Ticket #3806: 3806_player_gamesetup_v1.1.patch
File 3806_player_gamesetup_v1.1.patch, 31.8 KB (added by , 8 years ago) |
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binaries/data/mods/public/gui/aiconfig/aiconfig.js
16 16 let aiSelection = Engine.GetGUIObjectByName("aiSelection"); 17 17 aiSelection.list = g_AIDescriptions.map(ai => ai.data.name); 18 18 aiSelection.selected = g_AIDescriptions.findIndex(ai => ai.id == settings.id); 19 aiSelection.hidden = !settings. isController;19 aiSelection.hidden = !settings.canBeChanged; 20 20 21 21 let aiSelectionText = Engine.GetGUIObjectByName("aiSelectionText"); 22 22 aiSelectionText.caption = aiSelection.list[aiSelection.selected]; 23 aiSelectionText.hidden = settings. isController;23 aiSelectionText.hidden = settings.canBeChanged; 24 24 25 25 let aiDiff = Engine.GetGUIObjectByName("aiDifficulty"); 26 26 aiDiff.list = prepareForDropdown(g_Settings.AIDifficulties).Title; 27 27 aiDiff.selected = settings.difficulty; 28 aiDiff.hidden = !settings. isController;28 aiDiff.hidden = !settings.canBeChanged; 29 29 30 30 let aiDiffText = Engine.GetGUIObjectByName("aiDifficultyText"); 31 31 aiDiffText.caption = aiDiff.list[aiDiff.selected]; 32 aiDiffText.hidden = settings. isController;32 aiDiffText.hidden = settings.canBeChanged; 33 33 } 34 34 35 35 function selectAI(idx) -
binaries/data/mods/public/gui/common/settings.js
37 37 "MapTypes": loadMapTypes(), 38 38 "MapSizes": loadSettingValuesFile("map_sizes.json"), 39 39 "PlayerDefaults": loadPlayerDefaults(), 40 "GuestSettings": loadSettingValuesFile("guest_settings.json"), 40 41 "PopulationCapacities": loadPopulationCapacities(), 41 42 "StartingResources": loadSettingValuesFile("starting_resources.json"), 42 43 "VictoryConditions": loadVictoryConditions() -
binaries/data/mods/public/gui/gamesetup/gamesetup.js
5 5 const g_GameSpeeds = prepareForDropdown(g_Settings && g_Settings.GameSpeeds.filter(speed => !speed.ReplayOnly)); 6 6 const g_MapSizes = prepareForDropdown(g_Settings && g_Settings.MapSizes); 7 7 const g_MapTypes = prepareForDropdown(g_Settings && g_Settings.MapTypes); 8 const g_GuestSettings = prepareForDropdown(g_Settings && g_Settings.GuestSettings); 8 9 const g_PopulationCapacities = prepareForDropdown(g_Settings && g_Settings.PopulationCapacities); 9 10 const g_StartingResources = prepareForDropdown(g_Settings && g_Settings.StartingResources); 10 11 const g_VictoryConditions = prepareForDropdown(g_Settings && g_Settings.VictoryConditions); … … 146 147 */ 147 148 const g_RandomCiv = '[color="' + g_ColorRandom + '"]' + translateWithContext("civilization", "Random") + '[/color]'; 148 149 149 // Is this isa networked game, or offline150 // Is this a networked game, or offline 150 151 var g_IsNetworked; 151 152 152 153 // Is this user in control of game settings (i.e. is a network server, or offline player) … … 260 261 g_GameAttributes.settings.CheatsEnabled = !g_IsNetworked; 261 262 g_GameAttributes.settings.RatingEnabled = Engine.IsRankedGame() || undefined; 262 263 263 initMapNameList(); 264 initNumberOfPlayers(); 265 initGameSpeed(); 266 initPopulationCaps(); 267 initStartingResources(); 268 initCeasefire(); 269 initWonderDurations(); 270 initVictoryConditions(); 271 initMapSizes(); 272 initRadioButtons(); 264 initDropdowns(); 273 265 } 274 else275 hideControls();276 266 277 267 initMultiplayerSettings(); 278 268 initPlayerAssignments(); … … 291 281 } 292 282 } 293 283 284 function initDropdowns() 285 { 286 initMapNameList(); 287 initNumberOfPlayers(); 288 initGameSpeed(); 289 initGuestSettings(); 290 initPopulationCaps(); 291 initStartingResources(); 292 initCeasefire(); 293 initWonderDurations(); 294 initVictoryConditions(); 295 initMapSizes(); 296 initRadioButtons(); 297 } 298 294 299 function initMapTypes() 295 300 { 296 301 let mapTypes = Engine.GetGUIObjectByName("mapType"); … … 331 336 "optionPopulationCap", 332 337 "optionStartingResources", 333 338 "optionCeasefire", 339 "optionGuestSettings", 334 340 "optionRevealMap", 335 341 "optionExploreMap", 336 342 "optionDisableTreasures", … … 380 386 function initGameSpeed() 381 387 { 382 388 let gameSpeed = Engine.GetGUIObjectByName("gameSpeed"); 383 gameSpeed.hidden = false;384 Engine.GetGUIObjectByName("gameSpeedText").hidden = true;389 gameSpeed.hidden = !canPlayerChange("gameSpeed"); 390 Engine.GetGUIObjectByName("gameSpeedText").hidden = canPlayerChange("gameSpeed"); 385 391 gameSpeed.list = g_GameSpeeds.Title; 386 392 gameSpeed.list_data = g_GameSpeeds.Speed; 387 393 gameSpeed.onSelectionChange = function() { … … 435 441 }; 436 442 } 437 443 444 function initGuestSettings() 445 { 446 let guestSettings = Engine.GetGUIObjectByName("guestSettings"); 447 guestSettings.list = g_GuestSettings.Title; 448 guestSettings.list_data = g_GuestSettings.Data; 449 if (guestSettings.selected == -1) 450 guestSettings.selected = g_GuestSettings.Default; 451 guestSettings.onSelectionChange = function() { 452 if (this.selected != -1) 453 g_GameAttributes.GuestSettings = g_GuestSettings.Data[this.selected]; 454 455 updateGameAttributes(); 456 }; 457 } 458 438 459 function initVictoryConditions() 439 460 { 440 461 let victoryConditions = Engine.GetGUIObjectByName("victoryCondition"); … … 515 536 function hideControls() 516 537 { 517 538 for (let ctrl of ["mapType", "mapFilter", "mapSelection", "victoryCondition", "gameSpeed", "numPlayers"]) 518 hideControl(ctrl, ctrl + "Text" );539 hideControl(ctrl, ctrl + "Text", canPlayerChange(ctrl)); 519 540 520 541 // TODO: Shouldn't players be able to choose their own assignment? 521 542 for (let i = 0; i < g_MaxPlayers; ++i) … … 555 576 } 556 577 557 578 /** 579 * Returns if the player is allowed to change this setting 580 */ 581 function canPlayerChange(setting) 582 { 583 if (g_GameAttributes.mapType == "scenario" && 584 ["victoryCondition", "wonderDuration", "populationCap", 585 "startingResources", "ceasefire", "revealMap", "exploreMap", 586 "disableTreasures", "lockTeams", "playerCiv", "playerTeam", "playerColor"].indexOf(setting) >= 0) 587 return false; 588 589 if (g_GameAttributes.mapType != "random" && setting == "numPlayers") 590 return false; 591 592 if (g_IsController) 593 return true; 594 595 if (setting == "guestSettings") 596 return false; 597 598 if (g_GuestSettings.Data.indexOf(setting) == -1) 599 return g_GameAttributes.GuestSettings == "all"; 600 601 return g_GuestSettings.Data.indexOf(g_GameAttributes.GuestSettings) >= g_GuestSettings.Data.indexOf(setting); 602 } 603 604 /** 558 605 * Hide and set some elements depending on whether we play single- or multiplayer. 559 606 */ 560 607 function initMultiplayerSettings() … … 561 608 { 562 609 Engine.GetGUIObjectByName("chatPanel").hidden = !g_IsNetworked; 563 610 Engine.GetGUIObjectByName("optionCheats").hidden = !g_IsNetworked; 611 Engine.GetGUIObjectByName("optionGuestSettings").hidden = !g_IsNetworked; 564 612 Engine.GetGUIObjectByName("optionRating").hidden = !Engine.HasXmppClient(); 565 613 566 614 Engine.GetGUIObjectByName("enableCheats").enabled = !Engine.IsRankedGame(); … … 677 725 } 678 726 679 727 /** 680 * Called whenever the hostchanged any setting.728 * Called whenever someone changed any setting. 681 729 * @param {Object} message 682 730 */ 683 731 function handleGamesetupMessage(message) … … 694 742 } 695 743 696 744 Engine.SetRankedGame(!!g_GameAttributes.settings.RatingEnabled); 697 698 745 updateGUIObjects(); 699 746 } 700 747 … … 995 1042 initGUIObjects(); 996 1043 ++g_LoadingState; 997 1044 } 998 else if (g_LoadingState == 2 )1045 else if (g_LoadingState == 2 || g_LoadingState == 3) 999 1046 { 1000 1047 while (true) 1001 1048 { … … 1006 1053 log("Net message: " + uneval(message)); 1007 1054 1008 1055 if (g_NetMessageTypes[message.type]) 1056 { 1009 1057 g_NetMessageTypes[message.type](message); 1058 if (g_LoadingState == 2 && message.type == "gamesetup") 