Ticket #3806: 3806_player_gamesetup_v1.7.patch
File 3806_player_gamesetup_v1.7.patch, 30.4 KB (added by , 8 years ago) |
---|
-
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); … … 270 271 initCivNameList(); 271 272 initMapTypes(); 272 273 initMapFilters(); 274 initDropdowns(); 273 275 274 276 if (g_IsController) 275 277 { … … 277 279 g_GameAttributes.matchID = Engine.GetMatchID(); 278 280 g_GameAttributes.settings.CheatsEnabled = !g_IsNetworked; 279 281 g_GameAttributes.settings.RatingEnabled = Engine.IsRankedGame() || undefined; 280 281 initMapNameList();282 initNumberOfPlayers();283 initGameSpeed();284 initPopulationCaps();285 initStartingResources();286 initCeasefire();287 initWonderDurations();288 initVictoryConditions();289 initMapSizes();290 initRadioButtons();291 282 } 292 283 else 293 284 hideControls(); … … 309 300 } 310 301 } 311 302 303 function initDropdowns() 304 { 305 initMapNameList(); 306 initNumberOfPlayers(); 307 initGameSpeed(); 308 initGuestSettings(); 309 initPopulationCaps(); 310 initStartingResources(); 311 initCeasefire(); 312 initWonderDurations(); 313 initVictoryConditions(); 314 initMapSizes(); 315 initRadioButtons(); 316 } 317 312 318 function initMapTypes() 313 319 { 314 320 let mapTypes = Engine.GetGUIObjectByName("mapType"); … … 318 324 if (this.selected != -1) 319 325 selectMapType(this.list_data[this.selected]); 320 326 }; 321 if (g_IsController) 322 mapTypes.selected = g_MapTypes.Default; 327 mapTypes.selected = g_MapTypes.Default; 323 328 } 324 329 325 330 function initMapFilters() … … 331 336 if (this.selected != -1) 332 337 selectMapFilter(this.list_data[this.selected]); 333 338 }; 334 if (g_IsController) 335 mapFilters.selected = 0; 339 mapFilters.selected = 0; 336 340 g_GameAttributes.mapFilter = "default"; 337 341 } 338 342 … … 349 353 "optionPopulationCap", 350 354 "optionStartingResources", 351 355 "optionCeasefire", 356 "optionGuestSettings", 352 357 "optionRevealMap", 353 358 "optionExploreMap", 354 359 "optionDisableTreasures", … … 398 403 function initGameSpeed() 399 404 { 400 405 let gameSpeed = Engine.GetGUIObjectByName("gameSpeed"); 401 gameSpeed.hidden = false;402 Engine.GetGUIObjectByName("gameSpeedText").hidden = true;403 406 gameSpeed.list = g_GameSpeeds.Title; 404 407 gameSpeed.list_data = g_GameSpeeds.Speed; 405 408 gameSpeed.onSelectionChange = function() { … … 453 456 }; 454 457 } 455 458 459 function initGuestSettings() 460 { 461 let guestSettings = Engine.GetGUIObjectByName("guestSettings"); 462 guestSettings.list = g_GuestSettings.Title; 463 guestSettings.list_data = g_GuestSettings.Data; 464 guestSettings.onSelectionChange = function() { 465 if (this.selected != -1) 466 g_GameAttributes.GuestSettings = g_GuestSettings.Data[this.selected]; 467 468 updateGameAttributes(); 469 }; 470 if (guestSettings.selected == -1) 471 guestSettings.selected = g_GuestSettings.Default; 472 } 473 456 474 function initVictoryConditions() 457 475 { 458 476 let victoryConditions = Engine.GetGUIObjectByName("victoryCondition"); … … 533 551 function hideControls() 534 552 { 535 553 for (let ctrl of ["mapType", "mapFilter", "mapSelection", "victoryCondition", "gameSpeed", "numPlayers"]) 536 hideControl(ctrl, ctrl + "Text" );554 hideControl(ctrl, ctrl + "Text", canPlayerChange(ctrl)); 537 555 538 // TODO: Shouldn't players be able to choose their own assignment?539 556 for (let i = 0; i < g_MaxPlayers; ++i) 540 557 { 541 558 