1 /*
2 Copyright (C) 2008 - 2018 by the Battle for Wesnoth Project https://www.wesnoth.org/
3
4 This program is free software; you can redistribute it and/or modify
5 it under the terms of the GNU General Public License as published by
6 the Free Software Foundation; either version 2 of the License, or
7 (at your option) any later version.
8 This program is distributed in the hope that it will be useful,
9 but WITHOUT ANY WARRANTY.
10
11 See the COPYING file for more details.
12 */
13
14 #define GETTEXT_DOMAIN "wesnoth-lib"
15
16 #include "gui/dialogs/multiplayer/mp_join_game.hpp"
17
18 #include "chat_log.hpp"
19 #include "font/text_formatting.hpp"
20 #include "formatter.hpp"
21 #include "formula/string_utils.hpp"
22 #include "game_config.hpp"
23 #include "game_config_manager.hpp"
24 #include "game_initialization/mp_game_utils.hpp"
25 #include "preferences/credentials.hpp"
26 #include "gettext.hpp"
27 #include "gui/auxiliary/find_widget.hpp"
28 #include "gui/core/timer.hpp"
29 #include "gui/dialogs/loading_screen.hpp"
30 #include "gui/dialogs/multiplayer/faction_select.hpp"
31 #include "gui/dialogs/transient_message.hpp"
32 #include "gui/widgets/button.hpp"
33 #include "gui/widgets/chatbox.hpp"
34 #include "gui/widgets/menu_button.hpp"
35 #include "gui/widgets/image.hpp"
36 #include "gui/widgets/label.hpp"
37 #include "gui/widgets/listbox.hpp"
38 #include "gui/widgets/settings.hpp"
39 #include "gui/widgets/tree_view.hpp"
40 #include "gui/widgets/tree_view_node.hpp"
41 #include "log.hpp"
42 #include "mp_ui_alerts.hpp"
43 #include "statistics.hpp"
44 #include "units/types.hpp"
45 #include "utils/scope_exit.hpp"
46 #include "wesnothd_connection.hpp"
47
48 static lg::log_domain log_mp_connect_engine("mp/connect/engine");
49 #define DBG_MP LOG_STREAM(debug, log_mp_connect_engine)
50 #define LOG_MP LOG_STREAM(info, log_mp_connect_engine)
51 #define WRN_MP LOG_STREAM(warn, log_mp_connect_engine)
52 #define ERR_MP LOG_STREAM(err, log_mp_connect_engine)
53
54 namespace gui2
55 {
56 namespace dialogs
57 {
58
REGISTER_DIALOG(mp_join_game)59 REGISTER_DIALOG(mp_join_game)
60
61 mp_join_game::mp_join_game(saved_game& state, mp::lobby_info& lobby_info, wesnothd_connection& connection, const bool first_scenario, const bool observe_game)
62 : level_()
63 , state_(state)
64 , lobby_info_(lobby_info)
65 , network_connection_(connection)
66 , update_timer_(0)
67 , first_scenario_(first_scenario)
68 , observe_game_(observe_game)
69 , stop_updates_(false)
70 , player_list_(nullptr)
71 , flg_dialog_(nullptr)
72 {
73 set_show_even_without_video(true);
74 }
75
~mp_join_game()76 mp_join_game::~mp_join_game()
77 {
78 if(update_timer_ != 0) {
79 remove_timer(update_timer_);
80 update_timer_ = 0;
81 }
82 }
83
84 /*
85 * Fetch the selected game's config from the server and prompts an initial faction selection.
