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CnC_Renegade/Code/Commando/WOLJoinGame.cpp

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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/******************************************************************************
*
* FILE
* $Archive: /Commando/Code/Commando/WOLJoinGame.cpp $
*
* DESCRIPTION
*
* PROGRAMMER
* $Author: Denzil_l $
*
* VERSION INFO
* $Revision: 18 $
* $Modtime: 1/17/02 11:43a $
*
******************************************************************************/
#include "WOLJoinGame.h"
#include "DlgWOLWait.h"
#include "DlgMessageBox.h"
#include "DlgMPConnect.h"
#include "Nat.h"
#include "Natter.h"
#include "FirewallWait.h"
#include "CNetwork.h"
#include "WOLGameInfo.h"
#include <WWOnline\WOLSession.h>
#include <WWOnline\WOLProduct.h>
#include <WWOnline\WOLChannel.h>
#include "String_IDs.h"
#include <WWTranslateDB\TranslateDB.h>
#include <WWDebug\WWDebug.h>
using namespace WWOnline;
/******************************************************************************
*
* NAME
* WOLJoinGame::JoinTheGame
*
* DESCRIPTION
* Join the specified game.
*
* INPUTS
* GameName - Name of the game to join
* Password - Game password
*
* RESULT
* NONE
*
******************************************************************************/
void WOLJoinGame::JoinTheGame(const wchar_t* gameName, const wchar_t* password, bool allowTeamSelect)
{
WWASSERT(gameName != NULL && "Invalid parameter");
if (gameName)
{
// Create the object to handle the game joining process.
WOLJoinGame* joinGame = new WOLJoinGame;
WWASSERT(joinGame && "WOLJoinGame failed to instantiate");
if (joinGame)
{
if (joinGame->FinalizeCreate())
{
// Start the join game process
if (joinGame->Join(gameName, password, allowTeamSelect))
{
return;
}
}
// This will delete the WOLJoinGame object
joinGame->Release_Ref();
}
// If we got here then the join failed. Show a dialog telling the user
// that we were unable to join the requested game.
WideStringClass message(255, true);
message.Format(TRANSLATE(IDS_GAME_JOINCHANNEL), gameName);
DlgMsgBox::DoDialog(TRANSLATE(IDS_WOL_ERROR), message);
}
}
/******************************************************************************
*
* NAME
* WOLJoinGame::WOLJoinGame
*
* DESCRIPTION
* Default constructor
*
* INPUTS
* NONE
*
* RESULT
* NONE
*
******************************************************************************/
WOLJoinGame::WOLJoinGame() :
mJoinState(IDLE_STATE),
mAllowTeamSelect(true),
mTeamChoice(-1),
mClanID(0)
{
WWDEBUG_SAY(("WOLJoinGame: Instantiated\n"));
}
/******************************************************************************
*
* NAME
* WOLJoinGame::~WOLJoinGame
*
* DESCRIPTION
* Destructor
*
* INPUTS
* NONE
*
* RESULT
* NONE
*
******************************************************************************/
WOLJoinGame::~WOLJoinGame()
{
WWDEBUG_SAY(("WOLJoinGame: Destroyed\n"));
}
/******************************************************************************
*
* NAME
* WOLJoinGame::FinalizeCreate
*
* DESCRIPTION
*
* INPUTS
* NONE
*
* RESULT
* True if successful
*
******************************************************************************/
bool WOLJoinGame::FinalizeCreate(void)
{
mWOLSession = Session::GetInstance(false);
return mWOLSession.IsValid();
}
/******************************************************************************
*
* NAME
* WOLJoinGame::CreateGameFromChannel
*
* DESCRIPTION
* Create a game data instance from a WWOnline game channel.
*
* INPUTS
* Channel - Game channel to create game data instance from.
*
* RESULT
* Game - Instance to game.
