The Battle for Wesnoth  1.15.1+dev
playmp_controller.cpp
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1 /*
2  Copyright (C) 2006 - 2018 by Joerg Hinrichs <joerg.hinrichs@alice-dsl.de>
3  wesnoth playlevel Copyright (C) 2003 by David White <dave@whitevine.net>
4  Part of the Battle for Wesnoth Project https://www.wesnoth.org/
5 
6  This program is free software; you can redistribute it and/or modify
7  it under the terms of the GNU General Public License as published by
8  the Free Software Foundation; either version 2 of the License, or
9  (at your option) any later version.
10  This program is distributed in the hope that it will be useful,
11  but WITHOUT ANY WARRANTY.
12 
13  See the COPYING file for more details.
14 */
15 
16 #include "playmp_controller.hpp"
17 
18 #include "actions/undo.hpp"
19 #include "display_chat_manager.hpp"
20 #include "game_end_exceptions.hpp"
22 #include "gettext.hpp"
24 #include "log.hpp"
25 #include "mp_ui_alerts.hpp"
26 #include "playturn.hpp"
27 #include "preferences/general.hpp"
29 #include "resources.hpp"
30 #include "savegame.hpp"
32 #include "whiteboard/manager.hpp"
33 #include "countdown_clock.hpp"
34 #include "synced_context.hpp"
35 #include "replay_helper.hpp"
36 #include "wesnothd_connection.hpp"
37 
38 static lg::log_domain log_engine("engine");
39 #define LOG_NG LOG_STREAM(info, log_engine)
40 
42  saved_game& state_of_game,
43  const ter_data_cache & tdata,
44  mp_campaign_info* mp_info)
45  : playsingle_controller(level, state_of_game, tdata, mp_info && mp_info->skip_replay)
46  , network_processing_stopped_(false)
47  , blindfold_(*gui_, mp_info && mp_info->skip_replay_blindfolded)
48  , mp_info_(mp_info)
49 {
50  hotkey_handler_.reset(new hotkey_handler(*this, saved_game_)); //upgrade hotkey handler to the mp (network enabled) version
51 
52  //turn_data_.set_host(is_host);
54  if (!mp_info || mp_info->current_turn <= turn()) {
55  skip_replay_ = false;
56  }
57 
58  if (gui_->is_blindfolded() && gamestate().first_human_team_ != -1) {
60  }
61 }
62 
64  //halt and cancel the countdown timer
65  try {
67  } catch (...) {}
68 }
69 
72  LOG_NG << "network processing activated again";
73 }
74 
77  LOG_NG << "network processing stopped";
78 }
79 
82 }
83 
85  if (gui_->is_blindfolded()) {
87  LOG_NG << "Taking off the blindfold now " << std::endl;
88  gui_->redraw_everything();
89  }
90 }
91 
93 {
94  if (is_host()) {
95  end_turn_enable(true);
96  }
97 
98  while(end_turn_ == END_TURN_NONE) {
99  config cfg;
100  if(network_reader_.read(cfg)) {
102  {
103  end_turn();
104  }
105  }
106  play_slice();
107  }
108 }
109 
111 {
112  LOG_NG << "playmp::play_human_turn...\n";
113  assert(!linger_);
114  assert(gamestate_->init_side_done());
115  assert(gamestate().gamedata_.phase() == game_data::PLAY);
116 
117  mp_ui_alerts::turn_changed(current_team().current_player());
118 
119  LOG_NG << "events::commands_disabled=" << events::commands_disabled <<"\n";
120 
122  const std::unique_ptr<countdown_clock> timer(saved_game_.mp_settings().mp_countdown
124  : nullptr);
126  if(undo_stack().can_undo()) {
127  // If we reload a networked mp game we cannot undo moves made before the save
128  // because other players already received them
129  if(!current_team().auto_shroud_updates()) {
131  }
132  undo_stack().clear();
133  }
135  execute_gotos();
136  }
137 
138  end_turn_enable(true);
139  while(!should_return_to_play_side()) {
140  try {
145  {
146  // Clean undo stack if turn has to be restarted (losing control)
147  if ( undo_stack().can_undo() )
148  {
149  font::floating_label flabel(_("Undoing moves not yet transmitted to the server."));
150 
151  color_t color {255,255,255,SDL_ALPHA_OPAQUE};
152  flabel.set_color(color);
153  SDL_Rect rect = gui_->map_area();
154  flabel.set_position(rect.w/2, rect.h/2);
155  flabel.set_lifetime(150);
156  flabel.set_clip_rect(rect);
157 
158  font::add_floating_label(flabel);
159  }
160 
161  while( undo_stack().can_undo() )
162  undo_stack().undo();
163 
164  }
165  if(timer)
166  {
167  bool time_left = timer->update();
168  if(!time_left)
169  {
171  }
172  }
173  }
174  catch(...)