86 */
fetch_game_config()87 bool mp_join_game::fetch_game_config()
88 {
89 // Ask for the next scenario data, if applicable
90 if(!first_scenario_) {
91 network_connection_.send_data(config("load_next_scenario"));
92 }
93
94 bool has_scenario_and_controllers = false;
95 while(!has_scenario_and_controllers) {
96 config revc;
97 const bool data_res =
98 network_connection_.fetch_data_with_loading_screen(revc, loading_stage::download_level_data);
99
100 if(!data_res) {
101 return false;
102 }
103
104 mp::check_response(data_res, revc);
105
106 if(revc.child("leave_game")) {
107 return false;
108 } else if(config& next_scenario = revc.child("next_scenario")) {
109 level_.swap(next_scenario);
110 } else if(revc.has_attribute("version")) {
111 level_.swap(revc);
112
113 has_scenario_and_controllers = true;
114 } else if(config& controllers = revc.child("controllers")) {
115 int index = 0;
116 for(const config& controller : controllers.child_range("controller")) {
117 if(config& side = get_scenario().child("side", index)) {
118 side["is_local"] = controller["is_local"];
119 }
120 ++index;
121 }
122
123 has_scenario_and_controllers = true;
124 }
125 }
126
127 if(level_["started"].to_bool()) {
128 mp::level_to_gamestate(level_, state_);
129 return true;
130 }
131
132 if(first_scenario_) {
133 state_.clear();
134 state_.classification() = game_classification(level_);
135
136 // Make sure that we have the same config as host, if possible.
137 game_config_manager::get()->load_game_config_for_game(state_.classification());
138 }
139
140 game_config::add_color_info(get_scenario());
141
142 // If we're just an observer, we don't need to find an appropriate side and set faction selection
143 if(observe_game_) {
144 return true;
145 }
146
147 // Search for an appropriate vacant slot. If a description is set (i.e. we're loading from a saved game),
148 // then prefer to get the side with the same description as our login. Otherwise just choose the first
149 // available side.
150 const config* side_choice = nullptr;
151
152 int side_num_choice = 1, side_num_counter = 1;
153 for(const config& side : get_scenario().child_range("side")) {
154 // TODO: it can happen that the scenario specifies that the controller
155 // of a side should also gain control of another side.
156 if(side["controller"] == "reserved" && side["current_player"] == preferences::login()) {
157 side_choice = &side;
158 side_num_choice = side_num_counter;
159 break;
160 }
161
162 if(side["controller"] == "human" && side["player_id"].empty()) {
163 if(!side_choice) { // Found the first empty side
164 side_choice = &side;
165 side_num_choice = side_num_counter;
166 }
167
168 if(side["current_player"] == preferences::login()) {
169 side_choice = &side;
170 side_num_choice = side_num_counter;
171 break; // Found the preferred one
172 }
173 }
174
175 if(side["player_id"] == preferences::login()) {
176 // We already own a side in this game
177 return true;
178 }
179
180 ++side_num_counter;
181 }
182
183 if(!side_choice) {
184 observe_game_ = true;
185 return true;
186 }
187
188 // If the client is allowed to choose their team, do that here instead of having it set by the server
189 if((*side_choice)["allow_changes"].to_bool(true)) {
190 if(!show_flg_select(side_num_choice, true)) {
191 return false;
192 }
193 }
194
195 return true;
196 }
197
generate_user_description(const config & side)198 static std::string generate_user_description(const config& side)
199 {
200 // Allow the host to override, since only the host knows the ai_algorithm.
201 if(const config::attribute_value* desc = side.get("user_description")) {
202 return desc->str();
203 }
204
205 const std::string controller_type = side["controller"].str();
206 const std::string reservation = side["current_player"].str();
207 const std::string owner = side["player_id"].str();
208
209 if(controller_type == "ai") {
210 return _("Computer Player");
211 } else if(controller_type == "null") {
212 return _("Empty slot");
213 } else if(controller_type == "reserved") {
