/* $Id$ */ /* Copyright (C) 2007 - 2011 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 "global.hpp" #include "dialogs.hpp" #include "gettext.hpp" #include "game_preferences.hpp" #include "log.hpp" #include "gui/dialogs/lobby_main.hpp" #include "gui/dialogs/message.hpp" #include "gui/dialogs/mp_connect.hpp" #include "gui/dialogs/mp_create_game.hpp" #include "gui/dialogs/mp_login.hpp" #include "gui/widgets/settings.hpp" #include "gui/widgets/window.hpp" #include "hash.hpp" #include "multiplayer.hpp" #include "multiplayer_connect.hpp" #include "multiplayer_create.hpp" #include "multiplayer_error_codes.hpp" #include "multiplayer_wait.hpp" #include "multiplayer_lobby.hpp" #include "playmp_controller.hpp" #include "playcampaign.hpp" #include "formula_string_utils.hpp" #include "sound.hpp" #include "unit_id.hpp" #include 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) namespace { class network_game_manager { public: // Add a constructor to avoid stupid warnings with some versions of GCC network_game_manager() {}; ~network_game_manager() { if(network::nconnections() > 0) { LOG_NW << "sending leave_game\n"; config cfg; cfg.add_child("leave_game"); network::send_data(cfg, 0); LOG_NW << "sent leave_game\n"; } }; }; } static void run_lobby_loop(display& disp, mp::ui& ui) { DBG_MP << "running lobby loop" << std::endl; disp.video().modeChanged(); bool first = true; font::cache_mode(font::CACHE_LOBBY); while (ui.get_result() == mp::ui::CONTINUE) { if (disp.video().modeChanged() || first) { SDL_Rect lobby_pos = create_rect(0 , 0 , disp.video().getx() , disp.video().gety()); ui.set_location(lobby_pos); first = false; } // process network data first so user actions can override the result // or uptodate data can prevent invalid actions // i.e. press cancel while you receive [start_game] or press start game while someone leaves ui.process_network(); events::pump(); events::raise_process_event(); events::raise_draw_event(); disp.flip(); disp.delay(20); } font::cache_mode(font::CACHE_GAME); } namespace { enum server_type { ABORT_SERVER, WESNOTHD_SERVER, SIMPLE_SERVER }; } static server_type open_connection(game_display& disp, const std::string& original_host) { DBG_MP << "opening connection" << std::endl; std::string h = original_host; if(h.empty()) { gui2::tmp_connect dlg; dlg.show(disp.video()); if(dlg.get_retval() == gui2::twindow::OK) { h = preferences::network_host(); } else { return ABORT_SERVER; } } network::connection sock; const int pos = h.find_first_of(":"); std::string host; unsigned int port; if(pos == -1) { host = h; port = 15000; } else { host = h.substr(0, pos); port = lexical_cast_default(h.substr(pos + 1), 15000); } // shown_hosts is used to prevent the client being locked in a redirect // loop. typedef std::pair hostpair; std::set shown_hosts; shown_hosts.insert(hostpair(host, port)); config data; sock = dialogs::network_connect_dialog(disp,_("Connecting to Server..."),host,port); do { if (!sock) { return ABORT_SERVER; } data.clear(); network::connection data_res = dialogs::network_receive_dialog( disp,_("Reading from Server..."),data); if (!data_res) return ABORT_SERVER; mp::check_response(data_res, data); // Backwards-compatibility "version" attribute const std::string& version = data["version"]; if(version.empty() == false && version != game_config::version) { utils::string_map i18n_symbols; i18n_symbols["version1"] = version; i18n_symbols["version2"] = game_config::version; const std::string errorstring = vgettext("The server requires version '$version1' while you are using version '$version2'", i18n_symbols); throw network::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 network::error(_("Server-side redirect loop")); } shown_hosts.insert(hostpair(host, port)); if(network::nconnections() > 0) network::disconnect(); sock = dialogs::network_connect_dialog(disp,_("Connecting to Server..."),host,port); continue; } if(data.child("version")) { config cfg; config res; cfg["version"] = game_config::version; res.add_child("version", cfg); network::send_data(res, 0); } //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; } network::send_data(response, 0); // Get response for our login request... network::connection data_res = network::receive_data(data, 0, 3000); if(!data_res) { throw network::error(_("Connection timed out")); } 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 nick '$nick' is inactive. " "You cannot claim ownership of this nick 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(disp.video(), _("Warning"), warning_msg, gui2::tmessage::yes_no_buttons) != gui2::twindow::OK) { return