The Battle for Wesnoth  1.15.2+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"
28 #include "preferences/game.hpp"
30 #include "resources.hpp"
31 #include "savegame.hpp"
33 #include "whiteboard/manager.hpp"
34 #include "countdown_clock.hpp"
35 #include "synced_context.hpp"
36 #include "replay_helper.hpp"
37 #include "wesnothd_connection.hpp"
38 
39 static lg::log_domain log_engine("engine");
40 #define LOG_NG LOG_STREAM(info, log_engine)
41 
43  saved_game& state_of_game,
44  const ter_data_cache & tdata,
45  mp_campaign_info* mp_info)
46  : playsingle_controller(level, state_of_game, tdata, mp_info && mp_info->skip_replay)
47  , network_processing_stopped_(false)
48  , blindfold_(*gui_, mp_info && mp_info->skip_replay_blindfolded)
49  , mp_info_(mp_info)
50 {
51  hotkey_handler_.reset(new hotkey_handler(*this, saved_game_)); //upgrade hotkey handler to the mp (network enabled) version
52 
53  //turn_data_.set_host(is_host);
55  if (!mp_info || mp_info->current_turn <= turn()) {
56  skip_replay_ = false;
57  }
58 
59  if (gui_->is_blindfolded() && gamestate().first_human_team_ != -1) {
61  }
62 }
63 
65  //halt and cancel the countdown timer
66  try {
68  } catch (...) {}
69 }
70 
73  LOG_NG << "network processing activated again";
74 }
75 
78  LOG_NG << "network processing stopped";
79 }
80 
83 }
84 
86  if (gui_->is_blindfolded()) {
88  LOG_NG << "Taking off the blindfold now " << std::endl;
89  gui_->redraw_everything();
90  }
91 }
92 
94 {
95  if (is_host()) {
96  end_turn_enable(true);
97  }
98 
99  while(end_turn_ == END_TURN_NONE) {
100  config cfg;
101  if(network_reader_.read(cfg)) {
103  {
104  end_turn();
105  }
106  }
107  play_slice();
108  }
109 }
110 
112 {
113  LOG_NG << "playmp::play_human_turn...\n";
114  assert(!linger_);
115  assert(gamestate_->init_side_done());
116  assert(gamestate().gamedata_.phase() == game_data::PLAY);
117 
118  mp_ui_alerts::turn_changed(current_team().current_player());
119 
120  LOG_NG << "events::commands_disabled=" << events::commands_disabled <<"\n";
121 
123  const std::unique_ptr<countdown_clock> timer(saved_game_.mp_settings().mp_countdown
125  : nullptr);
127  if(undo_stack().can_undo()) {
128  // If we reload a networked mp game we cannot undo moves made before the save
129  // because other players already received them
130  if(!current_team().auto_shroud_updates()) {
132  }
133  undo_stack().clear();
134  }
136  execute_gotos();
137  }
138 
139  end_turn_enable(true);
140  while(!should_return_to_play_side()) {
141  try {
146  {
147  // Clean undo stack if turn has to be restarted (losing control)
148  if ( undo_stack().can_undo() )
149  {
150  font::floating_label flabel(_("Undoing moves not yet transmitted to the server."));
151 
152  color_t color {255,255,255,SDL_ALPHA_OPAQUE};
153  flabel.set_color(color);
154  SDL_Rect rect = gui_->map_area();
155  flabel.set_position(rect.w/2, rect.h/2);
156  flabel.set_lifetime(150);
157  flabel.set_clip_rect(rect);
158 
159  font::add_floating_label(flabel);
160  }
161 
162  while( undo_stack().can_undo() )
163  undo_stack().undo();
164 
165  }
166  if(timer)
167  {
168  bool time_left = timer->update();
169  if(!time_left)
170  {
172  }
173  }
174  }
175  catch(...)
176  {
178  throw;
179  }
181  }
182 }
183 
185 {
186  LOG_NG << "playmp::play_human_turn...\n";
187 
189 
190  while (!should_return_to_play_side())
191  {
192  try
193  {
196  SDL_Delay(1);
197  }
198  catch(...)
