remove turn_info class

All of its functions were moved to playmp_controller. Since they
were already so interconnected, this makes things a little easier.

Also it was always a bit confusing that this class was called
turn_info when all it did was to process network data.
This commit is contained in:
gfgtdf 2024-03-01 03:30:38 +01:00
parent 0b1cc36e51
commit 9d7fd59cc8
3 changed files with 379 additions and 390 deletions

View file

@ -20,12 +20,15 @@
#include "countdown_clock.hpp"
#include "display_chat_manager.hpp"
#include "floating_label.hpp"
#include "formula/string_utils.hpp" // for VGETTEXT
#include "game_end_exceptions.hpp"
#include "game_initialization/playcampaign.hpp"
#include "gettext.hpp"
#include "gui/dialogs/loading_screen.hpp"
#include "gui/dialogs/simple_item_selector.hpp"
#include "hotkey/hotkey_handler_mp.hpp"
#include "log.hpp"
#include "map/label.hpp"
#include "mp_ui_alerts.hpp"
#include "playturn.hpp"
#include "preferences/game.hpp"
@ -37,10 +40,14 @@
#include "synced_context.hpp"
#include "video.hpp" // only for faked
#include "wesnothd_connection.hpp"
#include "whiteboard/manager.hpp"
static lg::log_domain log_engine("engine");
static lg::log_domain log_network("network");
#define LOG_NG LOG_STREAM(info, log_engine)
#define DBG_NG LOG_STREAM(debug, log_engine)
#define ERR_NW LOG_STREAM(err, log_network)
playmp_controller::playmp_controller(const config& level, saved_game& state_of_game, mp_game_metadata* mp_info)
: playsingle_controller(level, state_of_game, mp_info && mp_info->skip_replay)
@ -48,14 +55,11 @@ playmp_controller::playmp_controller(const config& level, saved_game& state_of_g
, blindfold_(*gui_, mp_info && mp_info->skip_replay_blindfolded)
, replay_sender_(*resources::recorder)
, network_reader_([this](config& cfg) { return receive_from_wesnothd(cfg); })
, turn_data_(replay_sender_, network_reader_)
, mp_info_(mp_info)
{
// upgrade hotkey handler to the mp (network enabled) version
hotkey_handler_.reset(new hotkey_handler(*this, saved_game_));
// turn_data_.set_host(is_host);
turn_data_.host_transfer().attach_handler(this);
if(!mp_info || mp_info->current_turn <= turn()) {
skip_replay_ = false;
}
@ -67,12 +71,6 @@ playmp_controller::playmp_controller(const config& level, saved_game& state_of_g
playmp_controller::~playmp_controller()
{
// halt and cancel the countdown timer
try {
turn_data_.host_transfer().detach_handler(this);
} catch(...) {
DBG_NG << "Caught exception in playmp_controller destructor: " << utils::get_unknown_exception_type();
}
}
void playmp_controller::start_network()
@ -103,7 +101,7 @@ void playmp_controller::remove_blindfold()
void playmp_controller::play_linger_turn()
{
turn_data_.send_data();
send_actions();
if(replay_controller_.get() != nullptr) {
// We have probably been using the mp "back to turn" feature
// We continue play since we have reached the end of the replay.
@ -113,7 +111,7 @@ void playmp_controller::play_linger_turn()
while( gamestate().in_phase(game_data::GAME_ENDED) && !end_turn_requested_) {
config cfg;
if(network_reader_.read(cfg)) {
if(turn_data_.process_network_data(cfg) == turn_info::PROCESS_END_LINGER) {
if(process_network_data_impl(cfg) == turn_info::PROCESS_END_LINGER) {
end_turn();
}
}
@ -190,7 +188,7 @@ void playmp_controller::play_human_turn()
throw;
}
turn_data_.send_data();
send_actions();
}
}
@ -210,7 +208,7 @@ void playmp_controller::play_idle_loop()
throw;
}
turn_data_.send_data();
send_actions();
}
}
@ -230,9 +228,9 @@ void playmp_controller::linger()
quit = true;
{
// reimplement parts of play_side()
turn_data_.send_data();
send_actions();
play_linger_turn();
turn_data_.send_data();
send_actions();
LOG_NG << "finished human turn";
}
} while(!quit);
@ -242,7 +240,7 @@ void playmp_controller::linger()
void playmp_controller::wait_for_upload()
{
turn_data_.send_data();
send_actions();
// If the host is here we'll never leave since we wait for the host to
// upload the next scenario.
