/* * lobby_moc.h, 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 * */ #pragma once #include #include "lobby.h" namespace Ui { class Lobby; } class Lobby : public QWidget { Q_OBJECT void changeEvent(QEvent *event) override; public: explicit Lobby(QWidget *parent = nullptr); ~Lobby(); signals: void enableMod(QString mod); void disableMod(QString mod); public slots: void updateMods(); private slots: void dispatchMessage(QString); void serverCommand(const ServerCommand &); void onMessageSent(QString message); void onChannelSwitch(QString channel); void on_connectButton_toggled(bool checked); void on_newButton_clicked(); void on_joinButton_clicked(); void on_buttonLeave_clicked(); void on_buttonReady_clicked(); void onDisconnected(); void on_sessionsTable_itemSelectionChanged(); void on_playersList_currentRowChanged(int currentRow); void on_kickButton_clicked(); void on_buttonResolve_clicked(); void on_optNewGame_toggled(bool checked); void on_optLoadGame_toggled(bool checked); private: QString serverUrl; int serverPort; bool isLoadGameMode = false; Ui::Lobby *ui; SocketLobby socketLobby; QString hostSession; QString session; QString username; QStringList gameArgs; QMap hostModsMap; QMap> clientsModsMap; enum AuthStatus { AUTH_NONE, AUTH_OK, AUTH_ERROR }; AuthStatus authentificationStatus = AUTH_NONE; private: QMap buildModsMap() const; bool isModAvailable(const QString & modName, const QString & modVersion) const; void protocolAssert(bool); };