The Battle for Wesnoth  1.19.5+dev
game_launcher.cpp
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1 /*
2  Copyright (C) 2003 - 2024
3  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 "game_launcher.hpp"
17 #include "game_errors.hpp"
18 
19 #include "ai/manager.hpp" // for manager
20 #include "commandline_options.hpp" // for commandline_options
21 #include "config.hpp" // for config, etc
22 #include "cursor.hpp" // for set, CURSOR_TYPE::NORMAL
23 #include "exceptions.hpp" // for error
24 #include "filesystem.hpp" // for get_user_data_dir, etc
25 #include "game_classification.hpp" // for game_classification, etc
26 #include "game_config.hpp" // for path, revision, etc
27 #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/title_screen.hpp" // for show_debug_clock_button
38 #include "gui/dialogs/transient_message.hpp" // for show_transient_message
39 #include "gui/widgets/settings.hpp" // for new_widgets
40 #include "language.hpp" // for language_def, etc
41 #include "log.hpp" // for LOG_STREAM, logger, general, etc
42 #include "map/exception.hpp"
44 #include "save_index.hpp"
46 #include "sdl/surface.hpp" // for surface
47 #include "serialization/compression.hpp" // for format::NONE
48 #include "tstring.hpp" // for operator==, operator!=
49 #include "video.hpp"
51 #include "wml_exception.hpp" // for wml_exception
52 
53 #include <algorithm> // for copy, max, min, stable_sort
54 #ifdef _WIN32
55 #include <boost/process/windows.hpp>
56 #endif
57 #include <boost/process.hpp>
58 #include <cstdlib> // for system
59 #include <new>
60 #include <thread>
61 #include <utility> // for pair
62 
63 #ifdef DEBUG_WINDOW_LAYOUT_GRAPHS
64 #include "gui/widgets/debug.hpp"
65 #endif
66 
67 static lg::log_domain log_config("config");
68 #define ERR_CONFIG LOG_STREAM(err, log_config)
69 #define WRN_CONFIG LOG_STREAM(warn, log_config)
70 #define LOG_CONFIG LOG_STREAM(info, log_config)
71 
72 #define ERR_GENERAL LOG_STREAM(err, lg::general())
73 #define LOG_GENERAL LOG_STREAM(info, lg::general())
74 #define WRN_GENERAL LOG_STREAM(warn, lg::general())
75 #define DBG_GENERAL LOG_STREAM(debug, lg::general())
76 
77 #define LOG_TEST FORCE_LOG_TO(lg::general(), log_config)
78 
79 static lg::log_domain log_mp_create("mp/create");
80 #define DBG_MP LOG_STREAM(debug, log_mp_create)
81 
82 static lg::log_domain log_network("network");
83 #define ERR_NET LOG_STREAM(err, log_network)
84 
85 static lg::log_domain log_enginerefac("enginerefac");
86 #define LOG_RG LOG_STREAM(info, log_enginerefac)
87 
88 namespace bp = boost::process;
89 
91  : cmdline_opts_(cmdline_opts)
92  , font_manager_()
93  , image_manager_()
94  , main_event_context_()
95  , hotkey_manager_()
96  , music_thinker_()
97  , music_muter_()
98  , test_scenarios_{"test"}
99  , screenshot_map_()
100  , screenshot_filename_()
101  , state_()
102  , play_replay_(false)
103  , multiplayer_server_()
104  , jump_to_multiplayer_(false)
105  , jump_to_campaign_{}
106  , jump_to_editor_(false)
107  , load_data_()
108 {
109  bool no_music = false;
110  bool no_sound = false;
111 
112  if(cmdline_opts_.core_id) {
113  prefs::get().set_core(*cmdline_opts_.core_id);
114  }
115  if(cmdline_opts_.campaign) {
116  jump_to_campaign_.jump = true;
118  PLAIN_LOG << "selected campaign id: [" << jump_to_campaign_.campaign_id << "]";
119 
122  PLAIN_LOG << "selected difficulty: [" << jump_to_campaign_.difficulty << "]";
123  } else {
124  jump_to_campaign_.difficulty = -1; // let the user choose the difficulty
125  }
126 
129  PLAIN_LOG << "selected scenario id: [" << jump_to_campaign_.scenario_id << "]";
130  }
131 
134  }
135  }
136  if(cmdline_opts_.clock)
138  if(cmdline_opts_.debug) {
140  game_config::mp_debug = true;
141  }
142 #ifdef DEBUG_WINDOW_LAYOUT_GRAPHS
143  if(cmdline_opts_.debug_dot_domain)
144  gui2::debug_layout_graph::set_domain(*cmdline_opts_.debug_dot_domain);
145  if(cmdline_opts_.debug_dot_level)
146  gui2::debug_layout_graph::set_level(*cmdline_opts_.debug_dot_level);
147 #endif
148  if(cmdline_opts_.editor) {
149  jump_to_editor_ = true;
150  if(!cmdline_opts_.editor->empty()) {
153  }
154  }
155  if(cmdline_opts_.fps)
156  prefs::get().set_show_fps(true);
158  start_in_fullscreen_ = true;
159  if(cmdline_opts_.load)
162  if(cmdline_opts_.max_fps) {
163  prefs::get().set_refresh_rate(std::clamp(*cmdline_opts_.max_fps, 1, 1000));
164  }
166  no_sound = true;
168  }
170  gui2::new_widgets = true;
172  no_music = true;
174  no_sound = true;
176  const int xres = std::get<0>(*cmdline_opts_.resolution);
177  const int yres = std::get<1>(*cmdline_opts_.resolution);
178  if(xres > 0 && yres > 0) {
179  prefs::get().set_resolution(point(xres, yres));
180  prefs::get().set_maximized(false);
181  }
182  }
184  // TODO it could be simplified to use cmdline_opts_ directly if there is no other way to enter screenshot mode
187  no_sound = true;
189  }
190  if (cmdline_opts_.server){
191  jump_to_multiplayer_ = true;
192  // Do we have any server specified ?