assert(!is_host());
@ -251,7 +249,7 @@ void playmp_controller::wait_for_upload()
gui2::dialogs::loading_screen::display([&]() {
gui2::dialogs::loading_screen::progress(loading_stage::next_scenario);
while(true) {
auto res = turn_data_.process_network_data_from_reader();
auto res = process_network_data_from_reader();
if(res == turn_info::PROCESS_END_LINGER) {
return;
} else if (res != turn_info::PROCESS_CONTINUE) {
@ -286,7 +284,7 @@ void playmp_controller::after_human_turn()
playsingle_controller::after_human_turn();
// send one more time to make sure network is up-to-date.
turn_data_.send_data();
send_actions();
}
void playmp_controller::play_network_turn()
@ -294,7 +292,7 @@ void playmp_controller::play_network_turn()
LOG_NG << "is networked...";
end_turn_enable(false);
turn_data_.send_data();
send_actions();
while(!gamestate().in_phase(game_data::TURN_ENDED) && !is_regular_game_end() && !player_type_changed_) {
if(!network_processing_stopped_) {
@ -306,7 +304,7 @@ void playmp_controller::play_network_turn()
play_slice_catch();
if(!network_processing_stopped_) {
turn_data_.send_data();
send_actions();
}
}
@ -347,15 +345,9 @@ void playmp_controller::handle_generic_event(const std::string& name)
{
if(name == "ai_user_interact") {
playsingle_controller::handle_generic_event(name);
turn_data_.send_data();
send_actions();
} else if(name == "ai_gamestate_changed") {
turn_data_.send_data();
} else if(name == "host_transfer") {
assert(mp_info_);
mp_info_->is_host = true;
if(is_linger_mode()) {
end_turn_enable(true);
}
send_actions();
}
}
bool playmp_controller::is_host() const
@ -394,12 +386,12 @@ void playmp_controller::surrender(int side_number)
{
undo_stack().clear();
resources::recorder->add_surrender(side_number);
turn_data_.send_data();
send_actions();
}
void playmp_controller::receive_actions()
{
turn_info::PROCESS_DATA_RESULT res = turn_data_.sync_network();
turn_info::PROCESS_DATA_RESULT res = sync_network();
assert(res != turn_info::PROCESS_END_TURN);
if(res == turn_info::PROCESS_END_LINGER) {
@ -412,18 +404,14 @@ void playmp_controller::receive_actions()
}
}
void playmp_controller::send_actions()
{
turn_data_.send_data();
}
void playmp_controller::play_slice(bool is_delay_enabled)
{
if(!is_linger_mode() && !is_replay() && !network_processing_stopped_) {
// receive chat during animations and delay
process_network_data(true);
// cannot use turn_data_.send_data() here.
// todo: why? The checks in turn_data_.send_data() should be safe enouth.
// cannot use send_actions() here.
// todo: why? The checks in send_actions() should be safe enouth.
replay_sender_.sync_non_undoable();
}
@ -461,9 +449,9 @@ void playmp_controller::process_network_data(bool chat_only)
config cfg;
if(!resources::recorder->at_end()) {
res = turn_info::replay_to_process_data_result(do_replay());
res = replay_to_process_data_result(do_replay());
} else if(network_reader_.read(cfg)) {
res = turn_data_.process_network_data(cfg, chat_only);
res = process_network_data_impl(cfg, chat_only);
}
if(res == turn_info::PROCESS_CANNOT_HANDLE) {
@ -476,3 +464,349 @@ void playmp_controller::process_network_data(bool chat_only)
replay::process_error("Received unexpected next_scenario during the game");
}
}
turn_info::PROCESS_DATA_RESULT playmp_controller::process_network_data_impl(const config& cfg, bool chat_only)
{
// the simple wesnothserver implementation in wesnoth was removed years ago.