1059 { 1060 ++g_LoadingState; 1061 initDropdowns(); 1062 hideControls(); 1063 } 1064 } 1010 1065 else 1011 1066 error("Unrecognised net message type " + message.type); 1012 1067 } … … 1022 1077 function selectNumPlayers(num) 1023 1078 { 1024 1079 // Avoid recursion 1025 if (g_IsInGuiUpdate || ! g_IsController|| g_GameAttributes.mapType != "random")1080 if (g_IsInGuiUpdate || !canPlayerChange("numPlayers") || g_GameAttributes.mapType != "random") 1026 1081 return; 1027 1028 1082 // Unassign players from nonexistent slots 1029 1083 if (g_IsNetworked) 1030 1084 { … … 1086 1140 function selectMapType(type) 1087 1141 { 1088 1142 // Avoid recursion 1089 if (g_IsInGuiUpdate || !g_IsController)1143 if (g_IsInGuiUpdate) 1090 1144 return; 1091 1145 1092 1146 if (!g_MapPath[type]) … … 1116 1170 function selectMapFilter(id) 1117 1171 { 1118 1172 // Avoid recursion 1119 if (g_IsInGuiUpdate || !g_IsController)1173 if (g_IsInGuiUpdate) 1120 1174 return; 1121 1175 1122 1176 g_GameAttributes.mapFilter = id; … … 1130 1184 function selectMap(name) 1131 1185 { 1132 1186 // Avoid recursion 1133 if (g_IsInGuiUpdate || ! g_IsController || !name)1187 if (g_IsInGuiUpdate || !name) 1134 1188 return; 1135 1189 1136 1190 // Reset some map specific properties which are not necessarily redefined on each map … … 1262 1316 1263 1317 if (g_IsNetworked) 1264 1318 { 1265 Engine. SetNetworkGameAttributes(g_GameAttributes);1319 Engine.NetworkChangeSettings(g_GameAttributes); 1266 1320 Engine.StartNetworkGame(); 1267 1321 } 1268 1322 else … … 1301 1355 let mapFilterIdx = g_MapFilters.findIndex(mapFilter => mapFilter.id == (g_GameAttributes.mapFilter || "default")); 1302 1356 let mapTypeIdx = g_GameAttributes.mapType !== undefined ? g_MapTypes.Name.indexOf(g_GameAttributes.mapType) : g_MapTypes.Default; 1303 1357 let gameSpeedIdx = g_GameAttributes.gameSpeed !== undefined ? g_GameSpeeds.Speed.indexOf(g_GameAttributes.gameSpeed) : g_GameSpeeds.Default; 1358 let guestSettingsIdx = g_GameAttributes.GuestSettings !== undefined ? g_GuestSettings.Data.indexOf(g_GameAttributes.GuestSettings) : g_GuestSettings.Default; 1304 1359 1305 1360 // These dropdowns might set the default (as they ignore g_IsInGuiUpdate) 1306 1361 let mapSizeIdx = mapSettings.Size !== undefined ? g_MapSizes.Tiles.indexOf(mapSettings.Size) : g_MapSizes.Default; … … 1311 1366 let ceasefireIdx = mapSettings.Ceasefire !== undefined ? g_Ceasefire.Duration.indexOf(mapSettings.Ceasefire) : g_Ceasefire.Default; 1312 1367 let numPlayers = mapSettings.PlayerData ? mapSettings.PlayerData.length : g_MaxPlayers; 1313 1368 1314 if (g_IsController) 1315 { 1316 Engine.GetGUIObjectByName("mapType").selected = mapTypeIdx; 1317 Engine.GetGUIObjectByName("mapFilter").selected = mapFilterIdx; 1318 Engine.GetGUIObjectByName("mapSelection").selected = Engine.GetGUIObjectByName("mapSelection").list_data.indexOf(mapName); 1319 Engine.GetGUIObjectByName("mapSize").selected = mapSizeIdx; 1320 Engine.GetGUIObjectByName("numPlayers").selected = numPlayers - 1; 1321 Engine.GetGUIObjectByName("victoryCondition").selected = victoryIdx; 1322 Engine.GetGUIObjectByName("wonderDuration").selected = wonderDurationIdx; 1323 Engine.GetGUIObjectByName("populationCap").selected = popIdx; 1324 Engine.GetGUIObjectByName("gameSpeed").selected = gameSpeedIdx; 1325 Engine.GetGUIObjectByName("ceasefire").selected = ceasefireIdx; 1326 Engine.GetGUIObjectByName("startingResources").selected = startingResIdx; 1327 } 1328 else 1329 { 1330 Engine.GetGUIObjectByName("mapTypeText").caption = g_MapTypes.Title[mapTypeIdx]; 1331 Engine.GetGUIObjectByName("mapFilterText").caption = g_MapFilters[mapFilterIdx].name; 1332 Engine.GetGUIObjectByName("mapSelectionText").caption = mapName == "random" ? g_RandomMap : translate(getMapDisplayName(mapName)); 1333 initMapNameList(); 1334 } 1369 Engine.GetGUIObjectByName("mapType").selected = mapTypeIdx; 1370 Engine.GetGUIObjectByName("mapFilter").selected = mapFilterIdx; 1371 Engine.GetGUIObjectByName("mapSelection").selected = Engine.GetGUIObjectByName("mapSelection").list_data.indexOf(mapName); 1372 Engine.GetGUIObjectByName("mapSize").selected = mapSizeIdx; 1373 Engine.GetGUIObjectByName("numPlayers").selected = numPlayers - 1; 1374 Engine.GetGUIObjectByName("victoryCondition").selected = victoryIdx; 1375 Engine.GetGUIObjectByName("wonderDuration").selected = wonderDurationIdx; 1376 Engine.GetGUIObjectByName("populationCap").selected = popIdx; 1377 Engine.GetGUIObjectByName("gameSpeed").selected = gameSpeedIdx; 1378 Engine.GetGUIObjectByName("ceasefire").selected = ceasefireIdx; 1379 Engine.GetGUIObjectByName("startingResources").selected = startingResIdx; 1380 Engine.GetGUIObjectByName("guestSettings").selected = guestSettingsIdx; 1335 1381 1382 1383 initMapNameList(); 1384 1336 1385 // Can be visible to both host and clients 1337 1386 Engine.GetGUIObjectByName("mapSizeText").caption = g_GameAttributes.mapType == "random" ? g_MapSizes.LongName[mapSizeIdx] : translate("Default"); 1338 1387 Engine.GetGUIObjectByName("numPlayersText").caption = numPlayers; 1339 1388 Engine.GetGUIObjectByName("victoryConditionText").caption = g_VictoryConditions.Title[victoryIdx]; 1340 1389 Engine.GetGUIObjectByName("wonderDurationText").caption = g_WonderDurations.Title[wonderDurationIdx]; 1390 Engine.GetGUIObjectByName("guestSettingsText").caption = g_GuestSettings.Title[guestSettingsIdx]; 1341 1391 Engine.GetGUIObjectByName("populationCapText").caption = g_PopulationCapacities.Title[popIdx]; 1342 1392 Engine.GetGUIObjectByName("startingResourcesText").caption = g_StartingResources.Title[startingResIdx]; 1343 1393 Engine.GetGUIObjectByName("ceasefireText").caption = g_Ceasefire.Title[ceasefireIdx]; 1344 1394 Engine.GetGUIObjectByName("gameSpeedText").caption = g_GameSpeeds.Title[gameSpeedIdx]; 1395 Engine.GetGUIObjectByName("mapTypeText").caption = g_MapTypes.Title[mapTypeIdx]; 1396 Engine.GetGUIObjectByName("mapFilterText").caption = g_MapFilters[mapFilterIdx].name; 1397 Engine.GetGUIObjectByName("mapSelectionText").caption = mapName == "random" ? g_RandomMap : translate(getMapDisplayName(mapName)); 1345 1398 1346 1399 setGUIBoolean("enableCheats", "enableCheatsText", !!mapSettings.CheatsEnabled); 1347 1400 setGUIBoolean("disableTreasures", "disableTreasuresText", !!mapSettings.DisableTreasures); … … 1364 1417 Engine.GetGUIObjectByName("mapSizeDesc").hidden = !isRandom; 1365 1418 Engine.GetGUIObjectByName("mapSize").hidden = !isRandom || !g_IsController; 1366 1419 Engine.GetGUIObjectByName("mapSizeText").hidden = !isRandom || g_IsController; 1367 hideControl("numPlayers", "numPlayersText", isRandom && g_IsController);1368 1420 1369 let notScenario = g_GameAttributes.mapType != "scenario" && g_IsController ;1370 1371 1421 for (let ctrl of ["victoryCondition", "wonderDuration", "populationCap", 1372 1422 "startingResources", "ceasefire", "revealMap", 1373 "exploreMap", "disableTreasures", "lockTeams"]) 1374 hideControl(ctrl, ctrl + "Text", notScenario); 1423 "exploreMap", "disableTreasures", "lockTeams", 1424 "gameSpeed", "guestSettings", "enableCheats", 1425 "mapSelection", "numPlayers", "mapType", "mapFilter"]) 1426 hideControl(ctrl, ctrl + "Text", canPlayerChange(ctrl)); 1375 1427 1428 let notScenario = g_GameAttributes.mapType != "scenario" && g_IsController ; 1429 1376 1430 setMapDescription(); 1377 1431 1378 1432 for (let i = 0; i < g_MaxPlayers; ++i) … … 1408 1462 pCiv.selected = civ ? pCiv.list_data.indexOf(civ) : 0; 1409 1463 pTeam.selected = team !