193  if(!cmdline_opts_.server->empty()) {
195  } else {
196  // Pick the first server in config
197  if(game_config::server_list.size() > 0) {
199  } else {
200  multiplayer_server_ = "";
201  }
202  }
203  if(cmdline_opts_.username) {
206  if(cmdline_opts_.password) {
208  prefs::get().set_password(*cmdline_opts.server, *cmdline_opts.username, *cmdline_opts_.password);
209  }
210  }
211  }
212  if(cmdline_opts_.test) {
213  if(!cmdline_opts_.test->empty()) {
215  }
216  }
217  if(!cmdline_opts_.unit_test.empty()) {
219  }
221  start_in_fullscreen_ = false;
223  load_data_->show_replay = true;
226 
227  if(!cmdline_opts.nobanner) {
228  PLAIN_LOG
229  << "\nData directory: " << game_config::path
230  << "\nUser data directory: " << filesystem::get_user_data_dir()
231  << "\nCache directory: " << filesystem::get_cache_dir()
232  << "\n\n";
233  }
234 
235  // disable sound in nosound mode, or when sound engine failed to initialize
236  if(no_sound || ((prefs::get().sound() || prefs::get().music_on() ||
238  !sound::init_sound())) {
239  prefs::get().set_sound(false);
240  prefs::get().set_music(false);
241  prefs::get().set_turn_bell(false);
242  prefs::get().set_ui_sound(false);
243  } else if(no_music) { // else disable the music in nomusic mode
244  prefs::get().set_music(false);
245  }
246 }
247 
249 {
250  if(!::load_language_list()) {
251  return false;
252  }
253 
254  language_def locale;
255  if(cmdline_opts_.language) {
256  std::vector<language_def> langs = get_languages(true);
257  for(const language_def& def : langs) {
258  if(def.localename == *cmdline_opts_.language) {
259  locale = def;
260  break;
261  }
262  }
263  if(locale.localename.empty()) {
264  PLAIN_LOG << "Language symbol '" << *cmdline_opts_.language << "' not found.";
265  return false;
266  }
267  } else {
268  locale = get_locale();
269  }
270  ::set_language(locale);
271 
272  return true;
273 }
274 
276 {
277  // Handle special commandline launch flags
282  {
288  {
289  PLAIN_LOG << "--nogui flag is only valid with --multiplayer or --screenshot or --plugin flags";
290  return false;
291  }
293  // Screenshots require a rendering context, and thus a window,
294  // so we create one but hidden.
296  } else {
297  // Other functions don't require a window at all.
299  }
300  return true;
301  }
302 
303  // Initialize video subsystem, and create a new window.