214 return VGETTEXT("Reserved for $playername", {{"playername", reservation}});
215 } else if(owner.empty()) {
216 return _("Vacant slot");
217 } else if(controller_type == "human" || controller_type == "network") {
218 return owner;
219 } else {
220 return _("empty");
221 }
222 }
223
pre_show(window & window)224 void mp_join_game::pre_show(window& window)
225 {
226 window.set_enter_disabled(true);
227 window.set_escape_disabled(true);
228
229 //
230 // Set title
231 //
232 label& title = find_widget<label>(&window, "title", false);
233 title.set_label((formatter() << title.get_label() << " " << font::unicode_em_dash << " " << get_scenario()["name"].t_str()).str());
234
235 //
236 // Set up sides list
237 //
238 generate_side_list(window);
239
240 //
241 // Initialize chatbox and game rooms
242 //
243 chatbox& chat = find_widget<chatbox>(&window, "chat", false);
244
245 chat.set_lobby_info(lobby_info_);
246 chat.set_wesnothd_connection(network_connection_);
247
248 chat.room_window_open(N_("this game"), true, false);
249 chat.active_window_changed();
250 chat.load_log(default_chat_log, false);
251
252 //
253 // Set up player list
254 //
255 player_list_.reset(new player_list_helper(&window));
256
257 //
258 // Set up the network handling
259 //
260 update_timer_ = add_timer(game_config::lobby_network_timer, std::bind(&mp_join_game::network_handler, this, std::ref(window)), true);
261
262 //
263 // Set up the Lua plugin context
264 //
265 plugins_context_.reset(new plugins_context("Multiplayer Join"));
266
267 plugins_context_->set_callback("launch", [&window](const config&) { window.set_retval(retval::OK); }, false);
268 plugins_context_->set_callback("quit", [&window](const config&) { window.set_retval(retval::CANCEL); }, false);
269 plugins_context_->set_callback("chat", [&chat](const config& cfg) { chat.send_chat_message(cfg["message"], false); }, true);
270 }
271
show_flg_select(int side_num,bool first_time)272 bool mp_join_game::show_flg_select(int side_num, bool first_time)
273 {
274 if(const config& side_choice = get_scenario().child("side", side_num - 1)) {
275 if(!side_choice["allow_changes"].to_bool(true)) {
276 return true;
277 }
278
279 const config& era = level_.child("era");
280 if(!era) {
281 ERR_MP << "no era information\n";
282 return false;
283 }
284
285 config::const_child_itors possible_sides = era.child_range("multiplayer_side");
286 if(possible_sides.empty()) {
287 WRN_MP << "no [multiplayer_side] found in era '" << era["id"] << "'.\n";
288 return false;
289 }
290
291 const std::string color = side_choice["color"].str();
292
293 std::vector<const config*> era_factions;
294 //make this safe against changes to level_ that might make possible_sides invalid pointers.
295 config era_copy;
296 for(const config& side : possible_sides) {
297 config& side_new = era_copy.add_child("multiplayer_side", side);
298 era_factions.push_back(&side_new);
299 }
300
301 const bool is_mp = state_.classification().is_normal_mp_game();
302 const bool lock_settings = get_scenario()["force_lock_settings"].to_bool(!is_mp);
303 const bool use_map_settings = level_.child("multiplayer")["mp_use_map_settings"].to_bool();
304 const bool saved_game = level_.child("multiplayer")["savegame"].to_bool();
305
306 ng::flg_manager flg(era_factions, side_choice, lock_settings, use_map_settings, saved_game);
307
308 {
309 gui2::dialogs::faction_select flg_dialog(flg, color, side_num);
310 flg_dialog_ = &flg_dialog;
311 utils::scope_exit se([this]() { flg_dialog_ = nullptr; });
312
313 if(!flg_dialog.show() && !first_time) {
314 return true;
315 }
316 }
317
318 config faction;
319 config& change = faction.add_child("change_faction");
320 change["change_faction"] = true;
321 change["name"] = preferences::login();
322 change["faction"] = flg.current_faction()["id"];
323 change["leader"] = flg.current_leader();
324 change["gender"] = flg.current_gender();
325 // TODO: the host cannot yet handle this and always uses the first side owned by that player.