Engine.GetGUIObjectByName("playerAssignment["+i+"]").hidden = true; … … 573 590 } 574 591 575 592 /** 593 * Returns if the player is allowed to change this setting 594 */ 595 function canPlayerChange(setting, index = -1) 596 { 597 if (g_GameAttributes.mapType == "scenario" && 598 ["victoryCondition", "wonderDuration", "populationCap", 599 "startingResources", "ceasefire", "revealMap", "exploreMap", 600 "disableTreasures", "lockTeams", "playerCiv", "playerTeam", "playerColor"].indexOf(setting) >= 0) 601 return false; 602 603 if (g_GameAttributes.mapType != "random" && setting == "numPlayers") 604 return false; 605 606 if (g_IsController) 607 return true; 608 609 if (setting == "guestSettings") 610 return false; 611 612 if (g_GuestSettings.Data.indexOf(setting) == -1) 613 return g_GameAttributes.GuestSettings == "all"; 614 615 if (index >= 0 && g_PlayerAssignments[Engine.GetPlayerGUID()] !== undefined && index != g_PlayerAssignments[Engine.GetPlayerGUID()].player-1) 616 return g_GameAttributes.GuestSettings == "all"; 617 618 return g_GuestSettings.Data.indexOf(g_GameAttributes.GuestSettings) >= g_GuestSettings.Data.indexOf(setting); 619 } 620 621 /** 576 622 * Hide and set some elements depending on whether we play single- or multiplayer. 577 623 */ 578 624 function initMultiplayerSettings() … … 579 625 { 580 626 Engine.GetGUIObjectByName("chatPanel").hidden = !g_IsNetworked; 581 627 Engine.GetGUIObjectByName("optionCheats").hidden = !g_IsNetworked; 628 Engine.GetGUIObjectByName("optionGuestSettings").hidden = !g_IsNetworked; 582 629 Engine.GetGUIObjectByName("optionRating").hidden = !Engine.HasXmppClient(); 583 630 584 631 Engine.GetGUIObjectByName("enableCheats").enabled = !Engine.IsRankedGame(); … … 695 742 } 696 743 697 744 /** 698 * Called whenever the hostchanged any setting.745 * Called whenever someone changed any setting. 699 746 * @param {Object} message 700 747 */ 701 748 function handleGamesetupMessage(message) … … 1046 1093 function selectNumPlayers(num) 1047 1094 { 1048 1095 // Avoid recursion 1049 if (g_IsInGuiUpdate || ! g_IsController|| g_GameAttributes.mapType != "random")1096 if (g_IsInGuiUpdate || !canPlayerChange("numPlayers") || g_GameAttributes.mapType != "random") 1050 1097 return; 1051 1098 1052 1099 // Unassign players from nonexistent slots … … 1110 1157 function selectMapType(type) 1111 1158 { 1112 1159 // Avoid recursion 1113 if (g_IsInGuiUpdate || !g_IsController)1160 if (g_IsInGuiUpdate) 1114 1161 return; 1115 1162 1116 1163 if (!g_MapPath[type]) … … 1140 1187 function selectMapFilter(id) 1141 1188 { 1142 1189 // Avoid recursion 1143 if (g_IsInGuiUpdate || !g_IsController)1190 if (g_IsInGuiUpdate) 1144 1191 return; 1145 1192 1146 1193 g_GameAttributes.mapFilter = id; … … 1153 1200 function selectMap(name) 1154 1201 { 1155 1202 // Avoid recursion 1156 if (g_IsInGuiUpdate || ! g_IsController || !name)1203 if (g_IsInGuiUpdate || !name) 1157 1204 return; 1158 1205 1159 1206 // Reset some map specific properties which are not necessarily redefined on each map … … 1285 1332 1286 1333 if (g_IsNetworked) 1287 1334 { 1288 Engine. SetNetworkGameAttributes(g_GameAttributes);1335 Engine.NetworkChangeSettings(g_GameAttributes); 1289 1336 Engine.StartNetworkGame(); 1290 1337 } 1291 1338 else … … 1316 1363 function updateGUIObjects() 1317 1364 { 1318 1365 g_IsInGuiUpdate = true; 1319 1320 1366 let mapSettings = g_GameAttributes.settings; 1321 1367 1322 1368 // These dropdowns don't set values while g_IsInGuiUpdate … … 1324 1370 let mapFilterIdx = g_MapFilters.findIndex(mapFilter => mapFilter.id == (g_GameAttributes.mapFilter || "default")); 1325 1371 let mapTypeIdx = g_GameAttributes.mapType !