175  {
177  throw;
178  }
180  }
181 }
182 
184 {
185  LOG_NG << "playmp::play_human_turn...\n";
186 
188 
189  while (!should_return_to_play_side())
190  {
191  try
192  {
195  SDL_Delay(1);
196  }
197  catch(...)
198  {
200  throw;
201  }
203  }
204 }
205 
207 {
208  // Modify the end-turn button
209  if (! is_host()) {
210  std::shared_ptr<gui::button> btn_end = gui_->find_action_button("button-endturn");
211  btn_end->enable(false);
212  }
213  gui_->get_theme().refresh_title2("button-endturn", "title2");
214  gui_->invalidate_theme();
215  gui_->redraw_everything();
216 }
217 
219 {
220  // revert the end-turn button text to its normal label
221  gui_->get_theme().refresh_title2("button-endturn", "title");
222  gui_->invalidate_theme();
223  gui_->redraw_everything();
224  gui_->set_game_mode(game_display::RUNNING);
225 }
226 
228 {
229  LOG_NG << "beginning end-of-scenario linger\n";
230  linger_ = true;
231  // If we need to set the status depending on the completion state
232  // we're needed here.
233  gui_->set_game_mode(game_display::LINGER);
234  // End all unit moves
236 
238  assert(is_regular_game_end());
239  if ( get_end_level_data_const().transient.reveal_map ) {
240  // Change the view of all players and observers
241  // to see the whole map regardless of shroud and fog.
242  update_gui_to_player(gui_->viewing_team(), true);
243  }
244  bool quit;
245  do {
246  quit = true;
247  try {
248  // reimplement parts of play_side()
253  LOG_NG << "finished human turn" << std::endl;
254  } catch (const savegame::load_game_exception&) {
255  LOG_NG << "caught load-game-exception" << std::endl;
256  // this should not happen, the option to load a game is disabled
257  throw;
258  } catch (const ingame_wesnothd_error&) {
259  LOG_NG << "caught network-error-exception" << std::endl;
260  quit = false;
261  }
262  } while (!quit);
263 
265 
266  LOG_NG << "ending end-of-scenario linger\n";
267 }
268 
270 {
271  // If the host is here we'll never leave since we wait for the host to
272  // upload the next scenario.
273  assert(!is_host());
274 
275  config cfg;
277  while(true) {
278  try {
279  const bool res =
281 
282  if(res) {
284  break;
285  }
286  }
287  else
288  {
290  }
291 
292  } catch(const quit_game_exception&) {
293  network_reader_.set_source([this](config& cfg) { return receive_from_wesnothd(cfg);});
295  throw;
296  }
297  }
298  network_reader_.set_source([this](config& cfg) { return receive_from_wesnothd(cfg);});
299 }
300 
303  {
304  //time_left + turn_bonus + (action_bonus * number of actions done)
305  const int new_time_in_secs = (current_team().countdown_time() / 1000)
308  const int new_time = 1000 * std::min<int>(new_time_in_secs, saved_game_.mp_settings().mp_countdown_reservoir_time);
309 
311  current_team().set_countdown_time(new_time);
313  }
314  LOG_NG << "playmp::after_human_turn...\n";
315 
316  // Normal post-processing for human turns (clear undos, end the turn, etc.)
