#region Copyright & License Information /* * Copyright 2007-2011 The OpenRA Developers (see AUTHORS) * This file is part of OpenRA, which is free software. It is made * available to you under the terms of the GNU General Public License * as published by the Free Software Foundation. For more information, * see COPYING. */ #endregion using System.Drawing; using System.Linq; using OpenRA.Traits; using System; using OpenRA.FileFormats; namespace OpenRA.Network { static class UnitOrders { static Player FindPlayerByClient(this World world, Session.Client c) { /* TODO: this is still a hack. * the cases we're trying to avoid are the extra players on the host's client -- Neutral, other MapPlayers,..*/ return world.Players.FirstOrDefault( p => (p.ClientIndex == c.Index && p.PlayerReference.Playable)); } public static void ProcessOrder(OrderManager orderManager, World world, int clientId, Order order) { if (world != null) { if (!world.WorldActor.TraitsImplementing().All(vo => vo.OrderValidation(orderManager, world, clientId, order))) return; } switch (order.OrderString) { case "Chat": { var client = orderManager.LobbyInfo.ClientWithIndex(clientId); if (client != null) { var player = world != null ? world.FindPlayerByClient(client) : null; var suffix = (player != null && player.WinState == WinState.Lost) ? " (Dead)" : ""; suffix = client.IsObserver ? " (Spectator)" : suffix; Game.AddChatLine(client.Color.RGB, client.Name + suffix, order.TargetString); } else Game.AddChatLine(Color.White, "(player {0})".F(clientId), order.TargetString); break; } case "Message": // Server message Game.AddChatLine(Color.White, "Server", order.TargetString); break; case "Disconnected": /* reports that the target player disconnected */ { var client = orderManager.LobbyInfo.ClientWithIndex(clientId); if (client != null) client.State = Session.ClientState.Disconnected; break; } case "TeamChat": { var client = orderManager.LobbyInfo.ClientWithIndex(clientId); if (client != null) { if (world == null) { if (orderManager.LocalClient != null && client.Team == orderManager.LocalClient.Team) Game.AddChatLine(client.Color.RGB, client.Name + " (Team)", order.TargetString); } else { var player = world.FindPlayerByClient(client); if (player == null) return; if (world.LocalPlayer != null && player.Stances[world.LocalPlayer] == Stance.Ally || player.WinState == WinState.Lost) { var suffix = player.WinState == WinState.Lost ? " (Dead)" : " (Team)"; Game.AddChatLine(client.Color.RGB, client.Name + suffix, order.TargetString); } } } break; } case "StartGame": { Game.AddChatLine(Color.White, "Server", "The game has started."); Game.StartGame(orderManager.LobbyInfo.GlobalSettings.Map, false); break; } case "PauseGame": { var client = orderManager.LobbyInfo.ClientWithIndex(clientId); if (client != null) { var pause = order.TargetString == "Pause"; if (orderManager.world.Paused != pause && !world.LobbyInfo.IsSinglePlayer) { var pausetext = "The game is {0} by {1}".F(pause ? "paused" : "un-paused", client.Name); Game.AddChatLine(Color.White, "", pausetext); } orderManager.world.Paused = pause; orderManager.world.PredictedPaused = pause; } break; } case "HandshakeRequest": { // TODO: Switch to the server's mod if we have it // Otherwise send the handshake with our current settings and let the server reject us var mod = Game.modData.Manifest.Mod; var info = new Session.Client() { Name = Game.Settings.Player.Name, PreferredColor = Game.Settings.Player.Color, Color = Game.Settings.Player.Color, Country = "random", SpawnPoint = 0, Team = 0, State = Session.ClientState.NotReady }; var response = new HandshakeResponse() { Client = info, Mod = mod.Id, Version = mod.Version, Password = orderManager.Password }; orderManager.IssueOrder(Order.HandshakeResponse(response.Serialize())); break; } case "ServerError": { orderManager.ServerError = order.TargetString; orderManager.AuthenticationFailed = false; break; } case "AuthenticationError": { orderManager.ServerError = order.TargetString; orderManager.AuthenticationFailed = true; break; } case "SyncInfo": { orderManager.LobbyInfo = Session.Deserialize(order.TargetString); if (orderManager.FramesAhead != orderManager.LobbyInfo.GlobalSettings.OrderLatency && !orderManager.GameStarted) { orderManager.FramesAhead = orderManager.LobbyInfo.GlobalSettings.OrderLatency; Game.Debug("Order lag is now {0} frames.".F(orderManager.LobbyInfo.GlobalSettings.OrderLatency)); } Game.SyncLobbyInfo(); break; } case "SetStance": { if (!Game.orderManager.LobbyInfo.GlobalSettings.FragileAlliances) return; var targetPlayer = order.Player.World.Players.FirstOrDefault(p => p.InternalName == order.TargetString); var newStance = (Stance)order.TargetLocation.X; SetPlayerStance(world, order.Player, targetPlayer, newStance); Game.Debug("{0} has set diplomatic stance vs {1} to {2}".F( order.Player.PlayerName, targetPlayer.PlayerName, newStance)); // automatically declare war reciprocally if (newStance == Stance.Enemy && targetPlayer.Stances[order.Player] == Stance.Ally) { SetPlayerStance(world, targetPlayer, order.Player, newStance); Game.Debug("{0} has reciprocated",targetPlayer.PlayerName); } break; } case "Ping": { orderManager.IssueOrder(Order.Pong(order.TargetString)); break; } default: { if (!order.IsImmediate) { var self = order.Subject; var health = self.TraitOrDefault(); if (health == null || !health.IsDead) foreach (var t in self.TraitsImplementing()) t.ResolveOrder(self, order); } break; } } } static void SetPlayerStance(World w, Player p, Player target, Stance s) { var oldStance = p.Stances[target]; p.Stances[target] = s; target.Shroud.UpdatePlayerStance(w, p, oldStance, s); p.Shroud.UpdatePlayerStance(w, target, oldStance, s); foreach (var nsc in w.ActorsWithTrait()) nsc.Trait.StanceChanged(nsc.Actor, p, target, oldStance, s); } } }