Add dynamic map refresh
This commit is contained in:
committed by
Matthias Mailänder
parent
61df7974b0
commit
b254eb0f3d
@@ -1,6 +1,6 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2021 The OpenRA Developers (see AUTHORS)
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* Copyright 2007-2022 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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@@ -59,6 +59,9 @@ namespace OpenRA.Mods.Common.Widgets.Logic
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MapPreview map;
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Session.MapStatus mapStatus;
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string oldMapUid;
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string newMapUid;
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string lastUpdatedUid;
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bool chatEnabled;
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bool addBotOnMapLoad;
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@@ -129,6 +132,7 @@ namespace OpenRA.Mods.Common.Widgets.Logic
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Game.LobbyInfoChanged += UpdateSpawnOccupants;
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Game.BeforeGameStart += OnGameStart;
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Game.ConnectionStateChanged += ConnectionStateChanged;
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modData.MapCache.MapUpdated += TrackRelevantMapUpdates;
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var name = lobby.GetOrNull<LabelWidget>("SERVER_NAME");
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if (name != null)
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@@ -182,20 +186,26 @@ namespace OpenRA.Mods.Common.Widgets.Logic
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{
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var onSelect = new Action<string>(uid =>
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{
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// Don't select the same map again
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if (uid == map.Uid)
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// Don't select the same map again, and handle map becoming unavailable
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if (uid == map.Uid && modData.MapCache[uid].Status != MapStatus.Available)
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return;
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orderManager.IssueOrder(Order.Command("map " + uid));
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Game.Settings.Server.Map = uid;
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Game.Settings.Save();
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newMapUid = null;
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oldMapUid = null;
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lastUpdatedUid = null;
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});
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// Check for updated maps, if the user has edited a map we'll preselect it for them
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modData.MapCache.UpdateMaps();
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Ui.OpenWindow("MAPCHOOSER_PANEL", new WidgetArgs()
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{
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{ "initialMap", map.Uid },
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{ "initialMap", lastUpdatedUid ?? map.Uid },
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{ "initialTab", MapClassification.System },
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{ "onExit", DoNothing },
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{ "onExit", Game.IsHost ? new Action(() => UpdateSelectedMap()) : null },
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{ "onSelect", Game.IsHost ? onSelect : null },
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{ "filter", MapVisibility.Lobby },
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});
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@@ -364,8 +374,14 @@ namespace OpenRA.Mods.Common.Widgets.Logic
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// Force start panel
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Action startGame = () =>
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{
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gameStarting = true;
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orderManager.IssueOrder(Order.Command("startgame"));
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// Refresh MapCache and check if the selected map is available before attempting to start the game
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if (modData.MapCache[map.Uid].Status == MapStatus.Available)
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{
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gameStarting = true;
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orderManager.IssueOrder(Order.Command("startgame"));
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}
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else
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UpdateSelectedMap();
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};
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var startGameButton = lobby.GetOrNull<ButtonWidget>("START_GAME_BUTTON");
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@@ -484,6 +500,7 @@ namespace OpenRA.Mods.Common.Widgets.Logic
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Game.LobbyInfoChanged -= UpdateSpawnOccupants;
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Game.BeforeGameStart -= OnGameStart;
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Game.ConnectionStateChanged -= ConnectionStateChanged;
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modData.MapCache.MapUpdated -= TrackRelevantMapUpdates;
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}
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base.Dispose(disposing);
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@@ -822,6 +839,36 @@ namespace OpenRA.Mods.Common.Widgets.Logic
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onStart();
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}
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void TrackRelevantMapUpdates(string oldUid, string newUid)
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{
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// We need to handle map being updated multiple times without a refresh
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if (map.Uid == oldUid || oldUid == newMapUid)
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{
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if (oldMapUid == null)
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oldMapUid = oldUid;
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newMapUid = newUid;
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}
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if (newUid != null)
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lastUpdatedUid = newUid;
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}
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void UpdateSelectedMap()
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{
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if (modData.MapCache[map.Uid].Status == MapStatus.Available)
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return;
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if (oldMapUid == map.Uid && modData.MapCache[newMapUid].Status == MapStatus.Available)
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{
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orderManager.IssueOrder(Order.Command("map " + newMapUid));
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Game.Settings.Server.Map = newMapUid;
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Game.Settings.Save();
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newMapUid = null;
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oldMapUid = null;
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lastUpdatedUid = null;
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}
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}
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}
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public class LobbyFaction
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