The Battle for Wesnoth  1.19.0-dev
playmp_controller.cpp
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1 /*
2  Copyright (C) 2006 - 2024
3  by Joerg Hinrichs <joerg.hinrichs@alice-dsl.de>
4  Copyright (C) 2003 by David White <dave@whitevine.net>
5  Part of the Battle for Wesnoth Project https://www.wesnoth.org/
6 
7  This program is free software; you can redistribute it and/or modify
8  it under the terms of the GNU General Public License as published by
9  the Free Software Foundation; either version 2 of the License, or
10  (at your option) any later version.
11  This program is distributed in the hope that it will be useful,
12  but WITHOUT ANY WARRANTY.
13 
14  See the COPYING file for more details.
15 */
16 
17 #include "playmp_controller.hpp"
18 
19 #include "actions/undo.hpp"
20 #include "countdown_clock.hpp"
21 #include "display_chat_manager.hpp"
22 #include "floating_label.hpp"
23 #include "formula/string_utils.hpp" // for VGETTEXT
24 #include "game_end_exceptions.hpp"
26 #include "gettext.hpp"
30 #include "log.hpp"
31 #include "map/label.hpp"
32 #include "mp_ui_alerts.hpp"
33 #include "preferences/game.hpp"
34 #include "preferences/general.hpp"
35 #include "replay_helper.hpp"
36 #include "resources.hpp"
37 #include "savegame.hpp"
39 #include "synced_context.hpp"
40 #include "video.hpp" // only for faked
41 #include "wesnothd_connection.hpp"
42 #include "whiteboard/manager.hpp"
43 
44 static lg::log_domain log_engine("engine");
45 static lg::log_domain log_network("network");
46 
47 #define LOG_NG LOG_STREAM(info, log_engine)
48 #define DBG_NG LOG_STREAM(debug, log_engine)
49 #define ERR_NW LOG_STREAM(err, log_network)
50 
52  : playsingle_controller(level, state_of_game)
53  , network_processing_stopped_(false)
54  , next_scenario_notified_(false)
55  , blindfold_(*gui_, mp_info && mp_info->skip_replay_blindfolded)
56  , network_reader_([this](config& cfg) { return receive_from_wesnothd(cfg); })
57  , mp_info_(mp_info)
58 {
59  // upgrade hotkey handler to the mp (network enabled) version
60  hotkey_handler_.reset(new hotkey_handler(*this, saved_game_));
61 
62  skip_replay_ = mp_info && mp_info->skip_replay && mp_info->current_turn > turn();
63 
64  if(gui_->is_blindfolded() && !is_observer()) {
66  }
67 }
68 
70 {
71 }
72 
74 {
76  LOG_NG << "network processing activated again";
77 }
78 
80 {
82  LOG_NG << "network processing stopped";
83 }
84 
86 {
88 }
89 
91 {
92  if(gui_->is_blindfolded()) {
94  LOG_NG << "Taking off the blindfold now";
95  gui_->queue_rerender();
96  }
97 }
98 
100 {
101  LOG_NG << "playmp::play_human_turn...";
102  assert(gamestate().in_phase(game_data::TURN_PLAYING));
103 
104  mp::ui_alerts::turn_changed(current_team().current_player());
105 
106  LOG_NG << "events::commands_disabled=" << events::commands_disabled;
107 
109 
110  const std::unique_ptr<countdown_clock> timer(saved_game_.mp_settings().mp_countdown
112  : nullptr);
113 
115 
116  if(undo_stack().can_undo()) {
117  // If we reload a networked mp game we cannot undo moves made before the save
118  // because other players already received them
119  if(!current_team().auto_shroud_updates()) {
121  }
122  undo_stack().clear();
123  }
124 
126  execute_gotos();
127  }
128 
129  end_turn_enable(true);
130 
131  while(!should_return_to_play_side()) {
132  try {
137  // Clean undo stack if turn has to be restarted (losing control)
138  if(undo_stack().can_undo()) {
139  gui_->announce(_("Undoing moves not yet transmitted to the server."), font::NORMAL_COLOR);
140  }
141 
142  while(undo_stack().can_undo()) {
143  undo_stack().undo();
144  }
145  }
146 
147  if(timer) {
148  bool time_left = timer->update();
149  if(!time_left) {
150  end_turn_requested_ = true;
151  }
152  }
153  } catch(...) {
154  DBG_NG << "Caught exception while playing a side: " << utils::get_unknown_exception_type();
155  throw;
156  }
157  }
158 }
159 
161 {
162  LOG_NG << "playmp::play_human_turn...";
163 
165 
166  while(!should_return_to_play_side()) {
167  try {
170  SDL_Delay(1);
171  } catch(...) {
172  DBG_NG << "Caught exception while playing idle loop: " << utils::get_unknown_exception_type();
173  throw;
174  }
175  }
176 }
177 
179 {
180  send_actions();
181 
184  while(!next_scenario_notified_ && !is_host()) {
186  SDL_Delay(10);
188  }
189  });
190 }
191 
193 {
195  // time_left + turn_bonus + (action_bonus * number of actions done)
196  const int new_time_in_secs = (current_team().countdown_time() / 1000)
199 
200  const int new_time
201  = 1000 * std::min<int>(new_time_in_secs, saved_game_.mp_settings().mp_countdown_reservoir_time);
202 
204  current_team().set_countdown_time(new_time);
205 
207  }
208 
209  LOG_NG << "playmp::after_human_turn...";
210 
211  // Normal post-processing for human turns (clear undos, end the turn, etc.)
