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multiplayer.cpp
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multiplayer.cpp
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/*
Copyright (C) 2007 - 2016 by David White <dave@whitevine.net>
Part of the Battle for Wesnoth Project http://www.wesnoth.org
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY.
See the COPYING file for more details.
*/
#include "game_initialization/multiplayer.hpp"
#include "addon/manager.hpp" // for get_installed_addons
#include "config_assign.hpp"
#include "font/sdl_ttf.hpp"
#include "formula/string_utils.hpp"
#include "game_preferences.hpp"
#include "generators/map_create.hpp"
#include "generators/map_generator.hpp"
#include "gettext.hpp"
#include "gui/dialogs/loading_screen.hpp"
#include "gui/dialogs/lobby/lobby.hpp"
#include "gui/dialogs/message.hpp"
#include "gui/dialogs/multiplayer/mp_connect.hpp"
#include "gui/dialogs/multiplayer/mp_create_game.hpp"
#include "gui/dialogs/multiplayer/mp_join_game.hpp"
#include "gui/dialogs/multiplayer/mp_login.hpp"
#include "gui/dialogs/multiplayer/mp_staging.hpp"
#include "gui/dialogs/network_transmission.hpp"
#include "gui/dialogs/preferences_dialog.hpp"
#include "gui/widgets/settings.hpp"
#include "gui/widgets/window.hpp"
#include "hash.hpp"
#include "game_initialization/lobby_reload_request_exception.hpp"
#include "log.hpp"
#include "generators/map_create.hpp"
#include "game_initialization/mp_game_utils.hpp"
#include "game_initialization/configure_engine.hpp"
#include "multiplayer_error_codes.hpp"
#include "game_initialization/playcampaign.hpp"
#include "settings.hpp"
#include "scripting/plugins/context.hpp"
#include "sdl/rect.hpp"
#include "sound.hpp"
#include "statistics.hpp"
#include "units/id.hpp"
#include "video.hpp"
#include "wesnothd_connection.hpp"
#include "game_config_manager.hpp"
#include "utils/functional.hpp"
static lg::log_domain log_network("network");
#define LOG_NW LOG_STREAM(info, log_network)
static lg::log_domain log_mp("mp/main");
#define DBG_MP LOG_STREAM(debug, log_mp)
static std::unique_ptr<wesnothd_connection> open_connection(CVideo& video, const std::string& original_host)
{
DBG_MP << "opening connection" << std::endl;
std::string h = original_host;
if(h.empty()) {
gui2::dialogs::mp_connect dlg;
dlg.show(video);
if(dlg.get_retval() == gui2::window::OK) {
h = preferences::network_host();
} else {
return 0;
}
}
std::unique_ptr<wesnothd_connection> sock;
const int colon_index = h.find_first_of(":");
std::string host;
unsigned int port;
if(colon_index == -1) {
host = h;
port = 15000;
} else {
host = h.substr(0, colon_index);
port = lexical_cast_default<unsigned int>(h.substr(colon_index + 1), 15000);
}
// shown_hosts is used to prevent the client being locked in a redirect
// loop.