326 change["side_num"] = side_num;
327
328 network_connection_.send_data(faction);
329 }
330
331 return true;
332 }
333
generate_side_list(window & window)334 void mp_join_game::generate_side_list(window& window)
335 {
336 if(stop_updates_) {
337 return;
338 }
339
340 tree_view& tree = find_widget<tree_view>(&window, "side_list", false);
341
342 window.keyboard_capture(&tree);
343
344 tree.clear();
345 team_tree_map_.clear();
346 const std::map<std::string, string_map> empty_map;
347
348 int side_num = 0;
349 for(const auto& side : get_scenario().child_range("side")) {
350 ++side_num;
351 if(!side["allow_player"].to_bool(true)) {
352 continue;
353 }
354
355 // Check to see whether we've added a toplevel tree node for this team. If not, add one
356 if(team_tree_map_.find(side["team_name"].str()) == team_tree_map_.end()) {
357 std::map<std::string, string_map> data;
358 string_map item;
359
360 item["label"] = (formatter() << _("Team:") << " " << t_string::from_serialized(side["user_team_name"])).str();
361 data.emplace("tree_view_node_label", item);
362
363 tree_view_node& team_node = tree.add_node("team_header", data);
364 team_node.add_sibling("side_spacer", empty_map);
365
366 team_tree_map_[side["team_name"].str()] = &team_node;
367 }
368
369 std::map<std::string, string_map> data;
370 string_map item;
371
372 const std::string color = !side["color"].empty() ? side["color"] : side["side"].str();
373
374 item["label"] = (formatter() << "<span color='" << font::get_pango_color_from_id(color) << "'>" << side["side"] << "</span>").str();
375 data.emplace("side_number", item);
376
377 std::string leader_image = ng::random_enemy_picture;
378 std::string leader_type = side["type"];
379 std::string leader_gender = side["gender"];
380 std::string leader_name;
381
382 // If there is a unit which can recruit, use it as a leader.
383 // Necessary to display leader information when loading saves.
384 for(const config& side_unit : side.child_range("unit")) {
385 if(side_unit["canrecruit"].to_bool()) {
386 leader_type = side_unit["type"].str();
387 leader_gender = side_unit["gender"].str();
388 break;
389 }
390 }
391
392 if(const unit_type* ut = unit_types.find(leader_type)) {
393 const unit_type& type = ut->get_gender_unit_type(leader_gender);
394
395 leader_image = formatter() << type.image() << "~RC(" << type.flag_rgb() << ">" << color << ")";
396 leader_name = type.type_name();
397 }
398
399 item["label"] = leader_image;
400 data.emplace("leader_image", item);
401
402 std::string description = generate_user_description(side);
403 if(!leader_name.empty()) {
404 description += formatter() << " (<i>" << leader_name << "</i>)";
405 }
406
407 item["label"] = description;
408 data.emplace("leader_type", item);
409
410 item["label"] = (formatter() << "<span color='#a69275'>" << side["faction_name"] << "</span>").str();
411 data.emplace("leader_faction", item);
412
413 std::string gender_icon = "icons/icon-random.png";
414 if(leader_gender != "null") {
415 gender_icon = formatter() << "icons/icon-" << leader_gender << ".png";
416 item["tooltip"] = leader_gender;
417 }
418
419 item["label"] = gender_icon;
420 data.emplace("leader_gender", item);
421
422 item.clear();
423
424 // Don't show gold for saved games
425 // TODO: gold icon
426 if(side["allow_changes"].to_bool()) {
427 item["label"] = side["gold"].str() + " " + _("Gold");
428 data.emplace("side_gold", item);
429 }
430
431 const int income_amt = side["income"];
432 if(income_amt != 0) {
433 const std::string income_string = formatter() << (income_amt > 0 ? "+" : "") << income_amt << " " << _("Income");
434
435 item["label"] = income_string;
436 data.emplace("side_income", item);
437 }
438
439 tree_view_node& node = team_tree_map_[side["team_name"].str()]->add_child("side_panel", data);
440
441 grid& row_grid = node.get_grid();
442
443 auto* select_leader_button = find_widget<button>(&row_grid, "select_leader", false, false);
444 if(select_leader_button) {
445 if(side["player_id"] == preferences::login() && side["allow_changes"].to_bool(true)) {
446 //
447 // Small wrapper function in order to set the handled and halt parameters and prevent
448 // crashes in case the dialog closes and the original button to which the callback was
449 // bound had already been destroyed. The other use of show_flg_select doesn't need these
450 // parameters, so it's easier not to declare them as function arguments.
451 //
452 const auto handler = [this, side_num](bool& handled, bool& halt) {
453 show_flg_select(side_num);
454 // note: this function is called from a std::function object stored in the widget
455 // and show_flg_select which internally calls
456 // show_dialog -> pump -> ... -> network_handler -> ... -> generate_side_list
457 // might destroy that std::function object while it is executed, this means that
458 // using the captured variables 'this' and 'side_num' after this will result in
459 // unexpected behaviour or crashes.
