The Battle for Wesnoth  1.17.21+dev
game_launcher.cpp
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1 /*
2  Copyright (C) 2003 - 2023
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_config_dir, etc
25 #include "game_classification.hpp" // for game_classification, etc
26 #include "game_config.hpp" // for path, no_delay, revision, etc
27 #include "game_config_manager.hpp" // for game_config_manager
29 #include "game_initialization/multiplayer.hpp" // for start_client, etc
30 #include "game_initialization/playcampaign.hpp" // for play_game, etc
31 #include "game_initialization/singleplayer.hpp" // for sp_create_mode
32 #include "generators/map_generator.hpp" // for mapgen_exception
33 #include "gettext.hpp" // for _
34 #include "gui/dialogs/language_selection.hpp" // for language_selection
36 #include "gui/dialogs/message.hpp" // for show error message
38 #include "gui/dialogs/multiplayer/mp_host_game_prompt.hpp" // for host game prompt
40 #include "gui/dialogs/title_screen.hpp" // for show_debug_clock_button
41 #include "gui/dialogs/transient_message.hpp" // for show_transient_message
42 #include "gui/widgets/retval.hpp" // for window, etc
43 #include "gui/widgets/settings.hpp" // for new_widgets
44 #include "language.hpp" // for language_def, etc
45 #include "log.hpp" // for LOG_STREAM, logger, general, etc
46 #include "map/exception.hpp"
48 #include "preferences/display.hpp"
49 #include "preferences/general.hpp" // for disable_preferences_save, etc
50 #include "save_index.hpp"
52 #include "sdl/surface.hpp" // for surface
53 #include "serialization/compression.hpp" // for format::NONE
54 #include "serialization/string_utils.hpp" // for split
55 #include "tstring.hpp" // for operator==, operator!=
56 #include "video.hpp"
58 #include "wml_exception.hpp" // for wml_exception
59 
60 #include <algorithm> // for copy, max, min, stable_sort
61 #ifdef _WIN32
62 #include <boost/process/windows.hpp>
63 #endif
64 #include <boost/process.hpp>
65 #include <cstdlib> // for system
66 #include <new>
67 #include <utility> // for pair
68 
69 #include <SDL2/SDL.h> // for SDL_INIT_JOYSTICK, etc
70 
71 #ifdef DEBUG_WINDOW_LAYOUT_GRAPHS
72 #include "gui/widgets/debug.hpp"
73 #endif
74 
76 
77 static lg::log_domain log_config("config");
78 #define ERR_CONFIG LOG_STREAM(err, log_config)
79 #define WRN_CONFIG LOG_STREAM(warn, log_config)
80 #define LOG_CONFIG LOG_STREAM(info, log_config)
81 
82 #define ERR_GENERAL LOG_STREAM(err, lg::general())
83 #define LOG_GENERAL LOG_STREAM(info, lg::general())
84 #define WRN_GENERAL LOG_STREAM(warn, lg::general())
85 #define DBG_GENERAL LOG_STREAM(debug, lg::general())
86 
87 #define LOG_TEST FORCE_LOG_TO(lg::general(), log_config)
88 
89 static lg::log_domain log_mp_create("mp/create");
90 #define DBG_MP LOG_STREAM(debug, log_mp_create)
91 
92 static lg::log_domain log_network("network");
93 #define ERR_NET LOG_STREAM(err, log_network)
94 
95 static lg::log_domain log_enginerefac("enginerefac");
96 #define LOG_RG LOG_STREAM(info, log_enginerefac)
97 
98 namespace bp = boost::process;
99 
101  : cmdline_opts_(cmdline_opts)
102  , font_manager_()
103  , prefs_manager_()
104  , image_manager_()
105  , main_event_context_()
106  , hotkey_manager_()
107  , music_thinker_()
108  , music_muter_()
109  , test_scenarios_{"test"}
110  , screenshot_map_()
111  , screenshot_filename_()
112  , state_()
113  , play_replay_(false)
114  , multiplayer_server_()
115  , jump_to_multiplayer_(false)
116  , jump_to_campaign_{}
117  , jump_to_editor_(false)
118  , load_data_()
119 {
120  bool no_music = false;
121  bool no_sound = false;
122 
123  // The path can be hardcoded and it might be a relative path.
