forked from Mirrorlandia_minetest/minetest
Cleanup ClientLauncher structure (#10160)
Remove duplicated variables and unify the startup data into a new (inherited) struct.
This commit is contained in:
parent
2bec83eec0
commit
4fa1e03f68
@ -56,6 +56,20 @@ bool isMenuActive()
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// Passed to menus to allow disconnecting and exiting
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MainGameCallback *g_gamecallback = nullptr;
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#if 0
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// This can be helpful for the next code cleanup
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static void dump_start_data(const GameStartData &data)
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{
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std::cout <<
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"\ndedicated " << (int)data.is_dedicated_server <<
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"\nport " << data.socket_port <<
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"\nworld_path " << data.world_spec.path <<
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"\nworld game " << data.world_spec.gameid <<
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"\ngame path " << data.game_spec.path <<
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"\nplayer name " << data.name <<
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"\naddress " << data.address << std::endl;
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}
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#endif
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ClientLauncher::~ClientLauncher()
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{
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@ -74,9 +88,16 @@ ClientLauncher::~ClientLauncher()
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}
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bool ClientLauncher::run(GameParams &game_params, const Settings &cmd_args)
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bool ClientLauncher::run(GameStartData &start_data, const Settings &cmd_args)
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{
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init_args(game_params, cmd_args);
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/* This function is called when a client must be started.
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* Covered cases:
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* - Singleplayer (address but map provided)
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* - Join server (no map but address provided)
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* - Local server (for main menu only)
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*/
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init_args(start_data, cmd_args);
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// List video modes if requested
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if (list_video_modes)
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@ -216,7 +237,7 @@ bool ClientLauncher::run(GameParams &game_params, const Settings &cmd_args)
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core::rect<s32>(0, 0, 10000, 10000));
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bool game_has_run = launch_game(error_message, reconnect_requested,
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game_params, cmd_args);
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start_data, cmd_args);
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// Reset the reconnect_requested flag
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reconnect_requested = false;
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@ -241,13 +262,6 @@ bool ClientLauncher::run(GameParams &game_params, const Settings &cmd_args)
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break;
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}
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if (current_playername.length() > PLAYERNAME_SIZE-1) {
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error_message = gettext("Player name too long.");
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playername = current_playername.substr(0, PLAYERNAME_SIZE-1);
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g_settings->set("name", playername);
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continue;
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}
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RenderingEngine::get_video_driver()->setTextureCreationFlag(
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video::ETCF_CREATE_MIP_MAPS, g_settings->getBool("mip_map"));
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@ -258,18 +272,11 @@ bool ClientLauncher::run(GameParams &game_params, const Settings &cmd_args)
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the_game(
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kill,
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random_input,
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input,
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worldspec.path,
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current_playername,
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current_password,
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current_address,
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current_port,
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start_data,
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error_message,
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chat_backend,
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&reconnect_requested,
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gamespec,
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simple_singleplayer_mode
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&reconnect_requested
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);
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RenderingEngine::get_scene_manager()->clear();
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@ -311,31 +318,27 @@ bool ClientLauncher::run(GameParams &game_params, const Settings &cmd_args)
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return retval;
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}
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void ClientLauncher::init_args(GameParams &game_params, const Settings &cmd_args)
