The Battle for Wesnoth  1.15.9+dev
game_launcher.cpp
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1 /*
2  Copyright (C) 2003 - 2018 by David White <dave@whitevine.net>
3  Part of the Battle for Wesnoth Project https://www.wesnoth.org/
4 
5  This program is free software; you can redistribute it and/or modify
6  it under the terms of the GNU General Public License as published by
7  the Free Software Foundation; either version 2 of the License, or
8  (at your option) any later version.
9  This program is distributed in the hope that it will be useful,
10  but WITHOUT ANY WARRANTY.
11 
12  See the COPYING file for more details.
13 */
14 
15 #include "game_launcher.hpp"
16 #include "game_errors.hpp"
17 
18 #include "ai/manager.hpp" // for manager
19 #include "commandline_options.hpp" // for commandline_options
20 #include "config.hpp" // for config, etc
21 #include "cursor.hpp" // for set, CURSOR_TYPE::NORMAL
22 #include "exceptions.hpp" // for error
23 #include "filesystem.hpp" // for get_user_config_dir, etc
24 #include "game_classification.hpp" // for game_classification, etc
25 #include "game_config.hpp" // for path, no_delay, revision, etc
26 #include "game_config_manager.hpp" // for game_config_manager
28 #include "game_initialization/multiplayer.hpp" // for start_client, etc
29 #include "game_initialization/playcampaign.hpp" // for play_game, etc
30 #include "game_initialization/singleplayer.hpp" // for sp_create_mode
31 #include "generators/map_generator.hpp" // for mapgen_exception
32 #include "gettext.hpp" // for _
33 #include "gui/dialogs/language_selection.hpp" // for language_selection
35 #include "gui/dialogs/message.hpp" // for show error message
37 #include "gui/dialogs/multiplayer/mp_host_game_prompt.hpp" // for host game prompt
39 #include "gui/dialogs/title_screen.hpp" // for show_debug_clock_button
40 #include "gui/dialogs/transient_message.hpp" // for show_transient_message
41 #include "gui/widgets/retval.hpp" // for window, etc
42 #include "gui/widgets/settings.hpp" // for new_widgets
43 #include "language.hpp" // for language_def, etc
44 #include "log.hpp" // for LOG_STREAM, logger, general, etc
45 #include "map/exception.hpp"
47 #include "preferences/display.hpp"
48 #include "preferences/general.hpp" // for disable_preferences_save, etc
49 #include "save_index.hpp"
51 #include "sdl/surface.hpp" // for surface
52 #include "serialization/compression.hpp" // for format::NONE
53 #include "serialization/string_utils.hpp" // for split
54 #include "statistics.hpp"
55 #include "tstring.hpp" // for operator==, operator!=
56 #include "utils/general.hpp" // for clamp
57 #include "video.hpp" // for CVideo
59 #include "wml_exception.hpp" // for wml_exception
60 
61 #include <algorithm> // for copy, max, min, stable_sort
62 #include <cstdlib> // for system
63 #include <iostream> // for operator<<, basic_ostream, etc
64 #include <new>
65 #include <utility> // for pair
66 
67 #include <SDL2/SDL.h> // for SDL_INIT_JOYSTICK, etc
68 
69 #ifdef DEBUG_WINDOW_LAYOUT_GRAPHS
70 #include "gui/widgets/debug.hpp"
71 #endif
72 
73 // For wesnothd launch code.
74 #ifdef _WIN32
75 
76 #define WIN32_LEAN_AND_MEAN
77 #include <windows.h>
78 
79 #endif // _WIN32
80 
82 
83 static lg::log_domain log_config("config");
84 #define ERR_CONFIG LOG_STREAM(err, log_config)
85 #define WRN_CONFIG LOG_STREAM(warn, log_config)
86 #define LOG_CONFIG LOG_STREAM(info, log_config)
87 
88 #define LOG_GENERAL LOG_STREAM(info, lg::general())
89 #define WRN_GENERAL LOG_STREAM(warn, lg::general())
90 #define DBG_GENERAL LOG_STREAM(debug, lg::general())
91 
92 static lg::log_domain log_mp_create("mp/create");
93 #define DBG_MP LOG_STREAM(debug, log_mp_create)
94 
95 static lg::log_domain log_network("network");
96 #define ERR_NET LOG_STREAM(err, log_network)
97 
98 static lg::log_domain log_enginerefac("enginerefac");
99 #define LOG_RG LOG_STREAM(info, log_enginerefac)
100 
102  : cmdline_opts_(cmdline_opts)
103  , video_(new CVideo())
104  , font_manager_()
105  , prefs_manager_()
106  , image_manager_()
107  , main_event_context_()
108  , hotkey_manager_()
109  , music_thinker_()
110  , music_muter_()
111  , test_scenarios_{"test"}
112  , screenshot_map_()
114  , state_()
115  , play_replay_(false)
117  , jump_to_multiplayer_(false)
119  , jump_to_editor_(false)
120  , load_data_()
121 {
122  bool no_music = false;
123  bool no_sound = false;
124 
125  // The path can be hardcoded and it might be a relative path.