124  if(!game_config::path.empty() &&
125 #ifdef _WIN32
126  // use c_str to ensure that index 1 points to valid element since c_str() returns null-terminated string
127  game_config::path.c_str()[1] != ':'
128 #else
129  game_config::path[0] != '/'
130 #endif
131  )
132  {
134  // font_manager_.update_font_path()
135  // To update the font path, destroy and recreate the manager
137  new (&font_manager_) font::manager();
138  }
139 
140  if(cmdline_opts_.core_id) {
142  }
143  if(cmdline_opts_.campaign) {
144  jump_to_campaign_.jump = true;
146  PLAIN_LOG << "selected campaign id: [" << jump_to_campaign_.campaign_id << "]";
147 
150  PLAIN_LOG << "selected difficulty: [" << jump_to_campaign_.difficulty << "]";
151  } else {
152  jump_to_campaign_.difficulty = -1; // let the user choose the difficulty
153  }
154 
157  PLAIN_LOG << "selected scenario id: [" << jump_to_campaign_.scenario_id << "]";
158  }
159 
162  }
163  }
164  if(cmdline_opts_.clock)
166  if(cmdline_opts_.debug) {
168  game_config::mp_debug = true;
169  }
170 #ifdef DEBUG_WINDOW_LAYOUT_GRAPHS
171  if(cmdline_opts_.debug_dot_domain)
172  gui2::debug_layout_graph::set_domain(*cmdline_opts_.debug_dot_domain);
173  if(cmdline_opts_.debug_dot_level)
175 #endif
176  if(cmdline_opts_.editor) {
177  jump_to_editor_ = true;
178  if(!cmdline_opts_.editor->empty()) {
181  }
182  }
183  if(cmdline_opts_.fps)
186  start_in_fullscreen_ = true;
187  if(cmdline_opts_.load)
190  if(cmdline_opts_.max_fps) {
191  int fps = std::clamp(*cmdline_opts_.max_fps, 1, 1000);
192  fps = 1000 / fps;
193  // increase the delay to avoid going above the maximum
194  if(1000 % fps != 0) {
195  ++fps;
196  }
198  }
200  no_sound = true;
202  }
204  gui2::new_widgets = true;
206  game_config::no_delay = true;
208  no_music = true;
210  no_sound = true;
212  const int xres = std::get<0>(*cmdline_opts_.resolution);
213  const int yres = std::get<1>(*cmdline_opts_.resolution);
214  if(xres > 0 && yres > 0) {
215  preferences::_set_resolution(point(xres, yres));
217  }
218  }
220  // TODO it could be simplified to use cmdline_opts_ directly if there is no other way to enter screenshot mode
223  no_sound = true;
225  }
226  if (cmdline_opts_.server){
227  jump_to_multiplayer_ = true;
228  // Do we have any server specified ?
229  if(!cmdline_opts_.server->empty()) {
231  } else {
232  // Pick the first server in config
233  if(game_config::server_list.size() > 0) {
235  } else {
236  multiplayer_server_ = "";
237  }
238  }
239  if(cmdline_opts_.username) {
242  if(cmdline_opts_.password) {
244  preferences::set_password(*cmdline_opts.server, *cmdline_opts.username, *cmdline_opts_.password);
245  }
246  }
247  }
248  if(cmdline_opts_.test) {
249  if(!cmdline_opts_.test->empty()) {
251  }
252  }
253  if(!cmdline_opts_.unit_test.empty()) {
255  }
257  start_in_fullscreen_ = false;
259  load_data_->show_replay = true;
262 
263  if(!cmdline_opts.nobanner) {
264  PLAIN_LOG
265  << "\nData directory: " << game_config::path
266  << "\nUser configuration directory: " << filesystem::get_user_config_dir()
267  << "\nUser data directory: " << filesystem::get_user_data_dir()
268  << "\nCache directory: " << filesystem::get_cache_dir()
269  << "\n\n";
270  }
271 
272  // disable sound in nosound mode, or when sound engine failed to initialize
273  if(no_sound || ((preferences::sound_on() || preferences::music_on() ||
275  !sound::init_sound())) {
276  preferences::set_sound(false);
277  preferences::set_music(false);
280  } else if(no_music) { // else disable the music in nomusic mode
281  preferences::set_music(false);
282  }
283 }
284 
286 {
287  if(!::load_language_list()) {
288  return false;
289  }
290 
291  language_def locale;
292  if(cmdline_opts_.language) {
293  std::vector<language_def> langs = get_languages(true);
294  for(const language_def& def : langs) {
295  if(def.localename == *cmdline_opts_.language) {
296  locale = def;
297  break;
298  }
299  }
300  if(locale.localename.empty()) {
301  PLAIN_LOG << "Language symbol '" << *cmdline_opts_.language << "' not found.";
302  return false;
303  }
304  } else {
305  locale = get_locale();
306  }
307  ::set_language(locale);
308 
309  return true;
310 }
311 
313 {
314  // Handle special commandline launch flags
318  {
324  {
325  PLAIN_LOG << "--nogui flag is only valid with --multiplayer or --screenshot or --plugin flags";
326  return false;
327  }
329  game_config::no_delay = true;
330  return true;
331  }
332 
333  // Initialize video subsystem, and create a new window.