213 }
214 
216 {
217  LOG_NG << "is networked...";
218 
219  end_turn_enable(false);
220 
221  while(!should_return_to_play_side()) {
224  if(!mp_info_ || mp_info_->current_turn == turn()) {
225  skip_replay_ = false;
226  }
227  }
228 
230  }
231 
232  LOG_NG << "finished networked...";
233 }
234 
235 void playmp_controller::process_oos(const std::string& err_msg) const
236 {
237  // Notify the server of the oos error.
238  config cfg;
239  config& info = cfg.add_child("info");
240  info["type"] = "termination";
241  info["condition"] = "out of sync";
242  send_to_wesnothd(cfg);
243 
244  std::stringstream temp_buf;
245  std::vector<std::string> err_lines = utils::split(err_msg, '\n');
246  temp_buf << _("The game is out of sync, and cannot continue. There are a number of reasons this could happen: this "
247  "can occur if you or another player have modified their game settings. This may mean one of the "
248  "players is attempting to cheat. It could also be due to a bug in the game, but this is less "
249  "likely.\n\nDo you want to save an error log of your game?");
250 
251  if(!err_msg.empty()) {
252  temp_buf << " \n \n"; // and now the "Details:"
253  for(std::vector<std::string>::iterator i = err_lines.begin(); i != err_lines.end(); ++i) {
254  temp_buf << *i << '\n';
255  }
256  temp_buf << " \n";
257  }
258 
259  scoped_savegame_snapshot snapshot(*this);
261 
263 }
264 
265 void playmp_controller::handle_generic_event(const std::string& name)
266 {
268 }
270 {
271  return !mp_info_ || mp_info_->is_host;
272 }
273 
275 {
276  gui_->get_chat_manager().add_chat_message(std::time(nullptr), "", 0,
277  _("This side is in an idle state. To proceed with the game, it must be assigned to another controller. You may "
278  "use :droid, :control or :give_control for example."),
280 }
281 
283 {
284  if(replay_controller_.get() != nullptr) {
285  // We have probably been using the mp "back to turn" feature
286  // We continue play since we have reached the end of the replay.
287  replay_controller_.reset();
288  }
289 
290  // mouse_handler expects at least one team for linger mode to work.
291  send_actions();
292  assert(is_regular_game_end());
293  if(!get_end_level_data().transient.linger_mode || get_teams().empty() || video::headless()) {
294  if(!is_host() && gamestate().has_next_scenario()) {
295  // If we continue without lingering we need to
296  // make sure the host uploads the next scenario
297  // before we attempt to download it.
298  wait_for_upload();
299  }
300  } else {
301  linger();
302  }
303  end_turn_requested_ = true;
304 }
305 
307 {
308  undo_stack().clear();
310  send_actions();
311 }
312 
314 {
316  send_actions();
317 }
318 
319 
320 void playmp_controller::play_slice(bool is_delay_enabled)
321 {
323  // receive chat during animations and delay
324  // But don't execute turn data during animations etc.
325  process_network_data(true);
326  // send_actions() makes sure that no actions that can
327  // still be undone is sent.
