/* * OpenClonk, http://www.openclonk.org * * Copyright (c) 2006-2009, RedWolf Design GmbH, http://www.clonk.de/ * Copyright (c) 2010-2016, The OpenClonk Team and contributors * * Distributed under the terms of the ISC license; see accompanying file * "COPYING" for details. * * "Clonk" is a registered trademark of Matthes Bender, used with permission. * See accompanying file "TRADEMARK" for details. * * To redistribute this file separately, substitute the full license texts * for the above references. */ // Startup screen for non-parameterized engine start: Network game selection dialog #ifndef INC_C4StartupNetDlg #define INC_C4StartupNetDlg #include "gui/C4Startup.h" #include "network/C4Network2Discover.h" #include "network/C4Network2Reference.h" // ----------------------------------------------- const int C4NetMasterServerQueryInterval = 30; // seconds after last and beforenew game query to master server const int C4NetRefRequestTimeout = 12; // seconds after which the reference request is interrupted const int C4NetReferenceTimeout = 42; // seconds after which references are removed from the list (C4NetRefRequestTimeout + C4NetMasterServerQueryInterval) const int C4NetErrorRefTimeout = 10; // seconds after which failed reference requestsare removed const int C4NetGameDiscoveryInterval = 30; // seconds const int C4NetMinRefreshInterval = 1; // seconds; minimum time between refreshes class C4StartupNetListEntry : public C4GUI::Window { public: C4StartupNetListEntry(C4GUI::ListBox *pForListBox, C4GUI::Element *pInsertBefore, class C4StartupNetDlg *pNetDlg); ~C4StartupNetListEntry() override; enum QueryType // where the game ref is coming from { NRQT_Unknown, // unknown source NRQT_GameDiscovery, // by UDP broadcast in local network NRQT_Masterserver, // by internet masterserver NRQT_DirectJoin // by user-entered address }; enum TimeoutType { TT_RefReqWait, // C4NetMasterServerQueryInterval for masterserver; C4NetErrorRefTimeout for other ref clients TT_Reference, // C4NetReferenceTimeout TT_Masterserver // C4NetMasterServerQueryInterval }; enum { InfoLabelCount=5, MaxInfoIconCount=10 }; private: C4StartupNetDlg *pNetDlg; C4GUI::ListBox *pList; StdStrBuf sRefClientAddress; // set during reference retrieval: reference server address C4Network2RefClient *pRefClient; // set during reference retrieval: reference request client C4Network2Reference *pRef; // set for retrieved references bool fError; // if set, the label was changed to an error message and no more updates are done StdStrBuf sError; QueryType eQueryType; // valid if pRefClient is set: Where the ref query is originating time_t iTimeout; // lifetime: If set, marks time when the item is removed or should re-query time_t iRequestTimeout; // if this times out while the request remains busy, the ref client assumes that the tcp socket blocked upon request and aborts it C4GUI::Icon *pIcon; // scenario icon C4GUI::Label *pInfoLbl[InfoLabelCount]; // info labels for reference or query C4GUI::Icon *pInfoIcons[MaxInfoIconCount]; // right-aligned status icons at topright position int32_t iInfoIconCount; int32_t iSortOrder; bool fIsSmall; // set if the item is in collapsed state bool fIsCollapsed; // set if the item is forced to collapsed state bool fIsEnabled; // if not set, the item is grayed out bool fIsImportant; // if set, the item is presented in yellow (lower priority than fIsEnabled) C4Rect rctIconSmall; // bounds for small icon C4Rect rctIconLarge; // bounds for large icon StdStrBuf sInfoText[InfoLabelCount]; bool QueryReferences(); static const char *GetQueryTypeName(QueryType eQueryType); // name of QueryType values void SetError(const char *szErrorText, TimeoutType eTimeout); // change secondary label to error label, mark error and set a removal timer void SetTimeout(TimeoutType eTimeout); C4StartupNetListEntry *AddReference(C4Network2Reference *pAddRef, C4GUI::Element *pInsertBefore); // add a reference list item to the same list void InvalidateStatusIcons() { iInfoIconCount=0; } // schedule all current status icons for removal when UpdateText is called next void AddStatusIcon(C4GUI::Icons eIcon, const char *szToolTip); // add a status icon with the specified tooltip void UpdateSmallState(); void UpdateEntrySize(); void UpdateText(); // strings to labels protected: int32_t GetListItemTopSpacing() override { return fIsCollapsed ? 