304  video::init();
305 
306  // Set window title and icon
308 
309 #if !(defined(__APPLE__))
310  surface icon(image::get_surface(image::locator{"icons/icon-game.png"}, image::UNSCALED));
311  if(icon != nullptr) {
313  }
314 #endif
315  return true;
316 }
317 
319 {
320  bool error = false;
321 
322  if(!cmdline_opts_.nobanner) {
323  STREAMING_LOG << "Checking lua scripts... ";
324  }
325 
327  // load the "package" package, so that scripts can get what packages they want
329  }
330 
331  // get the application lua kernel, load and execute script file, if script file is present
334 
335  if(!sf->fail()) {
336  /* Cancel all "jumps" to editor / campaign / multiplayer */
337  jump_to_multiplayer_ = false;
338  jump_to_editor_ = false;
339  jump_to_campaign_.jump = false;
340 
341  std::string full_script((std::istreambuf_iterator<char>(*sf)), std::istreambuf_iterator<char>());
342 
343  PLAIN_LOG << "\nRunning lua script: " << *cmdline_opts_.script_file;
344 
346  } else {
347  PLAIN_LOG << "Encountered failure when opening script '" << *cmdline_opts_.script_file << '\'';
348  error = true;
349  }
350  }
351 
353  std::string filename = *cmdline_opts_.plugin_file;
354 
355  PLAIN_LOG << "Loading a plugin file'" << filename << "'...";
356 
358 
359  try {
360  if(sf->fail()) {
361  throw std::runtime_error("failed to open plugin file");
362  }
363 
364  /* Cancel all "jumps" to editor / campaign / multiplayer */
365  jump_to_multiplayer_ = false;
366  jump_to_editor_ = false;
367  jump_to_campaign_.jump = false;
368 
369  std::string full_plugin((std::istreambuf_iterator<char>(*sf)), std::istreambuf_iterator<char>());
370 
372 
373  std::size_t i = pm.add_plugin(filename, full_plugin);
374 
375  for(std::size_t j = 0; j < pm.size(); ++j) {
376  PLAIN_LOG << j << ": " << pm.get_name(j) << " -- " << pm.get_detailed_status(j);
377  }
378 
379  PLAIN_LOG << "Starting a plugin...";
380  pm.start_plugin(i);
381 
382  for(std::size_t j = 0; j < pm.size(); ++j) {
383  PLAIN_LOG << j << ": " << pm.get_name(j) << " -- " << pm.get_detailed_status(j);
384  }
385 
386  plugins_context pc("init");
387 
388  for(std::size_t repeat = 0; repeat < 5; ++repeat) {
389  PLAIN_LOG << "Playing a slice...";
390  pc.play_slice();
391 
392  for(std::size_t j = 0; j < pm.size(); ++j) {
393  PLAIN_LOG << j << ": " << pm.get_name(j) << " -- " << pm.get_detailed_status(j);
394  }
395  }
396 
397  return true;
398  } catch(const std::exception& e) {
399  gui2::show_error_message(std::string("When loading a plugin, error:\n") + e.what());
400  error = true;
401  }
402  }
403 
404  if(!error && !cmdline_opts_.nobanner) {
405  PLAIN_LOG << "ok";
406  }
407 
408  return !error;
409 }
410 
411 void game_launcher::set_test(const std::string& id)
412 {
413  state_.clear();
414  state_.classification().type = campaign_type::type::test;
416  state_.classification().era_id = "era_default";
417 
418  state_.set_carryover_sides_start(config{"next_scenario", id});
419 }
420 
422 {
423  // This first_time variable was added in 70f3c80a3e2 so that using the GUI
424  // menu to load a game works. That seems to have edge-cases, for example if
425  // you try to load a game a second time then Wesnoth exits.
426  static bool first_time = true;
427 
428  if(!cmdline_opts_.test) {
429  return true;
430  }
431 
432  if(!first_time) {
433  return false;
434  }
435 
436  first_time = false;
437 
438  if(test_scenarios_.size() == 0) {
439  // shouldn't happen, as test_scenarios_ is initialised to {"test"}
440  PLAIN_LOG << "Error in the test handling code";
441  return false;
442  }
443 
444  if(test_scenarios_.size() > 1) {
445  PLAIN_LOG << "You can't run more than one unit test in interactive mode";
446  }
447 
448  set_test(test_scenarios_.at(0));
449 
451 
452  try {
453  campaign_controller ccontroller(state_);
454  ccontroller.play_game();
455  } catch(savegame::load_game_exception& e) {
456  load_data_ = std::move(e.data_);
457  return true;
458  }
459 
460  return false;
461 }
462 
463 /**
464  * Runs unit tests specified on the command line.
465  *
466  * If multiple unit tests were specified, then this will stop at the first test
467  * which returns a non-zero status.
468  */
469 // Same as play_test except that we return the results of play_game.
470 // \todo "same ... except" ... and many other changes, such as testing the replay
472 {
473  // There's no copy of play_test's first_time variable. That seems to be for handling
474  // the player loading a game via the GUI, which makes no sense in a non-interactive test.