328  send_actions();
329  }
330 
331  playsingle_controller::play_slice(is_delay_enabled);
332 }
333 
335 {
336  return mp_info_ != nullptr;
337 }
338 
339 void playmp_controller::send_to_wesnothd(const config& cfg, const std::string&) const
340 {
341  if(mp_info_ != nullptr) {
343  }
344 }
345 
347 {
348  if(mp_info_ != nullptr) {
349  return mp_info_->connection.receive_data(cfg);
350  } else {
351  return false;
352  }
353 }
354 
356 {
357  if(!recorder().at_end()) {
358  auto commandtype = get_replay_action_type(*recorder().peek_next_action());
359  // the only cases where process_network_data_impl puts something on the recorder
360  // without immidiately exceuting it are user choices
361  if(commandtype != REPLAY_ACTION_TYPE::DEPENDENT) {
362  ERR_NW << "attempting to process network data while still having data on the replay.";
363  }
364  return;
365  } else if (next_scenario_notified_) {
366  //Do nothing, Otherwise we might risk getting data that belongs to the next scenario.
367  return;
368  }
369 
370  config cfg;
371  // we could replace this "if" with a "while" to process multiple actions without delay between them
372  if(network_reader_.read(cfg)) {
373 
374  //Don't exceute the next turns actions.
375  unsync_only |= gamestate().in_phase(game_data::TURN_ENDED);
376  unsync_only |= is_regular_game_end();
377  unsync_only |= player_type_changed_;
378 
379  auto res = process_network_data_impl(cfg, unsync_only);
381  // chat_only=true, but we received a non-chat command, probably belonging to the next
382  // action when we are still exceuting the previous one.
383  // save the incoming data for later.
384  // Note: With this approach, incoming [turn] that we cannot handle also blocks other
385  // incoming data, like [change_controller].
386  network_reader_.push_front(std::move(cfg));
387  return;
388  }
390  end_turn();
391  }
392  }
393 }
394 
396 {
397  // the simple wesnothserver implementation in wesnoth was removed years ago.
398  assert(cfg.all_children_count() == 1);
399  assert(cfg.attribute_range().empty());
400  if(!recorder().at_end())
401  {
402  ERR_NW << "processing network data while still having data on the replay.";
403  }
404 
405  if (const auto message = cfg.optional_child("message"))
406  {
407  game_display::get_singleton()->get_chat_manager().add_chat_message(std::time(nullptr), message.value()["sender"], message.value()["side"],
408  message.value()["message"], events::chat_handler::MESSAGE_PUBLIC,
410  }
411  else if (auto whisper = cfg.optional_child("whisper") /*&& is_observer()*/)
412  {
413  game_display::get_singleton()->get_chat_manager().add_chat_message(std::time(nullptr), "whisper: " + whisper["sender"].str(), 0,
414  whisper["message"], events::chat_handler::MESSAGE_PRIVATE,
416  }
417  else if (auto observer = cfg.optional_child("observer") )
418  {
420  }
421  else if (auto observer_quit = cfg.optional_child("observer_quit"))
422  {
424  }
425  else if (cfg.has_child("leave_game")) {
426  const bool has_reason = cfg.mandatory_child("leave_game").has_attribute("reason");
427  throw leavegame_wesnothd_error(has_reason ? cfg.mandatory_child("leave_game")["reason"].str() : "");
428  }
429  else if (auto turn = cfg.optional_child("turn"))
430  {
431  return process_network_turn_impl(*turn, chat_only);
432  }
433  else if (cfg.has_child("whiteboard"))
434  {
435  set_scontext_unsynced scontext;
436  get_whiteboard()->process_network_data(cfg);
437  }
438  else if (auto change = cfg.optional_child("change_controller"))
439  {
441  }
442  else if (auto side_drop_c = cfg.optional_child("side_drop"))
443  {
444  process_network_side_drop_impl(*side_drop_c);
445  }
446 
447  // The host has ended linger mode in a campaign -> enable the "End scenario" button
448  // and tell we did get the notification.
