The Battle for Wesnoth  1.19.8+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"
34 #include "replay_helper.hpp"
35 #include "resources.hpp"
36 #include "savegame.hpp"
38 #include "synced_context.hpp"
39 #include "video.hpp" // only for faked
40 #include "wesnothd_connection.hpp"
41 #include "whiteboard/manager.hpp"
42 
43 static lg::log_domain log_engine("engine");
44 static lg::log_domain log_network("network");
45 
46 #define LOG_NG LOG_STREAM(info, log_engine)
47 #define DBG_NG LOG_STREAM(debug, log_engine)
48 #define ERR_NW LOG_STREAM(err, log_network)
49 
51  : playsingle_controller(level, state_of_game)
52  , network_processing_stopped_(false)
53  , next_scenario_notified_(false)
54  , blindfold_(*gui_, mp_info && mp_info->skip_replay_blindfolded)
55  , network_reader_([this](config& cfg) { return receive_from_wesnothd(cfg); })
56  , mp_info_(mp_info)
57 {
58  // upgrade hotkey handler to the mp (network enabled) version
59  hotkey_handler_.reset(new hotkey_handler(*this, saved_game_));
60 
61  skip_replay_ = mp_info && mp_info->skip_replay && mp_info->current_turn > turn();
62 
63  if(gui_->is_blindfolded() && !is_observer()) {
65  }
66 }
67 
69 {
70 }
71 
73 {
75  LOG_NG << "network processing activated again";
76 }
77 
79 {
81  LOG_NG << "network processing stopped";
82 }
83 
85 {
87 }
88 
90 {
91  if(gui_->is_blindfolded()) {
93  LOG_NG << "Taking off the blindfold now";
94  gui_->queue_rerender();
95  }
96 }
97 
99 {
100  LOG_NG << "playmp::play_human_turn...";
101  assert(gamestate().in_phase(game_data::TURN_PLAYING));
102 
103  mp::ui_alerts::turn_changed(current_team().current_player());
104 
105  LOG_NG << "events::commands_disabled=" << events::commands_disabled;
106 
108 
109  utils::optional<countdown_clock> timer;
111  timer.emplace(current_team());
112  }
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 
125  if(!prefs::get().disable_auto_moves()) {
126  execute_gotos();
127  }
128 
129  end_turn_enable(true);
130 
131  while(!should_return_to_play_side()) {
136  // Clean undo stack if turn has to be restarted (losing control)
137  if(undo_stack().can_undo()) {
138  gui_->announce(_("Undoing moves not yet transmitted to the server."), font::NORMAL_COLOR);
139  }
140 
141  while(undo_stack().can_undo()) {
142  undo_stack().undo();
143  }
144  }
145 
146  if(timer) {
147  bool time_left = timer->update();
148  if(!time_left) {
149  end_turn_requested_ = true;
150  }
151  }
152  }
153 }
154 
156 {
157  LOG_NG << "playmp::play_idle_loop...";
158 
160 
161  while(!should_return_to_play_side()) {
164  using namespace std::chrono_literals;
165  std::this_thread::sleep_for(1ms); // TODO: why?
166  }
167 }
168 
170 {
171  send_actions();
172 
175  while(!next_scenario_notified_ && !is_host()) {
177  using namespace std::chrono_literals;
178  std::this_thread::sleep_for(10ms);
180  }
181  });
182 }
183 
185 {
187  // time_left + turn_bonus + (action_bonus * number of actions done)
188  auto new_time = current_team().countdown_time()
191 
192  new_time
193  = std::min<std::chrono::milliseconds>(new_time, saved_game_.mp_settings().mp_countdown_reservoir_time);
194 
196  current_team().set_countdown_time(new_time);
197 
198  recorder().add_countdown_update(new_time.count(), current_side());
199  }
200 
201  LOG_NG << "playmp::after_human_turn...";
202 
203  // Normal post-processing for human turns (clear undos, end the turn, etc.)
205 }
206 
208 {
209  LOG_NG << "is networked...";
210 
211  end_turn_enable(false);
212 
213  while(!should_return_to_play_side()) {
216  if(!mp_info_ || mp_info_->current_turn == turn()) {
217  skip_replay_ = false;
218  }
219  }
220 
222  }
223 
224  LOG_NG << "finished networked...";
225 }
226 
227 void playmp_controller::process_oos(const std::string& err_msg) const
228 {
229  // Notify the server of the oos error.