== undefined ? g_MapTypes.Name.indexOf(g_GameAttributes.mapType) : g_MapTypes.Default; 1326 1372 let gameSpeedIdx = g_GameAttributes.gameSpeed !== undefined ? g_GameSpeeds.Speed.indexOf(g_GameAttributes.gameSpeed) : g_GameSpeeds.Default; 1373 let guestSettingsIdx = g_GameAttributes.GuestSettings !== undefined ? g_GuestSettings.Data.indexOf(g_GameAttributes.GuestSettings) : g_GuestSettings.Default; 1327 1374 1328 1375 // These dropdowns might set the default (as they ignore g_IsInGuiUpdate) 1329 1376 let mapSizeIdx = mapSettings.Size !== undefined ? g_MapSizes.Tiles.indexOf(mapSettings.Size) : g_MapSizes.Default; … … 1334 1381 let ceasefireIdx = mapSettings.Ceasefire !== undefined ? g_Ceasefire.Duration.indexOf(mapSettings.Ceasefire) : g_Ceasefire.Default; 1335 1382 let numPlayers = mapSettings.PlayerData ? mapSettings.PlayerData.length : g_MaxPlayers; 1336 1383 1337 if (g_IsController) 1338 { 1339 Engine.GetGUIObjectByName("mapType").selected = mapTypeIdx; 1340 Engine.GetGUIObjectByName("mapFilter").selected = mapFilterIdx; 1341 Engine.GetGUIObjectByName("mapSelection").selected = Engine.GetGUIObjectByName("mapSelection").list_data.indexOf(mapName); 1342 Engine.GetGUIObjectByName("mapSize").selected = mapSizeIdx; 1343 Engine.GetGUIObjectByName("numPlayers").selected = numPlayers - 1; 1344 Engine.GetGUIObjectByName("victoryCondition").selected = victoryIdx; 1345 Engine.GetGUIObjectByName("wonderDuration").selected = wonderDurationIdx; 1346 Engine.GetGUIObjectByName("populationCap").selected = popIdx; 1347 Engine.GetGUIObjectByName("gameSpeed").selected = gameSpeedIdx; 1348 Engine.GetGUIObjectByName("ceasefire").selected = ceasefireIdx; 1349 Engine.GetGUIObjectByName("startingResources").selected = startingResIdx; 1350 } 1351 else 1352 { 1353 Engine.GetGUIObjectByName("mapTypeText").caption = g_MapTypes.Title[mapTypeIdx]; 1354 Engine.GetGUIObjectByName("mapFilterText").caption = g_MapFilters[mapFilterIdx].name; 1355 Engine.GetGUIObjectByName("mapSelectionText").caption = mapName == "random" ? g_RandomMap : translate(getMapDisplayName(mapName)); 1356 initMapNameList(); 1357 } 1384 Engine.GetGUIObjectByName("mapType").selected = mapTypeIdx; 1385 Engine.GetGUIObjectByName("mapFilter").selected = mapFilterIdx; 1386 Engine.GetGUIObjectByName("mapSelection").selected = Engine.GetGUIObjectByName("mapSelection").list_data.indexOf(mapName); 1387 Engine.GetGUIObjectByName("mapSize").selected = mapSizeIdx; 1388 Engine.GetGUIObjectByName("numPlayers").selected = numPlayers - 1; 1389 Engine.GetGUIObjectByName("victoryCondition").selected = victoryIdx; 1390 Engine.GetGUIObjectByName("wonderDuration").selected = wonderDurationIdx; 1391 Engine.GetGUIObjectByName("populationCap").selected = popIdx; 1392 Engine.GetGUIObjectByName("gameSpeed").selected = gameSpeedIdx; 1393 Engine.GetGUIObjectByName("ceasefire").selected = ceasefireIdx; 1394 Engine.GetGUIObjectByName("startingResources").selected = startingResIdx; 1395 Engine.GetGUIObjectByName("guestSettings").selected = guestSettingsIdx; 1358 1396 1397 1398 initMapNameList(); 1399 1359 1400 // Can be visible to both host and clients 1360 1401 Engine.GetGUIObjectByName("mapSizeText").caption = g_GameAttributes.mapType == "random" ? g_MapSizes.LongName[mapSizeIdx] : translate("Default"); 1361 1402 Engine.GetGUIObjectByName("numPlayersText").caption = numPlayers; 1362 1403 Engine.GetGUIObjectByName("victoryConditionText").caption = g_VictoryConditions.Title[victoryIdx]; 1363 1404 Engine.GetGUIObjectByName("wonderDurationText").caption = g_WonderDurations.Title[wonderDurationIdx]; 1405 Engine.GetGUIObjectByName("guestSettingsText").caption = g_GuestSettings.Title[guestSettingsIdx]; 1364 1406 Engine.GetGUIObjectByName("populationCapText").caption = g_PopulationCapacities.Title[popIdx]; 1365 1407 Engine.GetGUIObjectByName("startingResourcesText").caption = g_StartingResources.Title[startingResIdx]; 1366 1408 Engine.GetGUIObjectByName("ceasefireText").caption = g_Ceasefire.Title[ceasefireIdx]; 1367 1409 Engine.GetGUIObjectByName("gameSpeedText").caption = g_GameSpeeds.Title[gameSpeedIdx]; 1410 Engine.GetGUIObjectByName("mapTypeText").caption = g_MapTypes.Title[mapTypeIdx]; 1411 Engine.GetGUIObjectByName("mapFilterText").caption = g_MapFilters[mapFilterIdx].name; 1412 Engine.GetGUIObjectByName("mapSelectionText").caption = mapName == "random" ? g_RandomMap : translate(getMapDisplayName(mapName)); 1368 1413 1369 1414 setGUIBoolean("enableCheats", "enableCheatsText", !!mapSettings.CheatsEnabled); 1370 1415 setGUIBoolean("disableTreasures", "disableTreasuresText", !!mapSettings.DisableTreasures); … … 1387 1432 Engine.GetGUIObjectByName("mapSizeDesc").hidden = !isRandom; 1388 1433 Engine.GetGUIObjectByName("mapSize").hidden = !isRandom || !g_IsController; 1389 1434 Engine.GetGUIObjectByName("mapSizeText").hidden = !isRandom || g_IsController; 1390 hideControl("numPlayers", "numPlayersText", isRandom && g_IsController);1391 1435 1392 let notScenario = g_GameAttributes.mapType != "scenario" && g_IsController ;1393 1394 1436 for (let ctrl of ["victoryCondition", "wonderDuration", "populationCap", 1395 1437 "startingResources", "ceasefire", "revealMap", 1396 "exploreMap", "disableTreasures", "lockTeams"]) 1397 hideControl(ctrl, ctrl + "Text", notScenario); 1438 "exploreMap", "disableTreasures", "lockTeams", 1439 "gameSpeed", "guestSettings", "enableCheats", 1440 "mapSelection", "numPlayers", "mapType", "mapFilter"]) 1441 hideControl(ctrl, ctrl + "Text", canPlayerChange(ctrl)); 1398 1442 1443 let notScenario = g_GameAttributes.mapType != "scenario" && g_IsController ; 1444 1399 1445 setMapDescription(); 1400 1446 1401 1447 for (let i = 0; i < g_MaxPlayers; ++i) … … 1431 1477 pCiv.selected = civ ? pCiv.list_data.indexOf(civ) : 0; 1432 1478 pTeam.selected = team !== undefined && team >= 0 ? team+1 : 0; 1433 1479 1434 hideControl("playerAssignment["+i+"]", "playerAssignmentText["+i+"]", g_IsController);1435 hideControl("playerCiv["+i+"]", "playerCivText["+i+"]", notScenario);1436 hideControl("playerTeam["+i+"]", "playerTeamText["+i+"]", notScenario);1480 hideControl("playerAssignment["+i+"]", "playerAssignmentText["+i+"]", canPlayerChange("playerAssignment", i)); 1481 hideControl("playerCiv["+i+"]", "playerCivText["+i+"]", canPlayerChange("playerCiv", i)); 1482 hideControl("playerTeam["+i+"]", "playerTeamText["+i+"]", canPlayerChange("playerTeam", i)); 1437 1483 1438 1484 // Allow host to chose player colors on non-scenario maps 1439 1485 let pColorPicker = Engine.GetGUIObjectByName("playerColorPicker["+i+"]"); 1440 1486 let pColorPickerHeading = Engine.GetGUIObjectByName("playerColorHeading"); 1441 let canChangeColors = g_IsController && g_GameAttributes.mapType != "scenario"; 1442 pColorPicker.hidden = !canChangeColors; 1443 pColorPickerHeading.hidden = !canChangeColors; 1444 if (canChangeColors) 1487 pColorPicker.hidden = !canPlayerChange("playerColor", i); 1488 pColorPickerHeading.hidden = !canPlayerChange("playerColor", i); 1489 if (canPlayerChange("playerColor", i)) 1445 1490 pColorPicker.selected = g_PlayerColors.findIndex(col => sameColor(col, color)); 1446 1491 } 1447 1492 … … 1508 1553 */ 1509 1554 function updateGameAttributes() 1510 1555 { 1511 if (g_IsInGuiUpdate || !g_IsController)1556 if (g_IsInGuiUpdate) 1512 1557 return; 1513 1558 1514 1559 if (g_IsNetworked) 1515 1560 { 1516 Engine. SetNetworkGameAttributes(g_GameAttributes);1561 Engine.NetworkChangeSettings(g_GameAttributes); 1517 1562 if (g_LoadingState >= 2) 1518 1563 sendRegisterGameStanza(); 1519 1564 } … … 1527 1572 1528 1573 Engine.PushGuiPage("page_aiconfig.xml", { 1529 1574 "callback": "AIConfigCallback", 1530 " isController": g_IsController,1575 "canBeChanged": canPlayerChange("playerConfig"), 1531 1576 "playerSlot": playerSlot, 1532 1577 "id": g_GameAttributes.settings.PlayerData[playerSlot].AI, 1533 1578 "difficulty": g_GameAttributes.settings.PlayerData[playerSlot].AIDiff … … 1541 1586 { 1542 1587 g_LastViewedAIPlayer = -1; 1543 1588 1544 if (!ai.save || !g_IsController)1589 if (!ai.save) 1545 1590 return; 1546 1591 1547 1592 g_GameAttributes.settings.PlayerData[ai.playerSlot].AI = ai.id; … … 1548 1593 g_GameAttributes.settings.PlayerData[ai.playerSlot].AIDiff = ai.difficulty; 1549 1594 1550 1595 if (g_IsNetworked) 1551 Engine. SetNetworkGameAttributes(g_GameAttributes);1596 Engine.NetworkChangeSettings(g_GameAttributes); 1552 1597 else 1553 1598 updatePlayerList(); 1554 1599 } … … 1644 1689 { 1645 1690 g_GameAttributes.settings.PlayerData[playerSlot].AI = ""; 1646 1691 if (g_IsNetworked) 1647 Engine. SetNetworkGameAttributes(g_GameAttributes);1692 Engine.NetworkChangeSettings(g_GameAttributes); 1648 1693 } 1649 1694 1650 1695 let assignBox = Engine.GetGUIObjectByName("playerAssignment["+i+"]"); … … 1655 1700 assignBox.selected = selection; 1656 1701 assignBoxText.caption = hostNameList[selection]; 1657 1702 1658 if (g_IsController) 1659 assignBox.onselectionchange = function() { 1660 if (g_IsInGuiUpdate) 1661 return; 1703 assignBox.onSelectionChange = function() { 1704 if (g_IsInGuiUpdate) 1705 return; 1662 1706 1663 1664 1665 1666 1667 1668 1669 1670 1671 1672 1673 1674 1675 1676 1677 1678 1679 1680 1681 1707 let guid = hostGuidList[this.selected]; 1708 if (!guid) 1709 { 1710 if (g_IsNetworked) 1711 // Unassign any host from this player slot 1712 Engine.AssignNetworkPlayer(playerID, ""); 1713 // Remove AI from this player slot 1714 g_GameAttributes.settings.PlayerData[playerSlot].AI = ""; 1715 } 1716 else if (guid.substr(0, 3) == "ai:") 1717 { 1718 if (g_IsNetworked) 1719 // Unassign any host from this player slot 1720 Engine.AssignNetworkPlayer(playerID, ""); 1721 // Set the AI for this player slot 1722 g_GameAttributes.settings.PlayerData[playerSlot].AI = guid.substr(3); 1723 } 1724 else 1725 swapPlayers(guid, playerSlot); 1682 1726 1683 1684 Engine.SetNetworkGameAttributes(g_GameAttributes);1685 1686 1687 1688 1727 if (g_IsNetworked) 1728 Engine.NetworkChangeSettings(g_GameAttributes); 1729 else 1730 updatePlayerList(); 1731 updateReadyUI(); 1732 }; 1689 1733 } 1690 1734 1691 1735 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" … … 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