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void ClientLauncher::init_args(GameStartData &start_data, const Settings &cmd_args)
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{
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skip_main_menu = cmd_args.getFlag("go");
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// FIXME: This is confusing (but correct)
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start_data.address = g_settings->get("address");
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if (cmd_args.exists("address")) {
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// Join a remote server
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start_data.address = cmd_args.get("address");
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start_data.world_path.clear();
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}
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if (!start_data.world_path.empty()) {
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// Start a singleplayer instance
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start_data.address = "";
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}
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/* If world_path is set then override it unless skipping the main menu using
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* the --go command line param. Else, give preference to the address
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* supplied on the command line
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*/
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address = g_settings->get("address");
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if (!game_params.world_path.empty() && !skip_main_menu)
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address = "";
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else if (cmd_args.exists("address"))
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address = cmd_args.get("address");
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playername = g_settings->get("name");
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start_data.name = g_settings->get("name");
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if (cmd_args.exists("name"))
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playername = cmd_args.get("name");
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start_data.name = cmd_args.get("name");
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list_video_modes = cmd_args.getFlag("videomodes");
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use_freetype = g_settings->getBool("freetype");
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random_input = g_settings->getBool("random_input")
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|| cmd_args.getFlag("random-input");
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}
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@ -375,28 +378,20 @@ void ClientLauncher::init_input()
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}
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bool ClientLauncher::launch_game(std::string &error_message,
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bool reconnect_requested, GameParams &game_params,
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bool reconnect_requested, GameStartData &start_data,
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const Settings &cmd_args)
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{
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// Initialize menu data
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MainMenuData menudata;
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menudata.address = address;
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menudata.name = playername;
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menudata.password = password;
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menudata.port = itos(game_params.socket_port);
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menudata.script_data.errormessage = error_message;
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menudata.script_data.reconnect_requested = reconnect_requested;
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// Prepare and check the start data to launch a game
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std::string error_message_lua = error_message;
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error_message.clear();
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if (cmd_args.exists("password"))
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menudata.password = cmd_args.get("password");
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start_data.password = cmd_args.get("password");
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if (cmd_args.exists("password-file")) {
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std::ifstream passfile(cmd_args.get("password-file"));
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if (passfile.good()) {
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getline(passfile, menudata.password);
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getline(passfile, start_data.password);
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} else {
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error_message = gettext("Provided password file "
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"failed to open: ")
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@ -407,88 +402,112 @@ bool ClientLauncher::launch_game(std::string &error_message,
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}
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// If a world was commanded, append and select it
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if (!game_params.world_path.empty()) {
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worldspec.gameid = getWorldGameId(game_params.world_path, true);
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worldspec.name = _("[--world parameter]");
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// This is provieded by "get_world_from_cmdline()", main.cpp
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if (!start_data.world_path.empty()) {
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auto &spec = start_data.world_spec;
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if (worldspec.gameid.empty()) { // Create new
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worldspec.gameid = g_settings->get("default_game");
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worldspec.name += " [new]";