126  if(!game_config::path.empty() &&
127 #ifdef _WIN32
128  // use c_str to ensure that index 1 points to valid element since c_str() returns null-terminated string
129  game_config::path.c_str()[1] != ':'
130 #else
131  game_config::path[0] != '/'
132 #endif
133  )
134  {
136  // font_manager_.update_font_path()
137  // To update the font path, destroy and recreate the manager
139  new (&font_manager_) font::manager();
140  }
141 
142  if(cmdline_opts_.core_id) {
144  }
145  if(cmdline_opts_.campaign) {
146  jump_to_campaign_.jump = true;
148  std::cerr << "selected campaign id: [" << jump_to_campaign_.campaign_id << "]\n";
149 
152  std::cerr << "selected difficulty: [" << jump_to_campaign_.difficulty << "]\n";
153  } else {
154  jump_to_campaign_.difficulty = -1; // let the user choose the difficulty
155  }
156 
159  std::cerr << "selected scenario id: [" << jump_to_campaign_.scenario_id << "]\n";
160  }
161 
164  }
165  }
166  if(cmdline_opts_.clock)
168  if(cmdline_opts_.debug) {
170  game_config::mp_debug = true;
171  }
172 #ifdef DEBUG_WINDOW_LAYOUT_GRAPHS
173  if(cmdline_opts_.debug_dot_domain)
174  gui2::debug_layout_graph::set_domain(*cmdline_opts_.debug_dot_domain);
175  if(cmdline_opts_.debug_dot_level)
177 #endif
178  if(cmdline_opts_.editor) {
179  jump_to_editor_ = true;
180  if(!cmdline_opts_.editor->empty()) {
183  }
184  }
185  if(cmdline_opts_.fps)
188  video_->set_fullscreen(true);
189  if(cmdline_opts_.load)
192  if(cmdline_opts_.max_fps) {
193  int fps = std::clamp(*cmdline_opts_.max_fps, 1, 1000);
194  fps = 1000 / fps;
195  // increase the delay to avoid going above the maximum
196  if(1000 % fps != 0) {
197  ++fps;
198  }
200  }
202  no_sound = true;
204  }
206  gui2::new_widgets = true;
208  game_config::no_delay = true;
210  no_music = true;
212  no_sound = true;
214  const int xres = std::get<0>(*cmdline_opts_.resolution);
215  const int yres = std::get<1>(*cmdline_opts_.resolution);
216  if(xres > 0 && yres > 0) {
217  preferences::_set_resolution(point(xres, yres));
219  }
220  }
222  // TODO it could be simplified to use cmdline_opts_ directly if there is no other way to enter screenshot mode
225  no_sound = true;
227  }
228  if (cmdline_opts_.server){
229  jump_to_multiplayer_ = true;
230  // Do we have any server specified ?
231  if(!cmdline_opts_.server->empty()) {
233  } else {
234  // Pick the first server in config
235  if(game_config::server_list.size() > 0) {
237  } else {
238  multiplayer_server_ = "";
239  }
240  }
241  if(cmdline_opts_.username) {
244  if(cmdline_opts_.password) {
246  preferences::set_password(*cmdline_opts.server, *cmdline_opts.username, *cmdline_opts_.password);
247  }
248  }
249  }
250  if(cmdline_opts_.test) {
251  if(!cmdline_opts_.test->empty()) {
253  }
254  }
255  if(!cmdline_opts_.unit_test.empty()) {
257  }
259  video_->set_fullscreen(false);
261  load_data_->show_replay = true;
264 
265  std::cerr
266  << "\nData directory: " << filesystem::sanitize_path(game_config::path)
267  << "\nUser configuration directory: " << filesystem::sanitize_path(filesystem::get_user_config_dir())
268  << "\nUser data directory: " << filesystem::sanitize_path(filesystem::get_user_data_dir())
269  << "\nCache directory: " << filesystem::sanitize_path(filesystem::get_cache_dir())
270  << '\n';
271  std::cerr << '\n';
272 
273  // disable sound in nosound mode, or when sound engine failed to initialize
274  if(no_sound || ((preferences::sound_on() || preferences::music_on() ||
276  !sound::init_sound())) {
277  preferences::set_sound(false);
278  preferences::set_music(false);
281  } else if(no_music) { // else disable the music in nomusic mode
282  preferences::set_music(false);
283  }
284 }
285 
287 {
288  if(!::load_language_list()) {
289  return false;
290  }
291 
292  language_def locale;
293  if(cmdline_opts_.language) {
294  std::vector<language_def> langs = get_languages();
295  for(const language_def& def : langs) {
296  if(def.localename == *cmdline_opts_.language) {
297  locale = def;
298  break;
299  }
300  }
301  if(locale.localename.empty()) {
302  std::cerr << "Language symbol '" << *cmdline_opts_.language << "' not found.\n";
303  return false;
304  }
305  } else {
306  locale = get_locale();
307  }
308  ::set_language(locale);
309 
310  return true;
311 }
312 
314 {
315  // Handle special commandline launch flags
318  std::cerr << "--nogui flag is only valid with --multiplayer or --screenshot or --plugin flags\n";
319  return false;
320  }
321  video_->make_fake();
322  game_config::no_delay = true;
323  return true;
324  }
325 
326  // Initialize a new window
327  video_->init_window();
328 
329  // Set window title and icon
330  video_->set_window_title(game_config::get_default_title_string());
331 
332 #if !(defined(__APPLE__))
333  surface icon(image::get_image("icons/icon-game.png", image::UNSCALED));
334  if(icon != nullptr) {
335  video_->set_window_icon(icon);
336  }
337 #endif
338  return true;
339 }
340 
342 {
343  bool error = false;
344 
345  std::cerr << "Checking lua scripts... ";
346 
348  // load the "package" package, so that scripts can get what packages they want
350  }
351 
352  // get the application lua kernel, load and execute script file, if script file is present
355 
356  if(!sf->fail()) {