ABORT_SERVER; } } 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(disp.video(), _("Confirm"), (*error)["message"], gui2::tmessage::ok_cancel_buttons) == gui2::twindow::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 network::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... network::send_data(response, 0); network::connection data_res = network::receive_data(data, 0, 3000); if(!data_res) { throw network::error(_("Connection timed out")); } 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 nick '$nick' is already taken.", i18n_symbols); } else if((*error)["error_code"] == MP_INVALID_CHARS_IN_NAME_ERROR) { error_message = vgettext("The nick '$nick' contains invalid " "characters. Only alpha-numeric characters, underscores and " "hyphens are allowed.", i18n_symbols); } else if((*error)["error_code"] == MP_NAME_TOO_LONG_ERROR) { error_message = vgettext("The nick '$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 nick '$nick' is reserved and cannot be used by players.", i18n_symbols); } else if((*error)["error_code"] == MP_NAME_UNREGISTERED_ERROR) { error_message = vgettext("The nick '$nick' is not registered on this server.", i18n_symbols) + _(" This server disallows unregistered nicks."); } else if((*error)["error_code"] == MP_PASSWORD_REQUEST) { error_message = vgettext("The nick '$nick' is registered on this server.", i18n_symbols); } else if((*error)["error_code"] == MP_PASSWORD_REQUEST_FOR_LOGGED_IN_NAME) { error_message = vgettext("The nick '$nick' is registered on this server.", i18n_symbols) + "\n\n" + _("WARNING: There is already a client using this nick, " "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 { error_message = (*error)["message"].str(); } gui2::tmp_login dlg(error_message, !((*error)["password_request"].empty())); dlg.show(disp.video()); switch(dlg.get_retval()) { //Log in with password case gui2::twindow::OK: break; //Request a password reminder case 1: password_reminder = "yes"; break; // Cancel default: return ABORT_SERVER; } // 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 NULL 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 WESNOTHD_SERVER; } else { return SIMPLE_SERVER; } } // 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(game_display& disp, const config& game_config, mp::chat& chat, config& gamelist, bool observe) { DBG_MP << "entering wait mode" << std::endl; mp::ui::result res; game_state state; network_game_manager m; gamelist.clear(); statistics::fresh_stats(); n_unit::id_manager::instance().clear(); //< reset the unit underlying_id counter back to zero { mp::wait ui(disp, game_config, chat, gamelist); ui.join_game(observe); run_lobby_loop(disp, ui); res = ui.get_result(); if (res == mp::ui::PLAY) { ui.start_game(); // FIXME commented a pointeless if since the else does exactly the same thing //if (preferences::skip_mp_replay()){ //FIXME implement true skip replay //state = ui.request_snapshot(); //state = ui.get_state(); //} //else{ state = ui.get_state(); //} } } switch (res) { case mp::ui::PLAY: play_game(disp, state, game_config, IO_CLIENT, preferences::skip_mp_replay() && observe); recorder.clear(); break; case mp::ui::QUIT: default: break; } } static void enter_create_mode(game_display& disp, const config& game_config, mp::chat& chat, config& gamelist, mp::controller default_controller, bool local_players_only = false); static void enter_connect_mode(game_display& disp, const config& game_config, mp::chat& chat, config& gamelist, const mp_game_settings& params, const int num_turns, mp::controller default_controller, bool local_players_only = false) { DBG_MP << "entering connect mode" << std::endl; mp::ui::result res; game_state state; const network::manager net_manager(1,1); network_game_manager m; gamelist.clear(); statistics::fresh_stats(); { mp::connect ui(disp, game_config, chat, gamelist, params, num_turns, default_controller, local_players_only); run_lobby_loop(disp, ui); res = ui.get_result(); // start_game() updates the parameters to reflect game start, // so it must be called before get_level() if (res == mp::ui::PLAY) { ui.start_game(); state = ui.get_state(); } } switch (res) { case mp::ui::PLAY: play_game(disp, state, game_config, IO_SERVER); recorder.clear(); break; case mp::ui::CREATE: enter_create_mode(disp, game_config, chat, gamelist, default_controller, local_players_only); break; case mp::ui::QUIT: default: network::send_data(config("refresh_lobby"), 0); break; } } static void enter_create_mode(game_display& disp, const config& game_config, mp::chat& chat, config& gamelist, mp::controller default_controller, bool