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spec.path = start_data.world_path;
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spec.gameid = getWorldGameId(spec.path, true);
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spec.name = _("[--world parameter]");
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if (spec.gameid.empty()) { // Create new
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spec.gameid = g_settings->get("default_game");
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spec.name += " [new]";
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}
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worldspec.path = game_params.world_path;
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}
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/* Show the GUI menu
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*/
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std::string server_name, server_description;
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start_data.local_server = false;
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if (!skip_main_menu) {
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// Initialize menu data
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// TODO: Re-use existing structs (GameStartData)
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MainMenuData menudata;
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menudata.address = start_data.address;
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menudata.name = start_data.name;
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menudata.password = start_data.password;
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menudata.port = itos(start_data.socket_port);
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menudata.script_data.errormessage = error_message_lua;
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menudata.script_data.reconnect_requested = reconnect_requested;
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main_menu(&menudata);
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// Skip further loading if there was an exit signal.
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if (*porting::signal_handler_killstatus())
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return false;
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address = menudata.address;
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if (!menudata.script_data.errormessage.empty()) {
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/* The calling function will pass this back into this function upon the
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* next iteration (if any) causing it to be displayed by the GUI
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*/
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error_message = menudata.script_data.errormessage;
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return false;
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}
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int newport = stoi(menudata.port);
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if (newport != 0)
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game_params.socket_port = newport;
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simple_singleplayer_mode = menudata.simple_singleplayer_mode;
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start_data.socket_port = newport;
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// Update world information using main menu data
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std::vector<WorldSpec> worldspecs = getAvailableWorlds();
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if (menudata.selected_world >= 0
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&& menudata.selected_world < (int)worldspecs.size()) {
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int world_index = menudata.selected_world;
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if (world_index >= 0 && world_index < (int)worldspecs.size()) {
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g_settings->set("selected_world_path",
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worldspecs[menudata.selected_world].path);
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worldspec = worldspecs[menudata.selected_world];
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worldspecs[world_index].path);
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start_data.world_spec = worldspecs[world_index];
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}
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start_data.name = menudata.name;
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start_data.password = menudata.password;
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start_data.address = std::move(menudata.address);
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server_name = menudata.servername;
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server_description = menudata.serverdescription;
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start_data.local_server = !menudata.simple_singleplayer_mode &&
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start_data.address.empty();
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}
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if (!menudata.script_data.errormessage.empty()) {
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/* The calling function will pass this back into this function upon the
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* next iteration (if any) causing it to be displayed by the GUI
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*/
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error_message = menudata.script_data.errormessage;
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if (!RenderingEngine::run())
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return false;
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}
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if (menudata.name.empty() && !simple_singleplayer_mode) {
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if (!start_data.isSinglePlayer() && start_data.name.empty()) {
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error_message = gettext("Please choose a name!");
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errorstream << error_message << std::endl;
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return false;
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}
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playername = menudata.name;
