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Cleanup ClientLauncher structure (#10160)

Remove duplicated variables and unify the startup data into a new (inherited) struct.
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SmallJoker committed Jul 14, 2020
1 parent 2bec83e commit 4fa1e03f6844a24fc4b37f22e7264957b2a71d06
Showing with 197 additions and 200 deletions.
  1. +115 −103 src/client/clientlauncher.cpp
  2. +4 −19 src/client/clientlauncher.h
  3. +37 −65 src/client/game.cpp
  4. +4 −9 src/client/game.h
  5. +10 −0 src/client/inputhandler.h
  6. +19 −0 src/gameparams.h
  7. +8 −4 src/main.cpp
@@ -56,6 +56,20 @@ bool isMenuActive()
// Passed to menus to allow disconnecting and exiting
MainGameCallback *g_gamecallback = nullptr;

#if 0
// This can be helpful for the next code cleanup
static void dump_start_data(const GameStartData &data)
{
std::cout <<
"\ndedicated " << (int)data.is_dedicated_server <<
"\nport " << data.socket_port <<
"\nworld_path " << data.world_spec.path <<
"\nworld game " << data.world_spec.gameid <<
"\ngame path " << data.game_spec.path <<
"\nplayer name " << data.name <<
"\naddress " << data.address << std::endl;
}
#endif

ClientLauncher::~ClientLauncher()
{
@@ -74,9 +88,16 @@ ClientLauncher::~ClientLauncher()
}


bool ClientLauncher::run(GameParams &game_params, const Settings &cmd_args)
bool ClientLauncher::run(GameStartData &start_data, const Settings &cmd_args)
{
init_args(game_params, cmd_args);
/* This function is called when a client must be started.
* Covered cases:
* - Singleplayer (address but map provided)
* - Join server (no map but address provided)
* - Local server (for main menu only)
*/

init_args(start_data, cmd_args);

// List video modes if requested
if (list_video_modes)
@@ -216,7 +237,7 @@ bool ClientLauncher::run(GameParams &game_params, const Settings &cmd_args)
core::rect<s32>(0, 0, 10000, 10000));

bool game_has_run = launch_game(error_message, reconnect_requested,
game_params, cmd_args);
start_data, cmd_args);

// Reset the reconnect_requested flag
reconnect_requested = false;
@@ -241,13 +262,6 @@ bool ClientLauncher::run(GameParams &game_params, const Settings &cmd_args)
break;
}

if (current_playername.length() > PLAYERNAME_SIZE-1) {
error_message = gettext("Player name too long.");
playername = current_playername.substr(0, PLAYERNAME_SIZE-1);
g_settings->set("name", playername);
continue;
}

RenderingEngine::get_video_driver()->setTextureCreationFlag(
video::ETCF_CREATE_MIP_MAPS, g_settings->getBool("mip_map"));

@@ -258,18 +272,11 @@ bool ClientLauncher::run(GameParams &game_params, const Settings &cmd_args)

the_game(
kill,
random_input,
input,
worldspec.path,
current_playername,
current_password,
current_address,
current_port,
start_data,
error_message,
chat_backend,
&reconnect_requested,
gamespec,
simple_singleplayer_mode
&reconnect_requested
);
RenderingEngine::get_scene_manager()->clear();

@@ -311,31 +318,27 @@ bool ClientLauncher::run(GameParams &game_params, const Settings &cmd_args)
return retval;
}

void ClientLauncher::init_args(GameParams &game_params, const Settings &cmd_args)
void ClientLauncher::init_args(GameStartData &start_data, const Settings &cmd_args)
{

skip_main_menu = cmd_args.getFlag("go");

// FIXME: This is confusing (but correct)

/* If world_path is set then override it unless skipping the main menu using
* the --go command line param. Else, give preference to the address
* supplied on the command line
*/
address = g_settings->get("address");
if (!game_params.world_path.empty() && !skip_main_menu)
address = "";
else if (cmd_args.exists("address"))
address = cmd_args.get("address");
start_data.address = g_settings->get("address");
if (cmd_args.exists("address")) {
// Join a remote server
start_data.address = cmd_args.get("address");
start_data.world_path.clear();
}
if (!start_data.world_path.empty()) {
// Start a singleplayer instance
start_data.address = "";
}

playername = g_settings->get("name");
start_data.name = g_settings->get("name");
if (cmd_args.exists("name"))
playername = cmd_args.get("name");
start_data.name = cmd_args.get("name");