357  /* Cancel all "jumps" to editor / campaign / multiplayer */
358  jump_to_multiplayer_ = false;
359  jump_to_editor_ = false;
360  jump_to_campaign_.jump = false;
361 
362  std::string full_script((std::istreambuf_iterator<char>(*sf)), std::istreambuf_iterator<char>());
363 
364  std::cerr << "\nRunning lua script: " << *cmdline_opts_.script_file << std::endl;
365 
367  } else {
368  std::cerr << "Encountered failure when opening script '" << *cmdline_opts_.script_file << "'\n";
369  error = true;
370  }
371  }
372 
374  std::string filename = *cmdline_opts_.plugin_file;
375 
376  std::cerr << "Loading a plugin file'" << filename << "'...\n";
377 
379 
380  try {
381  if(sf->fail()) {
382  throw std::runtime_error("failed to open plugin file");
383  }
384 
385  /* Cancel all "jumps" to editor / campaign / multiplayer */
386  jump_to_multiplayer_ = false;
387  jump_to_editor_ = false;
388  jump_to_campaign_.jump = false;
389 
390  std::string full_plugin((std::istreambuf_iterator<char>(*sf)), std::istreambuf_iterator<char>());
391 
393 
394  std::size_t i = pm.add_plugin(filename, full_plugin);
395 
396  for(std::size_t j = 0; j < pm.size(); ++j) {
397  std::cerr << j << ": " << pm.get_name(j) << " -- " << pm.get_detailed_status(j) << std::endl;
398  }
399 
400  std::cerr << "Starting a plugin...\n";
401  pm.start_plugin(i);
402 
403  for(std::size_t j = 0; j < pm.size(); ++j) {
404  std::cerr << j << ": " << pm.get_name(j) << " -- " << pm.get_detailed_status(j) << std::endl;
405  }
406 
407  plugins_context pc("init");
408 
409  for(std::size_t repeat = 0; repeat < 5; ++repeat) {
410  std::cerr << "Playing a slice...\n";
411  pc.play_slice();
412 
413  for(std::size_t j = 0; j < pm.size(); ++j) {
414  std::cerr << j << ": " << pm.get_name(j) << " -- " << pm.get_detailed_status(j) << std::endl;
415  }
416  }
417 
418  return true;
419  } catch(const std::exception& e) {
420  gui2::show_error_message(std::string("When loading a plugin, error:\n") + e.what());
421  error = true;
422  }
423  }
424 
425  if(!error) {
426  std::cerr << "ok\n";
427  }
428 
429  return !error;
430 }
431 
432 void game_launcher::set_test(const std::string& id)
433 {
434  state_.clear();
435  state_.classification().campaign_type = game_classification::CAMPAIGN_TYPE::TEST;
437  state_.classification().era_id = "era_default";
438 
439  state_.set_carryover_sides_start(config{"next_scenario", id});
440 }
441 
443 {
444  // This first_time variable was added in 70f3c80a3e2 so that using the GUI
445  // menu to load a game works. That seems to have edge-cases, for example if
446  // you try to load a game a second time then Wesnoth exits.
447  static bool first_time = true;
448 
449  if(!cmdline_opts_.test) {
450  return true;
451  }
452 
453  if(!first_time) {
454  return false;
455  }
456 
457  first_time = false;
458 
459  if(test_scenarios_.size() == 0) {
460  // shouldn't happen, as test_scenarios_ is initialised to {"test"}
461  std::cerr << "Error in the test handling code" << std::endl;
462  return false;
463  }
464 
465  if(test_scenarios_.size() > 1) {
466  std::cerr << "You can't run more than one unit test in interactive mode" << std::endl;
467  }
468 
469  set_test(test_scenarios_.at(0));
470 
472 
473  try {
474  campaign_controller ccontroller(state_);
475  ccontroller.play_game();
476  } catch(savegame::load_game_exception& e) {
477  load_data_ = std::move(e.data_);
478  return true;
479  }
480 
481  return false;
482 }
483 
484 /**
485  * Runs unit tests specified on the command line.
486  *
487  * If multiple unit tests were specified, then this will stop at the first test
488  * which returns a non-zero status.
489  */
490 // Same as play_test except that we return the results of play_game.
491 // \todo "same ... except" ... and many other changes, such as testing the replay
493 {
494  // There's no copy of play_test's first_time variable. That seems to be for handling
495  // the player loading a game via the GUI, which makes no sense in a non-interactive test.
496  if(cmdline_opts_.unit_test.empty()) {
498  }
499 
500  auto ret = unit_test_result::TEST_FAIL; // will only be returned if no test is run
501  for(const auto& scenario : test_scenarios_) {
502  set_test(scenario);
503  ret = single_unit_test();
504  const char* describe_result;
505  switch(ret) {
507  describe_result = "PASS TEST";
508  break;
510  describe_result = "FAIL TEST (INVALID REPLAY)";
511  break;
513  describe_result = "FAIL TEST (ERRORED REPLAY)";
514  break;
516  describe_result = "FAIL TEST (BROKE STRICT)";
517  break;
519  describe_result = "FAIL TEST (WML EXCEPTION)";
520  break;
522  describe_result = "FAIL TEST (DEFEAT)";
523  break;
525  describe_result = "PASS TEST (VICTORY)";
526  break;
527  default:
528  describe_result = "FAIL TEST";
529  break;
530  }
531 
532  std::cerr << describe_result << ": " << scenario << std::endl;
533  if(ret != unit_test_result::TEST_PASS) {
534  break;
535  }
536  }
537 
538  return ret;
539 }
540 
542 {
544 
545  LEVEL_RESULT game_res = LEVEL_RESULT::TEST_FAIL;
546  try {
547  campaign_controller ccontroller(state_, true);
548  game_res = ccontroller.play_game();
549  // TODO: How to handle the case where a unit test scenario ends without an explicit {SUCCEED} or {FAIL}?