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password = menudata.password;
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current_playername = playername;
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current_password = password;
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current_address = address;
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current_port = game_params.socket_port;
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// If using simple singleplayer mode, override
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if (simple_singleplayer_mode) {
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assert(!skip_main_menu);
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current_playername = "singleplayer";
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current_password = "";
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current_address = "";
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current_port = myrand_range(49152, 65535);
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if (start_data.isSinglePlayer()) {
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start_data.name = "singleplayer";
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start_data.password = "";
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start_data.socket_port = myrand_range(49152, 65535);
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} else {
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g_settings->set("name", playername);
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if (!address.empty()) {
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g_settings->set("name", start_data.name);
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if (!start_data.address.empty()) {
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ServerListSpec server;
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server["name"] = menudata.servername;
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server["address"] = menudata.address;
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server["port"] = menudata.port;
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server["description"] = menudata.serverdescription;
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server["name"] = server_name;
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server["address"] = start_data.address;
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server["port"] = itos(start_data.socket_port);
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server["description"] = server_description;
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ServerList::insert(server);
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}
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}
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if (start_data.name.length() > PLAYERNAME_SIZE - 1) {
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error_message = gettext("Player name too long.");
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start_data.name.resize(PLAYERNAME_SIZE);
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g_settings->set("name", start_data.name);
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return false;
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}
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auto &worldspec = start_data.world_spec;
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infostream << "Selected world: " << worldspec.name
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<< " [" << worldspec.path << "]" << std::endl;
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if (current_address.empty()) { // If local game
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if (start_data.address.empty()) {
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// For singleplayer and local server
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if (worldspec.path.empty()) {
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error_message = gettext("No world selected and no address "
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"provided. Nothing to do.");
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@ -504,8 +523,8 @@ bool ClientLauncher::launch_game(std::string &error_message,
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}
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// Load gamespec for required game
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gamespec = findWorldSubgame(worldspec.path);
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if (!gamespec.isValid() && !game_params.game_spec.isValid()) {
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start_data.game_spec = findWorldSubgame(worldspec.path);
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if (!start_data.game_spec.isValid()) {
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error_message = gettext("Could not find or load game \"")
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+ worldspec.gameid + "\"";
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errorstream << error_message << std::endl;
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@ -515,15 +534,7 @@ bool ClientLauncher::launch_game(std::string &error_message,
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if (porting::signal_handler_killstatus())
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return true;
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if (game_params.game_spec.isValid() &&
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game_params.game_spec.id != worldspec.gameid) {
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warningstream << "Overriding gamespec from \""
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<< worldspec.gameid << "\" to \""
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<< game_params.game_spec.id << "\"" << std::endl;
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gamespec = game_params.game_spec;
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}
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if (!gamespec.isValid()) {
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if (!start_data.game_spec.isValid()) {
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error_message = gettext("Invalid gamespec.");
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error_message += " (world.gameid=" + worldspec.gameid + ")";
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errorstream << error_message << std::endl;
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@ -531,6 +542,7 @@ bool ClientLauncher::launch_game(std::string &error_message,
