Ticket #3143: 3143_lobby_data_v2.6.5.patch
File 3143_lobby_data_v2.6.5.patch, 16.6 KB (added by , 8 years ago) |
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binaries/data/mods/public/gui/common/functions_utility.js
59 59 * Escape tag start and escape characters, so users cannot use special formatting. 60 60 * Also limit string length to 256 characters (not counting escape characters). 61 61 */ 62 function escapeText(text )62 function escapeText(text, limitLength = true) 63 63 { 64 64 if (!text) 65 65 return text; 66 66 67 return text.substr(0, 255).replace(/\\/g, "\\\\").replace(/\[/g, "\\["); 67 if (limitLength) 68 text = text.substr(0, 255); 69 70 return text.replace(/\\/g, "\\\\").replace(/\[/g, "\\["); 68 71 } 69 72 73 function unescapeText(text) 74 { 75 if (!text) 76 return text; 77 return text.replace(/\\\\/g, "\\").replace(/\\\[/g, "\["); 78 } 79 80 /** 81 * Changes the format to make the playerData some bytes smaller. 82 */ 83 function playerDataToStringifiedTeamList(originalplayerDataArray) 84 { 85 let playerDataArray = clone(originalplayerDataArray); 86 let teamList = {}; 87 for (let playerData of playerDataArray) 88 { 89 if (playerData.Team === undefined) 90 playerData.Team = -1; 91 if (!teamList[playerData.Team]) 92 teamList[playerData.Team] = []; 93 teamList[playerData.Team].push(playerData); 94 delete teamList[playerData.Team].Team; 95 } 96 return escapeText(JSON.stringify(teamList), false); 97 } 98 99 function stringifiedTeamListToPlayerData(stringifiedTeamList) 100 { 101 let teamList = JSON.parse(unescapeText(stringifiedTeamList)); 102 let playerData = []; 103 for (let team in teamList) 104 { 105 for (let player of teamList[team]) 106 { 107 player.Team = team; 108 playerData.push(player); 109 } 110 } 111 return playerData; 112 } 113 70 114 function translateMapTitle(mapTitle) 71 115 { 72 116 return mapTitle == "random" ? translateWithContext("map selection", "Random") : translate(mapTitle); … … 226 270 227 271 for (let playerData of playerDataArray) 228 272 { 229 if (playerData == null || playerData.Civ == "gaia")273 if (playerData == null || playerData.Civ && playerData.Civ == "gaia") 230 274 continue; 231 275 232 276 ++playerIdx; 233 277 let teamIdx = playerData.Team; 234 278 let isAI = playerData.AI && playerData.AI != ""; 235 let playerState = playerStates && playerStates[playerIdx] ;279 let playerState = playerStates && playerStates[playerIdx] || playerData.State; 236 280 let isActive = !playerState || playerState == "active"; 281 let isOffline = playerData.Offline; 237 282 238 283 let playerDescription; 239 284 if (isAI) 240 285 { 241 if (isActive) 242 // Translation: Describe a player in a selected game, f.e. in the replay- or savegame menu 243 playerDescription = translate("%(playerName)s (%(civ)s, %(AIdifficulty)s %(AIname)s)"); 286 if (playerData.Civ) 287 { 288 if (isActive) 289 // Translation: Describe a player in a selected game, f.e. in the replay- or savegame menu 290 playerDescription = translate("%(playerName)s (%(civ)s, %(AIdifficulty)s %(AIname)s)"); 291 else 292 // Translation: Describe a player in a selected game, f.e. in the replay- or savegame menu 293 playerDescription = translate("%(playerName)s (%(civ)s, %(AIdifficulty)s %(AIname)s, %(state)s)"); 294 } 244 295 else 245 // Translation: Describe a player in a selected game, f.e. in the replay- or savegame menu 246 playerDescription = translate("%(playerName)s (%(civ)s, %(AIdifficulty)s %(AIname)s, %(state)s)"); 296 { 297 if (isActive) 298 // Translation: Describe a player in a selected game, f.e. in the replay- or savegame menu 299 playerDescription = translate("%(playerName)s (%(AIdifficulty)s %(AIname)s)"); 300 else 301 // Translation: Describe a player in a selected game, f.e. in the replay- or savegame menu 302 playerDescription = translate("%(playerName)s (%(AIdifficulty)s %(AIname)s, %(state)s)"); 303 } 247 304 } 248 305 else 249 306 { 250 if (isActive) 251 // Translation: Describe a player in a selected game, f.e. in the replay- or