1 /***************************************************************************
2 * Mechanized Assault and Exploration Reloaded Projectfile *
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 * *
9 * This program is distributed in the hope that it will be useful, *
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of *
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
12 * GNU General Public License for more details. *
13 * *
14 * You should have received a copy of the GNU General Public License *
15 * along with this program; if not, write to the *
16 * Free Software Foundation, Inc., *
17 * 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
18 ***************************************************************************/
19
20 #include "game/startup/network/client/networkclientgamereconnection.h"
21 #include "ui/graphical/menu/windows/windowgamesettings/gamesettings.h"
22 #include "ui/graphical/application.h"
23 #include "game/logic/client.h"
24 #include "game/logic/server.h"
25 #include "game/data/player/player.h"
26 #include "game/logic/clientevents.h"
27
28 //------------------------------------------------------------------------------
cNetworkClientGameReconnection()29 cNetworkClientGameReconnection::cNetworkClientGameReconnection()
30 {}
31
32 //------------------------------------------------------------------------------
start(cApplication & application)33 void cNetworkClientGameReconnection::start (cApplication& application)
34 {
35 localClient = std::make_unique<cClient> (nullptr, network);
36
37 localClient->setPlayers (players, localPlayerIndex);
38 localClient->setMap (staticMap);
39
40 sendReconnectionSuccess (*localClient);
41
42 gameGuiController = std::make_unique<cGameGuiController> (application, staticMap);
43
44 gameGuiController->setSingleClient (localClient);
45
46 gameGuiController->start();
47
48 using namespace std::placeholders;
49 signalConnectionManager.connect (gameGuiController->triggeredSave, std::bind (&cNetworkClientGameReconnection::save, this, _1, _2));
50
51 terminate = false;
52
53 application.addRunnable (shared_from_this());
54
55 signalConnectionManager.connect (gameGuiController->terminated, [&]() { terminate = true; });
56 }
57
58 //------------------------------------------------------------------------------
setPlayers(std::vector<cPlayerBasicData> players_,const cPlayerBasicData & localPlayer)59 void cNetworkClientGameReconnection::setPlayers (std::vector<cPlayerBasicData> players_, const cPlayerBasicData& localPlayer)
60 {
61 players = players_;
62 auto localPlayerIter = std::find_if (players.begin(), players.end(), [&] (const cPlayerBasicData & player) { return player.getNr() == localPlayer.getNr(); });
63 assert (localPlayerIter != players.end());
64 localPlayerIndex = localPlayerIter - players.begin();
65 }
66
67 //------------------------------------------------------------------------------
setStaticMap(std::shared_ptr<cStaticMap> staticMap_)68 void cNetworkClientGameReconnection::setStaticMap (std::shared_ptr<cStaticMap> staticMap_)
69 {
70 staticMap = staticMap_;
71 }
72
73 //------------------------------------------------------------------------------
getStaticMap()74 const std::shared_ptr<cStaticMap>& cNetworkClientGameReconnection::getStaticMap()
75 {
76 return staticMap;
77 }
78
79 //------------------------------------------------------------------------------
getPlayers()80 const std::vector<cPlayerBasicData>& cNetworkClientGameReconnection::getPlayers()
81 {
82 return players;
83 }
84
85 //------------------------------------------------------------------------------
getLocalPlayer()86 const cPlayerBasicData& cNetworkClientGameReconnection::getLocalPlayer()
87 {
88 return players[localPlayerIndex];
89 }
90