MP Game Utils: formatting and minor code cleanup
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1 changed files with 47 additions and 43 deletions
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@ -13,16 +13,13 @@
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*/
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#include "game_initialization/mp_game_utils.hpp"
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#include "carryover.hpp"
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#include "config.hpp"
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#include "formula/string_utils.hpp"
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#include "saved_game.hpp"
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#include "game_config.hpp"
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#include "game_config_manager.hpp"
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#include "gettext.hpp"
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#include "log.hpp"
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#include "savegame.hpp"
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#include "units/id.hpp"
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#include "saved_game.hpp"
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#include "wesnothd_connection_error.hpp"
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static lg::log_domain log_engine("engine");
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@ -38,8 +35,8 @@ static lg::log_domain log_network("network");
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#define LOG_NW LOG_STREAM(info, log_network)
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#define ERR_NW LOG_STREAM(err, log_network)
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namespace mp {
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namespace mp
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{
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// This is for the wesnothd server, it expects a more detailed summary in [multiplayer]
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static void add_multiplayer_classification(config& multiplayer, saved_game& state)
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{
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@ -54,8 +51,9 @@ config initial_level_config(saved_game& state)
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{
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const mp_game_settings& params = state.mp_settings();
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state.set_defaults();
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//Also impliers state.expand_scenario()
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//We need to call this before expand_mp_events/options oterwise they might be overwritten
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// Also impliers state.expand_scenario()
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// We need to call this before expand_mp_events/options otherwise they might be overwritten.
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state.expand_random_scenario();
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state.expand_mp_events();
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state.expand_mp_options();
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@ -65,56 +63,63 @@ config initial_level_config(saved_game& state)
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}
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config& scenario = state.get_starting_pos();
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if(!state.mp_settings().saved_game)
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{
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if(!state.mp_settings().saved_game) {
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state.set_random_seed();
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}
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if (scenario["objectives"].empty()) {
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scenario["objectives"] = "<big>" + t_string(N_("Victory:"), "wesnoth") +
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"</big>\n<span foreground=\"#00ff00\">• " +
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t_string(N_("Defeat enemy leader(s)"), "wesnoth") + "</span>";
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if(scenario["objectives"].empty()) {
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// Generic victory objectives.
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std::ostringstream ss;
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ss << "<big>";
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ss << t_string(N_("Victory:"), "wesnoth") << "</big>\n";
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ss << "<span color='#00ff00'>" << font::unicode_bullet << " ";
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ss << t_string(N_("Defeat enemy leader(s)"), "wesnoth") << "</span>";
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scenario["objectives"] = ss.str();
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}
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config level = state.to_config();
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add_multiplayer_classification(level.child_or_add("multiplayer"), state);
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// [multiplayer] mp_era= should be persistent over saves.
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std::string era = params.mp_era;
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//[multiplayer] mp_era= should be persistent over saves.
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//[era], [modification]s are toplevel tags here, they are not part of the saved_game and only used during mp_connect/mp_wait
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// Initialize the list of sides available for the current era.
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// We also need this no not get a segfault in mp_connect for ai configuration
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const config &era_cfg =
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game_config_manager::get()->game_config().find_child("era", "id", era);
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if (!era_cfg) {
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if (!params.saved_game)
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{
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utils::string_map i18n_symbols;
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i18n_symbols["era"] = era;
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throw config::error(vgettext("Cannot find era $era", i18n_symbols));
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/**
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* [era] and [modification]s are toplevel tags here.
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* They are not part of the saved_game and are only used during mp_staging/mp_join_game.
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*
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* @todo: see if all the comments ai algorithms are still up-to-date and relevant.
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*
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* -- vultraz, 2017-11-24
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*/
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const config& game_config = game_config_manager::get()->game_config();
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const config& era_cfg = game_config.find_child("era", "id", era);
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if(!era_cfg) {
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if(!params.saved_game) {
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throw config::error(vgettext("Cannot find era $era", {{"era", era}}));
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}
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// FIXME: @todo We should tell user about missing era but still load game
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// FIXME: @todo We should tell user about missing era but still load game...
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WRN_CF << "Missing era in MP load game " << era << std::endl;
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//Otherwise we get an error when qwhen we try to add ai algirithms in moultiplayer_connect
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// Otherwise we get an error when when we try to add ai algorithms in mp_staging.
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level.add_child("era");
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}
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else
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{
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/*config& cfg = */level.add_child("era", era_cfg);
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} else {
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level.add_child("era", era_cfg);
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const config& custom_side = game_config_manager::get()->
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game_config().find_child("multiplayer_side", "id", "Custom");
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// Initialize the list of sides available for the current era.
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// We also need this so not to get a segfault in mp_staging for ai configuration.
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const config& custom_side = game_config.find_child("multiplayer_side", "id", "Custom");
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level.child("era").add_child_at("multiplayer_side", custom_side, 0);
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}
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// Add modifications, needed for ai aglorithms which are applied in mp_connect
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// Add modifications, needed for ai algorithms which are applied in mp_staging.
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const std::vector<std::string>& mods = params.active_mods;
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for (unsigned i = 0; i < mods.size(); i++) {
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/*config& cfg = */level.add_child("modification",
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game_config_manager::get()->
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game_config().find_child("modification", "id", mods[i]));
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for(unsigned i = 0; i < mods.size(); ++i) {
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level.add_child("modification", game_config.find_child("modification", "id", mods[i]));
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}
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// This will force connecting clients to be using the same version number as us.
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@ -133,14 +138,13 @@ void level_to_gamestate(const config& level, saved_game& state)
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void check_response(bool res, const config& data)
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{
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if (!res) {
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if(!res) {
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throw wesnothd_error(_("Connection timed out"));
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}
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if (const config& err = data.child("error")) {
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if(const config& err = data.child("error")) {
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throw wesnothd_error(err["message"]);
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}
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}
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} // end namespace mp
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