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}
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}
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start_data.world_path = start_data.world_spec.path;
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return true;
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}
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@ -32,15 +32,15 @@ public:
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~ClientLauncher();
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bool run(GameParams &game_params, const Settings &cmd_args);
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bool run(GameStartData &start_data, const Settings &cmd_args);
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protected:
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void init_args(GameParams &game_params, const Settings &cmd_args);
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private:
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void init_args(GameStartData &start_data, const Settings &cmd_args);
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bool init_engine();
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void init_input();
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bool launch_game(std::string &error_message, bool reconnect_requested,
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GameParams &game_params, const Settings &cmd_args);
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GameStartData &start_data, const Settings &cmd_args);
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void main_menu(MainMenuData *menudata);
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@ -48,23 +48,8 @@ protected:
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bool list_video_modes = false;
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bool skip_main_menu = false;
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bool use_freetype = false;
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bool random_input = false;
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std::string address = "";
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std::string playername = "";
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std::string password = "";
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InputHandler *input = nullptr;
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MyEventReceiver *receiver = nullptr;
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gui::IGUISkin *skin = nullptr;
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gui::IGUIFont *font = nullptr;
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SubgameSpec gamespec;
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WorldSpec worldspec;
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bool simple_singleplayer_mode = false;
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// These are set up based on the menu and other things
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// TODO: Are these required since there's already playername, password, etc
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std::string current_playername = "inv£lid";
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std::string current_password = "";
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std::string current_address = "does-not-exist";
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int current_port = 0;
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};
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@ -34,11 +34,13 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "clouds.h"
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#include "config.h"
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#include "content_cao.h"
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#include "content/subgames.h"
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#include "client/event_manager.h"
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#include "fontengine.h"
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#include "itemdef.h"
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#include "log.h"
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#include "filesys.h"
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#include "gameparams.h"
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#include "gettext.h"
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#include "gui/guiChatConsole.h"
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#include "gui/guiConfirmRegistration.h"
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@ -669,19 +671,11 @@ public:
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~Game();
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bool startup(bool *kill,
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bool random_input,
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InputHandler *input,
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const std::string &map_dir,
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const std::string &playername,
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const std::string &password,
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// If address is "", local server is used and address is updated
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std::string *address,
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u16 port,
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const GameStartData &game_params,
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std::string &error_message,
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bool *reconnect,
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ChatBackend *chat_backend,
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const SubgameSpec &gamespec, // Used for local game
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bool simple_singleplayer_mode);
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ChatBackend *chat_backend);
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void run();
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void shutdown();
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@ -691,21 +685,18 @@ protected:
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void extendedResourceCleanup();
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// Basic initialisation
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bool init(const std::string &map_dir, std::string *address,
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u16 port,