assert(cfg.all_children_count() == 1);
assert(cfg.attribute_range().empty());
if(!resources::recorder->at_end())
{
ERR_NW << "processing network data while still having data on the replay.";
}
if (const auto message = cfg.optional_child("message"))
{
game_display::get_singleton()->get_chat_manager().add_chat_message(std::time(nullptr), message.value()["sender"], message.value()["side"],
message.value()["message"], events::chat_handler::MESSAGE_PUBLIC,
preferences::message_bell());
}
else if (auto whisper = cfg.optional_child("whisper") /*&& is_observer()*/)
{
game_display::get_singleton()->get_chat_manager().add_chat_message(std::time(nullptr), "whisper: " + whisper["sender"].str(), 0,
whisper["message"], events::chat_handler::MESSAGE_PRIVATE,
preferences::message_bell());
}
else if (auto observer = cfg.optional_child("observer") )
{
game_display::get_singleton()->get_chat_manager().add_observer(observer["name"]);
}
else if (auto observer_quit = cfg.optional_child("observer_quit"))
{
game_display::get_singleton()->get_chat_manager().remove_observer(observer_quit["name"]);
}
else if (cfg.has_child("leave_game")) {
const bool has_reason = cfg.mandatory_child("leave_game").has_attribute("reason");
throw leavegame_wesnothd_error(has_reason ? cfg.mandatory_child("leave_game")["reason"].str() : "");
}
else if (auto turn = cfg.optional_child("turn"))
{
return process_network_turn_impl(*turn, chat_only);
}
else if (cfg.has_child("whiteboard"))
{
set_scontext_unsynced scontext;
resources::whiteboard->process_network_data(cfg);
}
else if (auto change = cfg.optional_child("change_controller"))
{
if(change->empty()) {
ERR_NW << "Bad [change_controller] signal from server, [change_controller] tag was empty.";
return turn_info::PROCESS_CONTINUE;
}
const int side = change["side"].to_int();
const bool is_local = change["is_local"].to_bool();
const std::string player = change["player"];
const std::string controller_type = change["controller"];
const std::size_t index = side - 1;
if(index >= gamestate().board_.teams().size()) {
ERR_NW << "Bad [change_controller] signal from server, side out of bounds: " << change->debug();
return turn_info::PROCESS_CONTINUE;
}
const team & tm = gamestate().board_.teams().at(index);
const bool was_local = tm.is_local();
gamestate().board_.side_change_controller(side, is_local, player, controller_type);
if (!was_local && tm.is_local()) {
on_not_observer();
}
// TODO: can we replace this with just a call to play_controller::update_viewing_player() ?
auto disp_set_team = [](int side_index) {
const bool side_changed = static_cast<int>(display::get_singleton()->viewing_team()) != side_index;
display::get_singleton()->set_team(side_index);
if(side_changed) {
display::get_singleton()->queue_rerender();
}
};
if (gamestate().board_.is_observer() || (gamestate().board_.teams())[display::get_singleton()->playing_team()].is_local_human()) {
disp_set_team(display::get_singleton()->playing_team());
} else if (tm.is_local_human()) {
disp_set_team(side - 1);
}
resources::whiteboard->on_change_controller(side,tm);
display::get_singleton()->labels().recalculate_labels();
const bool restart = game_display::get_singleton()->playing_side() == side && (was_local || tm.is_local());
return restart ? turn_info::PROCESS_RESTART_TURN : turn_info::PROCESS_CONTINUE;
}
else if (auto side_drop_c = cfg.optional_child("side_drop"))
{
// Only the host receives this message when a player leaves/disconnects.
const int side_drop = side_drop_c["side_num"].to_int(0);
std::size_t index = side_drop -1;
bool restart = side_drop == game_display::get_singleton()->playing_side();
if (index >= gamestate().board_.teams().size()) {
ERR_NW << "unknown side " << side_drop << " is dropping game";
throw ingame_wesnothd_error("");
}
auto ctrl = side_controller::get_enum(side_drop_c["controller"].str());
if(!ctrl) {
ERR_NW << "unknown controller type issued from server on side drop: " << side_drop_c["controller"];
throw ingame_wesnothd_error("");
}
if (ctrl == side_controller::type::ai) {
gamestate().board_.side_drop_to(side_drop, *ctrl);
return restart ? turn_info::PROCESS_RESTART_TURN:turn_info::PROCESS_CONTINUE;
}
//null controlled side cannot be dropped because they aren't controlled by anyone.