550  // ex: check_victory_never_ai_fail results in victory by killing one side's leaders
551  if(game_res == LEVEL_RESULT::TEST_FAIL) {
553  }
554  if(lg::broke_strict()) {
556  }
557  } catch(const wml_exception& e) {
558  std::cerr << "Caught WML Exception:" << e.dev_message << std::endl;
560  }
561 
563 
565  return pass_victory_or_defeat(game_res);
566  }
567 
569  save.save_game_automatic(false, "unit_test_replay");
570 
572  savegame::save_index_class::default_saves_dir(), save.filename(), "", true, true, false};
573 
574  if(!load_game()) {
575  std::cerr << "Failed to load the replay!" << std::endl;
576  return unit_test_result::TEST_FAIL_LOADING_REPLAY; // failed to load replay
577  }
578 
579  try {
580  campaign_controller ccontroller(state_, true);
581  ccontroller.play_replay();
582  if(lg::broke_strict()) {
583  std::cerr << "Observed failure on replay" << std::endl;
585  }
586  } catch(const wml_exception& e) {
587  std::cerr << "WML Exception while playing replay: " << e.dev_message << std::endl;
589  }
590 
591  return pass_victory_or_defeat(game_res);
592 }
593 
595 {
596  if(res == LEVEL_RESULT::DEFEAT) {
598  } else if(res == LEVEL_RESULT::VICTORY) {
600  }
601 
603 }
604 
606 {
608  return true;
609  }
610 
612 
614 
616  return false;
617 }
618 
620 {
622  return true;
623  }
624 
625  state_.classification().campaign_type = game_classification::CAMPAIGN_TYPE::MULTIPLAYER;
626  DBG_GENERAL << "Current campaign type: " << state_.classification().campaign_type << std::endl;
627 
628  try {
630  } catch(const config::error& e) {
631  std::cerr << "Error loading game config: " << e.what() << std::endl;
632  return false;
633  }
634 
635  // A default output filename
636  std::string outfile = "wesnoth_image.bmp";
637 
638  // If a output path was given as an argument, use that instead
640  outfile = *cmdline_opts_.render_image_dst;
641  }
642 
644  exit(1);
645  }
646 
647  return false;
648 }
649 
651 {
652  return load_data_.has_value();
653 }
654 
656 {
657  assert(game_config_manager::get());
658 
659  DBG_GENERAL << "Current campaign type: " << state_.classification().campaign_type << std::endl;
660 
662  if(load_data_) {
663  load.data() = std::move(*load_data_);
665  }
666 
667  try {
668  if(!load.load_game()) {
669  return false;
670  }
671 
672  load.set_gamestate();
673  try {
675  } catch(const config::error&) {
676  return false;
677  }
678 
679  } catch(const config::error& e) {
680  if(e.message.empty()) {
681  gui2::show_error_message(_("The file you have tried to load is corrupt"));
682  } else {
683  gui2::show_error_message(_("The file you have tried to load is corrupt: '") + e.message + '\'');
684  }
685 
686  return false;
687  } catch(const wml_exception& e) {
688  e.show();
689  return false;
690  } catch(const filesystem::io_exception& e) {
691  if(e.message.empty()) {
692  gui2::show_error_message(_("File I/O Error while reading the game"));
693  } else {
694  gui2::show_error_message(_("File I/O Error while reading the game: '") + e.message + '\'');
695  }
696 
697  return false;
698  } catch(const game::error& e) {
699  if(e.message.empty()) {
700  gui2::show_error_message(_("The file you have tried to load is corrupt"));
701  } else {
702  gui2::show_error_message(_("The file you have tried to load is corrupt: '") + e.message + '\'');
703  }
704 
705  return false;
706  }
707 
708  play_replay_ = load.data().show_replay;
709  LOG_CONFIG << "is middle game savefile: " << (state_.is_mid_game_save() ? "yes" : "no") << "\n";
710  LOG_CONFIG << "show replay: " << (play_replay_ ? "yes" : "no") << "\n";
711  // in case load.data().show_replay && !state_.is_mid_game_save()
712  // there won't be any turns to replay, but the
713  // user gets to watch the intro sequence again ...
714 
715  if(state_.is_mid_game_save() && load.data().show_replay) {
717  }
718 
721  }
722 
723  if(load.data().cancel_orders) {
725  }
726 
727  return true;
728 }
729 
731 {
732  state_.clear();
734  play_replay_ = false;
735 
737 }
738 
740 {
742 }
743 
745 {
746  if(jump_to_campaign_.jump) {
747  if(new_campaign()) {
749  jump_to_campaign_.jump = false;
751  } else {
752  jump_to_campaign_.jump = false;
753  return false;
754  }
755  }
756 
757  return true;
758 }
759 
761 {
763  jump_to_multiplayer_ = false;
765  ;
766  } else {
767  return false;
768  }
769  }
770 
771  return true;
772 }
773 
775 {
776  if(jump_to_editor_) {
777  jump_to_editor_ = false;
778 
779  const std::string to_open = load_data_ ? filesystem::normalize_path(load_data_->filename) : "";
781 
783  return false;
784  }
785  }
786 
787  return true;
788 }
789 
791 {
792  const std::string wesnothd_program = preferences::get_mp_server_program_name().empty()
795 
796  std::string config = filesystem::get_user_config_dir() + "/lan_server.cfg";
797  if (!filesystem::file_exists(config)) {
798  // copy file if it isn't created yet
800  }
801 
802 #ifndef _WIN32
803  std::string command = "\"" + wesnothd_program +"\" -c \"" + config + "\" -d -t 2 -T 5";
804 #else
805  // start wesnoth as background job
806  std::string command = "cmd /C start \"wesnoth server\" /B \"" + wesnothd_program + "\" -c \"" + config + "\" -t 2 -T 5";
807  // Make sure wesnothd's console output is visible on the console window by
808  // disabling SDL's stdio redirection code for this and future child
809  // processes. No need to bother cleaning this up because it's only
810  // meaningful to SDL applications during pre-main initialization.