list_video_modes = cmd_args.getFlag("videomodes");

use_freetype = g_settings->getBool("freetype");

random_input = g_settings->getBool("random_input")
|| cmd_args.getFlag("random-input");
}
@@ -375,28 +378,20 @@ void ClientLauncher::init_input()
}

bool ClientLauncher::launch_game(std::string &error_message,
bool reconnect_requested, GameParams &game_params,
bool reconnect_requested, GameStartData &start_data,
const Settings &cmd_args)
{
// Initialize menu data
MainMenuData menudata;
menudata.address = address;
menudata.name = playername;
menudata.password = password;
menudata.port = itos(game_params.socket_port);
menudata.script_data.errormessage = error_message;
menudata.script_data.reconnect_requested = reconnect_requested;

// Prepare and check the start data to launch a game
std::string error_message_lua = error_message;
error_message.clear();

if (cmd_args.exists("password"))
menudata.password = cmd_args.get("password");

start_data.password = cmd_args.get("password");

if (cmd_args.exists("password-file")) {
std::ifstream passfile(cmd_args.get("password-file"));
if (passfile.good()) {
getline(passfile, menudata.password);
getline(passfile, start_data.password);
} else {
error_message = gettext("Provided password file "
"failed to open: ")
@@ -407,88 +402,112 @@ bool ClientLauncher::launch_game(std::string &error_message,
}

// If a world was commanded, append and select it
if (!game_params.world_path.empty()) {
worldspec.gameid = getWorldGameId(game_params.world_path, true);
worldspec.name = _("[--world parameter]");
// This is provieded by "get_world_from_cmdline()", main.cpp
if (!start_data.world_path.empty()) {
auto &spec = start_data.world_spec;

if (worldspec.gameid.empty()) { // Create new
worldspec.gameid = g_settings->get("default_game");
worldspec.name += " [new]";
spec.path = start_data.world_path;
spec.gameid = getWorldGameId(spec.path, true);
spec.name = _("[--world parameter]");

if (spec.gameid.empty()) { // Create new
spec.gameid = g_settings->get("default_game");
spec.name += " [new]";
}
worldspec.path = game_params.world_path;
}

/* Show the GUI menu
*/
std::string server_name, server_description;
start_data.local_server = false;
if (!skip_main_menu) {
// Initialize menu data
// TODO: Re-use existing structs (GameStartData)
MainMenuData menudata;
menudata.address = start_data.address;
menudata.name = start_data.name;
menudata.password = start_data.password;
menudata.port = itos(start_data.socket_port);
menudata.script_data.errormessage = error_message_lua;
menudata.script_data.reconnect_requested = reconnect_requested;

main_menu(&menudata);

// Skip further loading if there was an exit signal.
if (*porting::signal_handler_killstatus())
return false;

address = menudata.address;
if (!menudata.script_data.errormessage.empty()) {
/* The calling function will pass this back into this function upon the
* next iteration (if any) causing it to be displayed by the GUI
*/
error_message = menudata.script_data.errormessage;
return false;
}

int newport = stoi(menudata.port);
if (newport != 0)
game_params.socket_port = newport;

simple_singleplayer_mode = menudata.simple_singleplayer_mode;
start_data.socket_port = newport;

// Update world information using main menu data
std::vector<WorldSpec> worldspecs = getAvailableWorlds();

if (menudata.selected_world >= 0
&& menudata.selected_world < (int)worldspecs.size()) {
int world_index = menudata.selected_world;
if (world_index >= 0 && world_index < (int)worldspecs.size()) {
g_settings->set("selected_world_path",
worldspecs[menudata.selected_world].path);
worldspec = worldspecs[menudata.selected_world];
worldspecs[world_index].path);
start_data.world_spec = worldspecs[world_index];
}

start_data.name = menudata.name;
start_data.password = menudata.password;
start_data.address = std::move(menudata.address);
server_name = menudata.servername;
server_description = menudata.serverdescription;

start_data.local_server = !menudata.simple_singleplayer_mode &&
start_data.address.empty();
}

if (!menudata.script_data.errormessage.empty()) {
/* The calling function will pass this back into this function upon the
* next iteration (if any) causing it to be displayed by the GUI
*/
error_message = menudata.script_data.errormessage;
if (!RenderingEngine::run())
return false;
}

if (menudata.name.empty() && !simple_singleplayer_mode) {
if (!start_data.isSinglePlayer() && start_data.name.empty()) {
error_message = gettext("Please choose a name!");
errorstream << error_message << std::endl;
return false;
}

playername = menudata.name;
password = menudata.password;

current_playername = playername;
current_password = password;
current_address = address;
current_port = game_params.socket_port;