230  config cfg;
231  config& info = cfg.add_child("info");
232  info["type"] = "termination";
233  info["condition"] = "out of sync";
234  send_to_wesnothd(cfg);
235 
236  std::stringstream temp_buf;
237  std::vector<std::string> err_lines = utils::split(err_msg, '\n');
238  temp_buf << _("The game is out of sync, and cannot continue. There are a number of reasons this could happen: this "
239  "can occur if you or another player have modified their game settings. This may mean one of the "
240  "players is attempting to cheat. It could also be due to a bug in the game, but this is less "
241  "likely.\n\nDo you want to save an error log of your game?");
242 
243  if(!err_msg.empty()) {
244  temp_buf << " \n \n"; // and now the "Details:"
245  for(std::vector<std::string>::iterator i = err_lines.begin(); i != err_lines.end(); ++i) {
246  temp_buf << *i << '\n';
247  }
248  temp_buf << " \n";
249  }
250 
251  scoped_savegame_snapshot snapshot(*this);
253 
255 }
256 
257 void playmp_controller::handle_generic_event(const std::string& name)
258 {
260 }
262 {
263  return !mp_info_ || mp_info_->is_host;
264 }
265 
267 {
268  gui_->get_chat_manager().add_chat_message(std::time(nullptr), "", 0,
269  _("This side is in an idle state. To proceed with the game, it must be assigned to another controller. You may "
270  "use :droid, :control or :give_control for example."),
272 }
273 
275 {
276  if(replay_controller_.get() != nullptr) {
277  // We have probably been using the mp "back to turn" feature
278  // We continue play since we have reached the end of the replay.
279  replay_controller_.reset();
280  }
281 
282  // mouse_handler expects at least one team for linger mode to work.
283  send_actions();
284  assert(is_regular_game_end());
285  if(!get_end_level_data().transient.linger_mode || get_teams().empty() || video::headless()) {
286  if(!is_host() && gamestate().has_next_scenario()) {
287  // If we continue without lingering we need to
288  // make sure the host uploads the next scenario
289  // before we attempt to download it.
290  wait_for_upload();
291  }
292  } else {
293  linger();
294  }
295  end_turn_requested_ = true;
296 }
297 
299 {
300  undo_stack().clear();
302  send_actions();
303 }
304 
306 {
308  send_actions();
309 }
310 
311 
313 {
315  // receive chat during animations and delay
316  // But don't execute turn data during animations etc.
317  process_network_data(true);
318  // send_actions() makes sure that no actions that can
319  // still be undone is sent.
320  send_actions();
321  }
322 
324 }
325 
327 {
328  return mp_info_ != nullptr;
329 }
330 
331 void playmp_controller::send_to_wesnothd(const config& cfg, const std::string&) const
332 {
333  if(mp_info_ != nullptr) {
335  }
336 }
337 
339 {
340  if(mp_info_ != nullptr) {
341  return mp_info_->connection.receive_data(cfg);
342  } else {
343  return false;
344  }
345 }
346 
348 {
349  if(!recorder().at_end()) {
350  auto commandtype = get_replay_action_type(*recorder().peek_next_action());
351  // the only cases where process_network_data_impl puts something on the recorder
352  // without immidiately exceuting it are user choices
353  if(commandtype != REPLAY_ACTION_TYPE::DEPENDENT) {
354  ERR_NW << "attempting to process network data while still having data on the replay.";
355  }
356  return;
357  } else if (next_scenario_notified_) {
358  //Do nothing, Otherwise we might risk getting data that belongs to the next scenario.
359  return;
360  }
361 
362  config cfg;
363  // we could replace this "if" with a "while" to process multiple actions without delay between them
364  if(network_reader_.read(cfg)) {
365 
366  //Don't exceute the next turns actions.
367  unsync_only |= gamestate().in_phase(game_data::TURN_ENDED);
368  unsync_only |= is_regular_game_end();
369  unsync_only |= player_type_changed_;
370 
371  auto res = process_network_data_impl(cfg, unsync_only);
373  // chat_only=true, but we received a non-chat command, probably belonging to the next
374  // action when we are still exceuting the previous one.
375  // save the incoming data for later.
376  // Note: With this approach, incoming [turn] that we cannot handle also blocks other
377  // incoming data, like [change_controller].
378  network_reader_.push_front(std::move(cfg));
379  return;
380  }
382  end_turn();
383  }
384  }
385 }
386 
388 {
389  // the simple wesnothserver implementation in wesnoth was removed years ago.