334  video::init();
335 
336  // Set window title and icon
338 
339 #if !(defined(__APPLE__))
340  surface icon(image::get_surface(image::locator{"icons/icon-game.png"}, image::UNSCALED));
341  if(icon != nullptr) {
343  }
344 #endif
345  return true;
346 }
347 
349 {
350  bool error = false;
351 
352  if(!cmdline_opts_.nobanner) {
353  STREAMING_LOG << "Checking lua scripts... ";
354  }
355 
357  // load the "package" package, so that scripts can get what packages they want
359  }
360 
361  // get the application lua kernel, load and execute script file, if script file is present
364 
365  if(!sf->fail()) {
366  /* Cancel all "jumps" to editor / campaign / multiplayer */
367  jump_to_multiplayer_ = false;
368  jump_to_editor_ = false;
369  jump_to_campaign_.jump = false;
370 
371  std::string full_script((std::istreambuf_iterator<char>(*sf)), std::istreambuf_iterator<char>());
372 
373  PLAIN_LOG << "\nRunning lua script: " << *cmdline_opts_.script_file;
374 
376  } else {
377  PLAIN_LOG << "Encountered failure when opening script '" << *cmdline_opts_.script_file << '\'';
378  error = true;
379  }
380  }
381 
383  std::string filename = *cmdline_opts_.plugin_file;
384 
385  PLAIN_LOG << "Loading a plugin file'" << filename << "'...";
386 
388 
389  try {
390  if(sf->fail()) {
391  throw std::runtime_error("failed to open plugin file");
392  }
393 
394  /* Cancel all "jumps" to editor / campaign / multiplayer */
395  jump_to_multiplayer_ = false;
396  jump_to_editor_ = false;
397  jump_to_campaign_.jump = false;
398 
399  std::string full_plugin((std::istreambuf_iterator<char>(*sf)), std::istreambuf_iterator<char>());
400 
402 
403  std::size_t i = pm.add_plugin(filename, full_plugin);
404 
405  for(std::size_t j = 0; j < pm.size(); ++j) {
406  PLAIN_LOG << j << ": " << pm.get_name(j) << " -- " << pm.get_detailed_status(j);
407  }
408 
409  PLAIN_LOG << "Starting a plugin...";
410  pm.start_plugin(i);
411 
412  for(std::size_t j = 0; j < pm.size(); ++j) {
413  PLAIN_LOG << j << ": " << pm.get_name(j) << " -- " << pm.get_detailed_status(j);
414  }
415 
416  plugins_context pc("init");
417 
418  for(std::size_t repeat = 0; repeat < 5; ++repeat) {
419  PLAIN_LOG << "Playing a slice...";
420  pc.play_slice();
421 
422  for(std::size_t j = 0; j < pm.size(); ++j) {
423  PLAIN_LOG << j << ": " << pm.get_name(j) << " -- " << pm.get_detailed_status(j);
424  }
425  }
426 
427  return true;
428  } catch(const std::exception& e) {
429  gui2::show_error_message(std::string("When loading a plugin, error:\n") + e.what());
430  error = true;
431  }
432  }
433 
434  if(!error && !cmdline_opts_.nobanner) {
435  PLAIN_LOG << "ok";
436  }
437 
438  return !error;
439 }
440 
441 void game_launcher::set_test(const std::string& id)
442 {
443  state_.clear();
444  state_.classification().type = campaign_type::type::test;
446  state_.classification().era_id = "era_default";
447 
448  state_.set_carryover_sides_start(config{"next_scenario", id});
449 }
450 
452 {
453  // This first_time variable was added in 70f3c80a3e2 so that using the GUI
454  // menu to load a game works. That seems to have edge-cases, for example if
455  // you try to load a game a second time then Wesnoth exits.
456  static bool first_time = true;
457 
458  if(!cmdline_opts_.test) {
459  return true;
460  }
461 
462  if(!first_time) {
463  return false;
464  }
465 
466  first_time = false;
467 
468  if(test_scenarios_.size() == 0) {
469  // shouldn't happen, as test_scenarios_ is initialised to {"test"}
470  PLAIN_LOG << "Error in the test handling code";
471  return false;
472  }
473 
474  if(test_scenarios_.size() > 1) {
475  PLAIN_LOG << "You can't run more than one unit test in interactive mode";
476  }
477 
478  set_test(test_scenarios_.at(0));
479 
481 
482  try {
483  campaign_controller ccontroller(state_);
484  ccontroller.play_game();
485  } catch(savegame::load_game_exception& e) {
486  load_data_ = std::move(e.data_);
487  return true;
488  }
489 
490  return false;
491 }
492 
493 /**
494  * Runs unit tests specified on the command line.