typedef std::pair<std::string, int> hostpair;
std::set<hostpair> shown_hosts;
shown_hosts.insert(hostpair(host, port));
config data;
sock = gui2::dialogs::network_transmission::wesnothd_connect_dialog(video, "connect to server", host, port);
do {
if (!sock) {
return sock;
}
data.clear();
gui2::dialogs::network_transmission::wesnothd_receive_dialog(video, "waiting", data, *sock);
//mp::check_response(data_res, data);
if (data.has_child("reject") || data.has_attribute("version")) {
std::string version;
if (const config &reject = data.child("reject")) {
version = reject["accepted_versions"].str();
} else {
// Backwards-compatibility "version" attribute
version = data["version"].str();
}
utils::string_map i18n_symbols;
i18n_symbols["required_version"] = version;
i18n_symbols["your_version"] = game_config::version;
const std::string errorstring = vgettext("The server accepts versions '$required_version', but you are using version '$your_version'", i18n_symbols);
throw wesnothd_error(errorstring);
}
// Check for "redirect" messages
if (const config &redirect = data.child("redirect"))
{
host = redirect["host"].str();
port =redirect["port"].to_int(15000);
if(shown_hosts.find(hostpair(host,port)) != shown_hosts.end()) {
throw wesnothd_error(_("Server-side redirect loop"));
}
shown_hosts.insert(hostpair(host, port));
sock.release();
sock = gui2::dialogs::network_transmission::wesnothd_connect_dialog(video, "redirect", host, port);
continue;
}
if(data.child("version")) {
config cfg;
config res;
cfg["version"] = game_config::version;
res.add_child("version", cfg);
sock->send_data(res);
}
//if we got a direction to login
if(data.child("mustlogin")) {
for(;;) {
std::string password_reminder = "";
std::string login = preferences::login();
config response ;
config &sp = response.add_child("login") ;
sp["username"] = login ;
// Login and enable selective pings -- saves server bandwidth
// If ping_timeout has a non-zero value, do not enable
// selective pings as this will cause clients to falsely
// believe the server has died and disconnect.
if (preferences::get_ping_timeout()) {
// Pings required so disable selective pings
sp["selective_ping"] = false;
} else {
// Client is bandwidth friendly so allow
// server to optimize ping frequency as needed.
sp["selective_ping"] = true;
}
sock->send_data(response);
gui2::dialogs::network_transmission::wesnothd_receive_dialog(video, "login response", data, *sock);
config *warning = &data.child("warning");
if(*warning) {
std::string warning_msg;
utils::string_map i18n_symbols;
i18n_symbols["nick"] = login;
if((*warning)["warning_code"] == MP_NAME_INACTIVE_WARNING) {
warning_msg = vgettext("The nickname ‘$nick’ is inactive. "
"You cannot claim ownership of this nickname until you "
"activate your account via email or ask an "
"administrator to do it for you.", i18n_symbols);
} else {
warning_msg = (*warning)["message"].str();
}
warning_msg += "\n\n";
warning_msg += _("Do you want to continue?");
if(gui2::show_message(video, _("Warning"), warning_msg, gui2::dialogs::message::yes_no_buttons) != gui2::window::OK) {
return 0;
}
}
config *error = &data.child("error");
// ... and get us out of here if the server did not complain
if (!*error) break;
do {
std::string password = preferences::password();
bool fall_through = (*error)["force_confirmation"].to_bool() ?
(gui2::show_message(video, _("Confirm"), (*error)["message"], gui2::dialogs::message::ok_cancel_buttons) == gui2::window::CANCEL) :
false;
const bool is_pw_request = !((*error)["password_request"].empty()) && !(password.empty());
// If the server asks for a password, provide one if we can
// or request a password reminder.
// Otherwise or if the user pressed 'cancel' in the confirmation dialog
// above go directly to the username/password dialog
if((is_pw_request || !password_reminder.empty()) && !fall_through) {
if(is_pw_request) {
if ((*error)["phpbb_encryption"].to_bool())
{
// Apparently HTML key-characters are passed to the hashing functions of phpbb in this escaped form.
// I will do closer investigations on this, for now let's just hope these are all of them.