== undefined && team >= 0 ? team+1 : 0; 1410 1464 1411 hideControl("playerAssignment["+i+"]", "playerAssignmentText["+i+"]", g_IsController);1412 hideControl("playerCiv["+i+"]", "playerCivText["+i+"]", notScenario);1413 hideControl("playerTeam["+i+"]", "playerTeamText["+i+"]", notScenario);1465 hideControl("playerAssignment["+i+"]", "playerAssignmentText["+i+"]", canPlayerChange("playerAssignment")); 1466 hideControl("playerCiv["+i+"]", "playerCivText["+i+"]", canPlayerChange("playerCiv")); 1467 hideControl("playerTeam["+i+"]", "playerTeamText["+i+"]", canPlayerChange("playerTeam")); 1414 1468 1415 1469 // Allow host to chose player colors on non-scenario maps 1416 1470 let pColorPicker = Engine.GetGUIObjectByName("playerColorPicker["+i+"]"); 1417 1471 let pColorPickerHeading = Engine.GetGUIObjectByName("playerColorHeading"); 1418 let canChangeColors = g_IsController && g_GameAttributes.mapType != "scenario";1419 pColorPicker.hidden = !can ChangeColors;1420 pColorPickerHeading.hidden = !can ChangeColors;1421 if (can ChangeColors)1472 //let canChangeColors = g_IsController && g_GameAttributes.mapType != "scenario"; 1473 pColorPicker.hidden = !canPlayerChange("playerColor"); 1474 pColorPickerHeading.hidden = !canPlayerChange("playerColor"); 1475 if (canPlayerChange("playerColor")) 1422 1476 pColorPicker.selected = g_PlayerColors.findIndex(col => sameColor(col, color)); 1423 1477 } 1424 1478 … … 1485 1539 */ 1486 1540 function updateGameAttributes() 1487 1541 { 1488 if (g_IsInGuiUpdate || !g_IsController)1542 if (g_IsInGuiUpdate) 1489 1543 return; 1490 1544 1491 1545 if (g_IsNetworked) 1492 1546 { 1493 Engine. SetNetworkGameAttributes(g_GameAttributes);1547 Engine.NetworkChangeSettings(g_GameAttributes); 1494 1548 if (g_LoadingState >= 2) 1495 1549 sendRegisterGameStanza(); 1496 1550 } … … 1504 1558 1505 1559 Engine.PushGuiPage("page_aiconfig.xml", { 1506 1560 "callback": "AIConfigCallback", 1507 " isController": g_IsController,1561 "canBeChanged": canPlayerChange("playerConfig"), 1508 1562 "playerSlot": playerSlot, 1509 1563 "id": g_GameAttributes.settings.PlayerData[playerSlot].AI, 1510 1564 "difficulty": g_GameAttributes.settings.PlayerData[playerSlot].AIDiff … … 1518 1572 { 1519 1573 g_LastViewedAIPlayer = -1; 1520 1574 1521 if (!ai.save || !g_IsController)1575 if (!ai.save) 1522 1576 return; 1523 1577 1524 1578 g_GameAttributes.settings.PlayerData[ai.playerSlot].AI = ai.id; … … 1525 1579 g_GameAttributes.settings.PlayerData[ai.playerSlot].AIDiff = ai.difficulty; 1526 1580 1527 1581 if (g_IsNetworked) 1528 Engine. SetNetworkGameAttributes(g_GameAttributes);1582 Engine.NetworkChangeSettings(g_GameAttributes); 1529 1583 else 1530 1584 updatePlayerList(); 1531 1585 } … … 1621 1675 { 1622 1676 g_GameAttributes.settings.PlayerData[playerSlot].AI = ""; 1623 1677 if (g_IsNetworked) 1624 Engine. SetNetworkGameAttributes(g_GameAttributes);1678 Engine.NetworkChangeSettings(g_GameAttributes); 1625 1679 } 1626 1680 1627 1681 let assignBox = Engine.GetGUIObjectByName("playerAssignment["+i+"]"); … … 1632 1686 assignBox.selected = selection; 1633 1687 assignBoxText.caption = hostNameList[selection]; 1634 1688 1635 if (g_IsController) 1636 assignBox.onselectionchange = function() { 1637 if (g_IsInGuiUpdate) 1638 return; 1689 assignBox.onselectionchange = function() { 1690 if (g_IsInGuiUpdate) 1691 return; 1639 1692 1640 1641 1642 1643 1644 1645 1646 1647 1648 1649 1650 1651 1652 1653 1654 1655 1656 1657 1658 1693 let guid = hostGuidList[this.selected]; 1694 if (!guid) 1695 { 1696 if (g_IsNetworked) 1697 // Unassign any host from this player slot 1698 Engine.AssignNetworkPlayer(playerID, ""); 1699 // Remove AI from this player slot 1700 g_GameAttributes.settings.PlayerData[playerSlot].AI = ""; 1701 } 1702 else if (guid.substr(0, 3) == "ai:") 1703 { 1704 if (g_IsNetworked) 1705 // Unassign any host from this player slot 1706 Engine.AssignNetworkPlayer(playerID, ""); 1707 // Set the AI for this player slot 1708 g_GameAttributes.settings.PlayerData[playerSlot].AI = guid.substr(3); 1709 } 1710 else 1711 swapPlayers(guid, playerSlot); 1659 1712 1660 1661 Engine.SetNetworkGameAttributes(g_GameAttributes);1662 1663 1664 1665 1713 if (g_IsNetworked) 1714 Engine.NetworkChangeSettings(g_GameAttributes); 1715 else 1716 updatePlayerList(); 1717 updateReadyUI(); 1718 }; 1666 1719 } 1667 1720 1668 1721 g_IsInGuiUpdate = false; -
