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https://github.com/vcmi/vcmi.git
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Full rework of pre-game interface and networking
New features for players: * Loading for multiplayer. Any save could be used for multiplayer. * Restart for multiplayer. All clients will restart together. * Loading from single save. * Hotseat mixed with network game. Multiple players per client. * Now connection to server could be cancelled. * Return to menu on disconnections instead of crashes. * Restoring of last selected map, save or campaign on next run. TLDR on important changes in engine code: * UI: work with server separated from UI * UI: all explitic blitting replaced with IntObject's * UI: all new code use smart pointers instead of DISPOSE * Gameplay always start through lobby controlled by server. * Threads receiving netpacks now shared for lobby and gameplay. * Campaigns: heroes for crossover now serialized as JsonNode.
This commit is contained in:
195
lib/StartInfo.cpp
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195
lib/StartInfo.cpp
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/*
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* StartInfo.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "StartInfo.h"
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#include "CGeneralTextHandler.h"
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#include "rmg/CMapGenOptions.h"
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#include "mapping/CMapInfo.h"
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PlayerSettings::PlayerSettings()
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: bonus(RANDOM), castle(NONE), hero(RANDOM), heroPortrait(RANDOM), color(0), handicap(NO_HANDICAP), team(0), compOnly(false)
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{
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}
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bool PlayerSettings::isControlledByAI() const
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{
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return !connectedPlayerIDs.size();
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}
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bool PlayerSettings::isControlledByHuman() const
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{
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return connectedPlayerIDs.size();
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}
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PlayerSettings & StartInfo::getIthPlayersSettings(PlayerColor no)
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{
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if(playerInfos.find(no) != playerInfos.end())
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return playerInfos[no];
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logGlobal->error("Cannot find info about player %s. Throwing...", no.getStr());
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throw std::runtime_error("Cannot find info about player");
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}
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const PlayerSettings & StartInfo::getIthPlayersSettings(PlayerColor no) const
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{
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return const_cast<StartInfo &>(*this).getIthPlayersSettings(no);
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}
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PlayerSettings * StartInfo::getPlayersSettings(const ui8 connectedPlayerId)
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{
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for(auto & elem : playerInfos)
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{
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if(vstd::contains(elem.second.connectedPlayerIDs, connectedPlayerId))
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return &elem.second;
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}
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return nullptr;
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}
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std::string StartInfo::getCampaignName() const
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{
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if(campState->camp->header.name.length())
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return campState->camp->header.name;
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else
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return VLC->generaltexth->allTexts[508];
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}
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void LobbyInfo::verifyStateBeforeStart(bool ignoreNoHuman) const
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{
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if(!mi)
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throw ExceptionMapMissing();
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//there must be at least one human player before game can be started
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std::map<PlayerColor, PlayerSettings>::const_iterator i;
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for(i = si->playerInfos.cbegin(); i != si->playerInfos.cend(); i++)
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if(i->second.isControlledByHuman())
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break;
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if(i == si->playerInfos.cend() && !ignoreNoHuman)
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throw ExceptionNoHuman();
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if(si->mapGenOptions && si->mode == StartInfo::NEW_GAME)
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{
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if(!si->mapGenOptions->checkOptions())
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throw ExceptionNoTemplate();
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}
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}
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bool LobbyInfo::isClientHost(int clientId) const
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{
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return clientId == hostClientId;
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}
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std::set<PlayerColor> LobbyInfo::getAllClientPlayers(int clientId)
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{
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std::set<PlayerColor> players;
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for(auto & elem : si->playerInfos)
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{
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if(isClientHost(clientId) && elem.second.isControlledByAI())
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players.insert(elem.first);
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for(ui8 id : elem.second.connectedPlayerIDs)
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{
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if(vstd::contains(getConnectedPlayerIdsForClient(clientId), id))
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players.insert(elem.first);
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}
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}
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if(isClientHost(clientId))
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players.insert(PlayerColor::NEUTRAL);
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return players;
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}
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std::vector<ui8> LobbyInfo::getConnectedPlayerIdsForClient(int clientId) const
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{
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std::vector<ui8> ids;
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for(auto & pair : playerNames)
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{
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if(pair.second.connection == clientId)
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{
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for(auto & elem : si->playerInfos)
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{
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if(vstd::contains(elem.second.connectedPlayerIDs, pair.first))
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ids.push_back(pair.first);
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}
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}
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}
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return ids;
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}
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std::set<PlayerColor> LobbyInfo::clientHumanColors(int clientId)
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{
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std::set<PlayerColor> players;
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for(auto & elem : si->playerInfos)
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{
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for(ui8 id : elem.second.connectedPlayerIDs)
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{
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if(vstd::contains(getConnectedPlayerIdsForClient(clientId), id))
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{
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players.insert(elem.first);
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}
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}
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}
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return players;
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}
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PlayerColor LobbyInfo::clientFirstColor(int clientId) const
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{
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for(auto & pair : si->playerInfos)
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{
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if(isClientColor(clientId, pair.first))
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return pair.first;
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}
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return PlayerColor::CANNOT_DETERMINE;
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}
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bool LobbyInfo::isClientColor(int clientId, PlayerColor color) const
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{
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if(si->playerInfos.find(color) != si->playerInfos.end())
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{
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for(ui8 id : si->playerInfos.find(color)->second.connectedPlayerIDs)
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{
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if(playerNames.find(id) != playerNames.end())
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{
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if(playerNames.find(id)->second.connection == clientId)
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return true;
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}
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}
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}
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return false;
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}
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ui8 LobbyInfo::clientFirstId(int clientId) const
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{
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for(auto & pair : playerNames)
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{
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if(pair.second.connection == clientId)
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return pair.first;
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}
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return 0;
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}
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PlayerInfo & LobbyInfo::getPlayerInfo(int color)
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{
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return mi->mapHeader->players[color];
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}
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TeamID LobbyInfo::getPlayerTeamId(PlayerColor color)
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{
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if(color < PlayerColor::PLAYER_LIMIT)
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return getPlayerInfo(color.getNum()).team;
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else
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return TeamID::NO_TEAM;
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}
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