openclonk/src/gui/C4StartupNetDlg.h

225 lines
10 KiB
C++

/*
* 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<C4StartupNetDlg, C4GUI::IconButton> *btnGameList , *btnChat; // left side buttons
C4GUI::CallbackButton<C4StartupNetDlg, C4GUI::IconButton> *btnInternet, *btnRecord; // right side buttons
#ifdef WITH_AUTOMATIC_UPDATE
C4GUI::CallbackButton<C4StartupNetDlg, C4GUI::IconButton> *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