199  {
201  throw;
202  }
204  }
205 }
206 
208 {
209  // Modify the end-turn button
210  if (! is_host()) {
211  std::shared_ptr<gui::button> btn_end = gui_->find_action_button("button-endturn");
212  btn_end->enable(false);
213  }
214  gui_->get_theme().refresh_title2("button-endturn", "title2");
215  gui_->invalidate_theme();
216  gui_->redraw_everything();
217 }
218 
220 {
221  // revert the end-turn button text to its normal label
222  gui_->get_theme().refresh_title2("button-endturn", "title");
223  gui_->invalidate_theme();
224  gui_->redraw_everything();
225  gui_->set_game_mode(game_display::RUNNING);
226 }
227 
229 {
230  LOG_NG << "beginning end-of-scenario linger\n";
231  linger_ = true;
232  // If we need to set the status depending on the completion state
233  // we're needed here.
234  gui_->set_game_mode(game_display::LINGER);
235  // End all unit moves
237 
239  assert(is_regular_game_end());
240  if ( get_end_level_data_const().transient.reveal_map ) {
241  // Change the view of all players and observers
242  // to see the whole map regardless of shroud and fog.
243  update_gui_to_player(gui_->viewing_team(), true);
244  }
245  bool quit;
246  do {
247  quit = true;
248  try {
249  // reimplement parts of play_side()
254  LOG_NG << "finished human turn" << std::endl;
255  } catch (const savegame::load_game_exception&) {
256  LOG_NG << "caught load-game-exception" << std::endl;
257  // this should not happen, the option to load a game is disabled
258  throw;
259  } catch (const leavegame_wesnothd_error& e) {
260  scoped_savegame_snapshot snapshot(*this);
262  if(e.message == "") {
263  save.save_game_interactive(_("A network disconnection has occurred, and the game cannot continue. Do you want to save the game?"), savegame::savegame::YES_NO);
264  } else {
265  save.save_game_interactive(_("This game has been ended.\nReason: ")+e.message+_("\nDo you want to save the game?"), savegame::savegame::YES_NO);
266  }
267  throw;
268  } catch (const ingame_wesnothd_error&) {
269  LOG_NG << "caught network-error-exception" << std::endl;
270  quit = false;
271  }
272  } while (!quit);
273 
275 
276  LOG_NG << "ending end-of-scenario linger\n";
277 }
278 
280 {
281  // If the host is here we'll never leave since we wait for the host to
282  // upload the next scenario.
283  assert(!is_host());
284 
285  config cfg;
287  while(true) {
288  try {
289  const bool res =
291 
292  if(res) {
294  break;
295  }
296  }
297  else
298  {
300  }
301 
302  } catch(const quit_game_exception&) {
303  network_reader_.set_source([this](config& cfg) { return receive_from_wesnothd(cfg);});
305  throw;
306  }
307  }
308  network_reader_.set_source([this](config& cfg) { return receive_from_wesnothd(cfg);});
309 }
310 
313  {
314  //time_left + turn_bonus + (action_bonus * number of actions done)
315  const int new_time_in_secs = (current_team().countdown_time() / 1000)
318  const int new_time = 1000 * std::min<int>(new_time_in_secs, saved_game_.mp_settings().mp_countdown_reservoir_time);
319 
321  current_team().set_countdown_time(new_time);
323  }
324  LOG_NG << "playmp::after_human_turn...\n";
325 
326  // Normal post-processing for human turns (clear undos, end the turn, etc.)
328  //send one more time to make sure network is up-to-date.
330 
331 }
332 
334  LOG_NG << "is networked...\n";
335 
336  end_turn_enable(false);
338 
340  {
343  if (!mp_info_ || mp_info_->current_turn == turn()) {
344  skip_replay_ = false;
345  }
346  }
347 
351  }
352  }
353 
354  LOG_NG << "finished networked...\n";
355 }
356 
357 
358 void playmp_controller::process_oos(const std::string& err_msg) const {
359  // Notify the server of the oos error.