495  *
496  * If multiple unit tests were specified, then this will stop at the first test
497  * which returns a non-zero status.
498  */
499 // Same as play_test except that we return the results of play_game.
500 // \todo "same ... except" ... and many other changes, such as testing the replay
502 {
503  // There's no copy of play_test's first_time variable. That seems to be for handling
504  // the player loading a game via the GUI, which makes no sense in a non-interactive test.
505  if(cmdline_opts_.unit_test.empty()) {
507  }
508 
509  auto ret = unit_test_result::TEST_FAIL; // will only be returned if no test is run
510  for(const auto& scenario : test_scenarios_) {
511  set_test(scenario);
512  ret = single_unit_test();
513  const char* describe_result;
514  switch(ret) {
516  describe_result = "PASS TEST";
517  break;
519  describe_result = "FAIL TEST (INVALID REPLAY)";
520  break;
522  describe_result = "FAIL TEST (ERRORED REPLAY)";
523  break;
525  describe_result = "FAIL TEST (WML EXCEPTION)";
526  break;
528  describe_result = "FAIL TEST (DEFEAT)";
529  break;
531  describe_result = "PASS TEST (VICTORY)";
532  break;
534  describe_result = "BROKE STRICT (PASS)";
535  break;
537  describe_result = "BROKE STRICT (FAIL)";
538  break;
540  describe_result = "BROKE STRICT (DEFEAT)";
541  break;
543  describe_result = "BROKE STRICT (VICTORY)";
544  break;
545  default:
546  describe_result = "FAIL TEST (UNKNOWN)";
547  break;
548  }
549 
550  PLAIN_LOG << describe_result << " (" << int(ret) << "): " << scenario;
551  if(ret != unit_test_result::TEST_PASS) {
552  break;
553  }
554  }
555 
556  return ret;
557 }
558 
560 {
562 
563  level_result::type game_res = level_result::type::fail;
564  try {
565  campaign_controller ccontroller(state_, true);
566  game_res = ccontroller.play_game();
567  if(game_res == level_result::type::fail) {
568  if(lg::broke_strict()) {
570  } else {
572  }
573  }
574  } catch(const wml_exception& e) {
575  PLAIN_LOG << "Caught WML Exception:" << e.dev_message;
577  }
578 
580 
582  return pass_victory_or_defeat(game_res);
583  }
584 
586  save.save_game_automatic(false, "unit_test_replay");
587 
589  savegame::save_index_class::default_saves_dir(), save.filename(), "", true, true, false};
590 
591  if(!load_game()) {
592  PLAIN_LOG << "Failed to load the replay!";
593  return unit_test_result::TEST_FAIL_LOADING_REPLAY; // failed to load replay
594  }
595 
596  try {
597  const bool was_strict_broken = lg::broke_strict();
598  campaign_controller ccontroller(state_, true);
599  ccontroller.play_replay();
600  if(!was_strict_broken && lg::broke_strict()) {
601  PLAIN_LOG << "Observed failure on replay";
603  }
604  } catch(const wml_exception& e) {
605  PLAIN_LOG << "WML Exception while playing replay: " << e.dev_message;
607  }
608 
609  return pass_victory_or_defeat(game_res);
610 }
611 
613 {
614  if(res == level_result::type::defeat) {
615  if(lg::broke_strict()) {
617  } else {
619  }
620  } else if(res == level_result::type::victory) {
621  if(lg::broke_strict()) {
623  } else {
625  }
626  }
627 
628  if(lg::broke_strict()) {
630  } else {
632  }
633 }
634 
636 {
638  return true;
639  }
640 
642 
644 
646  return false;
647 }
648 
650 {
652  return true;
653  }
654 
655  state_.classification().type = campaign_type::type::multiplayer;
656  DBG_GENERAL << "Current campaign type: " << campaign_type::get_string(state_.classification().type);
657 
658  try {
660  } catch(const config::error& e) {
661  PLAIN_LOG << "Error loading game config: " << e.what();
662  return false;
663  }
664 
665  // A default output filename
666  std::string outfile = "wesnoth_image.png";
667 
668  // If a output path was given as an argument, use that instead
670  outfile = *cmdline_opts_.render_image_dst;
671  }
672 
674  exit(1);
675  }
676 
677  return false;
678 }
679 
681 {
682  return load_data_.has_value();
683 }
684 
686 {
687  assert(game_config_manager::get());
688 