318  //send one more time to make sure network is up-to-date.
320 
321 }
322 
324  LOG_NG << "is networked...\n";
325 
326  end_turn_enable(false);
328 
330  {
333  if (!mp_info_ || mp_info_->current_turn == turn()) {
334  skip_replay_ = false;
335  }
336  }
337 
341  }
342  }
343 
344  LOG_NG << "finished networked...\n";
345 }
346 
347 
348 void playmp_controller::process_oos(const std::string& err_msg) const {
349  // Notify the server of the oos error.
350  config cfg;
351  config& info = cfg.add_child("info");
352  info["type"] = "termination";
353  info["condition"] = "out of sync";
354  send_to_wesnothd(cfg);
355 
356  std::stringstream temp_buf;
357  std::vector<std::string> err_lines = utils::split(err_msg,'\n');
358  temp_buf << _("The game is out of sync, and cannot continue. There are a number of reasons this could happen: this can occur if you or another player have modified their game settings. This may mean one of the players is attempting to cheat. It could also be due to a bug in the game, but this is less likely.\n\nDo you want to save an error log of your game?");
359  if(!err_msg.empty()) {
360  temp_buf << " \n \n"; //and now the "Details:"
361  for(std::vector<std::string>::iterator i=err_lines.begin(); i!=err_lines.end(); ++i)
362  {
363  temp_buf << *i << '\n';
364  }
365  temp_buf << " \n";
366  }
367  scoped_savegame_snapshot snapshot(*this);
370 }
371 
374 
375  if (name == "ai_user_interact")
376  {
379  }
380  else if (name == "ai_gamestate_changed")
381  {
383  }
384  else if (name == "host_transfer"){
385  assert(mp_info_);
386  mp_info_->is_host = true;
387  if (linger_){
388  end_turn_enable(true);
389  gui_->invalidate_theme();
390  }
391  }
392 }
394 {
395  return !mp_info_ || mp_info_->is_host;
396 }
397 
399 {
400  gui_->get_chat_manager().add_chat_message(std::time(nullptr), "", 0,
401  _("This side is in an idle state. To proceed with the game, it must be assigned to another controller. You may use :droid, :control or :give_control for example."),
403 }
404 
406 {
407  // mouse_handler expects at least one team for linger mode to work.
408  assert(is_regular_game_end());
409  if (!get_end_level_data_const().transient.linger_mode || gamestate().board_.teams().empty() || gui_->video().faked()) {
410  const bool has_next_scenario = !gamestate().gamedata_.next_scenario().empty() && gamestate().gamedata_.next_scenario() != "null";
411  if(!is_host() && has_next_scenario) {
412  // If we continue without lingering we need to
413  // make sure the host uploads the next scenario
414  // before we attempt to download it.
415  wait_for_upload();
416  }
417  } else {
418  linger();
419  }
420 }
421 
423  undo_stack().clear();
424  resources::recorder->add_surrender(side_number);
426 }
427 
429 {
431  assert(res != turn_info::PROCESS_END_TURN);
432 
433  if(res == turn_info::PROCESS_END_LINGER) {
434  // Probably some bad OOS, but there is currently no way to recover from this.
435  throw ingame_wesnothd_error("");
436  }
437 
439  {
440  player_type_changed_ = true;
441  }
442 }
443 
445 {
447 }
448 
449 void playmp_controller::play_slice(bool is_delay_enabled)
450 {
451  if(!linger_ && !is_replay()) {
452  //receive chat during animations and delay
453  process_network_data(true);
454  //cannot use turn_data_.send_data() here.