// Note: we must obviously replace '&' first, I wasted some time before I figured that out... :)
for(std::string::size_type pos = 0; (pos = password.find('&', pos)) != std::string::npos; ++pos )
password.replace(pos, 1, "&");
for(std::string::size_type pos = 0; (pos = password.find('\"', pos)) != std::string::npos; ++pos )
password.replace(pos, 1, """);
for(std::string::size_type pos = 0; (pos = password.find('<', pos)) != std::string::npos; ++pos )
password.replace(pos, 1, "<");
for(std::string::size_type pos = 0; (pos = password.find('>', pos)) != std::string::npos; ++pos )
password.replace(pos, 1, ">");
const std::string salt = (*error)["salt"];
if (salt.length() < 12) {
throw wesnothd_error(_("Bad data received from server"));
}
sp["password"] = util::create_hash(util::create_hash(password, util::get_salt(salt),
util::get_iteration_count(salt)), salt.substr(12, 8));
} else {
sp["password"] = password;
}
}
sp["password_reminder"] = password_reminder;
// Once again send our request...
sock->send_data(response);
gui2::dialogs::network_transmission::wesnothd_receive_dialog(video, "login response", data, *sock);
error = &data.child("error");
// ... and get us out of here if the server is happy now
if (!*error) break;
}
password_reminder = "";
// Providing a password either was not attempted because we did not
// have any or failed:
// Now show a dialog that displays the error and allows to
// enter a new user name and/or password
std::string error_message;
utils::string_map i18n_symbols;
i18n_symbols["nick"] = login;
if((*error)["error_code"] == MP_MUST_LOGIN) {
error_message = _("You must login first.");
} else if((*error)["error_code"] == MP_NAME_TAKEN_ERROR) {
error_message = vgettext("The nickname ‘$nick’ is already taken.", i18n_symbols);
} else if((*error)["error_code"] == MP_INVALID_CHARS_IN_NAME_ERROR) {
error_message = vgettext("The nickname ‘$nick’ contains invalid "
"characters. Only alpha-numeric characters, underscores and "
"hyphens are allowed.", i18n_symbols);
} else if((*error)["error_code"] == MP_NAME_TOO_LONG_ERROR) {
error_message = vgettext("The nickname ‘$nick’ is too long. Nicks must "
"be 20 characters or less.", i18n_symbols);
} else if((*error)["error_code"] == MP_NAME_RESERVED_ERROR) {
error_message = vgettext("The nickname ‘$nick’ is reserved and cannot be used by players.", i18n_symbols);
} else if((*error)["error_code"] == MP_NAME_UNREGISTERED_ERROR) {
error_message = vgettext("The nickname ‘$nick’ is not registered on this server.", i18n_symbols)
+ _(" This server disallows unregistered nicknames.");
} else if((*error)["error_code"] == MP_PASSWORD_REQUEST) {
error_message = vgettext("The nickname ‘$nick’ is registered on this server.", i18n_symbols);
} else if((*error)["error_code"] == MP_PASSWORD_REQUEST_FOR_LOGGED_IN_NAME) {
error_message = vgettext("The nickname ‘$nick’ is registered on this server.", i18n_symbols)
+ "\n\n" + _("WARNING: There is already a client using this nickname, "
"logging in will cause that client to be kicked!");
} else if((*error)["error_code"] == MP_NO_SEED_ERROR) {
error_message = _("Error in the login procedure (the server had no "
"seed for your connection).");
} else if((*error)["error_code"] == MP_INCORRECT_PASSWORD_ERROR) {
error_message = _("The password you provided was incorrect.");
} else if((*error)["error_code"] == MP_TOO_MANY_ATTEMPTS_ERROR) {
error_message = _("You have made too many login attempts.");
} else {
error_message = (*error)["message"].str();
}
gui2::dialogs::mp_login dlg(error_message, !((*error)["password_request"].empty()));
dlg.show(video);
switch(dlg.get_retval()) {
//Log in with password
case gui2::window::OK:
break;
//Request a password reminder
case 1:
password_reminder = "yes";
break;
// Cancel
default:
return 0;
}
// If we have got a new username we have to start all over again
} while(login == preferences::login());
// Somewhat hacky...