449  else if (cfg.has_child("notify_next_scenario")) {
451  }
452 
453  //If this client becomes the new host, notify the play_controller object about it
454  else if (cfg.has_child("host_transfer")) {
455  mp_info_->is_host = true;
456  if(is_linger_mode()) {
457  end_turn_enable(true);
458  }
459  }
460  else
461  {
462  ERR_NW << "found unknown command:\n" << cfg.debug();
463  }
464 
466 }
467 
469 {
470  //t can contain a [command] or a [upload_log]
471  assert(t.all_children_count() == 1);
472 
473  if(auto command = t.optional_child("command")) {
474  auto commandtype = get_replay_action_type(*command);
475  if(chat_only && (commandtype == REPLAY_ACTION_TYPE::SYNCED || commandtype == REPLAY_ACTION_TYPE::INVALID) ) {
477  }
478  if (commandtype == REPLAY_ACTION_TYPE::SYNCED && current_team().is_local()) {
479  // Executing those is better than OOS, also the server checks that other players don't send actions while it's not their turn.
480  ERR_NW << "Received a synced remote user action during our own turn";
481  }
482  }
483 
484  //note, that this function might call itself recursively: do_replay -> ... -> get_user_choice -> ... -> receive_actions -> ... -> handle_turn
486  do_replay();
488 }
489 
491 {
492  // Only the host receives this message when a player leaves/disconnects.
493  const int side_drop = side_drop_c["side_num"].to_int(0);
494  std::size_t index = side_drop -1;
495 
497 
498  if (index >= gamestate().board_.teams().size()) {
499  ERR_NW << "unknown side " << side_drop << " is dropping game";
500  throw ingame_wesnothd_error("");
501  }
502 
503  auto ctrl = side_controller::get_enum(side_drop_c["controller"].str());
504  if(!ctrl) {
505  ERR_NW << "unknown controller type issued from server on side drop: " << side_drop_c["controller"];
506  throw ingame_wesnothd_error("");
507  }
508 
509  if (ctrl == side_controller::type::ai) {
510  gamestate().board_.side_drop_to(side_drop, *ctrl);
511  return;
512  }
513  //null controlled side cannot be dropped because they aren't controlled by anyone.
514  else if (ctrl != side_controller::type::human) {
515  ERR_NW << "unknown controller type issued from server on side drop: " << side_controller::get_string(*ctrl);
516  throw ingame_wesnothd_error("");
517  }
518 
519  int action = 0;
520  int first_observer_option_idx = 0;
521  int control_change_options = 0;
522  bool has_next_scenario = gamestate().has_next_scenario();
523 
524  std::vector<std::string> observers;
525  std::vector<const team *> allies;
526  std::vector<std::string> options;
527 
528  const team &tm = gamestate().board_.teams()[index];
529 
530  for (const team &t : gamestate().board_.teams()) {
531  if (!t.is_enemy(side_drop) && !t.is_local_human() && !t.is_local_ai() && !t.is_network_ai() && !t.is_empty()
532  && t.current_player() != tm.current_player()) {
533  allies.push_back(&t);
534  }
535  }
536 
537  // We want to give host chance to decide what to do for side
538  if (!is_linger_mode() || has_next_scenario) {
539  utils::string_map t_vars;
540 
541  //get all allies in as options to transfer control
542  for (const team *t : allies) {
543  //if this is an ally of the dropping side and it is not us (choose local player
544  //if you want that) and not ai or empty and if it is not the dropping side itself,
545  //get this team in as well
546  t_vars["player"] = t->current_player();
547  options.emplace_back(VGETTEXT("Give control to their ally $player", t_vars));
548  control_change_options++;
549  }
550 
551  first_observer_option_idx = options.size();
552 
553  //get all observers in as options to transfer control
554  for (const std::string &screen_observers : game_display::get_singleton()->observers()) {
555  t_vars["player"] = screen_observers;
556  options.emplace_back(VGETTEXT("Give control to observer $player", t_vars));
557  observers.push_back(screen_observers);
558  control_change_options++;
559  }
560 
561  options.emplace_back(_("Replace with AI"));
562  options.emplace_back(_("Replace with local player"));
563  options.emplace_back(_("Set side to idle"));
564  options.emplace_back(_("Save and abort game"));
565 
566  t_vars["player"] = tm.current_player();
567  t_vars["side_drop"] = std::to_string(side_drop);
568  const std::string gettext_message = VGETTEXT("$player who controlled side $side_drop has left the game. What do you want to do?", t_vars);
569  gui2::dialogs::simple_item_selector dlg("", gettext_message, options);
570  dlg.set_single_button(true);
571  dlg.show();
572  action = dlg.selected_index();
573 
574  // If esc was pressed, default to setting side to idle
575  if (action == -1) {
576  action = control_change_options + 2;
577  }
578  } else {
579  // Always set leaving side to idle if in linger mode and there is no next scenario
580  action = 2;
581  }
582 
583  if (action < control_change_options) {
584  // Grant control to selected ally
585  // Server thinks this side is ours now so in case of error transferring side we have to make local state to same as what server thinks it is.