binaries/data/mods/public/gui/gamesetup/gamesetup.xml
80 80 <object name="playerAssignment[n]" type="dropdown" style="ModernDropDown" size="22%+37 2 50%+35 30" tooltip_style="onscreenToolTip"> 81 81 <translatableAttribute id="tooltip">Select player.</translatableAttribute> 82 82 </object> 83 <object name="playerAssignmentText[n]" type="text" style="ModernLabelText" size="22%+ 50 50%+35 30"/>83 <object name="playerAssignmentText[n]" type="text" style="ModernLabelText" size="22%+33 0 50%+35 30"/> 84 84 <object name="playerConfig[n]" type="button" style="StoneButton" size="50%+40 4 50%+64 28" 85 85 tooltip_style="onscreenToolTip" 86 86 font="sans-bold-stroke-12" … … 250 250 <translatableAttribute id="caption">Back</translatableAttribute> 251 251 <action on="Press">cancelSetup();</action> 252 252 </object> 253 253 254 254 <!-- Options --> 255 255 <object name="gameOptionsBox" size="100%-425 529 100%-25 525"> 256 256 <!-- More Options Button --> … … 336 336 </object> 337 337 </object> 338 338 339 <object name="optionGuestSettings" size="14 188 94% 206"> 340 <object size="0 0 40% 28" type="text" style="ModernRightLabelText"> 341 <translatableAttribute id="caption">Guest Settings:</translatableAttribute> 342 </object> 343 <object name="guestSettingsText" size="40% 0 100% 100%" type="text" style="ModernLeftLabelText"/> 344 <object name="guestSettings" size="40%+10 0 100% 28" type="dropdown" style="ModernDropDown" hidden="true" tooltip_style="onscreenToolTip"> 345 <translatableAttribute id="tooltip">Set which settings can be changed by every player.</translatableAttribute> 346 </object> 347 </object> 348 339 349 <object name="optionRevealMap" size="14 218 94% 246"> 340 350 <object size="0 0 40% 28" type="text" style="ModernRightLabelText"> 341 351 <translatableAttribute id="caption" comment="Make sure to differentiate between the revealed map and explored map options!">Revealed Map:</translatableAttribute> -
binaries/data/mods/public/simulation/data/settings/guest_settings.json
1 { 2 "TranslatedKeys": ["Title"], 3 "TranslationContext": "players can change", 4 "Data": 5 [ 6 { 7 "Title": "None", 8 "Data": "none" 9 }, 10 { 11 "Title": "Color", 12 "Data": "playerColor", 13 "Default": true 14 }, 15 { 16 "Title": "Color & Civilization", 17 "Data": "playerCiv" 18 }, 19 { 20 "Title": "Color, Civilization & Team", 21 "Data": "playerTeam" 22 }, 23 { 24 "Title": "All", 25 "Data": "all" 26 } 27 ] 28 } -
source/gui/scripting/ScriptFunctions.cpp
344 344 g_NetServer->UpdateGameAttributes(&attribs, *(pCxPrivate->pScriptInterface)); 345 345 } 346 346 347 void NetworkChangeSettings(ScriptInterface::CxPrivate* pCxPrivate, JS::HandleValue attribs1) 348 { 349 ENSURE(g_NetClient); 350 //TODO: This is a workaround because we need to pass a MutableHandle to a JSAPI functions somewhere 351 // (with no obvious reason). 352 JSContext* cx = pCxPrivate->pScriptInterface->GetContext(); 353 JSAutoRequest rq(cx); 354 JS::RootedValue attribs(cx, attribs1); 355 356 g_NetClient->SendChangeSettingsMessage(&attribs, *(pCxPrivate->pScriptInterface)); 357 } 358 347 359 void StartNetworkHost(ScriptInterface::CxPrivate* pCxPrivate, const std::wstring& playerName) 348 360 { 349 361 ENSURE(!g_NetClient); … … 427 439 428 440 void AssignNetworkPlayer(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), int playerID, const std::string& guid) 429 441 { 430 ENSURE(g_Net Server);442 ENSURE(g_NetClient); 431 443 432 g_Net Server->AssignPlayer(playerID, guid);444 g_NetClient->SendAssignPlayerMessage(playerID, guid); 433 445 } 434 446 435 447 void SetNetworkPlayerStatus(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), const std::string& guid, int ready) … … 1049 1061 scriptInterface.RegisterFunction<bool, CStrW, bool, &KickPlayer>("KickPlayer"); 1050 1062 scriptInterface.RegisterFunction<JS::Value, &PollNetworkClient>("PollNetworkClient"); 1051 1063 scriptInterface.RegisterFunction<void, JS::HandleValue, &SetNetworkGameAttributes>("SetNetworkGameAttributes"); 1064 scriptInterface.RegisterFunction<void, JS::HandleValue, &NetworkChangeSettings>("NetworkChangeSettings"); 1052 1065 scriptInterface.RegisterFunction<void, int, std::string, &AssignNetworkPlayer>("AssignNetworkPlayer"); 1053 1066 scriptInterface.RegisterFunction<void, std::string, int, &SetNetworkPlayerStatus>("SetNetworkPlayerStatus"); 1054 1067 scriptInterface.RegisterFunction<void, &ClearAllPlayerReady>("ClearAllPlayerReady"); -