689  DBG_GENERAL << "Current campaign type: " << campaign_type::get_string(state_.classification().type);
690 
692  if(load_data_) {
693  load.data() = std::move(*load_data_);
695  }
696 
697  try {
698  if(!load.load_game()) {
699  return false;
700  }
701 
702  load.set_gamestate();
703  try {
705  } catch(const config::error&) {
706  return false;
707  }
708 
709  } catch(const config::error& e) {
710  if(e.message.empty()) {
711  gui2::show_error_message(_("The file you have tried to load is corrupt"));
712  } else {
713  gui2::show_error_message(_("The file you have tried to load is corrupt: '") + e.message + '\'');
714  }
715 
716  return false;
717  } catch(const wml_exception& e) {
718  e.show();
719  return false;
720  } catch(const filesystem::io_exception& e) {
721  if(e.message.empty()) {
722  gui2::show_error_message(_("File I/O Error while reading the game"));
723  } else {
724  gui2::show_error_message(_("File I/O Error while reading the game: '") + e.message + '\'');
725  }
726 
727  return false;
728  } catch(const game::error& e) {
729  if(e.message.empty()) {
730  gui2::show_error_message(_("The file you have tried to load is corrupt"));
731  } else {
732  gui2::show_error_message(_("The file you have tried to load is corrupt: '") + e.message + '\'');
733  }
734 
735  return false;
736  }
737 
738  play_replay_ = load.data().show_replay;
739  LOG_CONFIG << "is middle game savefile: " << (state_.is_mid_game_save() ? "yes" : "no");
740  LOG_CONFIG << "show replay: " << (play_replay_ ? "yes" : "no");
741  // in case load.data().show_replay && state_.is_start_of_scenario
742  // there won't be any turns to replay, but the
743  // user gets to watch the intro sequence again ...
744 
745  if(!state_.is_start_of_scenario() && load.data().show_replay) {
747  }
748 
751  }
752 
753  if(load.data().cancel_orders) {
755  }
756 
757  return true;
758 }
759 
761 {
762  state_.clear();
763  state_.classification().type = campaign_type::type::scenario;
764  play_replay_ = false;
765 
767 }
768 
770 {
772 }
773 
775 {
776  if(jump_to_campaign_.jump) {
777  if(new_campaign()) {
779  jump_to_campaign_.jump = false;
781  } else {
782  jump_to_campaign_.jump = false;
783  return false;
784  }
785  }
786 
787  return true;
788 }
789 
791 {
793  jump_to_multiplayer_ = false;
795  ;
796  } else {
797  return false;
798  }
799  }
800 
801  return true;
802 }
803 
805 {
806  if(jump_to_editor_) {
807  jump_to_editor_ = false;
808 
809  const std::string to_open = load_data_ ? filesystem::normalize_path(load_data_->filename) : "";
811 
813  return false;
814  }
815  }
816 
817  return true;
818 }
819 
821 {
822  std::string wesnothd_program = preferences::get_mp_server_program_name().empty()
825 
826  std::string config = filesystem::get_user_config_dir() + "/lan_server.cfg";
828  // copy file if it isn't created yet
830  }
831 
832  LOG_GENERAL << "Starting wesnothd";
833  try
834  {
835 #ifndef _WIN32
836  bp::child c(wesnothd_program, "-c", config);
837 #else
838  bp::child c(wesnothd_program, "-c", config, bp::windows::create_no_window);
839 #endif
840  c.detach();
841  // Give server a moment to start up
842  SDL_Delay(50);
843  return;
844  }
845  catch(const bp::process_error& e)
846  {
848 
849  // Couldn't start server so throw error
850  WRN_GENERAL << "Failed to start server " << wesnothd_program << ":\n" << e.what();
851  throw game::mp_server_error("Starting MP server failed!");
852  }
853 }
854 
856 {
857  try {
858  if(mode == mp_mode::HOST) {
859  try {
860  start_wesnothd();
861  } catch(const game::mp_server_error&) {
863 
864  try {
865  start_wesnothd();
866  } catch(const game::mp_server_error&) {
867  return false;
868  }
869  }
870  }
871 
872  // If a server address wasn't specified, prompt for it now.
873  if(mode != mp_mode::LOCAL && multiplayer_server_.empty()) {
874  if(!gui2::dialogs::mp_connect::execute()) {
875  return false;
876  }
877 
878  // The prompt saves its input to preferences.