475  if(cmdline_opts_.unit_test.empty()) {
477  }
478 
479  auto ret = unit_test_result::TEST_FAIL; // will only be returned if no test is run
480  for(const auto& scenario : test_scenarios_) {
481  set_test(scenario);
482  ret = single_unit_test();
483  const char* describe_result;
484  switch(ret) {
486  describe_result = "PASS TEST";
487  break;
489  describe_result = "FAIL TEST (INVALID REPLAY)";
490  break;
492  describe_result = "FAIL TEST (ERRORED REPLAY)";
493  break;
495  describe_result = "FAIL TEST (WML EXCEPTION)";
496  break;
498  describe_result = "FAIL TEST (DEFEAT)";
499  break;
501  describe_result = "PASS TEST (VICTORY)";
502  break;
504  describe_result = "BROKE STRICT (PASS)";
505  break;
507  describe_result = "BROKE STRICT (FAIL)";
508  break;
510  describe_result = "BROKE STRICT (DEFEAT)";
511  break;
513  describe_result = "BROKE STRICT (VICTORY)";
514  break;
515  default:
516  describe_result = "FAIL TEST (UNKNOWN)";
517  break;
518  }
519 
520  PLAIN_LOG << describe_result << " (" << int(ret) << "): " << scenario;
521  if(ret != unit_test_result::TEST_PASS) {
522  break;
523  }
524  }
525 
526  return ret;
527 }
528 
530 {
532 
533  level_result::type game_res = level_result::type::fail;
534  try {
535  campaign_controller ccontroller(state_, true);
536  game_res = ccontroller.play_game();
537  if(game_res == level_result::type::fail) {
538  if(lg::broke_strict()) {
540  } else {
542  }
543  }
544  } catch(const wml_exception& e) {
545  PLAIN_LOG << "Caught WML Exception:" << e.dev_message;
547  }
548 
550 
552  return pass_victory_or_defeat(game_res);
553  }
554 
556  save.save_game_automatic(false, "unit_test_replay");
557 
559  savegame::save_index_class::default_saves_dir(), save.filename(), "", true, true, false};
560 
561  if(!load_game()) {
562  PLAIN_LOG << "Failed to load the replay!";
563  return unit_test_result::TEST_FAIL_LOADING_REPLAY; // failed to load replay
564  }
565 
566  try {
567  const bool was_strict_broken = lg::broke_strict();
568  campaign_controller ccontroller(state_, true);
569  ccontroller.play_replay();
570  if(!was_strict_broken && lg::broke_strict()) {
571  PLAIN_LOG << "Observed failure on replay";
573  }
574  } catch(const wml_exception& e) {
575  PLAIN_LOG << "WML Exception while playing replay: " << e.dev_message;
577  }
578 
579  return pass_victory_or_defeat(game_res);
580 }
581 
583 {
584  if(res == level_result::type::defeat) {
585  if(lg::broke_strict()) {
587  } else {
589  }
590  } else if(res == level_result::type::victory) {
591  if(lg::broke_strict()) {
593  } else {
595  }
596  }
597 
598  if(lg::broke_strict()) {
600  } else {
602  }
603 }
604 
606 {
608  return true;
609  }
610 
612 
614 
616  return false;
617 }
618 
620 {
622  return true;
623  }
624 
625  state_.classification().type = campaign_type::type::multiplayer;
626  DBG_GENERAL << "Current campaign type: " << campaign_type::get_string(state_.classification().type);
627 
628  try {
630  } catch(const config::error& e) {
631  PLAIN_LOG << "Error loading game config: " << e.what();
632  return false;
633  }
634 
635  // A default output filename
636  std::string outfile = "wesnoth_image.png";
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: " << campaign_type::get_string(state_.classification().type);
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");
710  LOG_CONFIG << "show replay: " << (play_replay_ ? "yes" : "no");
711  // in case load.data().show_replay && state_.is_start_of_scenario
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_start_of_scenario() && 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();
733  state_.classification().type = campaign_type::type::scenario;
734  play_replay_ = false;
735 
737 }
738 
740 {
742 }
743 
745 {
746  if(jump_to_campaign_.jump) {
747  jump_to_campaign_.jump = false;
748  if(new_campaign()) {
751  } else {
752  return false;
753  }
754  }
755 
756  return true;
757 }
758 
760 {
761  if(!jump_to_multiplayer_) {
762  return true;
763  }
764 
765  jump_to_multiplayer_ = false;
767 }
768 
770 {
771  if(jump_to_editor_) {
772  jump_to_editor_ = false;
773 
774  const std::string to_open = load_data_ ? filesystem::normalize_path(load_data_->filename) : "";
776 
778  return false;
779  }
780  }
781 
782  return true;
783 }
784 
786 {
787  std::string wesnothd_program = "";
788  if(!prefs::get().get_mp_server_program_name().empty()) {
789  wesnothd_program = prefs::get().get_mp_server_program_name();
790  } else {
791  wesnothd_program = filesystem::get_wesnothd_name();
792  }
793 
794  std::string config = filesystem::get_user_data_dir() + "/lan_server.cfg";
796  // copy file if it isn't created yet
798  }
799 
800  LOG_GENERAL << "Starting wesnothd";
801  try
802  {
803 #ifndef _WIN32
804  bp::child c(wesnothd_program, "-c", config);
805 #else
806  bp::child c(wesnothd_program, "-c", config, bp::windows::create_no_window);
807 #endif
808  c.detach();
809  // Give server a moment to start up
810  using namespace std::chrono_literals;
811  std::this_thread::sleep_for(50ms);
812  return;
813  }
814  catch(const bp::process_error& e)
815  {
817 
818  // Couldn't start server so throw error
819  WRN_GENERAL << "Failed to start server " << wesnothd_program << ":\n" << e.what();
820  throw game::mp_server_error("Starting MP server failed!");
821  }
822 }
823 
825 {
826  try {
827  if(mode == mp_mode::HOST) {
828  try {
829  start_wesnothd();
830  } catch(const game::mp_server_error&) {
832 
833  try {
834  start_wesnothd();
835  } catch(const game::mp_server_error&) {
836  return false;
837  }
838  }
839  }
840 
841  // If a server address wasn't specified, prompt for it now.