390  assert(cfg.all_children_count() == 1);
391  assert(cfg.attribute_range().empty());
392  if(!recorder().at_end())
393  {
394  ERR_NW << "processing network data while still having data on the replay.";
395  }
396 
397  if (const auto message = cfg.optional_child("message"))
398  {
399  game_display::get_singleton()->get_chat_manager().add_chat_message(std::time(nullptr), message.value()["sender"], message.value()["side"].to_int(),
400  message.value()["message"], events::chat_handler::MESSAGE_PUBLIC,
402  }
403  else if (auto whisper = cfg.optional_child("whisper") /*&& is_observer()*/)
404  {
405  game_display::get_singleton()->get_chat_manager().add_chat_message(std::time(nullptr), "whisper: " + whisper["sender"].str(), 0,
406  whisper["message"], events::chat_handler::MESSAGE_PRIVATE,
407  prefs::get().message_bell());
408  }
409  else if (auto observer = cfg.optional_child("observer") )
410  {
412  }
413  else if (auto observer_quit = cfg.optional_child("observer_quit"))
414  {
416  }
417  else if (cfg.has_child("leave_game")) {
418  const bool has_reason = cfg.mandatory_child("leave_game").has_attribute("reason");
419  throw leavegame_wesnothd_error(has_reason ? cfg.mandatory_child("leave_game")["reason"].str() : "");
420  }
421  else if (auto turn = cfg.optional_child("turn"))
422  {
423  return process_network_turn_impl(*turn, chat_only);
424  }
425  else if (cfg.has_child("whiteboard"))
426  {
427  set_scontext_unsynced scontext;
428  get_whiteboard()->process_network_data(cfg);
429  }
430  else if (auto change = cfg.optional_child("change_controller"))
431  {
433  }
434  else if (auto side_drop_c = cfg.optional_child("side_drop"))
435  {
436  process_network_side_drop_impl(*side_drop_c);
437  }
438 
439  // The host has ended linger mode in a campaign -> enable the "End scenario" button
440  // and tell we did get the notification.
441  else if (cfg.has_child("notify_next_scenario")) {
443  }
444 
445  //If this client becomes the new host, notify the play_controller object about it
446  else if (cfg.has_child("host_transfer")) {
447  mp_info_->is_host = true;
448  if(is_linger_mode()) {
449  end_turn_enable(true);
450  }
451  }
452  else
453  {
454  ERR_NW << "found unknown command:\n" << cfg.debug();
455  }
456 
458 }
459 
461 {
462  //t can contain a [command] or a [upload_log]
463  assert(t.all_children_count() == 1);
464 
465  if(auto command = t.optional_child("command")) {
466  auto commandtype = get_replay_action_type(*command);
467  if(chat_only && (commandtype == REPLAY_ACTION_TYPE::SYNCED || commandtype == REPLAY_ACTION_TYPE::INVALID) ) {
469  }
470  if (commandtype == REPLAY_ACTION_TYPE::SYNCED && current_team().is_local()) {
471  // Executing those is better than OOS, also the server checks that other players don't send actions while it's not their turn.
472  ERR_NW << "Received a synced remote user action during our own turn";
473  }
474  }
475 
476  //note, that this function might call itself recursively: do_replay -> ... -> get_user_choice -> ... -> receive_actions -> ... -> handle_turn
478  do_replay();
480 }
481 
483 {
484  // Only the host receives this message when a player leaves/disconnects.
485  const int side_drop = side_drop_c["side_num"].to_int(0);
486  std::size_t index = side_drop -1;
487 
489 
490  if (index >= gamestate().board_.teams().size()) {
491  ERR_NW << "unknown side " << side_drop << " is dropping game";
492  throw ingame_wesnothd_error("");
493  }
494 
495  auto ctrl = side_controller::get_enum(side_drop_c["controller"].str());
496  if(!ctrl) {
497  ERR_NW << "unknown controller type issued from server on side drop: " << side_drop_c["controller"];
498  throw ingame_wesnothd_error("");
499  }
500 
501  if (ctrl == side_controller::type::ai) {
502  gamestate().board_.side_drop_to(side_drop, *ctrl);
503  return;
504  }
505  //null controlled side cannot be dropped because they aren't controlled by anyone.