// If we broke out of the do-while loop above error
// is still going to be nullptr
if(!*error) break;
} // end login loop
}
} while(!(data.child("join_lobby") || data.child("join_game")));
if (h != preferences::server_list().front().address)
preferences::set_network_host(h);
if (data.child("join_lobby")) {
return sock;
} else {
return 0;
}
}
// The multiplayer logic consists in 4 screens:
//
// lobby <-> create <-> connect <-> (game)
// <------------> wait <-> (game)
//
// To each of this screen corresponds a dialog, each dialog being defined in
// the multiplayer_(screen) file.
//
// The functions enter_(screen)_mode are simple functions that take care of
// creating the dialogs, then, according to the dialog result, of calling other
// of those screen functions.
static void enter_wait_mode(CVideo& video, const config& game_config,
saved_game& state, wesnothd_connection* connection,
mp::lobby_info& li, bool observe)
{
DBG_MP << "entering wait mode" << std::endl;
statistics::fresh_stats();
std::unique_ptr<mp_campaign_info> campaign_info;
campaign_info.reset(new mp_campaign_info(*connection));
campaign_info->is_host = false;
if(preferences::skip_mp_replay() || preferences::blindfold_replay()) {
campaign_info->skip_replay = true;
campaign_info->skip_replay_blindfolded = preferences::blindfold_replay();
}
gui2::dialogs::mp_join_game dlg(state, li, *connection, true, observe);
if(!dlg.fetch_game_config(video)) {
return;
}
dlg.show(video);
if(dlg.get_retval() == gui2::window::OK) {
campaign_controller controller(video, state, game_config, game_config_manager::get()->terrain_types());
controller.set_mp_info(campaign_info.get());
controller.play_game();
}
if(connection) {
connection->send_data(config("leave_game"));
}
return;
}
static void enter_create_mode(CVideo& video, const config& game_config, saved_game& state, wesnothd_connection* connection,
mp::lobby_info& li, bool local_players_only = false);
static bool enter_connect_mode(CVideo& video, const config& game_config,
saved_game& state, wesnothd_connection* connection, mp::lobby_info& li,
bool local_players_only = false)
{
DBG_MP << "entering connect mode" << std::endl;
statistics::fresh_stats();
std::unique_ptr<mp_campaign_info> campaign_info;
if(!local_players_only) {
assert(connection);
campaign_info.reset(new mp_campaign_info(*connection));
campaign_info->connected_players.insert(preferences::login());
campaign_info->is_host = true;
}
{
ng::connect_engine_ptr connect_engine(new ng::connect_engine(state, true, campaign_info.get()));
gui2::dialogs::mp_staging dlg(*connect_engine, li, connection);
dlg.show(video);
if(dlg.get_retval() == gui2::window::OK) {
campaign_controller controller(video, state, game_config, game_config_manager::get()->terrain_types());
controller.set_mp_info(campaign_info.get());
controller.play_game();
}
if(connection) {
connection->send_data(config("leave_game"));
}
} // end connect_engine_ptr scope
return true;
}
static void enter_create_mode(CVideo& video, const config& game_config,
saved_game& state, wesnothd_connection* connection, mp::lobby_info& li, bool local_players_only)
{
DBG_MP << "entering create mode" << std::endl;
ng::create_engine create_eng(video, state);
gui2::dialogs::mp_create_game dlg(game_config, create_eng);
dlg.show(video);
if(dlg.get_retval() != gui2::window::CANCEL) {
enter_connect_mode(video, game_config, state, connection, li, local_players_only);
} else if(connection) {
connection->send_data(config("refresh_lobby"));
}
}
static void do_preferences_dialog(CVideo& video, const config& game_config)
{
DBG_MP << "displaying preferences dialog" << std::endl;
gui2::dialogs::preferences_dialog::display(video, game_config);
/**
* The screen size might have changed force an update of the size.
*
* @todo This might no longer be needed when gui2 is done.