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const SubgameSpec &gamespec);
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bool init(const std::string &map_dir, const std::string &address,
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u16 port, const SubgameSpec &gamespec);
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bool initSound();
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bool createSingleplayerServer(const std::string &map_dir,
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const SubgameSpec &gamespec, u16 port, std::string *address);
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const SubgameSpec &gamespec, u16 port);
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// Client creation
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bool createClient(const std::string &playername,
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const std::string &password, std::string *address, u16 port);
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bool createClient(const GameStartData &start_data);
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bool initGui();
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// Client connection
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bool connectToServer(const std::string &playername,
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const std::string &password, std::string *address, u16 port,
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||||
bool connectToServer(const GameStartData &start_data,
|
||||
bool *connect_ok, bool *aborted);
|
||||
bool getServerContent(bool *aborted);
|
||||
|
||||
@ -885,7 +876,6 @@ private:
|
||||
bool *reconnect_requested;
|
||||
scene::ISceneNode *skybox;
|
||||
|
||||
bool random_input;
|
||||
bool simple_singleplayer_mode;
|
||||
/* End 'cache' */
|
||||
|
||||
@ -1017,28 +1007,21 @@ Game::~Game()
|
||||
}
|
||||
|
||||
bool Game::startup(bool *kill,
|
||||
bool random_input,
|
||||
InputHandler *input,
|
||||
const std::string &map_dir,
|
||||
const std::string &playername,
|
||||
const std::string &password,
|
||||
std::string *address, // can change if simple_singleplayer_mode
|
||||
u16 port,
|
||||
const GameStartData &start_data,
|
||||
std::string &error_message,
|
||||
bool *reconnect,
|
||||
ChatBackend *chat_backend,
|
||||
const SubgameSpec &gamespec,
|
||||
bool simple_singleplayer_mode)
|
||||
ChatBackend *chat_backend)
|
||||
{
|
||||
|
||||
// "cache"
|
||||
this->device = RenderingEngine::get_raw_device();
|
||||
this->kill = kill;
|
||||
this->error_message = &error_message;
|
||||
this->reconnect_requested = reconnect;
|
||||
this->random_input = random_input;
|
||||
this->input = input;
|
||||
this->chat_backend = chat_backend;
|
||||
this->simple_singleplayer_mode = simple_singleplayer_mode;
|
||||
this->simple_singleplayer_mode = start_data.isSinglePlayer();
|
||||
|
||||
input->keycache.populate();
|
||||
|
||||
@ -1059,10 +1042,12 @@ bool Game::startup(bool *kill,
|
||||
|
||||
g_client_translations->clear();
|
||||
|
||||
if (!init(map_dir, address, port, gamespec))
|
||||
// address can change if simple_singleplayer_mode
|
||||
if (!init(start_data.world_spec.path, start_data.address,
|
||||
start_data.socket_port, start_data.game_spec))
|
||||
return false;
|
||||
|
||||
if (!createClient(playername, password, address, port))
|
||||
if (!createClient(start_data))
|
||||
return false;
|
||||
|
||||
RenderingEngine::initialize(client, hud);
|
||||
@ -1221,7 +1206,7 @@ void Game::shutdown()
|
||||
|
||||
bool Game::init(
|
||||
const std::string &map_dir,
|
||||
std::string *address,
|
||||
const std::string &address,
|
||||
u16 port,
|
||||
const SubgameSpec &gamespec)
|
||||
{
|
||||
@ -1245,8 +1230,8 @@ bool Game::init(
|
||||
return false;
|
||||
|
||||
// Create a server if not connecting to an existing one
|
||||
if (address->empty()) {
|
||||
if (!createSingleplayerServer(map_dir, gamespec, port, address))
|
||||
if (address.empty()) {
|
||||
if (!createSingleplayerServer(map_dir, gamespec, port))
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -1281,7 +1266,7 @@ bool Game::initSound()
|
||||
}
|
||||
|
||||
bool Game::createSingleplayerServer(const std::string &map_dir,
|
||||
const SubgameSpec &gamespec, u16 port, std::string *address)
|
||||
const SubgameSpec &gamespec, u16 port)
|
||||
{
|
||||
showOverlayMessage(N_("Creating server..."), 0, 5);
|
||||
|
||||
@ -1314,8 +1299,7 @@ bool Game::createSingleplayerServer(const std::string &map_dir,
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Game::createClient(const std::string &playername,
|
||||
const std::string &password, std::string *address, u16 port)
|
||||
bool Game::createClient(const GameStartData &start_data)
|
||||
{
|
||||
showOverlayMessage(N_("Creating client..."), 0, 10);
|
||||
|
||||
@ -1330,8 +1314,7 @@ bool Game::createClient(const std::string &playername,
|
||||
g_touchscreengui->hide();
|
||||
}
|
||||
#endif
|
||||
if (!connectToServer(playername, password, address, port,
|
||||
&could_connect, &connect_aborted))
|
||||
if (!connectToServer(start_data, &could_connect, &connect_aborted))
|
||||
return false;
|
||||
|
||||
if (!could_connect) {
|
||||
@ -1463,8 +1446,7 @@ bool Game::initGui()
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Game::connectToServer(const std::string &playername,
|
||||
const std::string &password, std::string *address, u16 port,
|
||||
bool Game::connectToServer(const GameStartData &start_data,
|
||||
bool *connect_ok, bool *connection_aborted)
|
||||
{
|
||||
*connect_ok = false; // Let's not be overly optimistic
|
||||
@ -1473,10 +1455,10 @@ bool Game::connectToServer(const std::string &playername,
|
||||
|
||||
showOverlayMessage(N_("Resolving address..."), 0, 15);
|
||||
|
||||
Address connect_address(0, 0, 0, 0, port);
|
||||
Address connect_address(0, 0, 0, 0, start_data.socket_port);
|
||||
|
||||
try {
|
||||
connect_address.Resolve(address->c_str());
|
||||
connect_address.Resolve(start_data.address.c_str());
|
||||
|
||||
if (connect_address.isZero()) { // i.e. INADDR_ANY, IN6ADDR_ANY
|
||||
//connect_address.Resolve("localhost");
|
||||
@ -1503,7 +1485,8 @@ bool Game::connectToServer(const std::string &playername,
|
||||
return false;
|
||||
}
|
||||
|
||||
client = new Client(playername.c_str(), password, *address,
|
||||
client = new Client(start_data.name.c_str(),
|
||||
start_data.password, start_data.address,
|
||||
*draw_control, texture_src, shader_src,
|
||||
itemdef_manager, nodedef_manager, sound, eventmgr,
|
||||
connect_address.isIPv6(), m_game_ui.get());
|
||||
@ -1574,13 +1557,13 @@ bool Game::connectToServer(const std::string &playername,
