Files
OpenRA/OpenRA.Game/Network/UnitOrders.cs
Matthias Mailänder 86271c3dd1 use List<MiniYamlNode> instead of System.Text.StringBuilder
add Deserialize methods for everything in Network.Session
2014-05-15 11:36:24 +02:00

301 lines
8.5 KiB
C#

#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.Collections.Generic;
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<IValidateOrder>().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.Invalid
};
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);
SetOrderLag(orderManager);
Game.SyncLobbyInfo();
break;
}
case "SyncLobbyClients":
{
var clients = new List<Session.Client>();
var nodes = MiniYaml.FromString(order.TargetString);
foreach (var node in nodes)
{
var strings = node.Key.Split('@');
if (strings[0] == "Client")
clients.Add(Session.Client.Deserialize(node.Value));
}
orderManager.LobbyInfo.Clients = clients;
Game.SyncLobbyInfo();
break;
}
case "SyncLobbySlots":
{
var slots = new Dictionary<string, Session.Slot>();
var nodes = MiniYaml.FromString(order.TargetString);
foreach (var node in nodes)
{
var strings = node.Key.Split('@');
if (strings[0] == "Slot")
{
var slot = Session.Slot.Deserialize(node.Value);
slots.Add(slot.PlayerReference, slot);
}
}
orderManager.LobbyInfo.Slots = slots;
Game.SyncLobbyInfo();
break;
}
case "SyncLobbyGlobalSettings":
{
var nodes = MiniYaml.FromString(order.TargetString);
foreach (var node in nodes)
{
var strings = node.Key.Split('@');
if (strings[0] == "GlobalSettings")
orderManager.LobbyInfo.GlobalSettings = Session.Global.Deserialize(node.Value);
}
SetOrderLag(orderManager);
Game.SyncLobbyInfo();
break;
}
case "SyncClientPings":
{
var pings = new List<Session.ClientPing>();
var nodes = MiniYaml.FromString(order.TargetString);
foreach (var node in nodes)
{
var strings = node.Key.Split('@');
if (strings[0] == "ClientPing")
pings.Add(Session.ClientPing.Deserialize(node.Value));
}
orderManager.LobbyInfo.ClientPings = pings;
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<Health>();
if (health == null || !health.IsDead)
foreach (var t in self.TraitsImplementing<IResolveOrder>())
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<INotifyStanceChanged>())
nsc.Trait.StanceChanged(nsc.Actor, p, target, oldStance, s);
}
static void SetOrderLag(OrderManager o)
{
if (o.FramesAhead != o.LobbyInfo.GlobalSettings.OrderLatency && !o.GameStarted)
{
o.FramesAhead = o.LobbyInfo.GlobalSettings.OrderLatency;
Log.Write("server", "Order lag is now {0} frames.", o.LobbyInfo.GlobalSettings.OrderLatency);
}
}
}
}