mirror of
https://github.com/vcmi/vcmi.git
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169 lines
4.4 KiB
C++
169 lines
4.4 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/SelectionTab.h"
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#include "lobby/CBonusSelection.h"
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#include "CServerHandler.h"
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#include "CGameInfo.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/NetPacksLobby.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.c->uuid)
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{
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handler.c->connectionID = pack.clientId;
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if(!settings["session"]["headless"].Bool())
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GH.windows().createAndPushWindow<CLobbyScreen>(static_cast<ESelectionScreen>(handler.screenType));
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handler.state = 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 != pack.c->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.stopServerConnection();
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}
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void ApplyOnLobbyScreenNetPackVisitor::visitLobbyClientDisconnected(LobbyClientDisconnected & pack)
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{
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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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if(lobby && lobby->card)
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{
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lobby->card->chat->addNewMessage(pack.playerName + ": " + pack.message);
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lobby->card->setChat(true);
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if(lobby->buttonChat)
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lobby->buttonChat->addTextOverlay(CGI->generaltexth->allTexts[531], FONT_SMALL);
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}
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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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}
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}
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void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyEndGame(LobbyEndGame & pack)
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{
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if(handler.state == EClientState::GAMEPLAY)
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{
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handler.endGameplay(pack.closeConnection, pack.restart);
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}
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if(pack.restart)
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handler.sendStartGame();
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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.c->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.state = EClientState::STARTING;
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if(handler.si->mode != StartInfo::LOAD_GAME || pack.clientId == handler.c->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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if(settings["session"]["headless"].Bool())
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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(pack.clientId != -1 && pack.clientId != handler.c->connectionID)
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return;
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GH.windows().createAndPushWindow<CLoadingScreen>(std::bind(&CServerHandler::startGameplay, &handler, pack.initializedGameState));
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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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}
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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.state == 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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