842  if(mode != mp_mode::LOCAL && multiplayer_server_.empty()) {
843  if(!gui2::dialogs::mp_connect::execute()) {
844  return false;
845  }
846 
847  // The prompt saves its input to preferences.
849 
850  if(multiplayer_server_ != prefs::get().builtin_servers_list().front().address) {
852  }
853  }
854 
855  // create_engine already calls game_config_manager::get()->load_config but maybe its better to have MULTIPLAYER
856  // defined while we are in the lobby.
858 
859  events::discard_input(); // prevent the "keylogger" effect
861 
862  if(mode == mp_mode::LOCAL) {
864  } else {
866  multiplayer_server_.clear();
867  }
868 
869  } catch(const wesnothd_rejected_client_error& e) {
870  gui2::show_error_message(e.message);
871  } catch(const game::mp_server_error& e) {
872  gui2::show_error_message(_("Error while starting server: ") + e.message);
873  } catch(const game::load_game_failed& e) {
874  gui2::show_error_message(_("The game could not be loaded: ") + e.message);
875  } catch(const game::game_error& e) {
876  gui2::show_error_message(_("Error while playing the game: ") + e.message);
877  } catch(const mapgen_exception& e) {
878  gui2::show_error_message(_("Map generator error: ") + e.message);
879  } catch(const wesnothd_error& e) {
880  if(!e.message.empty()) {
881  ERR_NET << "caught network error: " << e.message;
882 
883  std::string user_msg;
884  auto conn_err = dynamic_cast<const wesnothd_connection_error*>(&e);
885 
886  if(conn_err) {
887  // The wesnothd_connection_error subclass is only thrown with messages
888  // from boost::system::error_code which we can't translate ourselves.
889  // It's also the originator of the infamous EOF error that happens when
890  // the server dies. <https://github.com/wesnoth/wesnoth/issues/3005>. It
891  // will provide a translated string instead of that when it happens.
892  user_msg = !conn_err->user_message.empty()
893  ? conn_err->user_message
894  : _("Connection failed: ") + e.message;
895  } else {
896  // This will be a message from the server itself, which we can
897  // probably translate.
898  user_msg = translation::gettext(e.message.c_str());
899  }
900 
901  gui2::show_error_message(user_msg);
902  } else {
903  ERR_NET << "caught network error";
904  }
905  } catch(const config::error& e) {
906  if(!e.message.empty()) {
907  ERR_CONFIG << "caught config::error: " << e.message;
908  gui2::show_transient_message("", e.message);
909  } else {
910  ERR_CONFIG << "caught config::error";
911  }
912  } catch(const incorrect_map_format_error& e) {
913  gui2::show_error_message(_("The game map could not be loaded: ") + e.message);
914  } catch(savegame::load_game_exception& e) {
915  load_data_ = std::move(e.data_);
916  // this will make it so next time through the title screen loop, this game is loaded
917  } catch(const wml_exception& e) {
918  e.show();
919  } catch(const game::error& e) {
920  PLAIN_LOG << "caught game::error...";
921  gui2::show_error_message(_("Error: ") + e.message);
922  }
923 
924  return true;
925 }
926 
928 {
930  return true;
931  }
932 
933  DBG_MP << "starting multiplayer game from the commandline";
934 
936 
937  events::discard_input(); // prevent the "keylogger" effect
939 
940  try {
942  } catch(savegame::load_game_exception& e) {
943  load_data_ = std::move(e.data_);
944  return true;
945  }
946 
947  return false;
948 }
949 
951 {
952  if(!gui2::dialogs::language_selection::execute()) {
953  return false;
954  }
955 
958  }
959 
964 
965  return true;
966 }
967 
969 {
970  assert(!load_data_);
971  if(play_replay_) {
972  play_replay();
973  return;
974  }
975 
976  gui2::dialogs::loading_screen::display([this, reload]() {
978 
979  if(reload == reload_mode::RELOAD_DATA) {
980  try {
983  } catch(const config::error&) {
984  return;
985  }
986  }
987  });
988 
989  try {
990  campaign_controller ccontroller(state_);
991  ccontroller.play_game();
992  ai::manager::singleton_ = nullptr;
993  } catch(savegame::load_game_exception& e) {
994  load_data_ = std::move(e.data_);
995  // this will make it so next time through the title screen loop, this game is loaded
996  } catch(const wml_exception& e) {
997  e.show();
998  } catch(const mapgen_exception& e) {
999  gui2::show_error_message(_("Map generator error: ") + e.message);
1000  }
1001 }
1002 
1004 {
1005  assert(!load_data_);
1006  try {
1007  campaign_controller ccontroller(state_);
1008  ccontroller.play_replay();
1009  } catch(savegame::load_game_exception& e) {
1010  load_data_ = std::move(e.data_);
1011  // this will make it so next time through the title screen loop, this game is loaded
1012  } catch(const wml_exception& e) {
1013  e.show();
1014  }
1015 }
1016 
1018 {
1020  while(true) {
1022 
1024 
1026 
1027  if(res != editor::EXIT_RELOAD_DATA) {
1028  return res;
1029  }
1030 
1032  }
1033 
1034  return editor::EXIT_ERROR; // not supposed to happen
1035 }
1036 
1038 {
1039  load_data_.reset();
1040 }
1041 
1043 {
1044  try {
1046  video::deinit();
1047  } catch(std::exception& e) {
1048  ERR_GENERAL << "Suppressing exception thrown during ~game_launcher: " << e.what();
1049  } catch(...) {
1050  ERR_GENERAL << "Suppressing exception " << utils::get_unknown_exception_type() << " thrown during ~game_launcher";
1051  }
1052 }
Managing the AIs lifecycle - headers TODO: Refactor history handling and internal commands.