*/
const SDL_Rect rect = screen_area();
gui2::settings::gamemap_width += rect.w - gui2::settings::screen_width;
gui2::settings::gamemap_height += rect.h - gui2::settings::screen_height;
gui2::settings::screen_width = rect.w;
gui2::settings::screen_height = rect.h;
}
static void enter_lobby_mode(CVideo& video, const config& game_config,
saved_game& state, wesnothd_connection* connection, const std::vector<std::string> & installed_addons)
{
assert(connection);
DBG_MP << "entering lobby mode" << std::endl;
while (true) {
const config &cfg = game_config.child("lobby_music");
if (cfg) {
for (const config &i : cfg.child_range("music")) {
sound::play_music_config(i);
}
sound::commit_music_changes();
} else {
sound::empty_playlist();
sound::stop_music();
}
mp::lobby_info li(game_config, installed_addons);
gui2::dialogs::lobby_main dlg(game_config, li, *connection);
dlg.set_preferences_callback(std::bind(do_preferences_dialog, std::ref(video), std::ref(game_config)));
dlg.show(video);
//ugly kludge for launching other dialogs like the old lobby
switch(dlg.get_retval()) {
case gui2::dialogs::lobby_main::CREATE:
try {
enter_create_mode(video, game_config, state, connection, li, false);
} catch(config::error& error) {
if (!error.message.empty())
gui2::show_error_message(video, error.message);
//update lobby content
connection->send_data(config("refresh_lobby"));
}
break;
case gui2::dialogs::lobby_main::JOIN:
case gui2::dialogs::lobby_main::OBSERVE:
try {
enter_wait_mode(video, game_config, state, connection, li, dlg.get_retval() == gui2::dialogs::lobby_main::OBSERVE);
} catch(config::error& error) {
if(!error.message.empty()) {
gui2::show_error_message(video, error.message);
}
//update lobby content
connection->send_data(config("refresh_lobby"));
}
break;
default:
// Needed to handle the Quit signal or the dialog never closes for some reason
return;
}
}
}
namespace mp {
void start_local_game(CVideo& video, const config& game_config, saved_game& state)
{
DBG_MP << "starting local game" << std::endl;
preferences::set_message_private(false);
// TODO: should lobby_info take a nullptr in this case, or should we pass the installed_addons data here too?
lobby_info li(game_config, std::vector<std::string>());
enter_create_mode(video, game_config, state, nullptr, li, true);
}
void start_local_game_commandline(CVideo& video, const config& game_config, saved_game& state, const commandline_options& cmdline_opts)
{
DBG_MP << "starting local MP game from commandline" << std::endl;
// The setup is done equivalently to lobby MP games using as much of existing
// code as possible. This means that some things are set up that are not
// needed in commandline mode, but they are required by the functions called.
preferences::set_message_private(false);
DBG_MP << "entering create mode" << std::endl;
// Set the default parameters
state = saved_game(); // This creates these parameters with default values defined in mp_game_settings.cpp
mp_game_settings& parameters = state.mp_settings();
// Hardcoded default values
parameters.mp_era = "era_default";
parameters.name = "multiplayer_The_Freelands";
// Default values for which at getter function exists
parameters.num_turns = settings::get_turns("");
parameters.village_gold = settings::get_village_gold("");
parameters.village_support = settings::get_village_support("");
parameters.xp_modifier = settings::get_xp_modifier("");
// Do not use map settings if --ignore-map-settings commandline option is set
if(cmdline_opts.multiplayer_ignore_map_settings) {
DBG_MP << "ignoring map settings" << std::endl;
parameters.use_map_settings = false;
} else {
parameters.use_map_settings = true;
}
// None of the other parameters need to be set, as their creation values above are good enough for CL mode.