586  gamestate().board_.side_drop_to(side_drop, side_controller::type::human, side_proxy_controller::type::idle);
587 
588  if (action < first_observer_option_idx) {
589  send_change_side_controller(side_drop, allies[action]->current_player());
590  } else {
591  send_change_side_controller(side_drop, observers[action - first_observer_option_idx]);
592  }
593  } else {
594  action -= control_change_options;
595 
596  //make the player an AI, and redo this turn, in case
597  //it was the current player's team who has just changed into
598  //an AI.
599  switch(action) {
600  case 0:
601  on_not_observer();
602  gamestate().board_.side_drop_to(side_drop, side_controller::type::human, side_proxy_controller::type::ai);
603 
604  return;
605 
606  case 1:
607  on_not_observer();
608  gamestate().board_.side_drop_to(side_drop, side_controller::type::human, side_proxy_controller::type::human);
609 
610  return;
611  case 2:
612  gamestate().board_.side_drop_to(side_drop, side_controller::type::human, side_proxy_controller::type::idle);
613 
614  return;
615 
616  case 3:
617  //The user pressed "end game". Don't throw a network error here or he will get
618  //thrown back to the title screen.
619  do_autosave();
621  default:
622  break;
623  }
624  }
625 }
626 
628 {
629 
630  if(change.empty()) {
631  ERR_NW << "Bad [change_controller] signal from server, [change_controller] tag was empty.";
632  return;
633  }
634 
635  const int side = change["side"].to_int();
636  const bool is_local = change["is_local"].to_bool();
637  const std::string player = change["player"];
638  const std::string controller_type = change["controller"];
639  const std::size_t index = side - 1;
640  if(index >= gamestate().board_.teams().size()) {
641  ERR_NW << "Bad [change_controller] signal from server, side out of bounds: " << change.debug();
642  return;
643  }
644 
645  const team & tm = gamestate().board_.teams().at(index);
646  const bool was_local = tm.is_local();
647 
648  gamestate().board_.side_change_controller(side, is_local, player, controller_type);
649 
650  if (!was_local && tm.is_local()) {
651  on_not_observer();
652  }
653 
655 
656  get_whiteboard()->on_change_controller(side,tm);
657 
658  player_type_changed_ |= game_display::get_singleton()->playing_side() == side && (was_local || tm.is_local());
659 }
660 
662 {
663  if(!is_networked_mp()) {
664  return;
665  }
666 
667  get_whiteboard()->send_network_data();
668 
669  const bool send_everything = synced_context::is_unsynced() ? !undo_stack().can_undo() : synced_context::undo_blocked();
670  const replay::DATA_TYPE data_type = send_everything ? replay::ALL_DATA : replay::NON_UNDO_DATA;
671 
672  config data = recorder().get_unsent_commands(data_type);
673  if (!data.empty()) {
674  send_to_wesnothd(config{ "turn", data});
675  }
676 }
677 
678 void playmp_controller::send_change_side_controller(int side, const std::string& player)
679 {
680  config cfg;
681  config& change = cfg.add_child("change_controller");
682  change["side"] = side;
683  change["player"] = player;
684  send_to_wesnothd(cfg);
685 }
double t
Definition: astarsearch.cpp:63
bool can_undo() const
True if there are actions that can be undone.
Definition: undo.hpp:99
void clear()
Clears the stack of undoable (and redoable) actions.
Definition: undo.cpp:201
void undo()
Undoes the top action on the undo stack.
Definition: undo.cpp:330
A config object defines a single node in a WML file, with access to child nodes.
Definition: config.hpp:159
config & mandatory_child(config_key_type key, int n=0)
Returns the nth child with the given key, or throws an error if there is none.
Definition: config.cpp:367
const_attr_itors attribute_range() const
Definition: config.cpp:763
bool has_child(config_key_type key) const
Determine whether a config has a child or not.
Definition: config.cpp:317
bool has_attribute(config_key_type key) const
Definition: config.cpp:155
std::size_t all_children_count() const
Definition: config.cpp:307
std::string debug() const
Definition: config.cpp:1244
bool empty() const
Definition: config.cpp:852
optional_config_impl< config > optional_child(config_key_type key, int n=0)
Euivalent to mandatory_child, but returns an empty optional if the nth child was not found.