static manager * singleton_
Definition: manager.hpp:439
level_result::type play_game()
level_result::type play_replay()
bool nogui
True if –nogui was given on the command line.
utils::optional< std::pair< int, int > > resolution
Pair of AxB values specified after –resolution.
bool headless_unit_test
True if –unit is used and –showgui is not present.
utils::optional< std::string > screenshot_map_file
Map file to make a screenshot of.
utils::optional< std::string > test
Non-empty if –test was given on the command line.
bool windowed
True if –windowed was given on the command line.
utils::optional< std::string > language
Non-empty if –language was given on the command line.
bool noreplaycheck
True if –noreplaycheck was given on the command line.
utils::optional< std::string > screenshot_output_file
Output file to put screenshot in.
utils::optional< int > max_fps
Max FPS specified by –max-fps option.
utils::optional< std::string > core_id
Non-empty if –core was given on the command line.
utils::optional< int > campaign_difficulty
Non-empty if –campaign-difficulty was given on the command line.
bool debug
True if –debug was given on the command line.
bool nosound
True if –nosound was given on the command line.
bool multiplayer
True if –multiplayer was given on the command line.
utils::optional< std::string > server
Non-empty if –server was given on the command line.
bool script_unsafe_mode
Whether to load the "package" package for the scripting environment.
utils::optional< unsigned int > translation_percent
Non-empty if –all-translations or –translations-over is given on the command line.
utils::optional< std::string > plugin_file
File to load a lua plugin (similar to a script) from.
bool nobanner
True if –nobanner was given on the command line.
bool nomusic
True if –nomusic was given on the command line.
bool clock
True if –clock was given on the command line.
utils::optional< std::string > render_image_dst
Output file to put rendered image path in.
utils::optional< std::string > render_image
Image path to render.
utils::optional< std::string > script_file
File to load lua script from.
utils::optional< std::string > campaign
Non-empty if –campaign was given on the command line.
bool new_widgets
True if –new-widgets was given on the command line.
bool fps
True if –fps was given on the command line.
utils::optional< std::string > username
Non-empty if –username was given on the command line.
bool campaign_skip_story
True if –skip-story was given on the command line.
bool with_replay
True if –with-replay was given on the command line.
bool screenshot
True if –screenshot was given on the command line.
std::vector< std::string > unit_test
Non-empty if –unit was given on the command line.
utils::optional< std::string > editor
Non-empty if –editor was given on the command line.
utils::optional< std::string > password
Non-empty if –password was given on the command line.
bool fullscreen
True if –fullscreen was given on the command line.
utils::optional< std::string > campaign_scenario
Non-empty if –campaign-scenario was given on the command line.
utils::optional< std::string > load
Non-empty if –load was given on the command line.
A config object defines a single node in a WML file, with access to child nodes.
Definition: config.hpp:172
campaign_type::type type
std::string label
Name of the game (e.g.
std::string campaign_define
If there is a define the campaign uses to customize data.
static game_config_manager * get()
void load_game_config_for_game(const game_classification &classification, const std::string &scenario_id)
void load_game_config_for_create(bool is_mp, bool is_test=false)
game_launcher(const commandline_options &cmdline_opts)
unit_test_result single_unit_test()
Internal to the implementation of unit_test().
std::string multiplayer_server_
std::string jump_to_campaign_id() const
Return the ID of the campaign to jump to (skipping the main menu).
bool play_screenshot_mode()
jump_to_campaign_info jump_to_campaign_
std::string screenshot_filename_
void launch_game(reload_mode reload=reload_mode::RELOAD_DATA)
bool goto_multiplayer()
bool change_language()
saved_game state_
unit_test_result pass_victory_or_defeat(level_result::type res)
bool has_load_data() const
bool play_render_image_mode()
void clear_loaded_game()
bool init_lua_script()
std::vector< std::string > test_scenarios_
unit_test_result
Status code after running a unit test, should match the run_wml_tests script and the documentation fo...
std::string screenshot_map_
const commandline_options & cmdline_opts_
utils::optional< savegame::load_game_metadata > load_data_
void set_test(const std::string &id)
bool play_multiplayer_commandline()
unit_test_result unit_test()
Runs unit tests specified on the command line.
bool play_multiplayer(mp_mode mode)
editor::EXIT_STATUS start_editor()
static void progress(loading_stage stage=loading_stage::none)
Report what is being loaded to the loading screen.
static void display(std::function< void()> f)
Generic locator abstracting the location of an image.
