28 void process_oos(
const std::string& err_msg)
const override;
60 virtual bool is_host()
const override;
A config object defines a single node in a WML file, with access to child nodes.
void process_network_data(bool unsync_only=false)
void send_actions() override
Sends replay [command]s to the server.
virtual ~playmp_controller()
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
bool network_processing_stopped_
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)
bool next_scenario_notified_
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)