else if (ctrl != side_controller::type::human) {
ERR_NW << "unknown controller type issued from server on side drop: " << side_controller::get_string(*ctrl);
throw ingame_wesnothd_error("");
}
int action = 0;
int first_observer_option_idx = 0;
int control_change_options = 0;
bool has_next_scenario = !resources::gamedata->next_scenario().empty() && resources::gamedata->next_scenario() != "null";
std::vector<std::string> observers;
std::vector<const team *> allies;
std::vector<std::string> options;
const team &tm = gamestate().board_.teams()[index];
for (const team &t : gamestate().board_.teams()) {
if (!t.is_enemy(side_drop) && !t.is_local_human() && !t.is_local_ai() && !t.is_network_ai() && !t.is_empty()
&& t.current_player() != tm.current_player()) {
allies.push_back(&t);
}
}
// We want to give host chance to decide what to do for side
if (!is_linger_mode() || has_next_scenario) {
utils::string_map t_vars;
//get all allies in as options to transfer control
for (const team *t : allies) {
//if this is an ally of the dropping side and it is not us (choose local player
//if you want that) and not ai or empty and if it is not the dropping side itself,
//get this team in as well
t_vars["player"] = t->current_player();
options.emplace_back(VGETTEXT("Give control to their ally $player", t_vars));
control_change_options++;
}
first_observer_option_idx = options.size();
//get all observers in as options to transfer control
for (const std::string &screen_observers : game_display::get_singleton()->observers()) {
t_vars["player"] = screen_observers;
options.emplace_back(VGETTEXT("Give control to observer $player", t_vars));
observers.push_back(screen_observers);
control_change_options++;
}
options.emplace_back(_("Replace with AI"));
options.emplace_back(_("Replace with local player"));
options.emplace_back(_("Set side to idle"));
options.emplace_back(_("Save and abort game"));
t_vars["player"] = tm.current_player();
t_vars["side_drop"] = std::to_string(side_drop);
const std::string gettext_message = VGETTEXT("$player who controlled side $side_drop has left the game. What do you want to do?", t_vars);
gui2::dialogs::simple_item_selector dlg("", gettext_message, options);
dlg.set_single_button(true);
dlg.show();
action = dlg.selected_index();
// If esc was pressed, default to setting side to idle
if (action == -1) {
action = control_change_options + 2;
}
} else {
// Always set leaving side to idle if in linger mode and there is no next scenario
action = 2;
}
if (action < control_change_options) {
// Grant control to selected ally
// Server thinks this side is ours now so in case of error transferring side we have to make local state to same as what server thinks it is.
gamestate().board_.side_drop_to(side_drop, side_controller::type::human, side_proxy_controller::type::idle);
if (action < first_observer_option_idx) {
send_change_side_controller(side_drop, allies[action]->current_player());
} else {
send_change_side_controller(side_drop, observers[action - first_observer_option_idx]);
}
return restart ? turn_info::PROCESS_RESTART_TURN : turn_info::PROCESS_CONTINUE;
} else {
action -= control_change_options;
//make the player an AI, and redo this turn, in case
//it was the current player's team who has just changed into
//an AI.
switch(action) {
case 0:
on_not_observer();
gamestate().board_.side_drop_to(side_drop, side_controller::type::human, side_proxy_controller::type::ai);
return restart?turn_info::PROCESS_RESTART_TURN:turn_info::PROCESS_CONTINUE;
case 1:
on_not_observer();
gamestate().board_.side_drop_to(side_drop, side_controller::type::human, side_proxy_controller::type::human);
return restart?turn_info::PROCESS_RESTART_TURN:turn_info::PROCESS_CONTINUE;
case 2:
gamestate().board_.side_drop_to(side_drop, side_controller::type::human, side_proxy_controller::type::idle);
return restart?turn_info::PROCESS_RESTART_TURN:turn_info::PROCESS_CONTINUE;
case 3:
//The user pressed "end game". Don't throw a network error here or he will get
//thrown back to the title screen.
do_autosave();
throw_quit_game_exception();
default:
break;
}
}
}
// The host has ended linger mode in a campaign -> enable the "End scenario" button
// and tell we did get the notification.