Definition: picture.hpp:59
void run(char const *prog, const std::string &name, int nArgs=0)
Runs a plain script.
void load_package()
Loads the package library into lua environment.
void play_slice()
Definition: context.cpp:96
std::size_t size()
Definition: manager.cpp:68
std::string get_name(std::size_t idx)
Definition: manager.cpp:94
static plugins_manager * get()
Definition: manager.cpp:58
void start_plugin(std::size_t idx)
Definition: manager.cpp:101
std::string get_detailed_status(std::size_t idx)
Definition: manager.cpp:83
lua_kernel_base * get_kernel_base()
Definition: manager.cpp:63
std::size_t add_plugin(const std::string &name, const std::string &prog)
Definition: manager.cpp:118
void set_network_host(const std::string &host)
bool set_music(bool ison)
std::string network_host()
bool set_ui_sound(bool ison)
void set_login(const std::string &login)
static prefs & get()
void show_wesnothd_server_search()
void set_password(const std::string &server, const std::string &login, const std::string &key)
bool set_turn_bell(bool ison)
void set_show_fps(bool value)
bool set_sound(bool ison)
void set_resolution(const point &res)
static void disable_preferences_save()
std::string get_mp_server_program_name()
void set_mp_server_program_name(const std::string &)
game_classification & classification()
Definition: saved_game.hpp:56
void set_skip_story(bool skip_story)
Definition: saved_game.hpp:147
bool is_mid_game_save() const
Definition: saved_game.hpp:106
bool is_start_of_scenario() const
Definition: saved_game.hpp:110
void unify_controllers()
Definition: saved_game.cpp:733
void set_carryover_sides_start(config carryover_sides_start)
Definition: saved_game.cpp:164
std::string get_scenario_id() const
Definition: saved_game.cpp:679
void clear()
Definition: saved_game.cpp:814
statistics_record::campaign_stats_t & statistics()
Definition: saved_game.hpp:143
void cancel_orders()
Definition: saved_game.cpp:716
Exception used to signal that the user has decided to abortt a game, and to load another game instead...
Definition: savegame.hpp:85
The class for loading a savefile.
Definition: savegame.hpp:101
Class for replay saves (either manually or automatically).
Definition: savegame.hpp:268
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:209
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:361
const std::string & filename() const
Definition: savegame.hpp:178
static void reset_translations()
Definition: tstring.cpp:665
Definitions for the interface to Wesnoth Markup Language (WML).
Declarations for File-IO.
std::size_t i
Definition: function.cpp:1028
#define LOG_CONFIG
#define ERR_GENERAL
#define DBG_GENERAL
static lg::log_domain log_enginerefac("enginerefac")
#define DBG_MP
static lg::log_domain log_network("network")
static lg::log_domain log_mp_create("mp/create")
#define ERR_CONFIG
#define WRN_GENERAL
#define ERR_NET
#define LOG_GENERAL
static lg::log_domain log_config("config")
static std::string _(const char *str)
Definition: gettext.hpp:93
const language_def & get_locale()
Definition: language.cpp:327
void init_textdomains(const game_config_view &cfg)
Initializes the list of textdomains from a configuration object.
Definition: language.cpp:365
bool load_language_list()
Definition: language.cpp:103
language_list get_languages(bool all)
Return a list of available translations.
Definition: language.cpp:126
void set_min_translation_percent(int percent)
Definition: language.cpp:148
Standard logging facilities (interface).
#define STREAMING_LOG
Definition: log.hpp:300
#define PLAIN_LOG
Definition: log.hpp:299
@ NORMAL
Definition: cursor.hpp:28
void set(CURSOR_TYPE type)
Use the default parameter to reset cursors.
Definition: cursor.cpp:176
void point(int x, int y)
Draw a single point.
Definition: draw.cpp:202
@ EXIT_ERROR
Definition: editor_main.hpp:27
@ EXIT_NORMAL
Definition: editor_main.hpp:24
@ EXIT_QUIT_TO_DESKTOP
Definition: editor_main.hpp:25
@ EXIT_RELOAD_DATA
Definition: editor_main.hpp:26
EXIT_STATUS start(bool clear_id, const std::string &filename, bool take_screenshot, const std::string &screenshot_filename)
Main interface for launching the editor from the title screen.
void discard_input()
Discards all input events.
