/* * 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/TurnOptionsTab.h" #include "lobby/ExtraOptionsTab.h" #include "lobby/SelectionTab.h" #include "lobby/CBonusSelection.h" #include "globalLobby/GlobalLobbyWindow.h" #include "globalLobby/GlobalLobbyServerSetup.h" #include "globalLobby/GlobalLobbyClient.h" #include "CServerHandler.h" #include "CGameInfo.h" #include "Client.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/serializer/Connection.h" void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyClientConnected(LobbyClientConnected & pack) { result = false; // Check if it's LobbyClientConnected for our client if(pack.uuid == handler.logicConnection->uuid) { handler.logicConnection->connectionID = pack.clientId; if(handler.mapToStart) { handler.setMapInfo(handler.mapToStart); } else if(!settings["session"]["headless"].Bool()) { if (GH.windows().topWindow()) GH.windows().popWindows(1); if (!GH.windows().findWindows().empty()) { assert(handler.serverMode == EServerMode::LOBBY_HOST); // announce opened game room // TODO: find better approach? int roomType = settings["lobby"]["roomType"].Integer(); if (roomType != 0) handler.getGlobalLobby().sendOpenPrivateRoom(); else handler.getGlobalLobby().sendOpenPublicRoom(); } while (!GH.windows().findWindows().empty()) { // if global lobby is open, pop all dialogs on top of it as well as lobby itself GH.windows().popWindows(1); } GH.windows().createAndPushWindow(handler.screenType); } handler.setState(EClientState::LOBBY); } } void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyClientDisconnected(LobbyClientDisconnected & pack) { if(pack.clientId != handler.logicConnection->connectionID) { result = false; return; } } void ApplyOnLobbyScreenNetPackVisitor::visitLobbyClientDisconnected(LobbyClientDisconnected & pack) { if(auto w = GH.windows().topWindow()) GH.windows().popWindow(w); if(GH.windows().count() > 0) GH.windows().popWindows(1); } void ApplyOnLobbyScreenNetPackVisitor::visitLobbyChatMessage(LobbyChatMessage & pack) { 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, Colors::WHITE); } } 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; case LobbyGuiAction::OPEN_TURN_OPTIONS: lobby->toggleTab(lobby->tabTurnOptions); break; case LobbyGuiAction::OPEN_EXTRA_OPTIONS: lobby->toggleTab(lobby->tabExtraOptions); break; } } void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyRestartGame(LobbyRestartGame & pack) { assert(handler.getState() == EClientState::GAMEPLAY); handler.restartGameplay(); handler.sendStartGame(); } void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyPrepareStartGame(LobbyPrepareStartGame & pack) { handler.client = std::make_unique(); handler.logicConnection->enterLobbyConnectionMode(); handler.logicConnection->setCallback(handler.client.get()); } void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyStartGame(LobbyStartGame & pack) { if(pack.clientId != -1 && pack.clientId != handler.logicConnection->connectionID) { result = false; return; } handler.setState(EClientState::STARTING); if(handler.si->mode != EStartMode::LOAD_GAME || pack.clientId == handler.logicConnection->connectionID) { auto modeBackup = handler.si->mode; handler.si = pack.initializedStartInfo; handler.si->mode = modeBackup; } handler.startGameplay(pack.initializedGameState); } void ApplyOnLobbyScreenNetPackVisitor::visitLobbyStartGame(LobbyStartGame & pack) { if(auto w = GH.windows().topWindow()) { w->finish(); w->tick(0); w->redraw(); } } void ApplyOnLobbyScreenNetPackVisitor::visitLobbyLoadProgress(LobbyLoadProgress & pack) { if(auto w = GH.windows().topWindow()) { w->set(pack.progress); w->tick(0); w->redraw(); } } void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyUpdateState(LobbyUpdateState & pack) { pack.hostChanged = pack.state.hostClientId != handler.hostClientId; static_cast(handler) = pack.state; if(handler.mapToStart && handler.mi) { handler.startMapAfterConnection(nullptr); handler.sendStartGame(); } } void ApplyOnLobbyScreenNetPackVisitor::visitLobbyUpdateState(LobbyUpdateState & pack) { if(!lobby) //stub: ignore message for game mode return; if(!lobby->bonusSel && handler.si->campState && handler.getState() == EClientState::LOBBY_CAMPAIGN) { lobby->bonusSel = std::make_shared(); 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); }