811  SetEnvironmentVariableA("SDL_STDIO_REDIRECT", "0");
812 #endif
813  LOG_GENERAL << "Starting wesnothd: "<< command << "\n";
814  if (std::system(command.c_str()) == 0) {
815  // Give server a moment to start up
816  SDL_Delay(50);
817  return;
818  }
820 
821  // Couldn't start server so throw error
822  WRN_GENERAL << "Failed to run server start script" << std::endl;
823  throw game::mp_server_error("Starting MP server failed!");
824 }
825 
827 {
828  try {
829  if(mode == mp_mode::HOST) {
830  try {
831  start_wesnothd();
832  } catch(const game::mp_server_error&) {
834 
835  try {
836  start_wesnothd();
837  } catch(const game::mp_server_error&) {
838  return false;
839  }
840  }
841  }
842 
843  // If a server address wasn't specified, prompt for it now.
844  if(mode != mp_mode::LOCAL && multiplayer_server_.empty()) {
845  if(!gui2::dialogs::mp_connect::execute()) {
846  return false;
847  }
848 
849  // The prompt saves its input to preferences.
851 
852  if(multiplayer_server_ != preferences::builtin_servers_list().front().address) {
854  }
855  }
856 
857  // create_engine already calls game_config_manager::get()->load_config but maybe its better to have MULTIPLAYER
858  // defined while we are in the lobby.
860 
861  events::discard_input(); // prevent the "keylogger" effect
863 
864  if(mode == mp_mode::LOCAL) {
866  } else {
868  multiplayer_server_.clear();
869  }
870 
871  } catch(const wesnothd_rejected_client_error& e) {
873  } catch(const game::mp_server_error& e) {
874  gui2::show_error_message(_("Error while starting server: ") + e.message);
875  } catch(const game::load_game_failed& e) {
876  gui2::show_error_message(_("The game could not be loaded: ") + e.message);
877  } catch(const game::game_error& e) {
878  gui2::show_error_message(_("Error while playing the game: ") + e.message);
879  } catch(const mapgen_exception& e) {
880  gui2::show_error_message(_("Map generator error: ") + e.message);
881  } catch(const wesnothd_error& e) {
882  if(!e.message.empty()) {
883  ERR_NET << "caught network error: " << e.message << std::endl;
884 
885  std::string user_msg;
886  auto conn_err = dynamic_cast<const wesnothd_connection_error*>(&e);
887 
888  if(conn_err) {
889  // The wesnothd_connection_error subclass is only thrown with messages
890  // from boost::system::error_code which we can't translate ourselves.
891  // It's also the originator of the infamous EOF error that happens when
892  // the server dies. <https://github.com/wesnoth/wesnoth/issues/3005>. It
893  // will provide a translated string instead of that when it happens.
894  user_msg = !conn_err->user_message.empty()
895  ? conn_err->user_message
896  : _("Connection failed: ") + e.message;
897  } else {
898  // This will be a message from the server itself, which we can
899  // probably translate.