savegame menu 252 playerDescription = translate("%(playerName)s (%(civ)s)"); 307 // Can only occur in the lobby for now, so no strings with civ needed 308 if (isOffline) 309 { 310 if (isActive) 311 // Translation: Describe a player in a selected game, f.e. in the replay- or savegame menu 312 playerDescription = translate("%(playerName)s (OFFLINE)"); 313 else 314 // Translation: Describe a player in a selected game, f.e. in the replay- or savegame menu 315 playerDescription = translate("%(playerName)s (OFFLINE, %(state)s)"); 316 } 253 317 else 254 // Translation: Describe a player in a selected game, f.e. in the replay- or savegame menu 255 playerDescription = translate("%(playerName)s (%(civ)s, %(state)s)"); 318 { 319 if (playerData.Civ) 320 if (isActive) 321 // Translation: Describe a player in a selected game, f.e. in the replay- or savegame menu 322 playerDescription = translate("%(playerName)s (%(civ)s)"); 323 else 324 // Translation: Describe a player in a selected game, f.e. in the replay- or savegame menu 325 playerDescription = translate("%(playerName)s (%(civ)s, %(state)s)"); 326 else 327 if (isActive) 328 // Translation: Describe a player in a selected game, f.e. in the replay- or savegame menu 329 playerDescription = translate("%(playerName)s"); 330 else 331 // Translation: Describe a player in a selected game, f.e. in the replay- or savegame menu 332 playerDescription = translate("%(playerName)s (%(state)s)"); 333 } 256 334 } 257 335 258 336 // Sort player descriptions by team … … 262 340 playerDescriptions[teamIdx].push(sprintf(playerDescription, { 263 341 "playerName": 264 342 '[color="' + 265 rgbToGuiColor(playerData.Color || g_Settings.PlayerDefaults[playerIdx].Color) + 343 (typeof getPlayerColor == 'function' ? 344 (isAI ? 345 "255 255 255" : 346 getPlayerColor(playerData.Name)) : 347 rgbToGuiColor(playerData.Color || g_Settings.PlayerDefaults[playerIdx].Color)) + 266 348 '"]' + escapeText(playerData.Name) + "[/color]", 267 349 268 350 "civ": … … 283 365 } 284 366 285 367 let teams = Object.keys(playerDescriptions); 368 if (teams.indexOf("observer") > -1) 369 teams.splice(teams.indexOf("observer"), 1); 286 370 371 let teamDescription = []; 372 287 373 // If there are no teams, merge all playersDescriptions 288 374 if (teams.length == 1) 289 return playerDescriptions[teams[0]].join("\n") + "\n";375 teamDescription.push(playerDescriptions[teams[0]].join("\n")); 290 376 291 377 // If there are teams, merge "Team N:" + playerDescriptions 292 return teams.map(team => { 378 else 379 teamDescription = teamDescription.concat(teams.map(team => { 293 380 294 let teamCaption = team == -1 ?295 translate("No Team") :296 sprintf(translate("Team %(team)s"), { "team": +team + 1 });381 let teamCaption = team == -1 ? 382 translate("No Team") : 383 sprintf(translate("Team %(team)s"), { "team": +team + 1 }); 297 384 298 // Translation: Describe players of one team in a selected game, f.e. in the replay- or savegame menu or lobby 299 return sprintf(translate("%(team)s:\n%(playerDescriptions)s"), { 300 "team": '[font="sans-bold-14"]' + teamCaption + "[/font]", 301 "playerDescriptions": playerDescriptions[team].join("\n") 302 }); 303 }).join("\n\n"); 385 // Translation: Describe players of one team in a selected game, f.e. in the replay- or savegame menu or lobby 386 return sprintf(translate("%(team)s:\n%(playerDescriptions)s"), { 387 "team": '[font="sans-bold-14"]' + teamCaption + "[/font]", 388 "playerDescriptions": playerDescriptions[team].join("\n") 389 }); 390 })); 391 392 if (playerDescriptions.observer) 393 teamDescription.push(sprintf(translate("%(team)s:\n%(playerDescriptions)s"), { 394 "team": '[font="sans-bold-14"]' + translatePlural("Observer", "Observers", playerDescriptions.observer.length) + "[/font]", 395 "playerDescriptions": playerDescriptions.observer.join("\n") 396 })); 397 398 return teamDescription.join("\n\n"); 304 399 } -
binaries/data/mods/public/gui/gamesetup/gamesetup.js
