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225 lines
6.0 KiB
C++
225 lines
6.0 KiB
C++
/*
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* NetPacksLobbyClient.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 "LobbyClientNetPackVisitors.h"
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#include "lobby/CSelectionBase.h"
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#include "lobby/CLobbyScreen.h"
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#include "lobby/OptionsTab.h"
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#include "lobby/RandomMapTab.h"
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#include "lobby/TurnOptionsTab.h"
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#include "lobby/ExtraOptionsTab.h"
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#include "lobby/SelectionTab.h"
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#include "lobby/CBonusSelection.h"
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#include "globalLobby/GlobalLobbyWindow.h"
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#include "globalLobby/GlobalLobbyServerSetup.h"
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#include "globalLobby/GlobalLobbyClient.h"
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#include "CServerHandler.h"
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#include "GameChatHandler.h"
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#include "CGameInfo.h"
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#include "Client.h"
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#include "gui/CGuiHandler.h"
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#include "gui/WindowHandler.h"
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#include "widgets/Buttons.h"
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#include "widgets/TextControls.h"
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#include "../lib/CConfigHandler.h"
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#include "../lib/CGeneralTextHandler.h"
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#include "../lib/serializer/Connection.h"
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void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyClientConnected(LobbyClientConnected & pack)
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{
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result = false;
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// Check if it's LobbyClientConnected for our client
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if(pack.uuid == handler.logicConnection->uuid)
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{
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handler.logicConnection->connectionID = pack.clientId;
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if(handler.mapToStart)
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{
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handler.setMapInfo(handler.mapToStart);
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}
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else if(!settings["session"]["headless"].Bool())
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{
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if (GH.windows().topWindow<CSimpleJoinScreen>())
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GH.windows().popWindows(1);
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if (!GH.windows().findWindows<GlobalLobbyServerSetup>().empty())
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{
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assert(handler.serverMode == EServerMode::LOBBY_HOST);
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// announce opened game room
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// TODO: find better approach?
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int roomType = settings["lobby"]["roomType"].Integer();
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int roomPlayerLimit = settings["lobby"]["roomPlayerLimit"].Integer();
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if (roomType != 0)
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handler.getGlobalLobby().sendOpenRoom("private", roomPlayerLimit);
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else
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handler.getGlobalLobby().sendOpenRoom("public", roomPlayerLimit);
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}
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while (!GH.windows().findWindows<GlobalLobbyWindow>().empty())
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{
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// if global lobby is open, pop all dialogs on top of it as well as lobby itself
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GH.windows().popWindows(1);
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}
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GH.windows().createAndPushWindow<CLobbyScreen>(handler.screenType);
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}
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handler.setState(EClientState::LOBBY);
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}
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}
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void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyClientDisconnected(LobbyClientDisconnected & pack)
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{
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if(pack.clientId != handler.logicConnection->connectionID)
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{
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result = false;
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return;
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}
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}
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void ApplyOnLobbyScreenNetPackVisitor::visitLobbyClientDisconnected(LobbyClientDisconnected & pack)
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{
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if(auto w = GH.windows().topWindow<CLoadingScreen>())
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GH.windows().popWindow(w);
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if(GH.windows().count() > 0)
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GH.windows().popWindows(1);
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}
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void ApplyOnLobbyScreenNetPackVisitor::visitLobbyChatMessage(LobbyChatMessage & pack)
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{
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handler.getGameChat().onNewLobbyMessageReceived(pack.playerName, pack.message);
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}
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void ApplyOnLobbyScreenNetPackVisitor::visitLobbyGuiAction(LobbyGuiAction & pack)
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{
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if(!lobby || !handler.isGuest())
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return;
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switch(pack.action)
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{
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case LobbyGuiAction::NO_TAB:
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lobby->toggleTab(lobby->curTab);
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break;
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case LobbyGuiAction::OPEN_OPTIONS:
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lobby->toggleTab(lobby->tabOpt);
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break;
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case LobbyGuiAction::OPEN_SCENARIO_LIST:
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lobby->toggleTab(lobby->tabSel);
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break;
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case LobbyGuiAction::OPEN_RANDOM_MAP_OPTIONS:
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lobby->toggleTab(lobby->tabRand);
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break;
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case LobbyGuiAction::OPEN_TURN_OPTIONS:
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lobby->toggleTab(lobby->tabTurnOptions);
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break;
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case LobbyGuiAction::OPEN_EXTRA_OPTIONS:
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lobby->toggleTab(lobby->tabExtraOptions);
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break;
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}
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}
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void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyRestartGame(LobbyRestartGame & pack)
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{
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assert(handler.getState() == EClientState::GAMEPLAY);
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handler.restartGameplay();
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handler.sendStartGame();
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}
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void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyPrepareStartGame(LobbyPrepareStartGame & pack)
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{
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handler.client = std::make_unique<CClient>();
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handler.logicConnection->enterLobbyConnectionMode();
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handler.logicConnection->setCallback(handler.client.get());
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}
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void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyStartGame(LobbyStartGame & pack)
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{
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if(pack.clientId != -1 && pack.clientId != handler.logicConnection->connectionID)
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{
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result = false;
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return;
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}
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handler.setState(EClientState::STARTING);
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if(handler.si->mode != EStartMode::LOAD_GAME || pack.clientId == handler.logicConnection->connectionID)
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{
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auto modeBackup = handler.si->mode;
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handler.si = pack.initializedStartInfo;
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handler.si->mode = modeBackup;
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}
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handler.startGameplay(pack.initializedGameState);
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}
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void ApplyOnLobbyScreenNetPackVisitor::visitLobbyStartGame(LobbyStartGame & pack)
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{
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if(auto w = GH.windows().topWindow<CLoadingScreen>())
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{
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w->finish();
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w->tick(0);
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w->redraw();
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}
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}
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void ApplyOnLobbyScreenNetPackVisitor::visitLobbyLoadProgress(LobbyLoadProgress & pack)
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{
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if(auto w = GH.windows().topWindow<CLoadingScreen>())
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{
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w->set(pack.progress);
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w->tick(0);
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w->redraw();
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}
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}
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void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyUpdateState(LobbyUpdateState & pack)
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{
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pack.hostChanged = pack.state.hostClientId != handler.hostClientId;
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static_cast<LobbyState &>(handler) = pack.state;
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if(handler.mapToStart && handler.mi)
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{
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handler.startMapAfterConnection(nullptr);
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handler.sendStartGame();
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}
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}
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void ApplyOnLobbyScreenNetPackVisitor::visitLobbyUpdateState(LobbyUpdateState & pack)
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{
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if(!lobby) //stub: ignore message for game mode
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return;
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if(!lobby->bonusSel && handler.si->campState && handler.getState() == EClientState::LOBBY_CAMPAIGN)
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{
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lobby->bonusSel = std::make_shared<CBonusSelection>();
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GH.windows().pushWindow(lobby->bonusSel);
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}
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if(lobby->bonusSel)
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lobby->bonusSel->updateAfterStateChange();
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else
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lobby->updateAfterStateChange();
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if(pack.hostChanged)
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lobby->toggleMode(handler.isHost());
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}
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void ApplyOnLobbyScreenNetPackVisitor::visitLobbyShowMessage(LobbyShowMessage & pack)
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{
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if(!lobby) //stub: ignore message for game mode
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return;
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lobby->buttonStart->block(false);
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handler.showServerError(pack.message);
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}
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