else if (cfg.has_child("notify_next_scenario")) {
if(chat_only) {
return turn_info::PROCESS_CANNOT_HANDLE;
}
return turn_info::PROCESS_END_LINGER;
}
//If this client becomes the new host, notify the play_controller object about it
else if (cfg.has_child("host_transfer")) {
mp_info_->is_host = true;
if(is_linger_mode()) {
end_turn_enable(true);
}
}
else
{
ERR_NW << "found unknown command:\n" << cfg.debug();
}
return turn_info::PROCESS_CONTINUE;
}
turn_info::PROCESS_DATA_RESULT playmp_controller::process_network_turn_impl(const config& t, bool chat_only)
{
//t can contain a [command] or a [upload_log]
assert(t.all_children_count() == 1);
if(!t.child_or_empty("command").has_child("speak") && chat_only) {
return turn_info::PROCESS_CANNOT_HANDLE;
}
/** @todo FIXME: Check what commands we execute when it's our turn! */
//note, that this function might call itself recursively: do_replay -> ... -> get_user_choice -> ... -> playmp_controller::pull_remote_choice -> sync_network -> handle_turn
resources::recorder->add_config(t, replay::MARK_AS_SENT);
turn_info::PROCESS_DATA_RESULT retv = replay_to_process_data_result(do_replay());
return retv;
}
turn_info::PROCESS_DATA_RESULT playmp_controller::sync_network()
{
//there should be nothing left on the replay and we should get turn_info::PROCESS_CONTINUE back.
turn_info::PROCESS_DATA_RESULT retv = replay_to_process_data_result(do_replay());
if(is_networked_mp()) {
//receive data first, and then send data. When we sent the end of
//the AI's turn, we don't want there to be any chance where we
//could get data back pertaining to the next turn.
config cfg;
while( (retv == turn_info::PROCESS_CONTINUE) && network_reader_.read(cfg)) {
retv = process_network_data_impl(cfg);
cfg.clear();
}
send_actions();
}
return retv;
}
void playmp_controller::send_actions()
{
const bool send_everything = synced_context::is_unsynced() ? !resources::undo_stack->can_undo() : synced_context::undo_blocked();
if ( !send_everything ) {
replay_sender_.sync_non_undoable();
} else {
replay_sender_.commit_and_sync();
}
}
turn_info::PROCESS_DATA_RESULT playmp_controller::process_network_data_from_reader()
{
config cfg;
while(this->network_reader_.read(cfg))
{
turn_info::PROCESS_DATA_RESULT res = process_network_data_impl(cfg);
if(res != turn_info::PROCESS_CONTINUE)
{
return res;
}
cfg.clear();
}
return turn_info::PROCESS_CONTINUE;
}
void playmp_controller::send_change_side_controller(int side, const std::string& player)
{
config cfg;
config& change = cfg.add_child("change_controller");
change["side"] = side;
change["player"] = player;
send_to_wesnothd(cfg);
}
turn_info::PROCESS_DATA_RESULT playmp_controller::replay_to_process_data_result(REPLAY_RETURN replayreturn)
{
switch(replayreturn)
{
case REPLAY_RETURN_AT_END:
return turn_info::PROCESS_CONTINUE;
case REPLAY_FOUND_DEPENDENT:
return turn_info::PROCESS_FOUND_DEPENDENT;
case REPLAY_FOUND_END_TURN:
return turn_info::PROCESS_END_TURN;
case REPLAY_FOUND_END_LEVEL:
return turn_info::PROCESS_END_LEVEL;
default:
assert(false);
throw "found invalid REPLAY_RETURN";
}
}

View file

@ -66,13 +66,18 @@ protected:
blindfold blindfold_;
private:
void process_network_data(bool chat_only = false);
turn_info::PROCESS_DATA_RESULT process_network_data_impl(const config& cfg, bool chat_only = false);
turn_info::PROCESS_DATA_RESULT process_network_turn_impl(const config& t, bool chat_only = false);
turn_info::PROCESS_DATA_RESULT sync_network();
turn_info::PROCESS_DATA_RESULT process_network_data_from_reader();
void send_change_side_controller(int side, const std::string& player);
static turn_info::PROCESS_DATA_RESULT replay_to_process_data_result(REPLAY_RETURN replayreturn);
/// Helper to send our actions to the server
/// Used by turn_data_
replay_network_sender replay_sender_;
/// Used by turn_data_
playturn_network_adapter network_reader_;
/// Helper to read and execute (in particular replay data/ user actions ) messsages from the server
turn_info turn_data_;
mp_game_metadata* mp_info_;
};

View file

@ -56,353 +56,3 @@ turn_info::~turn_info()
{
}
turn_info::PROCESS_DATA_RESULT turn_info::sync_network()
{
//there should be nothing left on the replay and we should get turn_info::PROCESS_CONTINUE back.