// In particular, we do not want to use the preferences values.
state.classification().campaign_type = game_classification::CAMPAIGN_TYPE::MULTIPLAYER;
//[era] define.
if(cmdline_opts.multiplayer_era) {
parameters.mp_era = *cmdline_opts.multiplayer_era;
}
if(const config& cfg_era = game_config.find_child("era", "id", parameters.mp_era)) {
state.classification().era_define = cfg_era["define"].str();
} else {
std::cerr << "Could not find era '" << parameters.mp_era << "'\n";
return;
}
//[multiplayer] define.
if(cmdline_opts.multiplayer_scenario) {
parameters.name = *cmdline_opts.multiplayer_scenario;
}
if(const config& cfg_multiplayer = game_config.find_child("multiplayer", "id", parameters.name)) {
state.classification().scenario_define = cfg_multiplayer["define"].str();
} else {
std::cerr << "Could not find [multiplayer] '" << parameters.name << "'\n";
return;
}
game_config_manager::get()->load_game_config_for_game(state.classification());
state.set_carryover_sides_start(
config_of("next_scenario", parameters.name)
);
state.expand_random_scenario();
state.expand_mp_events();
state.expand_mp_options();
// Should number of turns be determined from scenario data?
if(parameters.use_map_settings && state.get_starting_pos()["turns"]) {
DBG_MP << "setting turns from scenario data: " << state.get_starting_pos()["turns"] << std::endl;
parameters.num_turns = state.get_starting_pos()["turns"];
}
DBG_MP << "entering connect mode" << std::endl;
statistics::fresh_stats();
{
ng::connect_engine_ptr connect_engine(new ng::connect_engine(state, true, nullptr));
// Update the parameters to reflect game start conditions
connect_engine->start_game_commandline(cmdline_opts);
}
std::string label = "";
if(cmdline_opts.multiplayer_label) label = *cmdline_opts.multiplayer_label;
//resources::recorder->add_log_data("ai_log","ai_label",label);
unsigned int repeat = (cmdline_opts.multiplayer_repeat) ? *cmdline_opts.multiplayer_repeat : 1;
for(unsigned int i = 0; i < repeat; i++){
saved_game state_copy(state);
campaign_controller controller(video, state_copy, game_config, game_config_manager::get()->terrain_types());
controller.play_game();
}
}
void start_client(CVideo& video, const config& game_config, saved_game& state, const std::string& host)
{
const config * game_config_ptr = &game_config;
std::vector<std::string> installed_addons = ::installed_addons();
// This function does not refer to an addon database, it calls filesystem functions.
// For the sanity of the mp lobby, this list should be fixed for the entire lobby session,
// even if the user changes the contents of the addon directory in the meantime.
DBG_MP << "starting client" << std::endl;
preferences::admin_authentication_reset r;
std::unique_ptr<wesnothd_connection> connection = open_connection(video, host);
if(connection) {
bool re_enter;
do {
re_enter = false;
try {
enter_lobby_mode(video, *game_config_ptr, state, connection.get(), installed_addons);
} catch (lobby_reload_request_exception &) {
re_enter = true;
game_config_manager * gcm = game_config_manager::get();
gcm->reload_changed_game_config();
gcm->load_game_config_for_game(state.classification()); // NOTE: Using reload_changed_game_config only doesn't seem to work here
game_config_ptr = &gcm->game_config();
installed_addons = ::installed_addons(); // Refersh the installed add-on list for this session.
connection->send_data(config("refresh_lobby"));
}
} while (re_enter);
}
}
// TODO: see if the game_name parameter is needed
bool goto_mp_connect(CVideo& video, ng::connect_engine& engine,
const config& game_config, wesnothd_connection* connection, const std::string& /*game_name*/)
{
lobby_info li(game_config, std::vector<std::string>());
gui2::dialogs::mp_staging dlg(engine, li, connection);
return dlg.show(video);
}
bool goto_mp_wait(CVideo& video, saved_game& state, const config& game_config, wesnothd_connection* connection, bool observe)
{
lobby_info li(game_config, std::vector<std::string>());
gui2::dialogs::mp_join_game dlg(state, li, *connection, false, observe);
if(!dlg.fetch_game_config(video)) {
return false;
}
if(dlg.started()) {
return true;
}
return dlg.show(video);
}
} // end namespace mp