456  }
457  playsingle_controller::play_slice(is_delay_enabled);
458 }
459 
461 {
463  return;
464  }
466  config cfg;
467  if(!resources::recorder->at_end()) {
469  }
470  else if(network_reader_.read(cfg)) {
471  res = turn_data_.process_network_data(cfg, chat_only);
472  }
473 
475  network_reader_.push_front(std::move(cfg));
476  }
477  else if (res == turn_info::PROCESS_RESTART_TURN) {
478  player_type_changed_ = true;
479  }
480  else if (res == turn_info::PROCESS_END_TURN) {
482  }
483  else if (res == turn_info::PROCESS_END_LEVEL) {
484  }
485  else if (res == turn_info::PROCESS_END_LINGER) {
486  replay::process_error("Received unexpected next_scenario during the game");
487  }
488 }
490 {
491  return mp_info_ != nullptr;
492 }
493 
494 void playmp_controller::send_to_wesnothd(const config& cfg, const std::string&) const
495 {
496  if (mp_info_ != nullptr) {
498  }
499 }
501 {
502  if (mp_info_ != nullptr) {
503  return mp_info_->connection.receive_data(cfg);
504  }
505  else {
506  return false;
507  }
508 }
bool disable_auto_moves()
Definition: general.cpp:1047
void send_data(const configr_of &request)
Exception used to escape form the ai or ui code to playsingle_controller::play_side.
void clear()
Clears the stack of undoable (and redoable) actions.
Definition: undo.cpp:220
void set_all_units_user_end_turn()
Definition: game_board.cpp:80
void process_oos(const std::string &err_msg) const override
Asks the user whether to continue on an OOS error.
void maybe_linger() override
playmp_controller(const config &level, saved_game &state_of_game, const ter_data_cache &tdata, mp_campaign_info *mp_info)
void set_countdown_time(const int amount) const
Definition: team.hpp:211
static bool run_and_store(const std::string &commandname, const config &data, bool use_undo=true, bool show=true, synced_command::error_handler_function error_handler=default_error_function)
int countdown_time() const
Definition: team.hpp:210
events::generic_event & host_transfer()
Definition: playturn.hpp:61
void turn_changed(const std::string &player_name)
void add_countdown_update(int value, int team)
Definition: replay.cpp:235
static lg::log_domain log_engine("engine")
void surrender(int side_number)
std::unique_ptr< game_display > gui_
void process_network_data(bool chat_only=false)
void set_clip_rect(const SDL_Rect &r)
logger & info()
Definition: log.cpp:90
bool is_networked_mp() const override
bool fetch_data_with_loading_screen(config &cfg, loading_stage stage)
void send_to_wesnothd(const config &cfg, const std::string &packet_type="unknown") const override
std::unique_ptr< hotkey_handler > hotkey_handler_
int first_human_team_
Definition: game_state.hpp:72
virtual void play_linger_turn()
void sync_non_undoable()
Definition: replay.cpp:906
PROCESS_DATA_RESULT sync_network()
Definition: playturn.cpp:61
void undo()
Undoes the top action on the undo stack.
Definition: undo.cpp:348
And endturn was required eigher by the player, by the ai or by [end_turn].
virtual void play_slice(bool is_delay_enabled=true)
virtual void handle_generic_event(const std::string &name) override
bool receive_data(config &result)
REPLAY_RETURN do_replay(bool one_move)
Definition: replay.cpp:677
Contains the exception interfaces used to signal completion of a scenario, campaign or turn...
PROCESS_DATA_RESULT process_network_data_from_reader()
Definition: playturn.cpp:113
bool save_game_interactive(const std::string &message, DIALOG_TYPE dialog_type)
Save a game interactively through the savegame dialog.
Definition: savegame.cpp:353
const end_level_data & get_end_level_data_const() const
void set_source(source_type source)
std::vector< std::string > split(const std::string &val, const char c, const int flags)
Splits a (comma-)separated string into a vector of pieces.
void send_data()
Definition: playturn.cpp:80
static config get_update_shroud()
Records that the player has manually updated fog/shroud.