678 678 { 679 679 if (g_IsController && Engine.HasXmppClient()) 680 680 { 681 let playerNames = Object.keys(g_PlayerAssignments).map(guid => g_PlayerAssignments[guid].name);682 Engine.SendChangeStateGame( playerNames.length, playerNames.join(", "));681 let clients = formatClientsForStanza(); 682 Engine.SendChangeStateGame(clients.nbp, clients.list); 683 683 } 684 684 685 685 Engine.SwitchGuiPage("page_loading.xml", { … … 1938 1938 setReady(false, false); 1939 1939 } 1940 1940 1941 function formatClientsForStanza() 1942 { 1943 let numberOfPlayers = 0; 1944 let list = []; 1945 for (let guid in g_PlayerAssignments) 1946 { 1947 if (g_GameAttributes.settings.PlayerData[g_PlayerAssignments[guid].player - 1]) 1948 { 1949 ++numberOfPlayers; 1950 list.push({ 1951 "Name": g_PlayerAssignments[guid].name 1952 }); 1953 } 1954 else 1955 list.push({ 1956 "Name": g_PlayerAssignments[guid].name, 1957 "Team": "observer" 1958 }); 1959 } 1960 return { 1961 "list": playerDataToStringifiedTeamList(list), 1962 "nbp": numberOfPlayers 1963 }; 1964 } 1965 1941 1966 /** 1942 1967 * Send the relevant gamesettings to the lobbybot. 1943 1968 */ … … 1951 1976 1952 1977 let mapSize = g_GameAttributes.mapType == "random" ? Engine.GetGUIObjectByName("mapSize").list_data[selectedMapSize] : "Default"; 1953 1978 let victoryCondition = Engine.GetGUIObjectByName("victoryCondition").list[selectedVictoryCondition]; 1954 let playerNames = Object.keys(g_PlayerAssignments).map(guid => g_PlayerAssignments[guid].name).sort();1979 let clients = formatClientsForStanza(); 1955 1980 1956 1981 let stanza = { 1957 1982 "name": g_ServerName, … … 1961 1986 "mapSize": mapSize, 1962 1987 "mapType": g_GameAttributes.mapType, 1963 1988 "victoryCondition": victoryCondition, 1964 "nbp": Object.keys(g_PlayerAssignments).length || 1,1965 " tnbp": g_GameAttributes.settings.PlayerData.length,1966 "players": playerNames.join(", ")1989 "nbp": clients.nbp, 1990 "maxnbp": g_GameAttributes.settings.PlayerData.length, 1991 "players": clients.list, 1967 1992 }; 1968 1993 1969 1994 // Only send the stanza if the relevant settings actually changed -
binaries/data/mods/public/gui/lobby/lobby.js
285 285 return true; 286 286 287 287 if (playersNumberFilter.selected != 0 && 288 game. tnbp != playersNumberFilter.list_data[playersNumberFilter.selected])288 game.maxnbp != playersNumberFilter.list_data[playersNumberFilter.selected]) 289 289 return true; 290 290 291 291 if (mapTypeFilter.selected != 0 && … … 292 292 game.mapType != mapTypeFilter.list_data[mapTypeFilter.selected]) 293 293 return true; 294 294 295 if (!showFullFilter.checked && game. tnbp <= game.nbp)295 if (!showFullFilter.checked && game.maxnbp <= game.nbp) 296 296 return true; 297 297 298 298 return false; … … 546 546 break; 547 547 case 'nPlayers': 548 548 // Compare playercount ratio 549 sortA = a.nbp * b. tnbp;550 sortB = b.nbp * a. tnbp;549 sortA = a.nbp * b.maxnbp; 550 sortB = b.nbp * a.maxnbp; 551 551 break; 552 552 case 'status': 553 553 default: … … 582 582 list_mapName.push(translateMapTitle(game.niceMapName)); 583 583 list_mapSize.push(translateMapSize(game.mapSize)); 584 584 list_mapType.push(g_MapTypes.Title[mapTypeIdx] || ""); 585 list_nPlayers.push(game.nbp + "/" + game. tnbp);585 list_nPlayers.push(game.nbp + "/" + game.maxnbp); 586 586 list.push(gameName); 587 587 list_data.push(i); 588 588 } … … 616 616 617 617 Engine.GetGUIObjectByName("sgMapName").caption = translateMapTitle(game.niceMapName); 618 618 Engine.GetGUIObjectByName("sgNbPlayers").caption = sprintf( 619 translate("Players: %(current)s/%( total)s"), {619 translate("Players: %(current)s/%(max)s"), { 620 620 "current": game.nbp, 621 " total": game.tnbp621 "max": game.maxnbp 622 622 }); 623 623 624 Engine.GetGUIObjectByName("sgPlayersNames").caption = game.players;624 Engine.GetGUIObjectByName("sgPlayersNames").caption = formatPlayerInfo(stringifiedTeamListToPlayerData(game.players)); 625 625 Engine.GetGUIObjectByName("sgMapSize").caption = translateMapSize(game.mapSize); 626 626 627 627 let mapTypeIdx = g_MapTypes.Name.indexOf(game.mapType); … … 653 653 654 654 let username = g_UserRating ? g_Username + " (" + g_UserRating + ")" : g_Username; 655 655 656 if (game.state == "init" || game.players.split(", ").indexOf(username) > -1)656 if (game.state == "init" || stringifiedTeamListToPlayerData(game.players).some(player => player.Name == username)) 657 657 joinSelectedGame(); 658 658 else 659 659 messageBox( -