900  user_msg = translation::gettext(e.message.c_str());
901  }
902 
903  gui2::show_error_message(user_msg);
904  } else {
905  ERR_NET << "caught network error" << std::endl;
906  }
907  } catch(const config::error& e) {
908  if(!e.message.empty()) {
909  ERR_CONFIG << "caught config::error: " << e.message << std::endl;
911  } else {
912  ERR_CONFIG << "caught config::error" << std::endl;
913  }
914  } catch(const incorrect_map_format_error& e) {
915  gui2::show_error_message(_("The game map could not be loaded: ") + e.message);
916  } catch(savegame::load_game_exception& e) {
917  load_data_ = std::move(e.data_);
918  // this will make it so next time through the title screen loop, this game is loaded
919  } catch(const wml_exception& e) {
920  e.show();
921  } catch(const game::error& e) {
922  std::cerr << "caught game::error...\n";
923  gui2::show_error_message(_("Error: ") + e.message);
924  }
925 
926  return true;
927 }
928 
930 {
932  return true;
933  }
934 
935  DBG_MP << "starting multiplayer game from the commandline" << std::endl;
936 
938 
939  events::discard_input(); // prevent the "keylogger" effect
941 
943 
944  return false;
945 }
946 
948 {
949  if(!gui2::dialogs::language_selection::execute()) {
950  return false;
951  }
952 
954  video_->set_window_title(game_config::get_default_title_string());
955  }
956 
961 
962  return true;
963 }
964 
966 {
967  assert(!load_data_);
968  if(play_replay_) {
969  play_replay();
970  return;
971  }
972 
973  gui2::dialogs::loading_screen::display([this, reload]() {
975 
976  if(reload == reload_mode::RELOAD_DATA) {
977  try {
980  } catch(const config::error&) {
981  return;
982  }
983  }
984  });
985 
986  try {
987  campaign_controller ccontroller(state_);
988  ccontroller.play_game();
989  ai::manager::singleton_ = nullptr;
990  } catch(savegame::load_game_exception& e) {
991  load_data_ = std::move(e.data_);
992  // this will make it so next time through the title screen loop, this game is loaded
993  } catch(const wml_exception& e) {
994  e.show();
995  } catch(const mapgen_exception& e) {
996  gui2::show_error_message(_("Map generator error: ") + e.message);
997  }
998 }
999 
1001 {
1002  assert(!load_data_);
1003  try {
1004  campaign_controller ccontroller(state_);
1005  ccontroller.play_replay();
1006  } catch(savegame::load_game_exception& e) {
1007  load_data_ = std::move(e.data_);
1008  // this will make it so next time through the title screen loop, this game is loaded
1009  } catch(const wml_exception& e) {
1010  e.show();
1011  }
1012 }
1013 
1015 {
1016  while(true) {
1018 
1020 
1021  editor::EXIT_STATUS res = editor::start(filename);
1022 
1023  if(res != editor::EXIT_RELOAD_DATA) {
1024  return res;
1025  }
1026 
1028  }
1029 
1030  return editor::EXIT_ERROR; // not supposed to happen
1031 }
1032 
1034 {
1035  load_data_.reset();
1036 }
1037 
1039 {
1040  try {
1042  } catch(...) {
1043  }
1044 }
bool has_load_data() const
An error occurred inside the underlying network communication code (boost asio) TODO: find a short na...
An error occurred during when trying to communicate with the wesnothd server.
bool new_widgets
Do we wish to use the new library or not.
Definition: settings.cpp:24
surface get_image(const image::locator &i_locator, TYPE type)
Caches and returns an image.
Definition: picture.cpp:816
bool set_sound(bool ison)
Definition: general.cpp:672
void close_sound()
Definition: sound.cpp:494
game_launcher(const commandline_options &cmdline_opts)
std::string get_program_invocation(const std::string &program_name)
Returns the appropriate invocation for a Wesnoth-related binary, assuming that it is located in the s...
LEVEL_RESULT play_replay()
bool load_game()
Load a game with pre-setting information for the load-game dialog.
Definition: savegame.cpp:165
static lg::log_domain log_mp_create("mp/create")
std::optional< std::string > core_id
Non-empty if –core was given on the command line.
bool turn_bell()
Definition: general.cpp:614
void discard_input()
Discards all input events.
Definition: events.cpp:851
static void reset_translations()
Definition: tstring.cpp:654
Error used when the client is rejected by the MP server.
LEVEL_RESULT play_game()
bool is_mid_game_save() const
Definition: saved_game.hpp:104
bool nogui
True if –nogui was given on the command line.
bool play_multiplayer(mp_mode mode)
std::string scenario_id
The ID of the scenario within the campaign to jump to.
The class for loading a savefile.
Definition: savegame.hpp:99
bool script_unsafe_mode
Whether to load the "package" package for the scripting environment.
void set(CURSOR_TYPE type)
Use the default parameter to reset cursors.
Definition: cursor.cpp:175
void _set_maximized(bool ison)
Definition: general.cpp:404
std::string label
Name of the game (e.g.
void disable_preferences_save()
Definition: general.cpp:245
std::optional< std::string > test
Non-empty if –test was given on the command line.
void set_gamestate()
Generate the gamestate out of the loaded game config.
Definition: savegame.cpp:271
bool cancel_orders
State of the "cancel_orders" checkbox in the load-game dialog.
Definition: savegame.hpp:67
std::vector< game_tip > load(const config &cfg)
Loads the tips from a config.
Definition: tips.cpp:35
Add a special kind of assert to validate whether the input from WML doesn&#39;t contain any problems that...
const std::unique_ptr< CVideo > video_
#define DBG_MP
std::optional< std::string > password
Non-empty if –password was given on the command line.
const std::string & filename() const
Definition: savegame.hpp:177
static l_noret error(LoadState *S, const char *why)
Definition: lundump.cpp:39
Error used when game loading fails.
Definition: game_errors.hpp:30
std::optional< unsigned int > translation_percent
Non-empty if –all-translations or –translations-over is given on the command line.
void show_wesnothd_server_search()
Definition: display.cpp:150
static std::shared_ptr< save_index_class > default_saves_dir()
Returns an instance for managing saves in filesystem::get_saves_dir()
Definition: save_index.cpp:188
Definition: video.hpp:31
static bool file_exists(const bfs::path &fpath)
Definition: filesystem.cpp:263
std::string network_host()
Definition: game.cpp:395
void show_transient_message(const std::string &title, const std::string &message, const std::string &image, const bool message_use_markup, const bool title_use_markup, const bool restore_background)
Shows a transient message to the user.
static void progress(loading_stage stage=loading_stage::none)
void unify_controllers()
Definition: saved_game.cpp:701
const language_def & get_locale()
Definition: language.cpp:318
filesystem::scoped_istream istream_file(const std::string &fname, bool treat_failure_as_error)
void load_game_config_for_game(const game_classification &classification, const std::string &scenario_id)
void _set_resolution(const point &res)
Definition: general.cpp:398
void set_language(const std::string &language, const std::vector< std::string > *)
Definition: gettext.cpp:449
save_result save_image(const locator &i_locator, const std::string &filename)
Definition: picture.cpp:1081
std::string get_default_title_string()
void set_min_translation_percent(int percent)
Definition: language.cpp:133
void clear()
Definition: saved_game.cpp:791
bool fps
True if –fps was given on the command line.