PROCESS_DATA_RESULT
Definition: playturn.hpp:36
void pull_remote_choice() override
bool can_undo() const
std::unique_ptr< game_state > gamestate_
-file pathfind.hpp
no linger overlay, show fog and shroud.
int action_bonus_count() const
Definition: team.hpp:213
virtual void on_not_observer() override
static const char * name(const std::vector< SDL_Joystick *> &joysticks, const std::size_t index)
Definition: joystick.cpp:48
saved_game & saved_game_
void end_turn_enable(bool enable)
void send_user_choice() override
static UNUSEDNOWARN std::string _(const char *str)
Definition: gettext.hpp:91
virtual void check_objectives() override
virtual bool should_return_to_play_side() const override
void throw_quit_game_exception()
void wait_for_upload()
Wait for the host to upload the next scenario.
void set_lifetime(int lifetime)
We received invalid data from wesnothd during a game This means we cannot continue with the game but ...
void add_surrender(int side_number)
Definition: replay.cpp:229
bool is_regular_game_end() const
void unblind()
Definition: display.hpp:1080
mp_campaign_info * mp_info_
unsigned current_turn
void set_position(double xpos, double ypos)
replay * recorder
Definition: resources.cpp:28
virtual void play_human_turn() override
virtual void after_human_turn() override
static bool quit()
Shows the quit confirmation if needed.
void update_gui_to_player(const int team_index, const bool observe=false)
Changes the UI for this client to the passed side index.
void set_color(const color_t &color)
bool receive_from_wesnothd(config &cfg) const override
static void process_error(const std::string &msg)
Definition: replay.cpp:194
Exception used to signal that the user has decided to abortt a game, and to load another game instead...
Definition: savegame.hpp:74
An extension of playsingle_controller::hotkey_handler, which has support for MP wesnoth features like...
virtual bool attach_handler(observer *obs)
std::size_t i
Definition: function.cpp:933
When the host uploaded the next scenario this is returned.
Definition: playturn.hpp:42
#define LOG_NG
virtual void play_network_turn() override
Will handle networked turns in descendent classes.
We found a player action in the replay that caused the game to end.
Definition: playturn.hpp:48
void play_slice(bool is_delay_enabled=true) override
int add_floating_label(const floating_label &flabel)
add a label floating on the screen above everything else.
static source_type get_source_from_config(config &src)
game_data gamedata_
Definition: game_state.hpp:45
actions::undo_list & undo_stack()
static void save(LexState *ls, int c)
Definition: llex.cpp:57
const std::string & next_scenario() const
Definition: game_data.hpp:93
config & add_child(config_key_type key)
Definition: config.cpp:476
bool is_replay() const
virtual void play_idle_loop() override
game_state & gamestate()
wesnothd_connection & connection
playturn_network_adapter network_reader_
game_board board_
Definition: game_state.hpp:46
Various functions that implement the undoing (and redoing) of in-game commands.
void set_action_bonus_count(const int count)
Definition: team.hpp:214
Standard logging facilities (interface).
int current_side() const
Returns the number of the side whose turn it is.
replay_network_sender replay_sender_
virtual bool detach_handler(observer *obs)
virtual void do_idle_notification() override
Will handle sending a networked notification in descendent classes.
static PROCESS_DATA_RESULT replay_to_process_data_result(REPLAY_RETURN replayreturn)
Definition: playturn.cpp:396
int side_number
Definition: game_info.hpp:39
std::size_t turn() const
A config object defines a single node in a WML file, with access to child nodes.
Definition: config.hpp:92
PROCESS_DATA_RESULT process_network_data(const config &cfg, bool chat_only=false)
Definition: playturn.cpp:128
mp_game_settings & mp_settings()
Multiplayer parameters for this game.
Definition: saved_game.hpp:59
std::string::const_iterator iterator
Definition: tokenizer.hpp:24
when we couldn&#39;t handle the given action currently.
Definition: playturn.hpp:46
virtual void handle_generic_event(const std::string &name) override
An [end_turn] was added to the replay.
std::shared_ptr< terrain_type_data > ter_data_cache