332 332 LOGERROR("Failed to save game"); 333 333 } 334 334 335 void SetNetworkGameAttributes(ScriptInterface::CxPrivate* pCxPrivate, JS::HandleValue attribs1)335 void NetworkChangeSettings(ScriptInterface::CxPrivate* pCxPrivate, JS::HandleValue attribs1) 336 336 { 337 ENSURE(g_Net Server);337 ENSURE(g_NetClient); 338 338 //TODO: This is a workaround because we need to pass a MutableHandle to a JSAPI functions somewhere 339 339 // (with no obvious reason). 340 340 JSContext* cx = pCxPrivate->pScriptInterface->GetContext(); … … 341 341 JSAutoRequest rq(cx); 342 342 JS::RootedValue attribs(cx, attribs1); 343 343 344 g_Net Server->UpdateGameAttributes(&attribs, *(pCxPrivate->pScriptInterface));344 g_NetClient->SendChangeSettingsMessage(&attribs, *(pCxPrivate->pScriptInterface)); 345 345 } 346 346 347 347 void StartNetworkHost(ScriptInterface::CxPrivate* pCxPrivate, const std::wstring& playerName) … … 427 427 428 428 void AssignNetworkPlayer(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), int playerID, const std::string& guid) 429 429 { 430 ENSURE(g_Net Server);430 ENSURE(g_NetClient); 431 431 432 g_Net Server->AssignPlayer(playerID, guid);432 g_NetClient->SendAssignPlayerMessage(playerID, guid); 433 433 } 434 434 435 435 void SetNetworkPlayerStatus(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), const std::string& guid, int ready) … … 1048 1048 scriptInterface.RegisterFunction<std::string, &GetPlayerGUID>("GetPlayerGUID"); 1049 1049 scriptInterface.RegisterFunction<bool, CStrW, bool, &KickPlayer>("KickPlayer"); 1050 1050 scriptInterface.RegisterFunction<JS::Value, &PollNetworkClient>("PollNetworkClient"); 1051 scriptInterface.RegisterFunction<void, JS::HandleValue, & SetNetworkGameAttributes>("SetNetworkGameAttributes");1051 scriptInterface.RegisterFunction<void, JS::HandleValue, &NetworkChangeSettings>("NetworkChangeSettings"); 1052 1052 scriptInterface.RegisterFunction<void, int, std::string, &AssignNetworkPlayer>("AssignNetworkPlayer"); 1053 1053 scriptInterface.RegisterFunction<void, std::string, int, &SetNetworkPlayerStatus>("SetNetworkPlayerStatus"); 1054 1054 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
28 28 29 29 #define PS_PROTOCOL_MAGIC 0x5073013f // 'P', 's', 0x01, '?' 30 30 #define PS_PROTOCOL_MAGIC_RESPONSE 0x50630121 // 'P', 'c', 0x01, '!' 31 #define PS_PROTOCOL_VERSION 0x0101001 2// Arbitrary protocol31 #define PS_PROTOCOL_VERSION 0x01010013 // Arbitrary protocol 32 32 #define PS_DEFAULT_PORT 0x5073 // 'P', 's' 33 33 34 34 // Defines the list of message types. The order of the list must not change. … … 37 37 // positive values. 38 38 enum NetMessageType 39 39 { 40 NMT_CONNECT_COMPLETE = -256, // Connection is complete40 NMT_CONNECT_COMPLETE = -256, 41 41 NMT_CONNECTION_LOST, 42 NMT_INVALID = 0, // Invalid message43 NMT_SERVER_HANDSHAKE, // Handshake stage42 NMT_INVALID = 0, 43 NMT_SERVER_HANDSHAKE, 44 44 NMT_CLIENT_HANDSHAKE, 45 45 NMT_SERVER_HANDSHAKE_RESPONSE, 46 NMT_AUTHENTICATE, // Authentication stage46 NMT_AUTHENTICATE, 47 47 NMT_AUTHENTICATE_RESULT, 48 NMT_CHAT, // Common chat message48 NMT_CHAT, 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, 70 NMT_SYNC_ERROR, 71 71 NMT_SIMULATION_COMMAND, 72 NMT_CHANGE_SETTINGS, 73 NMT_ASSIGN_PLAYER, 72 74 NMT_LAST // Last message in the list 73 75 }; 74 76 … … 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);