506  else if (ctrl != side_controller::type::human) {
507  ERR_NW << "unknown controller type issued from server on side drop: " << side_controller::get_string(*ctrl);
508  throw ingame_wesnothd_error("");
509  }
510 
511  int action = 0;
512  int first_observer_option_idx = 0;
513  int control_change_options = 0;
514  bool has_next_scenario = gamestate().has_next_scenario();
515 
516  std::vector<std::string> observers;
517  std::vector<const team *> allies;
518  std::vector<std::string> options;
519 
520  const team &tm = gamestate().board_.teams()[index];
521 
522  for (const team &t : gamestate().board_.teams()) {
523  if (!t.is_enemy(side_drop) && !t.is_local_human() && !t.is_local_ai() && !t.is_network_ai() && !t.is_empty()
524  && t.current_player() != tm.current_player()) {
525  allies.push_back(&t);
526  }
527  }
528 
529  // We want to give host chance to decide what to do for side
530  if (!is_linger_mode() || has_next_scenario) {
531  utils::string_map t_vars;
532 
533  //get all allies in as options to transfer control
534  for (const team *t : allies) {
535  //if this is an ally of the dropping side and it is not us (choose local player
536  //if you want that) and not ai or empty and if it is not the dropping side itself,
537  //get this team in as well
538  t_vars["player"] = t->current_player();
539  options.emplace_back(VGETTEXT("Give control to their ally $player", t_vars));
540  control_change_options++;
541  }
542 
543  first_observer_option_idx = options.size();
544 
545  //get all observers in as options to transfer control
546  for (const std::string &screen_observers : game_display::get_singleton()->observers()) {
547  t_vars["player"] = screen_observers;
548  options.emplace_back(VGETTEXT("Give control to observer $player", t_vars));
549  observers.push_back(screen_observers);
550  control_change_options++;
551  }
552 
553  options.emplace_back(_("Replace with AI"));
554  options.emplace_back(_("Replace with local player"));
555  options.emplace_back(_("Set side to idle"));
556  options.emplace_back(_("Save and abort game"));
557 
558  t_vars["player"] = tm.current_player();
559  t_vars["side_drop"] = std::to_string(side_drop);
560  const std::string gettext_message = VGETTEXT("$player who controlled side $side_drop has left the game. What do you want to do?", t_vars);
561  gui2::dialogs::simple_item_selector dlg("", gettext_message, options);
562  dlg.set_single_button(true);
563  dlg.show();
564  action = dlg.selected_index();
565 
566  // If esc was pressed, default to setting side to idle
567  if (action == -1) {
568  action = control_change_options + 2;
569  }
570  } else {
571  // Always set leaving side to idle if in linger mode and there is no next scenario
572  action = 2;
573  }
574 
575  if (action < control_change_options) {
576  // Grant control to selected ally
577  // 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.
578  gamestate().board_.side_drop_to(side_drop, side_controller::type::human, side_proxy_controller::type::idle);
579 
580  if (action < first_observer_option_idx) {
581  send_change_side_controller(side_drop, allies[action]->current_player());
582  } else {
583  send_change_side_controller(side_drop, observers[action - first_observer_option_idx]);
584  }
585  } else {
586  action -= control_change_options;
587 
588  //make the player an AI, and redo this turn, in case
589  //it was the current player's team who has just changed into
590  //an AI.
591  switch(action) {
592  case 0:
593  on_not_observer();
594  gamestate().board_.side_drop_to(side_drop, side_controller::type::human, side_proxy_controller::type::ai);
595 
596  return;
597 
598  case 1:
599  on_not_observer();
600  gamestate().board_.side_drop_to(side_drop, side_controller::type::human, side_proxy_controller::type::human);
601 
602  return;
603  case 2:
604  gamestate().board_.side_drop_to(side_drop, side_controller::type::human, side_proxy_controller::type::idle);
605 
606  return;
607 
608  case 3:
609  //The user pressed "end game". Don't throw a network error here or he will get
610  //thrown back to the title screen.