460 handled = halt = true;
461 };
462
463 connect_signal_mouse_left_click(*select_leader_button, std::bind(handler, _3, _4));
464 } else {
465 select_leader_button->set_visible(widget::visibility::hidden);
466 }
467 }
468
469 if(income_amt == 0) {
470 find_widget<image>(&row_grid, "income_icon", false).set_visible(widget::visibility::invisible);
471 find_widget<label>(&row_grid, "side_income", false).set_visible(widget::visibility::invisible);
472 }
473 }
474 }
475
close_faction_select_dialog_if_open()476 void mp_join_game::close_faction_select_dialog_if_open()
477 {
478 if(flg_dialog_) {
479 if(window* w = flg_dialog_->get_window()) {
480 w->set_retval(retval::CANCEL);
481 }
482 }
483 }
484
network_handler(window & window)485 void mp_join_game::network_handler(window& window)
486 {
487 // If the game has already started, close the dialog immediately.
488 if(level_["started"].to_bool()) {
489 window.set_retval(retval::OK);
490 return;
491 }
492
493 config data;
494 if(!network_connection_.receive_data(data)) {
495 return;
496 }
497
498 // Update chat
499 find_widget<chatbox>(&window, "chat", false).process_network_data(data);
500
501 if(!data["message"].empty()) {
502 gui2::show_transient_message(_("Response") , data["message"]);
503 }
504
505 if(data["failed"].to_bool()) {
506 close_faction_select_dialog_if_open();
507
508 window.set_retval(retval::CANCEL);
509 } else if(data.child("start_game")) {
510 close_faction_select_dialog_if_open();
511
512 level_["started"] = true;
513 window.set_retval(retval::OK);
514 } else if(data.child("leave_game")) {
515 close_faction_select_dialog_if_open();
516
517 window.set_retval(retval::CANCEL);
518 }
519
520 if(data.child("stop_updates")) {
521 stop_updates_ = true;
522 } else if(const config& c = data.child("scenario_diff")) {
523 // TODO: We should catch config::error and then leave the game.
524 level_.apply_diff(c);
525
526 generate_side_list(window);
527 } else if(const config& change = data.child("change_controller")) {
528 if(config& side_to_change = get_scenario().find_child("side", "side", change["side"])) {
529 side_to_change.merge_with(change);
530 }
531
532 if(flg_dialog_ && flg_dialog_->get_side_num() == change["side"].to_int()) {
533 close_faction_select_dialog_if_open();
534 }
535 } else if(data.has_child("scenario") || data.has_child("snapshot") || data.child("next_scenario")) {
536 level_ = first_scenario_ ? data : data.child("next_scenario");
537
538 generate_side_list(window);
539 }
540
541 if(data.has_child("turn")) {
542 ERR_MP << "received replay data\n" << data << "\n in mp join\n";
543 }
544
545 // Update player list
546 if(data.has_child("user")) {
547 player_list_->update_list(data.child_range("user"));
548 }
549 }
550
get_scenario()551 config& mp_join_game::get_scenario()
552 {
553 if(config& scenario = level_.child("scenario")) {
554 return scenario;
555 } else if(config& snapshot = level_.child("snapshot")) {
556 return snapshot;
557 }
558
559 return level_;
560 }
561
post_show(window & window)562 void mp_join_game::post_show(window& window)
563 {
564 if(update_timer_ != 0) {
565 remove_timer(update_timer_);
566 update_timer_ = 0;
567 }
568
569 if(window.get_retval() == retval::OK) {
570 if(const config& stats = level_.child("statistics")) {
571 statistics::fresh_stats();
572 statistics::read_stats(stats);
573 }
574
575 mp::level_to_gamestate(level_, state_);
576
577 mp_ui_alerts::game_has_begun();
578 } else if(observe_game_) {
579 network_connection_.send_data(config("observer_quit", config { "name", preferences::login() }));
580 } else {
581 network_connection_.send_data(config("leave_game"));
582 }
583 }
584
585 } // namespace dialogs
586 } // namespace gui2
587