turn_info::PROCESS_DATA_RESULT retv = replay_to_process_data_result(do_replay());
if(resources::controller->is_networked_mp()) {
//receive data first, and then send data. When we sent the end of
//the AI's turn, we don't want there to be any chance where we
//could get data back pertaining to the next turn.
config cfg;
while( (retv == turn_info::PROCESS_CONTINUE) && network_reader_.read(cfg)) {
retv = process_network_data(cfg);
cfg.clear();
}
send_data();
}
return retv;
}
void turn_info::send_data()
{
const bool send_everything = synced_context::is_unsynced() ? !resources::undo_stack->can_undo() : synced_context::undo_blocked();
if ( !send_everything ) {
replay_sender_.sync_non_undoable();
} else {
replay_sender_.commit_and_sync();
}
}
turn_info::PROCESS_DATA_RESULT turn_info::handle_turn(const config& t, bool chat_only)
{
//t can contain a [command] or a [upload_log]
assert(t.all_children_count() == 1);
if(!t.child_or_empty("command").has_child("speak") && chat_only) {
return PROCESS_CANNOT_HANDLE;
}
/** @todo FIXME: Check what commands we execute when it's our turn! */
//note, that this function might call itself recursively: do_replay -> ... -> get_user_choice -> ... -> playmp_controller::pull_remote_choice -> sync_network -> handle_turn
resources::recorder->add_config(t, replay::MARK_AS_SENT);
PROCESS_DATA_RESULT retv = replay_to_process_data_result(do_replay());
return retv;
}
void turn_info::do_save()
{
if (resources::controller != nullptr) {
resources::controller->do_autosave();
}
}
turn_info::PROCESS_DATA_RESULT turn_info::process_network_data_from_reader()
{
config cfg;
while(this->network_reader_.read(cfg))
{
PROCESS_DATA_RESULT res = process_network_data(cfg);
if(res != PROCESS_CONTINUE)
{
return res;
}
cfg.clear();
}
return PROCESS_CONTINUE;
}
turn_info::PROCESS_DATA_RESULT turn_info::process_network_data(const config& cfg, bool chat_only)
{
// the simple wesnothserver implementation in wesnoth was removed years ago.
assert(cfg.all_children_count() == 1);
assert(cfg.attribute_range().empty());
if(!resources::recorder->at_end())
{
ERR_NW << "processing network data while still having data on the replay.";
}
if (const auto message = cfg.optional_child("message"))
{
game_display::get_singleton()->get_chat_manager().add_chat_message(std::time(nullptr), message.value()["sender"], message.value()["side"],
message.value()["message"], events::chat_handler::MESSAGE_PUBLIC,
preferences::message_bell());
}
else if (auto whisper = cfg.optional_child("whisper") /*&& is_observer()*/)
{
game_display::get_singleton()->get_chat_manager().add_chat_message(std::time(nullptr), "whisper: " + whisper["sender"].str(), 0,
whisper["message"], events::chat_handler::MESSAGE_PRIVATE,
preferences::message_bell());
}
else if (auto observer = cfg.optional_child("observer") )
{
game_display::get_singleton()->get_chat_manager().add_observer(observer["name"]);
}
else if (auto observer_quit = cfg.optional_child("observer_quit"))
{
game_display::get_singleton()->get_chat_manager().remove_observer(observer_quit["name"]);
}
else if (cfg.has_child("leave_game")) {
const bool has_reason = cfg.mandatory_child("leave_game").has_attribute("reason");
throw leavegame_wesnothd_error(has_reason ? cfg.mandatory_child("leave_game")["reason"].str() : "");
}
else if (auto turn = cfg.optional_child("turn"))
{
return handle_turn(*turn, chat_only);
}
else if (cfg.has_child("whiteboard"))
{
set_scontext_unsynced scontext;
resources::whiteboard->process_network_data(cfg);
}
else if (auto change = cfg.optional_child("change_controller"))
{
if(change->empty()) {
ERR_NW << "Bad [change_controller] signal from server, [change_controller] tag was empty.";
return PROCESS_CONTINUE;
}
const int side = change["side"].to_int();
const bool is_local = change["is_local"].to_bool();
const std::string player = change["player"];
const std::string controller_type = change["controller"];
const std::size_t index = side - 1;
if(index >= resources::gameboard->teams().size()) {
ERR_NW << "Bad [change_controller] signal from server, side out of bounds: " << change->debug();
return PROCESS_CONTINUE;
}
const team & tm = resources::gameboard->teams().at(index);
const bool was_local = tm.is_local();
resources::gameboard->side_change_controller(side, is_local, player, controller_type);
if (!was_local && tm.is_local()) {
resources::controller->on_not_observer();
}
// TODO: can we replace this with just a call to play_controller::update_viewing_player() ?
