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vcmi/client/NetPacksLobbyClient.cpp

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/*
* NetPacksLobbyClient.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "LobbyClientNetPackVisitors.h"
#include "lobby/CSelectionBase.h"
#include "lobby/CLobbyScreen.h"
#include "lobby/OptionsTab.h"
#include "lobby/RandomMapTab.h"
#include "lobby/SelectionTab.h"
#include "lobby/CBonusSelection.h"
#include "CServerHandler.h"
#include "CGameInfo.h"
#include "gui/CGuiHandler.h"
#include "gui/WindowHandler.h"
#include "widgets/Buttons.h"
#include "widgets/TextControls.h"
#include "../lib/CConfigHandler.h"
#include "../lib/CGeneralTextHandler.h"
#include "../lib/NetPacksLobby.h"
#include "../lib/serializer/Connection.h"
void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyClientConnected(LobbyClientConnected & pack)
{
result = false;
// Check if it's LobbyClientConnected for our client
if(pack.uuid == handler.c->uuid)
{
handler.c->connectionID = pack.clientId;
if(!settings["session"]["headless"].Bool())
GH.windows().createAndPushWindow<CLobbyScreen>(static_cast<ESelectionScreen>(handler.screenType));
handler.state = EClientState::LOBBY;
}
}
void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyClientDisconnected(LobbyClientDisconnected & pack)
{
if(pack.clientId != pack.c->connectionID)
{
result = false;
return;
}
handler.stopServerConnection();
}
void ApplyOnLobbyScreenNetPackVisitor::visitLobbyClientDisconnected(LobbyClientDisconnected & pack)
{
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if(GH.windows().count() > 0)
GH.windows().popWindows(1);
}
void ApplyOnLobbyScreenNetPackVisitor::visitLobbyChatMessage(LobbyChatMessage & pack)
{
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if(lobby && lobby->card)
{
lobby->card->chat->addNewMessage(pack.playerName + ": " + pack.message);
lobby->card->setChat(true);
if(lobby->buttonChat)
lobby->buttonChat->addTextOverlay(CGI->generaltexth->allTexts[531], FONT_SMALL);
}
}
void ApplyOnLobbyScreenNetPackVisitor::visitLobbyGuiAction(LobbyGuiAction & pack)
{
if(!lobby || !handler.isGuest())
return;
switch(pack.action)
{
case LobbyGuiAction::NO_TAB:
lobby->toggleTab(lobby->curTab);
break;
case LobbyGuiAction::OPEN_OPTIONS:
lobby->toggleTab(lobby->tabOpt);
break;
case LobbyGuiAction::OPEN_SCENARIO_LIST:
lobby->toggleTab(lobby->tabSel);
break;
case LobbyGuiAction::OPEN_RANDOM_MAP_OPTIONS:
lobby->toggleTab(lobby->tabRand);
break;
}
}
void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyEndGame(LobbyEndGame & pack)
{
if(handler.state == EClientState::GAMEPLAY)
{
handler.endGameplay(pack.closeConnection, pack.restart);
}
if(pack.restart)
handler.sendStartGame();
}
void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyStartGame(LobbyStartGame & pack)
{
if(pack.clientId != -1 && pack.clientId != handler.c->connectionID)
{
result = false;
return;
}
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handler.state = EClientState::STARTING;
if(handler.si->mode != StartInfo::LOAD_GAME || pack.clientId == handler.c->connectionID)
{
auto modeBackup = handler.si->mode;
handler.si = pack.initializedStartInfo;
handler.si->mode = modeBackup;
}
if(settings["session"]["headless"].Bool())
handler.startGameplay(pack.initializedGameState);
}
void ApplyOnLobbyScreenNetPackVisitor::visitLobbyStartGame(LobbyStartGame & pack)
{
if(pack.clientId != -1 && pack.clientId != handler.c->connectionID)
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return;
GH.windows().createAndPushWindow<CLoadingScreen>(std::bind(&CServerHandler::startGameplay, &handler, pack.initializedGameState));
}
void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyUpdateState(LobbyUpdateState & pack)
{
pack.hostChanged = pack.state.hostClientId != handler.hostClientId;
static_cast<LobbyState &>(handler) = pack.state;
}
void ApplyOnLobbyScreenNetPackVisitor::visitLobbyUpdateState(LobbyUpdateState & pack)
{
if(!lobby) //stub: ignore message for game mode
return;
if(!lobby->bonusSel && handler.si->campState && handler.state == EClientState::LOBBY_CAMPAIGN)
{
lobby->bonusSel = std::make_shared<CBonusSelection>();
GH.windows().pushWindow(lobby->bonusSel);
}
if(lobby->bonusSel)
lobby->bonusSel->updateAfterStateChange();
else
lobby->updateAfterStateChange();
if(pack.hostChanged)
lobby->toggleMode(handler.isHost());
}
void ApplyOnLobbyScreenNetPackVisitor::visitLobbyShowMessage(LobbyShowMessage & pack)
{
if(!lobby) //stub: ignore message for game mode
return;
lobby->buttonStart->block(false);
handler.showServerError(pack.message);
}