Definition: config.cpp:385
config & add_child(config_key_type key)
Definition: config.cpp:441
virtual void play_slice(bool is_delay_enabled=true)
void remove_observer(const std::string &name)
void add_observer(const std::string &name)
void add_chat_message(const std::time_t &time, const std::string &speaker, int side, const std::string &msg, events::chat_handler::MESSAGE_TYPE type, bool bell)
virtual const std::vector< team > & teams() const override
Definition: game_board.hpp:79
void side_drop_to(int side_num, side_controller::type ctrl, side_proxy_controller::type proxy=side_proxy_controller::type::human)
Definition: game_board.cpp:223
void side_change_controller(int side_num, bool is_local, const std::string &pname, const std::string &controller_type)
Definition: game_board.cpp:239
@ TURN_PLAYING
The User is controlling the game and invoking actions The game can be saved here.
Definition: game_data.hpp:93
@ TURN_ENDED
The turn_end, side_turn_end etc [events] are fired next phase: TURN_STARTING_WAITING (default),...
Definition: game_data.hpp:96
virtual int playing_side() const override
The playing team is the team whose turn it is.
static game_display * get_singleton()
display_chat_manager & get_chat_manager()
bool has_next_scenario() const
Checks whether this is not the last scenario (usually of a campaign)
Definition: game_state.cpp:395
bool in_phase(game_data::PHASE phase) const
Definition: game_state.hpp:109
game_board board_
Definition: game_state.hpp:44
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)
static void spin()
Indicate to the player that loading is progressing.
bool show(const unsigned auto_close_time=0)
Shows the window.
A simple one-column listbox with OK and Cancel buttons.
void set_single_button(bool value)
Sets whether the Cancel button should be hidden or not.
int selected_index() const
Returns the selected item index after displaying.
std::vector< team > & get_teams()
std::unique_ptr< hotkey_handler > hotkey_handler_
bool is_linger_mode() const
actions::undo_list & undo_stack()
bool is_observer() const
bool is_regular_game_end() const
saved_game & saved_game_
game_state & gamestate()
std::unique_ptr< game_display > gui_
const end_level_data & get_end_level_data() const
int current_side() const
Returns the number of the side whose turn it is.
std::shared_ptr< wb::manager > get_whiteboard() const
bool is_replay() const
bool player_type_changed_
true when the controller of the currently playing side has changed.
std::size_t turn() const
bool can_undo() const
replay & recorder() const
void process_network_data(bool unsync_only=false)
void send_actions() override
Sends replay [command]s to the server.
void process_oos(const std::string &err_msg) const override
Asks the user whether to continue on an OOS error.
void process_network_side_drop_impl(const config &t)
Handle incoming [side_drop] from the multiplayer server.
void send_change_side_controller(int side, const std::string &player)
Send [change_controller] to the multiplayer server.
mp_game_metadata * mp_info_
Information about our connection to the multiplayer server.
virtual bool is_host() const override
void process_network_change_controller_impl(const config &)
Handle incoming [change_controller] from the multiplayer server.
virtual void do_idle_notification() override
Will handle sending a networked notification in descendent classes.
void maybe_linger() override
playturn_network_adapter network_reader_
Helper to preprocess infoming network data.
bool receive_from_wesnothd(config &cfg) const override
virtual void play_idle_loop() override
virtual void handle_generic_event(const std::string &name) override
virtual void play_human_turn() override
void send_to_wesnothd(const config &cfg, const std::string &packet_type="unknown") const override
PROCESS_DATA_RESULT process_network_data_impl(const config &cfg, bool chat_only=false)
Check for and Handle incoming data from the multiplayer server.
virtual void on_not_observer() override
virtual void after_human_turn() override
bool is_networked_mp() const override
PROCESS_DATA_RESULT process_network_turn_impl(const config &t, bool chat_only=false)
Handle incoming [turn] from the multiplayer server.
