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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-26 22:57:00 +02:00
vcmi/client/NetPacksLobbyClient.cpp
Ivan Savenko 1aa391fdf8 Split CGeneralTextHandler file into 1 file per class form
All text processing code is now located in lib/texts.
No changes other than code being moved around and adjustment of includes

Moved without changes:
Languages.h           -> texts/Languages.h
MetaString.*          -> texts/MetaString.*
TextOperations.*      -> texts/TextOperations.*

Split into parts:
CGeneralTextHandler.* -> texts/CGeneralTextHandler.*
                      -> texts/CLegacyConfigParser.*
                      -> texts/TextLocalizationContainer.*
                      -> texts/TextIdentifier.h
2024-07-20 12:55:17 +00:00

226 lines
6.1 KiB
C++

/*
* 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 "GameChatHandler.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/texts/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->setSerializationVersion(pack.version);
handler.logicConnection->connectionID = pack.clientId;
if(handler.mapToStart)
{
handler.setMapInfo(handler.mapToStart);
}
else if(!settings["session"]["headless"].Bool())
{
if (GH.windows().topWindow<CSimpleJoinScreen>())
GH.windows().popWindows(1);
if (!GH.windows().findWindows<GlobalLobbyServerSetup>().empty())
{
assert(handler.serverMode == EServerMode::LOBBY_HOST);
// announce opened game room
// TODO: find better approach?
int roomType = settings["lobby"]["roomType"].Integer();
int roomPlayerLimit = settings["lobby"]["roomPlayerLimit"].Integer();
if (roomType != 0)
handler.getGlobalLobby().sendOpenRoom("private", roomPlayerLimit);
else
handler.getGlobalLobby().sendOpenRoom("public", roomPlayerLimit);
}
while (!GH.windows().findWindows<GlobalLobbyWindow>().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<CLobbyScreen>(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<CLoadingScreen>())
GH.windows().popWindow(w);
if(GH.windows().count() > 0)
GH.windows().popWindows(1);
}
void ApplyOnLobbyScreenNetPackVisitor::visitLobbyChatMessage(LobbyChatMessage & pack)
{
handler.getGameChat().onNewLobbyMessageReceived(pack.playerName, pack.message.toString());
}
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<CClient>();
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<CLoadingScreen>())
{
w->finish();
w->tick(0);
w->redraw();
}
}
void ApplyOnLobbyScreenNetPackVisitor::visitLobbyLoadProgress(LobbyLoadProgress & pack)
{
if(auto w = GH.windows().topWindow<CLoadingScreen>())
{
w->set(pack.progress);
w->tick(0);
w->redraw();
}
}
void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyUpdateState(LobbyUpdateState & pack)
{
pack.hostChanged = pack.state.hostClientId != handler.hostClientId;
static_cast<LobbyState &>(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<CBonusSelection>();
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.toString());
}