// If using simple singleplayer mode, override
if (simple_singleplayer_mode) {
assert(!skip_main_menu);
current_playername = "singleplayer";
current_password = "";
current_address = "";
current_port = myrand_range(49152, 65535);
if (start_data.isSinglePlayer()) {
start_data.name = "singleplayer";
start_data.password = "";
start_data.socket_port = myrand_range(49152, 65535);
} else {
g_settings->set("name", playername);
if (!address.empty()) {
g_settings->set("name", start_data.name);
if (!start_data.address.empty()) {
ServerListSpec server;
server["name"] = menudata.servername;
server["address"] = menudata.address;
server["port"] = menudata.port;
server["description"] = menudata.serverdescription;
server["name"] = server_name;
server["address"] = start_data.address;
server["port"] = itos(start_data.socket_port);
server["description"] = server_description;
ServerList::insert(server);
}
}

if (start_data.name.length() > PLAYERNAME_SIZE - 1) {
error_message = gettext("Player name too long.");
start_data.name.resize(PLAYERNAME_SIZE);
g_settings->set("name", start_data.name);
return false;
}

auto &worldspec = start_data.world_spec;
infostream << "Selected world: " << worldspec.name
<< " [" << worldspec.path << "]" << std::endl;

if (current_address.empty()) { // If local game
if (start_data.address.empty()) {
// For singleplayer and local server
if (worldspec.path.empty()) {
error_message = gettext("No world selected and no address "
"provided. Nothing to do.");
@@ -504,8 +523,8 @@ bool ClientLauncher::launch_game(std::string &error_message,
}

// Load gamespec for required game
gamespec = findWorldSubgame(worldspec.path);
if (!gamespec.isValid() && !game_params.game_spec.isValid()) {
start_data.game_spec = findWorldSubgame(worldspec.path);
if (!start_data.game_spec.isValid()) {
error_message = gettext("Could not find or load game \"")
+ worldspec.gameid + "\"";
errorstream << error_message << std::endl;
@@ -515,22 +534,15 @@ bool ClientLauncher::launch_game(std::string &error_message,
if (porting::signal_handler_killstatus())
return true;

if (game_params.game_spec.isValid() &&
game_params.game_spec.id != worldspec.gameid) {
warningstream << "Overriding gamespec from \""
<< worldspec.gameid << "\" to \""
<< game_params.game_spec.id << "\"" << std::endl;
gamespec = game_params.game_spec;
}

if (!gamespec.isValid()) {
if (!start_data.game_spec.isValid()) {
error_message = gettext("Invalid gamespec.");
error_message += " (world.gameid=" + worldspec.gameid + ")";
errorstream << error_message << std::endl;
return false;
}
}

start_data.world_path = start_data.world_spec.path;
return true;
}

@@ -32,39 +32,24 @@ class ClientLauncher

~ClientLauncher();

bool run(GameParams &game_params, const Settings &cmd_args);
bool run(GameStartData &start_data, const Settings &cmd_args);

protected:
void init_args(GameParams &game_params, const Settings &cmd_args);
private:
void init_args(GameStartData &start_data, const Settings &cmd_args);
bool init_engine();
void init_input();

bool launch_game(std::string &error_message, bool reconnect_requested,
GameParams &game_params, const Settings &cmd_args);
GameStartData &start_data, const Settings &cmd_args);

void main_menu(MainMenuData *menudata);

void speed_tests();

bool list_video_modes = false;
bool skip_main_menu = false;
bool use_freetype = false;
bool random_input = false;
std::string address = "";
std::string playername = "";
std::string password = "";
InputHandler *input = nullptr;
MyEventReceiver *receiver = nullptr;
gui::IGUISkin *skin = nullptr;
gui::IGUIFont *font = nullptr;
SubgameSpec gamespec;
WorldSpec worldspec;
bool simple_singleplayer_mode = false;

// These are set up based on the menu and other things
// TODO: Are these required since there's already playername, password, etc
std::string current_playername = "inv£lid";
std::string current_password = "";
std::string current_address = "does-not-exist";
int current_port = 0;
};

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