880 
881  if(multiplayer_server_ != preferences::builtin_servers_list().front().address) {
883  }
884  }
885 
886  // create_engine already calls game_config_manager::get()->load_config but maybe its better to have MULTIPLAYER
887  // defined while we are in the lobby.
889 
890  events::discard_input(); // prevent the "keylogger" effect
892 
893  if(mode == mp_mode::LOCAL) {
895  } else {
897  multiplayer_server_.clear();
898  }
899 
900  } catch(const wesnothd_rejected_client_error& e) {
901  gui2::show_error_message(e.message);
902  } catch(const game::mp_server_error& e) {
903  gui2::show_error_message(_("Error while starting server: ") + e.message);
904  } catch(const game::load_game_failed& e) {
905  gui2::show_error_message(_("The game could not be loaded: ") + e.message);
906  } catch(const game::game_error& e) {
907  gui2::show_error_message(_("Error while playing the game: ") + e.message);
908  } catch(const mapgen_exception& e) {
909  gui2::show_error_message(_("Map generator error: ") + e.message);
910  } catch(const wesnothd_error& e) {
911  if(!e.message.empty()) {
912  ERR_NET << "caught network error: " << e.message;
913 
914  std::string user_msg;
915  auto conn_err = dynamic_cast<const wesnothd_connection_error*>(&e);
916 
917  if(conn_err) {
918  // The wesnothd_connection_error subclass is only thrown with messages
919  // from boost::system::error_code which we can't translate ourselves.
920  // It's also the originator of the infamous EOF error that happens when
921  // the server dies. <https://github.com/wesnoth/wesnoth/issues/3005>. It
922  // will provide a translated string instead of that when it happens.
923  user_msg = !conn_err->user_message.empty()
924  ? conn_err->user_message
925  : _("Connection failed: ") + e.message;
926  } else {
927  // This will be a message from the server itself, which we can
928  // probably translate.
929  user_msg = translation::gettext(e.message.c_str());
930  }
931 
932  gui2::show_error_message(user_msg);
933  } else {
934  ERR_NET << "caught network error";
935  }
936  } catch(const config::error& e) {
937  if(!e.message.empty()) {
938  ERR_CONFIG << "caught config::error: " << e.message;
939  gui2::show_transient_message("", e.message);
940  } else {
941  ERR_CONFIG << "caught config::error";
942  }
943  } catch(const incorrect_map_format_error& e) {
944  gui2::show_error_message(_("The game map could not be loaded: ") + e.message);
945  } catch(savegame::load_game_exception& e) {
946  load_data_ = std::move(e.data_);
947  // this will make it so next time through the title screen loop, this game is loaded
948  } catch(const wml_exception& e) {
949  e.show();
950  } catch(const game::error& e) {
951  PLAIN_LOG << "caught game::error...";
952  gui2::show_error_message(_("Error: ") + e.message);
953  }
954 
955  return true;
956 }
957 
959 {
961  return true;
962  }
963 
964  DBG_MP << "starting multiplayer game from the commandline";
965 
967 
968  events::discard_input(); // prevent the "keylogger" effect
970 
971  try {
973  } catch(savegame::load_game_exception& e) {
974  load_data_ = std::move(e.data_);
975  return true;
976  }
977 
978  return false;
979 }
980 
982 {
983  if(!gui2::dialogs::language_selection::execute()) {
984  return false;
985  }
986 
989  }
990 
995 
996  return true;
997 }
998 
1000 {
1001  assert(!load_data_);
1002  if(play_replay_) {
1003  play_replay();
1004  return;
1005  }
1006 
1007  gui2::dialogs::loading_screen::display([this, reload]() {
1009 
1010  if(reload == reload_mode::RELOAD_DATA) {
1011  try {
1014  } catch(const config::error&) {
1015  return;
1016  }
1017  }
1018  });
1019 
1020  try {
1021  campaign_controller ccontroller(state_);
1022  ccontroller.play_game();
1023  ai::manager::singleton_ = nullptr;
1024  } catch(savegame::load_game_exception& e) {
1025  load_data_ = std::move(e.data_);
1026  // this will make it so next time through the title screen loop, this game is loaded
1027  } catch(const wml_exception& e) {
1028  e.show();
1029  } catch(const mapgen_exception& e) {
1030  gui2::show_error_message(_("Map generator error: ") + e.message);
1031  }
1032 }
1033 
1035 {
1036  assert(!load_data_);
1037  try {
1038  campaign_controller ccontroller(state_);
1039  ccontroller.play_replay();
1040  } catch(savegame::load_game_exception& e) {
1041  load_data_ = std::move(e.data_);
1042  // this will make it so next time through the title screen loop, this game is loaded
1043  } catch(const wml_exception& e) {
1044  e.show();
1045  }
1046 }
1047 
1049 {
1051  while(true) {
1053 
1055 
1056  res = editor::start(res != editor::EXIT_RELOAD_DATA, filename);
1057 
1058  if(res != editor::EXIT_RELOAD_DATA) {
1059  return res;
1060  }
1061 
1063  }
1064 
1065  return editor::EXIT_ERROR; // not supposed to happen
1066 }
1067 
1069 {
1070  load_data_.reset();
1071 }
1072 
1074 {
1075  try {
1077  video::deinit();
1078  } catch(std::exception& e) {
1079  ERR_GENERAL << "Suppressing exception thrown during ~game_launcher: " << e.what();
1080  } catch(...) {
1081  ERR_GENERAL << "Suppressing exception " << utils::get_unknown_exception_type() << " thrown during ~game_launcher";
1082  }
1083 }
Managing the AIs lifecycle - headers TODO: Refactor history handling and internal commands.