360  config cfg;
361  config& info = cfg.add_child("info");
362  info["type"] = "termination";
363  info["condition"] = "out of sync";
364  send_to_wesnothd(cfg);
365 
366  std::stringstream temp_buf;
367  std::vector<std::string> err_lines = utils::split(err_msg,'\n');
368  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?");
369  if(!err_msg.empty()) {
370  temp_buf << " \n \n"; //and now the "Details:"
371  for(std::vector<std::string>::iterator i=err_lines.begin(); i!=err_lines.end(); ++i)
372  {
373  temp_buf << *i << '\n';
374  }
375  temp_buf << " \n";
376  }
377  scoped_savegame_snapshot snapshot(*this);
380 }
381 
382 void playmp_controller::handle_generic_event(const std::string& name){
384 
385  if (name == "ai_user_interact")
386  {
389  }
390  else if (name == "ai_gamestate_changed")
391  {
393  }
394  else if (name == "host_transfer"){
395  assert(mp_info_);
396  mp_info_->is_host = true;
397  if (linger_){
398  end_turn_enable(true);
399  gui_->invalidate_theme();
400  }
401  }
402 }
404 {
405  return !mp_info_ || mp_info_->is_host;
406 }
407 
409 {
410  gui_->get_chat_manager().add_chat_message(std::time(nullptr), "", 0,
411  _("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."),
413 }
414 
416 {
417  // mouse_handler expects at least one team for linger mode to work.
418  assert(is_regular_game_end());
419  if (!get_end_level_data_const().transient.linger_mode || gamestate().board_.teams().empty() || gui_->video().faked()) {
420  const bool has_next_scenario = !gamestate().gamedata_.next_scenario().empty() && gamestate().gamedata_.next_scenario() != "null";
421  if(!is_host() && has_next_scenario) {
422  // If we continue without lingering we need to
423  // make sure the host uploads the next scenario
424  // before we attempt to download it.
425  wait_for_upload();
426  }
427  } else {
428  linger();
429  }
430 }
431 
433  undo_stack().clear();
434  resources::recorder->add_surrender(side_number);
436 }
437 
439 {
441  assert(res != turn_info::PROCESS_END_TURN);
442 
443  if(res == turn_info::PROCESS_END_LINGER) {
444  // Probably some bad OOS, but there is currently no way to recover from this.
445  throw ingame_wesnothd_error("");
446  }
447 
449  {
450  player_type_changed_ = true;
451  }
452 }
453 
455 {
457 }
458 
459 void playmp_controller::play_slice(bool is_delay_enabled)
460 {
461  if(!linger_ && !is_replay()) {
462  //receive chat during animations and delay
463  process_network_data(true);
464  //cannot use turn_data_.send_data() here.
466  }
467  playsingle_controller::play_slice(is_delay_enabled);
468 }
469 
471 {
473  return;
474  }
476  config cfg;
477  if(!resources::recorder->at_end()) {
479  }
480  else if(network_reader_.read(cfg)) {
481  res = turn_data_.process_network_data(cfg, chat_only);
482  }
483 
485  network_reader_.push_front(std::move(cfg));
486  }
487  else if (res == turn_info::PROCESS_RESTART_TURN) {
488  player_type_changed_ = true;
489  }
490  else if (res == turn_info::PROCESS_END_TURN) {
492  }
493  else if (res == turn_info::PROCESS_END_LEVEL) {
494  }
495  else if (res == turn_info::PROCESS_END_LINGER) {
496  replay::process_error("Received unexpected next_scenario during the game");
497  }
498 }
500 {
501  return mp_info_ != nullptr;
502 }
503 
504 void playmp_controller::send_to_wesnothd(const config& cfg, const std::string&) const
505 {
506  if (mp_info_ != nullptr) {
508  }
509 }
511 {
512  if (mp_info_ != nullptr) {
513  return mp_info_->connection.receive_data(cfg);
514  }
515  else {
516  return false;
517  }
518 }
bool disable_auto_moves()
Definition: general.cpp:919
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:236
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:907
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)
Class for "normal" midgame saves.
Definition: savegame.hpp:261
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:678
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:371
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
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:230
bool is_regular_game_end() const
void unblind()
Definition: display.hpp:1088
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:195
Exception used to signal that the user has decided to abortt a game, and to load another game instead...
Definition: savegame.hpp:92
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
compression::format save_compression_format()
Definition: game.cpp:871
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)
std::string message
Definition: exceptions.hpp:31
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:397
#define e
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:68
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