binaries/data/mods/public/gui/session/messages.js
544 544 545 545 // Update lobby gamestatus 546 546 if (g_IsController && Engine.HasXmppClient()) 547 { 548 let players = Object.keys(g_PlayerAssignments).map(guid => g_PlayerAssignments[guid].name); 549 Engine.SendChangeStateGame(Object.keys(g_PlayerAssignments).length, players.join(", ")); 550 } 547 sendLobbyStanzaUpdate(); 551 548 } 552 549 553 550 function onClientJoin(guid) … … 746 743 747 744 function formatDefeatMessage(msg) 748 745 { 746 if (g_IsController && Engine.HasXmppClient()) 747 sendLobbyStanzaUpdate(); 748 749 749 return sprintf( 750 750 msg.resign ? 751 751 translate("%(player)s has resigned.") : -
binaries/data/mods/public/gui/session/session.js
288 288 if (hotloadData) 289 289 g_Selection.selected = hotloadData.selection; 290 290 291 if (g_IsController && Engine.HasXmppClient()) 292 sendLobbyStanzaUpdate(); 293 291 294 onSimulationUpdate(); 292 295 293 296 setTimeout(displayGamestateNotifications, 1000); -
binaries/data/mods/public/gui/session/utility_functions.js
131 131 alpha = alpha > 125 ? 125 : alpha; 132 132 return "color:255 0 0 " + alpha; 133 133 } 134 135 function sendLobbyStanzaUpdate() 136 { 137 let playerDataArray = clone(g_GameAttributes.settings.PlayerData); 138 let numberOfPlayers = 0; 139 let playerStates = {}; 140 141 for (let player of g_Players) 142 { 143 playerStates[player.name] = {}; 144 playerStates[player.name].State = player.state; 145 playerStates[player.name].Offline = player.offline; 146 } 147 148 for (let guid in g_PlayerAssignments) 149 { 150 let pData = g_GameAttributes.settings.PlayerData[g_PlayerAssignments[guid].player - 1]; 151 152 if (pData) 153 ++numberOfPlayers; 154 else 155 playerDataArray.push({ 156 "Name": g_PlayerAssignments[guid].name, 157 "Team": "observer" 158 }); 159 } 160 161 for (let playerData of playerDataArray) 162 { 163 delete playerData.Civ; 164 delete playerData.Color; 165 166 if (!g_GameAttributes.settings.LockTeams && playerData.Team != "observer") 167 delete playerData.Team; 168 169 let pState = playerStates[playerData.Name]; 170 if (pState) 171 { 172 playerData.State = pState.State; 173 playerData.Offline = pState.Offline; 174 } 175 } 176 Engine.SendChangeStateGame(numberOfPlayers, playerDataToStringifiedTeamList(playerDataArray)); 177 } -
source/lobby/XmppClient.cpp
502 502 JSAutoRequest rq(cx); 503 503 504 504 scriptInterface.Eval("([])", ret); 505 const char* stats[] = { "name", "ip", "port", "state", "nbp", " tnbp", "players", "mapName", "niceMapName", "mapSize", "mapType", "victoryCondition" };505 const char* stats[] = { "name", "ip", "port", "state", "nbp", "maxnbp", "players", "mapName", "niceMapName", "mapSize", "mapType", "victoryCondition" }; 506 506 for(const glooxwrapper::Tag* const& t : m_GameList) 507 507 { 508 508 JS::RootedValue game(cx); -
source/tools/XpartaMuPP/XpartaMuPP.py
301 301 if JID in self.gameList: 302 302 if self.gameList[JID]['nbp-init'] > data['nbp']: 303 303 logging.debug("change game (%s) state from %s to %s", JID, self.gameList[JID]['state'], 'waiting') 304 self.gameList[JID]['nbp'] = data['nbp']305 304 self.gameList[JID]['state'] = 'waiting' 306 305 else: 307 306 logging.debug("change game (%s) state from %s to %s", JID, self.gameList[JID]['state'], 'running') 308 self.gameList[JID]['nbp'] = data['nbp']309 307 self.gameList[JID]['state'] = 'running' 308 self.gameList[JID]['nbp'] = data['nbp'] 309 self.gameList[JID]['players'] = data['players'] 310 310 311 311 ## Class which manages different game reports from clients ## 312 312 ## and calls leaderboard functions as appropriate. ##