static manager * singleton_
Definition: manager.hpp:442
level_result::type play_game()
level_result::type play_replay()
std::optional< std::string > render_image_dst
Output file to put rendered image path in.
bool nogui
True if –nogui was given on the command line.
std::optional< std::string > server
Non-empty if –server was given on the command line.
std::optional< std::string > plugin_file
File to load a lua plugin (similar to a script) from.
bool headless_unit_test
True if –unit is used and –showgui is not present.
bool windowed
True if –windowed was given on the command line.
bool noreplaycheck
True if –noreplaycheck was given on the command line.
std::optional< std::string > render_image
Image path to render.
std::optional< int > campaign_difficulty
Non-empty if –campaign-difficulty was given on the command line.
std::optional< unsigned int > translation_percent
Non-empty if –all-translations or –translations-over is given on the command line.
std::optional< std::string > campaign_scenario
Non-empty if –campaign-scenario was given on the command line.
std::optional< std::string > password
Non-empty if –password 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.
bool script_unsafe_mode
Whether to load the "package" package for the scripting environment.
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.
bool nodelay
True if –nodelay was given on the command line.
std::optional< std::string > username
Non-empty if –username was given on the command line.
bool new_widgets
True if –new-widgets was given on the command line.
std::optional< std::string > load
Non-empty if –load was given on the command line.
std::optional< std::string > campaign
Non-empty if –campaign was given on the command line.
bool fps
True if –fps was given on the command line.
std::optional< std::string > script_file
File to load lua script from.
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.
std::optional< std::string > core_id
Non-empty if –core 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.
bool fullscreen
True if –fullscreen was given on the command line.
std::optional< std::string > test
Non-empty if –test was given on the command line.
std::optional< std::string > language
Non-empty if –language was given on the command line.
std::optional< int > max_fps
Max FPS specified by –max-fps option.
std::optional< std::pair< int, int > > resolution
Pair of AxB values specified after –resolution.
std::optional< std::string > screenshot_map_file
Map file to make a screenshot of.
std::optional< std::string > screenshot_output_file
Output file to put screenshot in.
std::optional< std::string > editor
Non-empty if –editor 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:161
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).
std::optional< savegame::load_game_metadata > load_data_
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_
font::manager font_manager_
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:64
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:97
std::size_t size()
Definition: manager.cpp:69
std::string get_name(std::size_t idx)
Definition: manager.cpp:95
static plugins_manager * get()
Definition: manager.cpp:59
void start_plugin(std::size_t idx)
Definition: manager.cpp:102
std::string get_detailed_status(std::size_t idx)
Definition: manager.cpp:84
lua_kernel_base * get_kernel_base()
Definition: manager.cpp:64
std::size_t add_plugin(const std::string &name, const std::string &prog)
Definition: manager.cpp:119
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:731
void set_carryover_sides_start(config carryover_sides_start)
Definition: saved_game.cpp:165
std::string get_scenario_id() const
Definition: saved_game.cpp:677
void clear()
Definition: saved_game.cpp:812
statistics_record::campaign_stats_t & statistics()
Definition: saved_game.hpp:143
void cancel_orders()
Definition: saved_game.cpp:714
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:100
Class for replay saves (either manually or automatically).
Definition: savegame.hpp:267
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:210
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:366
const std::string & filename() const
Definition: savegame.hpp:177
static void reset_translations()
Definition: tstring.cpp:652
Declarations for File-IO.
std::size_t i
Definition: function.cpp:968
#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:329
void init_textdomains(const game_config_view &cfg)
Initializes the list of textdomains from a configuration object.