source/network/NetClient.cpp
321 321 SetCurrState(NCS_UNCONNECTED); 322 322 } 323 323 324 void CNetClient::SendChangeSettingsMessage(JS::MutableHandleValue attrs, ScriptInterface& scriptInterface) 325 { 326 // Pass the attributes as JSON, since that's the easiest safe 327 // cross-thread way of passing script data 328 std::string attrsJSON = scriptInterface.StringifyJSON(attrs, false); 329 CChangeSettingsMessage changeSetting; 330 changeSetting.m_Settings = attrsJSON; 331 SendMessage(&changeSetting); 332 } 333 334 void CNetClient::SendAssignPlayerMessage(const int playerID, const std::string guid) 335 { 336 CAssignPlayerMessage assignPlayer; 337 assignPlayer.m_PlayerID = playerID; 338 assignPlayer.m_GUIDToAssign = guid; 339 SendMessage(&assignPlayer); 340 } 341 324 342 void CNetClient::SendChatMessage(const std::wstring& text) 325 343 { 326 344 CChatMessage chat; -
source/network/NetClient.h
187 187 */ 188 188 void LoadFinished(); 189 189 190 void SendChangeSettingsMessage(JS::MutableHandleValue attrs, ScriptInterface& scriptInterface); 191 192 void SendAssignPlayerMessage(const int playerID, const std::string guid); 193 190 194 void SendChatMessage(const std::wstring& text); 191 195 192 196 void SendReadyMessage(const int status); -
source/network/NetMessage.cpp
199 199 pNewMessage = new CSimulationMessage(scriptInterface); 200 200 break; 201 201 202 case NMT_CHANGE_SETTINGS: 203 pNewMessage = new CChangeSettingsMessage; 204 break; 205 case NMT_ASSIGN_PLAYER: 206 pNewMessage = new CAssignPlayerMessage; 207 break; 208 202 209 default: 203 210 LOGERROR("CNetMessageFactory::CreateMessage(): Unknown message type '%d' received", header.GetType()); 204 211 break; -
source/network/NetMessages.h
45 45 NMT_SERVER_HANDSHAKE_RESPONSE, 46 46 NMT_AUTHENTICATE, // Authentication stage 47 47 NMT_AUTHENTICATE_RESULT, 48 NMT_CHAT, // Common chat message48 NMT_CHAT, // Common chat message 49 49 NMT_READY, 50 50 NMT_GAME_SETUP, 51 51 NMT_PLAYER_ASSIGNMENT, … … 66 66 NMT_LOADED_GAME, 67 67 NMT_GAME_START, 68 68 NMT_END_COMMAND_BATCH, 69 NMT_SYNC_CHECK, // OOS-detection hash checking70 NMT_SYNC_ERROR, // OOS-detection error69 NMT_SYNC_CHECK, // OOS-detection hash checking 70 NMT_SYNC_ERROR, // OOS-detection error 71 71 NMT_SIMULATION_COMMAND, 72 NMT_CHANGE_SETTINGS, // User changes a setting in gamesetup 73 NMT_ASSIGN_PLAYER, 72 74 NMT_LAST // Last message in the list 73 75 }; 74 76 … … 109 111 END_NMT_CLASS() 110 112 111 113 START_NMT_CLASS_(Authenticate, NMT_AUTHENTICATE) 112 NMT_FIELD(CStr 8, m_GUID)114 NMT_FIELD(CStr, m_GUID) 113 115 NMT_FIELD(CStrW, m_Name) 114 116 NMT_FIELD(CStrW, m_Password) 115 117 NMT_FIELD_INT(m_IsLocalClient, u8, 1) … … 122 124 END_NMT_CLASS() 123 125 124 126 START_NMT_CLASS_(Chat, NMT_CHAT) 125 NMT_FIELD(CStr 8, m_GUID) // ignored when client->server, valid when server->client127 NMT_FIELD(CStr, m_GUID) // ignored when client->server, valid when server->client 126 128 NMT_FIELD(CStrW, m_Message) 127 129 END_NMT_CLASS() 128 130 129 131 START_NMT_CLASS_(Ready, NMT_READY) 130 NMT_FIELD(CStr 8, m_GUID)132 NMT_FIELD(CStr, m_GUID) 131 133 NMT_FIELD_INT(m_Status, u8, 1) 132 134 END_NMT_CLASS() 133 135 134 136 START_NMT_CLASS_(PlayerAssignment, NMT_PLAYER_ASSIGNMENT) 135 137 NMT_START_ARRAY(m_Hosts) 136 NMT_FIELD(CStr 8, m_GUID)138 NMT_FIELD(CStr, m_GUID) 137 139 NMT_FIELD(CStrW, m_Name) 138 140 