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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-06 09:09:40 +02:00

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:
Arseniy Shestakov
2018-01-05 20:21:07 +03:00
parent 14f03e22da
commit ac66fc7f42
85 changed files with 8808 additions and 7938 deletions

View File

@@ -10,6 +10,7 @@
#pragma once
#include "../NetPacks.h"
#include "../NetPacksLobby.h"
#include "../VCMI_Lib.h"
#include "../CArtHandler.h"
#include "../CPlayerState.h"
@@ -234,8 +235,6 @@ void registerTypesClientPacks1(Serializer &s)
s.template registerType<CPackForClient, ChangeObjPos>();
s.template registerType<CPackForClient, PlayerEndsGame>();
s.template registerType<CPackForClient, RemoveBonus>();
s.template registerType<CPackForClient, UpdateCampaignState>();
s.template registerType<CPackForClient, PrepareForAdvancingCampaign>();
s.template registerType<CPackForClient, UpdateArtHandlerLists>();
s.template registerType<CPackForClient, UpdateMapEvents>();
s.template registerType<CPackForClient, UpdateCastleEvents>();
@@ -312,16 +311,14 @@ void registerTypesClientPacks2(Serializer &s)
s.template registerType<CArtifactOperationPack, AssembledArtifact>();
s.template registerType<CArtifactOperationPack, DisassembledArtifact>();
s.template registerType<CPackForClient, SaveGame>();
s.template registerType<CPackForClient, PlayerMessage>();
s.template registerType<CPackForClient, SaveGameClient>();
s.template registerType<CPackForClient, PlayerMessageClient>();
}
template<typename Serializer>
void registerTypesServerPacks(Serializer &s)
{
s.template registerType<CPack, CPackForServer>();
s.template registerType<CPackForServer, CloseServer>();
s.template registerType<CPackForServer, LeaveGame>();
s.template registerType<CPackForServer, EndTurn>();
s.template registerType<CPackForServer, DismissHero>();
s.template registerType<CPackForServer, MoveHero>();
@@ -351,23 +348,34 @@ void registerTypesServerPacks(Serializer &s)
}
template<typename Serializer>
void registerTypesPregamePacks(Serializer &s)
void registerTypesLobbyPacks(Serializer &s)
{
s.template registerType<CPack, CPackForSelectionScreen>();
s.template registerType<CPackForSelectionScreen, CPregamePackToPropagate>();
s.template registerType<CPackForSelectionScreen, CPregamePackToHost>();
s.template registerType<CPack, CPackForLobby>();
s.template registerType<CPackForLobby, CLobbyPackToPropagate>();
s.template registerType<CPackForLobby, CLobbyPackToServer>();
s.template registerType<CPregamePackToPropagate, ChatMessage>();
s.template registerType<CPregamePackToPropagate, QuitMenuWithoutStarting>();
s.template registerType<CPregamePackToPropagate, SelectMap>();
s.template registerType<CPregamePackToPropagate, UpdateStartOptions>();
s.template registerType<CPregamePackToPropagate, PregameGuiAction>();
s.template registerType<CPregamePackToPropagate, PlayerLeft>();
s.template registerType<CPregamePackToPropagate, PlayersNames>();
s.template registerType<CPregamePackToPropagate, StartWithCurrentSettings>();
// Any client can sent
s.template registerType<CLobbyPackToPropagate, LobbyClientConnected>();
s.template registerType<CLobbyPackToPropagate, LobbyClientDisconnected>();
s.template registerType<CLobbyPackToPropagate, LobbyChatMessage>();
// Only host client send
s.template registerType<CLobbyPackToPropagate, LobbyGuiAction>();
s.template registerType<CLobbyPackToPropagate, LobbyStartGame>();
s.template registerType<CLobbyPackToPropagate, LobbyChangeHost>();
// Only server send
s.template registerType<CLobbyPackToPropagate, LobbyUpdateState>();
s.template registerType<CPregamePackToHost, PlayerJoined>();
s.template registerType<CPregamePackToHost, RequestOptionsChange>();
// For client with permissions
s.template registerType<CLobbyPackToServer, LobbyChangePlayerOption>();
// Only for host client
s.template registerType<CLobbyPackToServer, LobbySetMap>();
s.template registerType<CLobbyPackToServer, LobbySetCampaign>();
s.template registerType<CLobbyPackToServer, LobbySetCampaignMap>();
s.template registerType<CLobbyPackToServer, LobbySetCampaignBonus>();
s.template registerType<CLobbyPackToServer, LobbySetPlayer>();
s.template registerType<CLobbyPackToServer, LobbySetTurnTime>();
s.template registerType<CLobbyPackToServer, LobbySetDifficulty>();
s.template registerType<CLobbyPackToServer, LobbyForceSetPlayer>();
}
template<typename Serializer>
@@ -379,7 +387,7 @@ void registerTypes(Serializer &s)
registerTypesClientPacks1(s);
registerTypesClientPacks2(s);
registerTypesServerPacks(s);
registerTypesPregamePacks(s);
registerTypesLobbyPacks(s);
}
#ifndef INSTANTIATE_REGISTER_TYPES_HERE