std::vector< std::string > unit_test
Non-empty if –unit was given on the command line.
unit_test_result unit_test()
Runs unit tests specified on the command line.
bool change_language()
void set_network_host(const std::string &host)
Definition: game.cpp:405
std::string normalize_path(const std::string &fpath, bool normalize_separators, bool resolve_dot_entries)
Returns the absolute path of a file.
bool noreplaycheck
True if –noreplaycheck was given on the command line.
std::optional< std::string > load
Non-empty if –load was given on the command line.
void init_textdomains(const game_config_view &cfg)
Initializes the list of textdomains from a configuration object.
Definition: language.cpp:356
std::optional< int > max_fps
Max FPS specified by –max-fps option.
static std::string _(const char *str)
Definition: gettext.hpp:92
std::string jump_to_campaign_id() const
Return the ID of the campaign to jump to (skipping the main menu).
Definitions for the interface to Wesnoth Markup Language (WML).
load_game_metadata & data()
Definition: savegame.hpp:118
bool sound_on()
Definition: general.cpp:667
#define DBG_GENERAL
load_game_metadata data_
Definition: savegame.hpp:92
std::string user_message
User-friendly and potentially translated message for use in the UI.
jump_to_campaign_info jump_to_campaign_
void flush_cache()
Purges all image caches.
Definition: picture.cpp:222
bool init_sound()
Definition: sound.cpp:442
std::string get_scenario_id() const
Definition: saved_game.cpp:647
static lg::log_domain log_config("config")
bool broke_strict()
Definition: log.cpp:172
std::vector< std::string > test_scenarios_
std::string get_cwd()
Definition: filesystem.cpp:878
bool with_replay
True if –with-replay was given on the command line.
void set_mp_server_program_name(const std::string &path)
Definition: game.cpp:509
void show() const
Shows the error in a dialog.
bool play_render_image_mode()
bool headless_unit_test
True if –unit is used and –showgui is not present.
static game_config_manager * get()
unit_test_result
Status code after running a unit test, should match the run_wml_tests script and the documentation fo...
#define ERR_CONFIG
font::manager font_manager_
bool skip_story
Whether the story screen should be skipped.
std::optional< std::string > render_image_dst
Output file to put rendered image path in.
const std::vector< game_config::server_info > & builtin_servers_list()
Definition: game.cpp:364
std::size_t size(const std::string &str)
Length in characters of a UTF-8 string.
Definition: unicode.cpp:86
static lg::log_domain log_enginerefac("enginerefac")
void start_plugin(std::size_t idx)
Definition: manager.cpp:101
std::optional< savegame::load_game_metadata > load_data_
std::string get_name(std::size_t idx)
Definition: manager.cpp:94
This file contains the settings handling of the widget library.
void start_local_game_commandline(const commandline_options &cmdline_opts)
Starts a multiplayer game in single-user mode using command line settings.
bool nodelay
True if –nodelay was given on the command line.
std::string get_user_data_dir()
Definition: filesystem.cpp:791
void write_file(const std::string &fname, const std::string &data)
Throws io_exception if an error occurs.
static lg::log_domain log_network("network")
std::string multiplayer_server_
std::string campaign_define
If there is a define the campaign uses to customize data.
editor::EXIT_STATUS start_editor()
void set_login(const std::string &login)
std::optional< int > campaign_difficulty
Non-empty if –campaign-difficulty was given on the command line.
std::string localename
Definition: language.hpp:54
void load_package()
Loads the package library into lua environment.
bool windowed
True if –windowed was given on the command line.
void set_show_fps(bool value)
Definition: general.cpp:839
std::unique_ptr< std::istream > scoped_istream
Definition: filesystem.hpp:36
void set_test(const std::string &id)
void set_password(const std::string &server, const std::string &login, const std::string &key)
void set_core_id(const std::string &core_id)
Definition: general.cpp:318
std::string path
Definition: game_config.cpp:39
bool multiplayer
True if –multiplayer was given on the command line.
Managing the AIs lifecycle - headers TODO: Refactor history handling and internal commands...
bool UI_sound_on()
Definition: general.cpp:638
std::string sanitize_path(const std::string &path)
Sanitizes a path to remove references to the user&#39;s name.
const char * what() const noexcept
Definition: exceptions.hpp:37
bool clock
True if –clock was given on the command line.
Error used for any general game error, e.g.
Definition: game_errors.hpp:46
std::string read_file(const std::string &fname)
Basic disk I/O - read file.
Definition: filesystem.cpp:997
std::string screenshot_map_
#define LOG_CONFIG
void set_draw_delay(int value)
Definition: general.cpp:849
void flush_cache()
Definition: sound.cpp:194
void set_level(const std::string &value)
Definition: game.cpp:704
bool load_font_config()
std::optional< std::string > render_image
Image path to render.
Helper class, don&#39;t construct this directly.
bool nomusic
True if –nomusic was given on the command line.
std::string dev_message
The message for developers telling which problem was triggered, this shouldn&#39;t be translated...
std::optional< std::string > campaign
Non-empty if –campaign was given on the command line.
std::string get_cache_dir()
Definition: filesystem.cpp:796
Exception used to signal that the user has decided to abortt a game, and to load another game instead...