auto disp_set_team = [](int side_index) {
const bool side_changed = static_cast<int>(display::get_singleton()->viewing_team()) != side_index;
display::get_singleton()->set_team(side_index);
if(side_changed) {
display::get_singleton()->queue_rerender();
}
};
if (resources::gameboard->is_observer() || (resources::gameboard->teams())[display::get_singleton()->playing_team()].is_local_human()) {
disp_set_team(display::get_singleton()->playing_team());
} else if (tm.is_local_human()) {
disp_set_team(side - 1);
}
resources::whiteboard->on_change_controller(side,tm);
display::get_singleton()->labels().recalculate_labels();
const bool restart = game_display::get_singleton()->playing_side() == side && (was_local || tm.is_local());
return restart ? PROCESS_RESTART_TURN : PROCESS_CONTINUE;
}
else if (auto side_drop_c = cfg.optional_child("side_drop"))
{
// Only the host receives this message when a player leaves/disconnects.
const int side_drop = side_drop_c["side_num"].to_int(0);
std::size_t index = side_drop -1;
bool restart = side_drop == game_display::get_singleton()->playing_side();
if (index >= resources::gameboard->teams().size()) {
ERR_NW << "unknown side " << side_drop << " is dropping game";
throw ingame_wesnothd_error("");
}
auto ctrl = side_controller::get_enum(side_drop_c["controller"].str());
if(!ctrl) {
ERR_NW << "unknown controller type issued from server on side drop: " << side_drop_c["controller"];
throw ingame_wesnothd_error("");
}
if (ctrl == side_controller::type::ai) {
resources::gameboard->side_drop_to(side_drop, *ctrl);
return restart ? PROCESS_RESTART_TURN:PROCESS_CONTINUE;
}
//null controlled side cannot be dropped because they aren't controlled by anyone.