|
||||
} else {
|
||||
registration_confirmation_shown = true;
|
||||
(new GUIConfirmRegistration(guienv, guienv->getRootGUIElement(), -1,
|
||||
&g_menumgr, client, playername, password,
|
||||
&g_menumgr, client, start_data.name, start_data.password,
|
||||
connection_aborted, texture_src))->drop();
|
||||
}
|
||||
} else {
|
||||
wait_time += dtime;
|
||||
// Only time out if we aren't waiting for the server we started
|
||||
if (!address->empty() && wait_time > 10) {
|
||||
if (!start_data.isSinglePlayer() && wait_time > 10) {
|
||||
*error_message = "Connection timed out.";
|
||||
errorstream << *error_message << std::endl;
|
||||
break;
|
||||
@ -2399,10 +2382,10 @@ void Game::checkZoomEnabled()
|
||||
void Game::updateCameraDirection(CameraOrientation *cam, float dtime)
|
||||
{
|
||||
if ((device->isWindowActive() && device->isWindowFocused()
|
||||
&& !isMenuActive()) || random_input) {
|
||||
&& !isMenuActive()) || input->isRandom()) {
|
||||
|
||||
#ifndef __ANDROID__
|
||||
if (!random_input) {
|
||||
if (!input->isRandom()) {
|
||||
// Mac OSX gets upset if this is set every frame
|
||||
if (device->getCursorControl()->isVisible())
|
||||
device->getCursorControl()->setVisible(false);
|
||||
@ -3349,7 +3332,7 @@ bool Game::nodePlacement(const ItemDefinition &selected_def,
|
||||
}
|
||||
|
||||
// formspec in meta
|
||||
if (meta && !meta->getString("formspec").empty() && !random_input
|
||||
if (meta && !meta->getString("formspec").empty() && !input->isRandom()
|
||||
&& !isKeyDown(KeyType::SNEAK)) {
|
||||
// on_rightclick callbacks are called anyway
|
||||
if (nodedef_manager->get(map.getNode(nodepos)).rightclickable)
|
||||
@ -4260,19 +4243,11 @@ void Game::showPauseMenu()
|
||||
/****************************************************************************/
|
||||
|
||||
void the_game(bool *kill,
|
||||
bool random_input,
|
||||
InputHandler *input,
|
||||
const std::string &map_dir,
|
||||
const std::string &playername,
|
||||
const std::string &password,
|
||||
const std::string &address, // If empty local server is created
|
||||
u16 port,
|
||||
|
||||
const GameStartData &start_data,
|
||||
std::string &error_message,
|
||||
ChatBackend &chat_backend,
|
||||
bool *reconnect_requested,
|
||||
const SubgameSpec &gamespec, // Used for local game
|
||||
bool simple_singleplayer_mode)
|
||||
bool *reconnect_requested) // Used for local game
|
||||
{
|
||||
Game game;
|
||||
|
||||
@ -4280,14 +4255,11 @@ void the_game(bool *kill,
|
||||
* is created then this is updated and we don't want to change the value
|
||||
* passed to us by the calling function
|
||||
*/
|
||||
std::string server_address = address;
|
||||
|
||||
try {
|
||||
|
||||
if (game.startup(kill, random_input, input, map_dir,
|
||||
playername, password, &server_address, port, error_message,
|
||||
reconnect_requested, &chat_backend, gamespec,
|
||||
simple_singleplayer_mode)) {
|
||||
if (game.startup(kill, input, start_data, error_message,
|
||||
reconnect_requested, &chat_backend)) {
|
||||
game.run();
|
||||
}
|
||||
|
||||
|
@ -25,6 +25,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
class InputHandler;
|
||||
class ChatBackend; /* to avoid having to include chat.h */
|
||||
struct SubgameSpec;
|
||||
struct GameStartData;
|
||||
|
||||
struct Jitter {
|
||||
f32 max, min, avg, counter, max_sample, min_sample, max_fraction;
|
||||
@ -41,16 +42,10 @@ struct CameraOrientation {
|
||||
f32 camera_pitch; // "up/down"
|
||||
};
|
||||
|
||||
|
||||
void the_game(bool *kill,
|
||||
bool random_input,
|
||||
InputHandler *input,
|
||||
const std::string &map_dir,
|
||||
const std::string &playername,
|
||||
const std::string &password,
|
||||
const std::string &address, // If "", local server is used
|
||||
u16 port,
|
||||
const GameStartData &start_data,
|
||||
std::string &error_message,
|
||||
ChatBackend &chat_backend,
|
||||
bool *reconnect_requested,
|
||||
const SubgameSpec &gamespec, // Used for local game
|
||||
bool simple_singleplayer_mode);
|
||||
bool *reconnect_requested);
|
||||
|
@ -219,6 +219,11 @@ public:
|
||||
|
||||
virtual ~InputHandler() = default;
|
||||
|
||||
virtual bool isRandom() const
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
virtual bool isKeyDown(GameKeyType k) = 0;
|
||||
virtual bool wasKeyDown(GameKeyType k) = 0;
|
||||
virtual bool cancelPressed() = 0;
|
||||
@ -372,6 +377,11 @@ class RandomInputHandler : public InputHandler
|
||||
public:
|
||||
RandomInputHandler() = default;
|
||||
|
||||
bool isRandom() const
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
virtual bool isKeyDown(GameKeyType k) { return keydown[keycache.key[k]]; }
|
||||
virtual bool wasKeyDown(GameKeyType k) { return false; }
|
||||
virtual bool cancelPressed() { return false; }
|
||||
|
@ -23,10 +23,29 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
|
||||
struct SubgameSpec;
|
||||
|
||||
// Information provided from "main"
|
||||
struct GameParams
|
||||
{
|
||||
GameParams() = default;
|
||||
|
||||
u16 socket_port;
|
||||
std::string world_path;
|
||||
SubgameSpec game_spec;
|
||||
bool is_dedicated_server;
|
||||
};
|
||||
|
||||
// Information processed by main menu
|
||||
struct GameStartData : GameParams
|
||||
{
|
||||
GameStartData() = default;
|
||||
|
||||
bool isSinglePlayer() const { return address.empty() && !local_server; }
|
||||
|
||||
std::string name;
|
||||
std::string password;
|
||||
std::string address;
|
||||
bool local_server;
|
||||
|
||||
// "world_path" must be kept in sync!
|
||||
WorldSpec world_spec;
|
||||
};
|
||||
|
12
src/main.cpp
12
src/main.cpp
@ -197,7 +197,7 @@ int main(int argc, char *argv[])
|
||||
}
|
||||
#endif
|
||||
|
||||
GameParams game_params;
|
||||
GameStartData game_params;
|
||||
#ifdef SERVER
|
||||
porting::attachOrCreateConsole();
|
||||
game_params.is_dedicated_server = true;
|
||||
@ -604,10 +604,14 @@ static bool game_configure(GameParams *game_params, const Settings &cmd_args)
|
||||
|
||||
static void game_configure_port(GameParams *game_params, const Settings &cmd_args)
|
||||
{
|
||||
if (cmd_args.exists("port"))
|
||||
if (cmd_args.exists("port")) {
|
||||
game_params->socket_port = cmd_args.getU16("port");
|
||||
else
|
||||
game_params->socket_port = g_settings->getU16("port");
|
||||
} else {
|
||||
if (game_params->is_dedicated_server)
|
||||
game_params->socket_port = g_settings->getU16("port");
|
||||
else
|
||||
game_params->socket_port = g_settings->getU16("remote_port");
|
||||
}
|
||||
|
||||
if (game_params->socket_port == 0)
|
||||
game_params->socket_port = DEFAULT_SERVER_PORT;
|
||||
|
Loading…
Reference in New Issue
Block a user