Definition: language.cpp:367
bool load_language_list()
Definition: language.cpp:104
language_list get_languages(bool all)
Return a list of available translations.
Definition: language.cpp:127
void set_min_translation_percent(int percent)
Definition: language.cpp:144
Standard logging facilities (interface).
#define STREAMING_LOG
Definition: log.hpp:263
#define PLAIN_LOG
Definition: log.hpp:262
@ NORMAL
Definition: cursor.hpp:29
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:193
@ EXIT_ERROR
Definition: editor_main.hpp:28
@ EXIT_NORMAL
Definition: editor_main.hpp:25
@ EXIT_QUIT_TO_DESKTOP
Definition: editor_main.hpp:26
@ EXIT_RELOAD_DATA
Definition: editor_main.hpp:27
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:799
std::string get_cache_dir()
Definition: filesystem.cpp:881
filesystem::scoped_istream istream_file(const std::string &fname, bool treat_failure_as_error)
std::string get_user_config_dir()
Definition: filesystem.cpp:842
std::string get_user_data_dir()
Definition: filesystem.cpp:871
static bool file_exists(const bfs::path &fpath)
Definition: filesystem.cpp:321
std::string get_exe_dir()
Definition: filesystem.cpp:991
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't pres...
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...
std::string read_file(const std::string &fname)
Basic disk I/O - read file.
std::unique_ptr< std::istream > scoped_istream
Definition: filesystem.hpp:50
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_cwd()
Definition: filesystem.cpp:963
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:89
Game configuration data as global variables.
Definition: build_info.cpp:63
std::string path
Definition: filesystem.cpp:86
std::string get_default_title_string()
std::vector< server_info > server_list
Definition: game_config.cpp:72
void set_debug(bool new_debug)
Definition: game_config.cpp:93
bool show_debug_clock_button
Do we wish to show the button for the debug clock.
std::vector< game_tip > load(const config &cfg)
Loads the tips from a config.
Definition: tips.cpp:36
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:204
void flush_cache()
Purges all image caches.
Definition: picture.cpp:225
surface get_surface(const image::locator &i_locator, TYPE type, bool skip_cache)
Returns an image surface suitable for software manipulation.
Definition: picture.cpp:686
save_result save_image(const locator &i_locator, const std::string &filename)
Definition: picture.cpp:949
@ UNSCALED
Unmodified original-size image.
Definition: picture.hpp:233
bool broke_strict()
Definition: log.cpp:319
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 disable_preferences_save()
Definition: general.cpp:231
std::string get_mp_server_program_name()
Definition: game.cpp:510
void set_core_id(const std::string &core_id)
Definition: general.cpp:338
void set_mp_server_program_name(const std::string &path)
Definition: game.cpp:501
bool set_turn_bell(bool ison)
Definition: general.cpp:680
bool set_sound(bool ison)
Definition: general.cpp:733
bool music_on()
Definition: general.cpp:751
void set_draw_delay(int value)
Definition: general.cpp:910
void set_show_fps(bool value)
Definition: general.cpp:900
bool sound_on()
Definition: general.cpp:728
std::string network_host()
Definition: game.cpp:387
bool set_music(bool ison)
Definition: general.cpp:756
void set_network_host(const std::string &host)
Definition: game.cpp:397
bool UI_sound_on()
Definition: general.cpp:699
void _set_maximized(bool ison)
Definition: general.cpp:450
const std::vector< game_config::server_info > & builtin_servers_list()
Definition: game.cpp:356
bool set_UI_sound(bool ison)
Definition: general.cpp:704
void set_level(const std::string &value)
Definition: game.cpp:696
void set_login(const std::string &login)
bool turn_bell()
Definition: general.cpp:675
void set_password(const std::string &server, const std::string &login, const std::string &key)
void _set_resolution(const point &res)
Definition: general.cpp:444
void show_wesnothd_server_search()
Definition: display.cpp:99
void clean_saves(const std::string &label)
Delete all autosaves of a certain scenario from the default save directory.
Definition: savegame.cpp:68
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:278
void set_language(const std::string &language, const std::vector< std::string > *)
Definition: gettext.cpp:496
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:87
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:621
void set_window_icon(surface &icon)
Sets the icon of the main window.
Definition: video.cpp:627
void init(fake type)
Initialize the video subsystem.
Definition: video.cpp:86
void deinit()
Deinitialize the video subsystem.
Definition: video.cpp:112
This file contains the settings handling of the widget library.
An exception object used when an IO error occurs.
Definition: filesystem.hpp:64
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:55
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