611  do_autosave();
613  default:
614  break;
615  }
616  }
617 }
618 
620 {
621 
622  if(change.empty()) {
623  ERR_NW << "Bad [change_controller] signal from server, [change_controller] tag was empty.";
624  return;
625  }
626 
627  const int side = change["side"].to_int();
628  const bool is_local = change["is_local"].to_bool();
629  const std::string player = change["player"];
630  const std::string controller_type = change["controller"];
631  const std::size_t index = side - 1;
632  if(index >= gamestate().board_.teams().size()) {
633  ERR_NW << "Bad [change_controller] signal from server, side out of bounds: " << change.debug();
634  return;
635  }
636 
637  const team & tm = gamestate().board_.teams().at(index);
638  const bool was_local = tm.is_local();
639 
640  gamestate().board_.side_change_controller(side, is_local, player, controller_type);
641 
642  if (!was_local && tm.is_local()) {
643  on_not_observer();
644  }
645 
647 
648  get_whiteboard()->on_change_controller(side,tm);
649 
650  player_type_changed_ |= game_display::get_singleton()->playing_team().side() == side && (was_local || tm.is_local());
651 }
652 
654 {
655  if(!is_networked_mp()) {
656  return;
657  }
658 
659  get_whiteboard()->send_network_data();
660 
661  const bool send_everything = synced_context::is_unsynced() ? !undo_stack().can_undo() : synced_context::undo_blocked();
662  const replay::DATA_TYPE data_type = send_everything ? replay::ALL_DATA : replay::NON_UNDO_DATA;
663 
664  config data = recorder().get_unsent_commands(data_type);
665  if (!data.empty()) {
666  send_to_wesnothd(config{ "turn", data});
667  }
668 }
669 
670 void playmp_controller::send_change_side_controller(int side, const std::string& player)
671 {
672  config cfg;
673  config& change = cfg.add_child("change_controller");
674  change["side"] = side;
675  change["player"] = player;
676  send_to_wesnothd(cfg);
677 }
double t
Definition: astarsearch.cpp:63
bool can_undo() const
True if there are actions that can be undone.
Definition: undo.hpp:95
void clear()
Clears the stack of undoable (and redoable) actions.
Definition: undo.cpp:131
void undo()
Undoes the top action on the undo stack.
Definition: undo.cpp:280
A config object defines a single node in a WML file, with access to child nodes.
Definition: config.hpp:158
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:362
const_attr_itors attribute_range() const
Definition: config.cpp:756
bool has_child(config_key_type key) const
Determine whether a config has a child or not.
Definition: config.cpp:312
bool has_attribute(config_key_type key) const
Definition: config.cpp:157
std::size_t all_children_count() const
Definition: config.cpp:302
std::string debug() const
Definition: config.cpp:1236
bool empty() const
Definition: config.cpp:845
optional_config_impl< config > optional_child(config_key_type key, int n=0)
Equivalent to mandatory_child, but returns an empty optional if the nth child was not found.
Definition: config.cpp:380
config & add_child(config_key_type key)
Definition: config.cpp:436
virtual void play_slice()
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)
const team & playing_team() const
Definition: display.cpp:338
virtual const std::vector< team > & teams() const override
Definition: game_board.hpp:80
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:213
void side_change_controller(int side_num, bool is_local, const std::string &pname, const std::string &controller_type)
Definition: game_board.cpp:229
@ 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
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:393
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(const 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.
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
const auto & timer() 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
void play_slice() 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 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 prefs & get()
bool message_bell()
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:646
@ 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:219
config get_unsent_commands(DATA_TYPE data_type)
Definition: replay.cpp:382
void add_countdown_update(int value, int team)
Definition: replay.cpp:225
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:378
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 is_unsynced()
static bool run_and_store(const std::string &commandname, const config &data, action_spectator &spectator=get_default_spectator())
This class stores all the data for a single 'side' (in game nomenclature).
Definition: team.hpp:75
void set_action_bonus_count(const int count)
Definition: team.hpp:205
int side() const
Definition: team.hpp:180
void set_countdown_time(const std::chrono::milliseconds &amount) const
Definition: team.hpp:203
const std::string & current_player() const
Definition: team.hpp:225
bool is_local() const
Definition: team.hpp:252
int action_bonus_count() const
Definition: team.hpp:204
std::chrono::milliseconds countdown_time() const
Definition: team.hpp:202
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:1029
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:319
void turn_changed(const std::string &player_name)
std::size_t index(std::string_view str, const std::size_t index)
Codepoint index corresponding to the nth character in a UTF-8 string.
Definition: unicode.cpp:70
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:139
std::string::const_iterator iterator
Definition: tokenizer.hpp:25
std::string_view data
Definition: picture.cpp:178
static lg::log_domain log_engine("engine")
#define ERR_NW
static lg::log_domain log_network("network")
#define LOG_NG
REPLAY_ACTION_TYPE get_replay_action_type(const config &command)
Definition: replay.cpp:676
REPLAY_RETURN do_replay(bool one_move)
Definition: replay.cpp:691
void unblind()
Definition: display.hpp:979
We received invalid data from wesnothd during a game This means we cannot continue with the game but ...
wesnothd_connection & connection
unsigned current_turn
std::chrono::seconds mp_countdown_reservoir_time
std::chrono::seconds mp_countdown_action_bonus
std::chrono::seconds mp_countdown_turn_bonus
static std::string get_string(enum_type key)
Converts a enum to its string equivalent.
Definition: enum_base.hpp:46
static constexpr utils::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.