else if (ctrl != side_controller::type::human) {
ERR_NW << "unknown controller type issued from server on side drop: " << side_controller::get_string(*ctrl);
throw ingame_wesnothd_error("");
}
int action = 0;
int first_observer_option_idx = 0;
int control_change_options = 0;
bool has_next_scenario = !resources::gamedata->next_scenario().empty() && resources::gamedata->next_scenario() != "null";
std::vector<std::string> observers;
std::vector<const team *> allies;
std::vector<std::string> options;
const team &tm = resources::gameboard->teams()[index];
for (const team &t : resources::gameboard->teams()) {
if (!t.is_enemy(side_drop) && !t.is_local_human() && !t.is_local_ai() && !t.is_network_ai() && !t.is_empty()
&& t.current_player() != tm.current_player()) {
allies.push_back(&t);
}
}
// We want to give host chance to decide what to do for side
if (!resources::controller->is_linger_mode() || has_next_scenario) {
utils::string_map t_vars;
//get all allies in as options to transfer control
for (const team *t : allies) {
//if this is an ally of the dropping side and it is not us (choose local player
//if you want that) and not ai or empty and if it is not the dropping side itself,
//get this team in as well
t_vars["player"] = t->current_player();
options.emplace_back(VGETTEXT("Give control to their ally $player", t_vars));
control_change_options++;
}
first_observer_option_idx = options.size();
//get all observers in as options to transfer control
for (const std::string &screen_observers : game_display::get_singleton()->observers()) {
t_vars["player"] = screen_observers;
options.emplace_back(VGETTEXT("Give control to observer $player", t_vars));
observers.push_back(screen_observers);
control_change_options++;
}
options.emplace_back(_("Replace with AI"));
options.emplace_back(_("Replace with local player"));
options.emplace_back(_("Set side to idle"));
options.emplace_back(_("Save and abort game"));
t_vars["player"] = tm.current_player();
t_vars["side_drop"] = std::to_string(side_drop);
const std::string gettext_message = VGETTEXT("$player who controlled side $side_drop has left the game. What do you want to do?", t_vars);
gui2::dialogs::simple_item_selector dlg("", gettext_message, options);
dlg.set_single_button(true);
dlg.show();
action = dlg.selected_index();
// If esc was pressed, default to setting side to idle
if (action == -1) {
action = control_change_options + 2;
}
} else {
// Always set leaving side to idle if in linger mode and there is no next scenario
action = 2;
}
if (action < control_change_options) {
// Grant control to selected ally
{
// Server thinks this side is ours now so in case of error transferring side we have to make local state to same as what server thinks it is.
resources::gameboard->side_drop_to(side_drop, side_controller::type::human, side_proxy_controller::type::idle);
}
if (action < first_observer_option_idx) {
change_side_controller(side_drop, allies[action]->current_player());
} else {
change_side_controller(side_drop, observers[action - first_observer_option_idx]);
}
return restart ? PROCESS_RESTART_TURN : PROCESS_CONTINUE;
} else {
action -= control_change_options;
//make the player an AI, and redo this turn, in case
//it was the current player's team who has just changed into
//an AI.
switch(action) {
case 0:
resources::controller->on_not_observer();
resources::gameboard->side_drop_to(side_drop, side_controller::type::human, side_proxy_controller::type::ai);
return restart?PROCESS_RESTART_TURN:PROCESS_CONTINUE;
case 1:
resources::controller->on_not_observer();
resources::gameboard->side_drop_to(side_drop, side_controller::type::human, side_proxy_controller::type::human);
return restart?PROCESS_RESTART_TURN:PROCESS_CONTINUE;
case 2:
resources::gameboard->side_drop_to(side_drop, side_controller::type::human, side_proxy_controller::type::idle);
return restart?PROCESS_RESTART_TURN:PROCESS_CONTINUE;
case 3:
//The user pressed "end game". Don't throw a network error here or he will get
//thrown back to the title screen.
do_save();
throw_quit_game_exception();
default:
break;
}
}
}
// The host has ended linger mode in a campaign -> enable the "End scenario" button
// and tell we did get the notification.
else if (cfg.has_child("notify_next_scenario")) {
if(chat_only) {
return PROCESS_CANNOT_HANDLE;
}
return PROCESS_END_LINGER;
}
//If this client becomes the new host, notify the play_controller object about it
else if (cfg.has_child("host_transfer")){
host_transfer_.notify_observers();
}
else
{
ERR_NW << "found unknown command:\n" << cfg.debug();
}
return PROCESS_CONTINUE;
}
void turn_info::change_side_controller(int side, const std::string& player)
{
config cfg;
config& change = cfg.add_child("change_controller");
change["side"] = side;
change["player"] = player;
resources::controller->send_to_wesnothd(cfg);
}
turn_info::PROCESS_DATA_RESULT turn_info::replay_to_process_data_result(REPLAY_RETURN replayreturn)
{
switch(replayreturn)
{
case REPLAY_RETURN_AT_END:
return PROCESS_CONTINUE;
case REPLAY_FOUND_DEPENDENT:
return PROCESS_FOUND_DEPENDENT;
case REPLAY_FOUND_END_TURN:
return PROCESS_END_TURN;
case REPLAY_FOUND_END_LEVEL:
return PROCESS_END_LEVEL;
default:
assert(false);
throw "found invalid REPLAY_RETURN";
}
}