Definition: events.cpp:768
std::string get_cache_dir()
Definition: filesystem.cpp:837
filesystem::scoped_istream istream_file(const std::string &fname, bool treat_failure_as_error)
std::string get_user_data_dir()
Definition: filesystem.cpp:827
static bool file_exists(const bfs::path &fpath)
Definition: filesystem.cpp:325
utils::optional< std::string > get_wml_location(const std::string &path, const utils::optional< std::string > &current_dir)
Returns a translated path to the actual file or directory, if it exists.
std::string read_file(const std::string &fname)
Basic disk I/O - read file.
std::unique_ptr< std::istream > scoped_istream
Definition: filesystem.hpp:53
void write_file(const std::string &fname, const std::string &data, std::ios_base::openmode mode)
Throws io_exception if an error occurs.
std::string get_wesnothd_name()
std::string normalize_path(const std::string &fpath, bool normalize_separators, bool resolve_dot_entries)
Returns the absolute path of a file.
bool load_font_config()
Definition: font_config.cpp:58
std::string turn_bell
Game configuration data as global variables.
Definition: build_info.cpp:61
std::string path
Definition: filesystem.cpp:90
std::string get_default_title_string()
std::vector< server_info > server_list
Definition: game_config.cpp:76
void set_debug(bool new_debug)
Definition: game_config.cpp:96
bool show_debug_clock_button
Do we wish to show the button for the debug clock.
static bool sound()
static bool ui_sound_on()
static bool music_on()
std::vector< game_tip > load(const config &cfg)
Loads the tips from a config.
Definition: tips.cpp:37
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)
Shows a transient message to the user.
bool new_widgets
Do we wish to use the new library or not.
Definition: settings.cpp:23
void show_error_message(const std::string &msg, bool message_use_markup)
Shows an error message to the user.
Definition: message.cpp:201
void flush_cache()
Purges all image caches.
Definition: picture.cpp:200
surface get_surface(const image::locator &i_locator, TYPE type, bool skip_cache)
Returns an image surface suitable for software manipulation.
Definition: picture.cpp:653
save_result save_image(const locator &i_locator, const std::string &filename)
Definition: picture.cpp:884
@ UNSCALED
Unmodified original-size image.
Definition: picture.hpp:164
bool broke_strict()
Definition: log.cpp:400
void start_local_game()
Starts a multiplayer game in single-user mode.
void start_local_game_commandline(const commandline_options &cmdline_opts)
Starts a multiplayer game in single-user mode using command line settings.
void start_client(const std::string &host)
Pubic entry points for the MP workflow.
void clean_saves(const std::string &label)
Delete all autosaves of a certain scenario from the default save directory.
Definition: savegame.cpp:63
bool init_sound()
Definition: sound.cpp:443
void close_sound()
Definition: sound.cpp:495
void flush_cache()
Definition: sound.cpp:195
bool select_campaign(saved_game &state, jump_to_campaign_info jump_to_campaign)
void process(int mousex, int mousey)
Definition: tooltips.cpp:340
void set_language(const std::string &language, const std::vector< std::string > *)
Definition: gettext.cpp:494
static std::string gettext(const char *str)
Definition: gettext.hpp:60
std::size_t size(const std::string &str)
Length in characters of a UTF-8 string.
Definition: unicode.cpp:85
std::string get_unknown_exception_type()
Utility function for finding the type of thing caught with catch(...).
Definition: general.cpp:23
void set_window_title(const std::string &title)
Sets the title of the main window.
Definition: video.cpp:636
void set_window_icon(surface &icon)
Sets the icon of the main window.
Definition: video.cpp:642
void init(fake type)
Initialize the video subsystem.
Definition: video.cpp:81
void deinit()
Deinitialize the video subsystem.
Definition: video.cpp:110
This file contains the settings handling of the widget library.
std::string filename
Filename.
An exception object used when an IO error occurs.
Definition: filesystem.hpp:67
Base class for all the errors encountered by the engine.
Definition: exceptions.hpp:29
Error used for any general game error, e.g.
Definition: game_errors.hpp:47
Error used when game loading fails.
Definition: game_errors.hpp:31
std::string campaign_id
The ID of the campaign to launch.
bool jump
Whether the game should immediately start a campaign.
std::string scenario_id
The ID of the scenario within the campaign to jump to.
bool skip_story
Whether the story screen should be skipped.
int difficulty
The difficulty at which to launch the campaign.
std::string localename
Definition: language.hpp:53
void clear_current_scenario()
Delete the current scenario from the stats.
static std::string get_string(enum_type key)
Converts a enum to its string equivalent.
Definition: enum_base.hpp:46
An error occurred inside the underlying network communication code (boost asio) TODO: find a short na...
std::string user_message
User-friendly and potentially translated message for use in the UI.
An error occurred during when trying to communicate with the wesnothd server.
Error used when the client is rejected by the MP server.
Helper class, don't construct this directly.
mock_char c
Add a special kind of assert to validate whether the input from WML doesn't contain any problems that...
#define e