@ CANNOT_HANDLE
when we couldn't handle the given action currently.
virtual void play_network_turn() override
Will handle networked turns in descendent classes.
void receive_actions() override
Reads and executes replay [command]s from the server.
void surrender(int side_number)
void wait_for_upload()
Wait for the host to upload the next scenario.
playmp_controller(const config &level, saved_game &state_of_game, mp_game_metadata *mp_info)
void play_slice(bool is_delay_enabled=true) override
void end_turn_enable(bool enable)
std::unique_ptr< replay_controller > replay_controller_
non-null when replay mode in active, is used in singleplayer and for the "back to turn" feature in mu...
virtual void check_objectives() override
virtual bool should_return_to_play_side() const override
void update_viewing_player() override
virtual void handle_generic_event(const std::string &name) override
bool end_turn_requested_
true iff the user has pressed the end turn button this turn.
static config get_update_shroud()
Records that the player has manually updated fog/shroud.
void add_config(const config &cfg, MARK_SENT mark=MARK_AS_UNSENT)
Definition: replay.cpp:661
@ MARK_AS_SENT
Definition: replay.hpp:132
DATA_TYPE
Definition: replay.hpp:107
@ ALL_DATA
Definition: replay.hpp:107
@ NON_UNDO_DATA
Definition: replay.hpp:107
void add_surrender(int side_number)
Definition: replay.cpp:234
config get_unsent_commands(DATA_TYPE data_type)
Definition: replay.cpp:397
void add_countdown_update(int value, int team)
Definition: replay.cpp:240
mp_game_settings & mp_settings()
Multiplayer parameters for this game.
Definition: saved_game.hpp:60
bool save_game_interactive(const std::string &message, DIALOG_TYPE dialog_type)
Save a game interactively through the savegame dialog.
Definition: savegame.cpp:377
An object to leave the synced context during draw or unsynced wml items when we don’t know whether we...
static bool undo_blocked()
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)
static bool is_unsynced()
This class stores all the data for a single 'side' (in game nomenclature).
Definition: team.hpp:74
void set_action_bonus_count(const int count)
Definition: team.hpp:200
const std::string & current_player() const
Definition: team.hpp:220
bool is_local() const
Definition: team.hpp:247
int action_bonus_count() const
Definition: team.hpp:199
void set_countdown_time(const int amount) const
Definition: team.hpp:197
int countdown_time() const
Definition: team.hpp:196
bool receive_data(config &result)
Receives the next pending data pack from the server, if available.
void send_data(const configr_of &request)
Queues the given data to be sent to the server.
#define VGETTEXT(msgid,...)
Handy wrappers around interpolate_variables_into_string and gettext.
std::size_t i
Definition: function.cpp:968
Contains the exception interfaces used to signal completion of a scenario, campaign or turn.
void throw_quit_game_exception()
static std::string _(const char *str)
Definition: gettext.hpp:93
An extension of playsingle_controller::hotkey_handler, which has support for MP wesnoth features like...
Standard logging facilities (interface).
int side_number
Definition: game_info.hpp:40
const color_t NORMAL_COLOR
std::string observer
logger & info()
Definition: log.cpp:314
void turn_changed(const std::string &player_name)
bool disable_auto_moves()
Definition: general.cpp:971
bool message_bell()
Definition: general.cpp:723
const config & options()
Definition: game.cpp:552
std::size_t index(const std::string &str, const std::size_t index)
Codepoint index corresponding to the nth character in a UTF-8 string.
Definition: unicode.cpp:70
std::string get_unknown_exception_type()
Utility function for finding the type of thing caught with catch(...).
Definition: general.cpp:23
std::map< std::string, t_string > string_map
std::vector< std::string > split(const config_attribute_value &val)
bool headless()
The game is running headless.
Definition: video.cpp:141
std::string::const_iterator iterator
Definition: tokenizer.hpp:25
std::string_view data
Definition: picture.cpp:194
static lg::log_domain log_engine("engine")
#define ERR_NW
static lg::log_domain log_network("network")
#define DBG_NG
#define LOG_NG
REPLAY_ACTION_TYPE get_replay_action_type(const config &command)
Definition: replay.cpp:696
REPLAY_RETURN do_replay(bool one_move)
Definition: replay.cpp:711
void unblind()
Definition: display.hpp:1040
We received invalid data from wesnothd during a game This means we cannot continue with the game but ...
wesnothd_connection & connection
unsigned current_turn
static std::string get_string(enum_type key)
Converts a enum to its string equivalent.
Definition: enum_base.hpp:46
static constexpr std::optional< enum_type > get_enum(const std::string_view value)
Converts a string into its enum equivalent.
Definition: enum_base.hpp:57
Various functions that implement the undoing (and redoing) of in-game commands.