NMT_FIELD_INT(m_PlayerID, i8, 1) 139 141 NMT_FIELD_INT(m_Status, u8, 1) … … 151 153 152 154 START_NMT_CLASS_(FileTransferData, NMT_FILE_TRANSFER_DATA) 153 155 NMT_FIELD_INT(m_RequestID, u32, 4) 154 NMT_FIELD(CStr 8, m_Data)156 NMT_FIELD(CStr, m_Data) 155 157 END_NMT_CLASS() 156 158 157 159 START_NMT_CLASS_(FileTransferAck, NMT_FILE_TRANSFER_ACK) … … 163 165 END_NMT_CLASS() 164 166 165 167 START_NMT_CLASS_(Rejoined, NMT_REJOINED) 166 NMT_FIELD(CStr 8, m_GUID)168 NMT_FIELD(CStr, m_GUID) 167 169 END_NMT_CLASS() 168 170 169 171 START_NMT_CLASS_(Kicked, NMT_KICKED) … … 172 174 END_NMT_CLASS() 173 175 174 176 START_NMT_CLASS_(ClientTimeout, NMT_CLIENT_TIMEOUT) 175 NMT_FIELD(CStr 8, m_GUID)177 NMT_FIELD(CStr, m_GUID) 176 178 NMT_FIELD_INT(m_LastReceivedTime, u32, 4) 177 179 END_NMT_CLASS() 178 180 179 181 START_NMT_CLASS_(ClientPerformance, NMT_CLIENT_PERFORMANCE) 180 182 NMT_START_ARRAY(m_Clients) 181 NMT_FIELD(CStr 8, m_GUID)183 NMT_FIELD(CStr, m_GUID) 182 184 NMT_FIELD_INT(m_MeanRTT, u32, 4) 183 185 NMT_END_ARRAY() 184 186 END_NMT_CLASS() … … 208 210 NMT_END_ARRAY() 209 211 END_NMT_CLASS() 210 212 213 START_NMT_CLASS_(ChangeSettings, NMT_CHANGE_SETTINGS) 214 NMT_FIELD(CStr, m_GUID) 215 NMT_FIELD(CStr, m_Settings) 216 END_NMT_CLASS() 217 218 START_NMT_CLASS_(AssignPlayer, NMT_ASSIGN_PLAYER) 219 NMT_FIELD_INT(m_PlayerID, i8, 1) 220 NMT_FIELD(CStr, m_GUIDToAssign) 221 END_NMT_CLASS() 222 211 223 END_NMTS() 212 224 213 225 #else -
source/network/NetServer.cpp
649 649 session->AddTransition(NSS_PREGAME, (uint)NMT_CONNECTION_LOST, NSS_UNCONNECTED, (void*)&OnDisconnect, context); 650 650 session->AddTransition(NSS_PREGAME, (uint)NMT_CHAT, NSS_PREGAME, (void*)&OnChat, context); 651 651 session->AddTransition(NSS_PREGAME, (uint)NMT_READY, NSS_PREGAME, (void*)&OnReady, context); 652 session->AddTransition(NSS_PREGAME, (uint)NMT_CHANGE_SETTINGS, NSS_PREGAME, (void*)&OnChangeSettings, context); 653 session->AddTransition(NSS_PREGAME, (uint)NMT_ASSIGN_PLAYER, NSS_PREGAME, (void*)&OnAssignPlayer, context); 652 654 session->AddTransition(NSS_PREGAME, (uint)NMT_LOADED_GAME, NSS_INGAME, (void*)&OnLoadedGame, context); 653 655 654 656 session->AddTransition(NSS_JOIN_SYNCING, (uint)NMT_CONNECTION_LOST, NSS_UNCONNECTED, (void*)&OnDisconnect, context); … … 1106 1108 return true; 1107 1109 } 1108 1110 1111 bool CNetServerWorker::OnChangeSettings(void* context, CFsmEvent* event) 1112 { 1113 ENSURE(event->GetType() == (uint)NMT_CHANGE_SETTINGS); 1114 CNetServerSession* session = (CNetServerSession*)context; 1115 CNetServerWorker& server = session->GetServer(); 1116 1117 CChangeSettingsMessage* message = (CChangeSettingsMessage*)event->GetParamRef(); 1118 server.m_GameAttributesQueue.push_back(message->m_Settings); 1119 return true; 1120 } 1121 1122 bool CNetServerWorker::OnAssignPlayer(void* context, CFsmEvent* event) 1123 { 1124 ENSURE(event->GetType() == (uint)NMT_ASSIGN_PLAYER); 1125 CNetServerSession* session = (CNetServerSession*)context; 1126 CNetServerWorker& server = session->GetServer(); 1127 1128 CAssignPlayerMessage* message = (CAssignPlayerMessage*)event->GetParamRef(); 1129 server.m_AssignPlayerQueue.emplace_back(message->m_PlayerID, message->m_GUIDToAssign); 1130 return true; 1131 } 1132 1109 1133 bool CNetServerWorker::OnLoadedGame(void* context, CFsmEvent* event) 1110 1134 { 1111 1135 ENSURE(event->GetType() == (uint)NMT_LOADED_GAME); -
source/network/NetServer.h
270 270 static bool OnInGame(void* context, CFsmEvent* event); 271 271 static bool OnChat(void* context, CFsmEvent* event); 272 272 static bool OnReady(void* context, CFsmEvent* event); 273 static bool OnChangeSettings(void* context, CFsmEvent* event); 274 static bool OnAssignPlayer(void* context, CFsmEvent* event); 273 275 static bool OnLoadedGame(void* context, CFsmEvent* event); 274 276 static bool OnJoinSyncingLoadedGame(void* context, CFsmEvent* event); 275 277 static bool OnRejoined(void* context, CFsmEvent* event);