5 : 10; } void DrawElement(C4TargetFacet &cgo) override; C4GUI::Element* GetNextLower(int32_t sortOrder); // returns the element before which this element should be inserted public: void ClearRef(); // del any ref/refclient/error data void SetRefQuery(const char *szAddress, QueryType eQueryType); // start loading references fromt he specified address void SetReference(C4Network2Reference *pNewRef); // replace the reference bool Execute(); // update stuff - if false is returned, the item is to be removed bool OnReference(); // like Execute(), but only called if some reference was received void UpdateCollapsed(bool fToCollapseValue); void SetVisibility(bool fToValue) override; const char *GetError() { return fError ? sError.getData() : nullptr; } // return error message, if any is set C4Network2Reference *GrabReference(); // grab the reference so it won't be deleted when this item is removed C4Network2Reference *GetReference() const { return pRef; } // have a look at the reference bool IsSameHost(const C4Network2Reference *pRef2); // check whether the reference was created by the same host as this one bool IsSameAddress(const C4Network2Reference *pRef2); // check whether there is at least one matching address (address and port) bool IsSameRefQueryAddress(const char *szJoinAddress); // check whether reference query was created with same host address bool KeywordMatch(const char *szMatch); // check whether any of the reference contents match a given keyword const char *GetJoinAddress(); // ref queries only: Get direct join address }; // startup dialog: Network game selection class C4StartupNetDlg : public C4StartupDlg, private C4InteractiveThread::Callback, private C4ApplicationSec1Timer { public: C4StartupNetDlg(); // ctor ~C4StartupNetDlg() override; // dtor private: enum DlgMode { SNDM_GameList=0, SNDM_Chat=1 }; C4GUI::Tabular *pMainTabular; // main tabular control: Contains game selection list and chat control C4GUI::ListBox *pGameSelList; // game selection listbox C4KeyBinding *pKeyRefresh, *pKeyBack, *pKeyForward; C4GUI::CallbackButton *btnGameList , *btnChat; // left side buttons C4GUI::CallbackButton *btnInternet, *btnRecord; // right side buttons #ifdef WITH_AUTOMATIC_UPDATE C4GUI::CallbackButton *btnUpdate; #endif C4GUI::Button *btnJoin, *btnRefresh; C4GUI::Edit *pJoinAddressEdt; C4GUI::Edit *pSearchFieldEdt; class C4ChatControl *pChatCtrl; C4GUI::WoodenLabel *pChatTitleLabel{nullptr}; C4StartupNetListEntry *pMasterserverClient{nullptr}; // set if masterserver query is enabled: Checks clonk.de for new games bool fIsCollapsed{false}; // set if the number of games in the list requires them to be displayed in a condensed format bool fUpdatingList{false}; // set during list update - prevent selection update calls StdCopyStrBuf UpdateURL; // set if update button is visible: Version to be updated to C4Network2IODiscoverClient DiscoverClient; // disocver client to search for local hosts int iGameDiscoverInterval{0}; // next time until a game discovery is started time_t tLastRefresh{0}; // time of last refresh protected: bool HasBackground() override { return false; } void DrawElement(C4TargetFacet &cgo) override; C4GUI::Control *GetDefaultControl() override; // get Auto-Focus control C4GUI::Control *GetDlgModeFocusControl(); // get control to be focused when main tabular sheet changes bool OnEnter() override { DoOK(); return true; } bool OnEscape() override { DoBack(); return true; } bool KeyBack() { return DoBack(); } bool KeyRefresh() { DoRefresh(); return true; } bool KeyForward() { DoOK(); return true; } void OnShown() override; // callback when shown: Start searching for games void OnClosed(bool fOK) override; // callback when dlg got closed: Return to main screen void OnBackBtn(C4GUI::Control *btn) { DoBack(); } void OnRefreshBtn(C4GUI::Control *btn) { DoRefresh(); } void OnCreateGameBtn(C4GUI::Control *btn) { CreateGame(); } void OnJoinGameBtn(C4GUI::Control *btn) { DoOK(); } void OnSelChange(class C4GUI::Element *pEl) { UpdateSelection(true); } void OnSelDblClick(class C4GUI::Element *pEl) { DoOK(); } void OnBtnGameList(C4GUI::Control *btn); void OnBtnChat(C4GUI::Control *btn); void OnBtnInternet(C4GUI::Control *btn); void OnBtnRecord(C4GUI::Control *btn); #ifdef WITH_AUTOMATIC_UPDATE void OnBtnUpdate(C4GUI::Control *btn); #endif C4GUI::Edit::InputResult OnJoinAddressEnter(C4GUI::Edit *edt, bool fPasting, bool fPastingMore) { DoOK(); return C4GUI::Edit::IR_Abort; } C4GUI::Edit::InputResult OnSearchFieldEnter(C4GUI::Edit *edt, bool fPasting, bool fPastingMore) { DoOK(); return C4GUI::Edit::IR_Abort; } void OnChatTitleChange(const StdStrBuf &sNewTitle); private: void UpdateMasterserver(); // creates masterserver object if masterserver is enabled; destroy otherwise void UpdateList(bool fGotReference = false); void UpdateUpdateButton(); void UpdateCollapsed(); void UpdateSelection(bool fUpdateCollapsed); void UpdateDlgMode(); // update button visibility after switching between game sel list and chat void AddReferenceQuery(const char *szAddress, C4StartupNetListEntry::QueryType eQueryType); // add a ref searcher entry and start searching // set during update information retrieval C4Network2UpdateClient pUpdateClient; bool fUpdateCheckPending{false}; DlgMode GetDlgMode(); // callback from C4Network2ReferenceClient void OnThreadEvent(C4InteractiveEventType eEvent, void *pEventData) override; public: bool DoOK(); // join currently selected item bool DoBack(); // abort dialog void DoRefresh(); // restart network search void CreateGame(); // switch to scenario selection in network mode void OnReferenceEntryAdd(C4StartupNetListEntry *pEntry); void OnSec1Timer() override; // idle proc: update list void CheckVersionUpdate(); // check if a new update is available and make an update button visible if yes }; #endif // INC_C4StartupNetDlg