Definition: savegame.hpp:83
void run(char const *prog, const std::string &name, int nArgs=0)
Runs a plain script.
#define WRN_GENERAL
static std::string gettext(const char *str)
Definition: gettext.hpp:59
bool debug
True if –debug was given on the command line.
std::size_t i
Definition: function.cpp:933
std::size_t add_plugin(const std::string &name, const std::string &prog)
Definition: manager.cpp:118
std::string get_mp_server_program_name()
Definition: game.cpp:518
std::string get_wml_location(const std::string &filename, const std::string &current_dir)
Returns a complete path to the actual WML file or directory or an empty string if the file isn&#39;t pres...
unit_test_result pass_victory_or_defeat(LEVEL_RESULT res)
void clean_saves(const std::string &label)
Delete all autosaves of a certain scenario from the default save directory.
Definition: savegame.cpp:69
void load_game_config_for_create(bool is_mp, bool is_test=false)
Game configuration data as global variables.
Definition: build_info.cpp:56
bool new_widgets
True if –new-widgets was given on the command line.
std::optional< std::string > screenshot_output_file
Output file to put screenshot in.
#define ERR_NET
An exception object used when an IO error occurs.
Definition: filesystem.hpp:45
bool music_on()
Definition: general.cpp:690
bool load_language_list()
Definition: language.cpp:93
language_list get_languages()
Definition: language.cpp:116
Holds a 2D point.
Definition: point.hpp:23
bool set_UI_sound(bool ison)
Definition: general.cpp:643
bool goto_multiplayer()
Declarations for File-IO.
std::optional< std::string > script_file
File to load lua script from.
static void save(LexState *ls, int c)
Definition: llex.cpp:57
std::optional< std::string > username
Non-empty if –username was given on the command line.
Class for replay saves (either manually or automatically).
Definition: savegame.hpp:266
bool campaign_skip_story
True if –skip-story was given on the command line.
unit_test_result single_unit_test()
Internal to the implementation of unit_test().
static manager * singleton_
Definition: manager.hpp:440
std::optional< std::string > server
Non-empty if –server was given on the command line.
std::string get_user_config_dir()
Definition: filesystem.cpp:762
bool screenshot
True if –screenshot was given on the command line.
void cancel_orders()
Definition: saved_game.cpp:684
std::string get_detailed_status(std::size_t idx)
Definition: manager.cpp:83
bool show_replay
State of the "show_replay" checkbox in the load-game dialog.
Definition: savegame.hpp:64
static void display(std::function< void()> f)
const commandline_options & cmdline_opts_
bool select_campaign(saved_game &state, jump_to_campaign_info jump_to_campaign)
Base class for all the errors encountered by the engine.
Definition: exceptions.hpp:29
game_classification & classification()
Definition: saved_game.hpp:54
std::string screenshot_filename_
void set_carryover_sides_start(config carryover_sides_start)
Definition: saved_game.cpp:160
saved_game state_
std::optional< std::string > screenshot_map_file
Map file to make a screenshot of.
bool set_music(bool ison)
Definition: general.cpp:695
Standard logging facilities (interface).
void set_skip_story(bool skip_story)
Definition: saved_game.hpp:139
bool set_turn_bell(bool ison)
Definition: general.cpp:619
void clear_loaded_game()
std::string message
Definition: exceptions.hpp:31
EXIT_STATUS start(const std::string &filename, bool take_screenshot, const std::string &screenshot_filename)
Main interface for launching the editor from the title screen.
Definition: editor_main.cpp:28
bool fullscreen
True if –fullscreen was given on the command line.
bool jump
Whether the game should immediately start a campaign.
std::optional< std::string > editor
Non-empty if –editor was given on the command line.
void show_error_message(const std::string &msg, bool message_use_markup)
Shows an error message to the user.
Definition: message.cpp:205
#define e
std::size_t size()
Definition: manager.cpp:68
void launch_game(reload_mode reload=reload_mode::RELOAD_DATA)
int difficulty
The difficulty at which to launch the campaign.
bool nosound
True if –nosound was given on the command line.
bool play_screenshot_mode()
lua_kernel_base * get_kernel_base()
Definition: manager.cpp:63
A config object defines a single node in a WML file, with access to child nodes.
Definition: config.hpp:60
std::optional< std::string > campaign_scenario
Non-empty if –campaign-scenario was given on the command line.
void clear_current_scenario()
Delete the current scenario from the stats.
Definition: statistics.cpp:788
Unmodified original-size image.
Definition: picture.hpp:231
void start_client(const std::string &host)
Pubic entry points for the MP workflow.
std::optional< std::pair< int, int > > resolution
Pair of AxB values specified after –resolution.
bool init_lua_script()
std::vector< server_info > server_list
Definition: game_config.cpp:94
std::optional< std::string > plugin_file
File to load a lua plugin (similar to a script) from.
bool save_game_automatic(bool ask_for_overwrite=false, const std::string &filename="")
Saves a game without user interaction, unless the file exists and it should be asked to overwrite it...
Definition: savegame.cpp:356
bool play_multiplayer_commandline()
void set_debug(bool new_debug)
static plugins_manager * get()
Definition: manager.cpp:58
void play_slice()
Definition: context.cpp:96
#define LOG_GENERAL
bool show_debug_clock_button
Do we wish to show the button for the debug clock.
std::string campaign_id
The ID of the campaign to launch.
void start_local_game()
Starts a multiplayer game in single-user mode.
std::optional< std::string > language
Non-empty if –language was given on the command line.