.progress);
  148. w->tick(0);
  149. w->redraw();
  150. }
  151. }
  152. void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyUpdateState(LobbyUpdateState & pack)
  153. {
  154. pack.hostChanged = pack.state.hostClientId != handler.hostClientId;
  155. static_cast<LobbyState &>(handler) = pack.state;
  156. if(handler.mapToStart && handler.mi)
  157. {
  158. handler.startMapAfterConnection(nullptr);
  159. handler.sendStartGame();
  160. }
  161. }
  162. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyUpdateState(LobbyUpdateState & pack)
  163. {
  164. if(!lobby) //stub: ignore message for game mode
  165. return;
  166. if(!lobby->bonusSel && handler.si->campState && handler.state == EClientState::LOBBY_CAMPAIGN)
  167. {
  168. lobby->bonusSel = std::make_shared<CBonusSelection>();
  169. GH.windows().pushWindow(lobby->bonusSel);
  170. }
  171. if(lobby->bonusSel)
  172. lobby->bonusSel->updateAfterStateChange();
  173. else
  174. lobby->updateAfterStateChange();
  175. if(pack.hostChanged)
  176. lobby->toggleMode(handler.isHost());
  177. }
  178. void ApplyOnLobbyScreenNetPackVisitor::visitLobbyShowMessage(LobbyShowMessage & pack)
  179. {
  180. if(!lobby) //stub: ignore message for game mode
  181. return;
  182. lobby->buttonStart->block(false);
  183. handler.showServerError(pack.message);
  184. }