local_players_only) { DBG_MP << "entering create mode" << std::endl; if (gui2::new_widgets) { gui2::tmp_create_game dlg(game_config); dlg.show(disp.video()); network::send_data(config("refresh_lobby"), 0); } else { mp::ui::result res; mp_game_settings params; int num_turns; { mp::create ui(disp, game_config, chat, gamelist); run_lobby_loop(disp, ui); res = ui.get_result(); params = ui.get_parameters(); num_turns = ui.num_turns(); } switch (res) { case mp::ui::CREATE: enter_connect_mode(disp, game_config, chat, gamelist, params, num_turns, default_controller, local_players_only); break; case mp::ui::QUIT: default: //update lobby content network::send_data(config("refresh_lobby"), 0); break; } } } static void do_preferences_dialog(game_display& disp, const config& game_config) { DBG_MP << "displaying preferences dialog" << std::endl; const preferences::display_manager disp_manager(&disp); preferences::show_preferences_dialog(disp,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(); preferences::set_resolution(disp.video(), rect.w, rect.h); 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(game_display& disp, const config& game_config, mp::chat& chat, config& gamelist) { DBG_MP << "entering lobby mode" << std::endl; mp::ui::result res; while (true) { const config &cfg = game_config.child("lobby_music"); if (cfg) { foreach (const config &i, cfg.child_range("music")) { sound::play_music_config(i); } sound::commit_music_changes(); } else { sound::empty_playlist(); sound::stop_music(); } lobby_info li(game_config); // Force a black background const Uint32 color = SDL_MapRGBA(disp.video().getSurface()->format , 0 , 0 , 0 , 255); sdl_fill_rect(disp.video().getSurface(), NULL, color); if(preferences::new_lobby()) { gui2::tlobby_main dlg(game_config, li, disp); dlg.set_preferences_callback( boost::bind(do_preferences_dialog, boost::ref(disp), boost::ref(game_config))); dlg.show(disp.video()); //ugly kludge for launching other dialogs like the old lobby switch (dlg.get_legacy_result()) { case gui2::tlobby_main::CREATE: res = mp::ui::CREATE; break; case gui2::tlobby_main::JOIN: res = mp::ui::JOIN; break; case gui2::tlobby_main::OBSERVE: res = mp::ui::OBSERVE; break; default: res = mp::ui::QUIT; } } else { mp::lobby ui(disp, game_config, chat, gamelist); run_lobby_loop(disp, ui); res = ui.get_result(); } switch (res) { case mp::ui::JOIN: try { enter_wait_mode(disp, game_config, chat, gamelist, false); } catch(config::error& error) { if(!error.message.empty()) { gui2::show_error_message(disp.video(), error.message); } //update lobby content network::send_data(config("refresh_lobby"), 0); } break; case mp::ui::OBSERVE: try { enter_wait_mode(disp, game_config, chat, gamelist, true); } catch(config::error& error) { if(!error.message.empty()) { gui2::show_error_message(disp.video(), error.message); } } // update lobby content unconditionally because we might have left only after the // game ended in which case we ignored the gamelist and need to request it again network::send_data(config("refresh_lobby"), 0); break; case mp::ui::CREATE: try { enter_create_mode(disp, game_config, chat, gamelist, mp::CNTR_NETWORK); } catch(config::error& error) { if (!error.message.empty()) gui2::show_error_message(disp.video(), error.message); //update lobby content network::send_data(config("refresh_lobby"), 0); } break; case mp::ui::QUIT: return; case mp::ui::PREFERENCES: { do_preferences_dialog(disp, game_config); //update lobby content network::send_data(config("refresh_lobby"), 0); } break; default: return; } } } namespace mp { void start_local_game(game_display& disp, const config& game_config, mp::controller default_controller) { DBG_MP << "starting local game" << std::endl; const rand_rng::set_random_generator generator_setter(&recorder); mp::chat chat; config gamelist; playmp_controller::set_replay_last_turn(0); preferences::set_message_private(false); enter_create_mode(disp, game_config, chat, gamelist, default_controller, true); } void start_client(game_display& disp, const config& game_config, const std::string& host) { DBG_MP << "starting client" << std::endl; const rand_rng::set_random_generator generator_setter(&recorder); const network::manager net_manager(1,1); mp::chat chat; config gamelist; server_type type = open_connection(disp, host); switch(type) { case WESNOTHD_SERVER: enter_lobby_mode(disp, game_config, chat, gamelist); break; case SIMPLE_SERVER: playmp_controller::set_replay_last_turn(0); preferences::set_message_private(false); enter_wait_mode(disp, game_config, chat, gamelist, false); break; case ABORT_SERVER: break; } } }