*
******************************************************************************/
cGameData* WOLJoinGame::CreateGameFromChannel(const RefPtr<ChannelData>& channel)
{
WWASSERT(channel.IsValid() && "Invalid paramter");
WWDEBUG_SAY(("WOLJoinGame: Create game from channel '%S'\n", (const WCHAR*)channel->GetName()));
// Extract game information from the channel
WOLGameInfo gameInfo(channel);
if (gameInfo.IsDataValid() == false)
{
return NULL;
}
// Create an instance of the correct type.
cGameData* theGame = cGameData::Create_Game_Of_Type((cGameData::GameTypeEnum)gameInfo.GameType());
if (theGame)
{
// The game owner is the name of the channel
const WideStringClass& channelName = channel->GetName();
theGame->Set_Owner(const_cast<WideStringClass&>(channelName));
if (gameInfo.IsPassworded())
{
theGame->Set_Password(mPassword);
}
theGame->Import_Tier_1_Data(gameInfo);
}
return theGame;
}
/******************************************************************************
*
* NAME
* WOLJoinGame::Join
*
* DESCRIPTION
* The steps to join a game successfully are as follows:
*
* 1) Join the game channel.
* 2) Allow user to select his team.
* 3) Receive team selection choice.
* 4) Create an instance of the game.
* 5) Perform firewall negotiation
* 6) Connect to the server.
*
* INPUTS
* Name - Name of game channel (This is usually the same as the hosts name).
* Password - Password to enter game; NULL if not passworded.
* AllowSelect - True if user is allowed to select their team.
*
* RESULT
* True if join request is successful.
*
******************************************************************************/
bool WOLJoinGame::Join(const wchar_t* gameName, const wchar_t* password, bool allowTeamSelect)
{
WWDEBUG_SAY(("WOLJoinGame: Joining game channel '%S' Password: '%S'\n", gameName, password));
mAllowTeamSelect = allowTeamSelect;
mGameName = gameName;
mPassword = password;
//---------------------------------------------------------------------------
// First we need to join the channel
//---------------------------------------------------------------------------
RefPtr<Product> product = Product::Current();
WWASSERT(product.IsValid());
if (!product.IsValid())
{
WWDEBUG_SAY(("ERROR: WWOnline product not initialized.\n"));
return false;
}
int gameType = product->GetGameCode();
RefPtr<WaitCondition> wait = mWOLSession->JoinChannel(gameName, password, gameType);
if (!wait.IsValid())
{
WWDEBUG_SAY(("ERROR: Couldn't create JoinChannellWait\n"));
return false;
}
// Tell the firewall code that we are connecting as a client.
WOLNATInterface.Set_Server(false);
// Listen for channel events. We will use this to obtain the channel
Observer<ChannelEvent>::NotifyMe(*mWOLSession);
// Generate message for user to see while we are attempting to join the channel.
WideStringClass message(255, true);
message.Format(TRANSLATE(IDS_GAME_JOINCHANNEL), gameName);
mJoinState = JOINING_STATE;
return DlgWOLWait::DoDialog((const WCHAR*)message, wait, this);
}
/******************************************************************************
*
* NAME
* WOLJoinGame::ProceedWithConnection
*
* DESCRIPTION
*
* INPUTS
*
* RESULT
* NONE
*
******************************************************************************/
void WOLJoinGame::ProceedWithConnection(int teamChoice)
{
WWDEBUG_SAY(("WOLJoinGame: Proceeding with connection\n"));
bool success = StartServerConnect();
// If the connection is underway then wait for it to complete.
if (success)
{
mTeamChoice = teamChoice;
return;
}
// An error has occured while attempting to connect.
DlgMsgBox::DoDialog(IDS_WOL_ERROR, IDS_MP_UNABLE_CONNECT_TO_SERVER);
Leave();
}
/******************************************************************************
*
* NAME
* WOLJoinGame::Leave
*
* DESCRIPTION
*
* INPUTS
*
* RESULT
*
******************************************************************************/
void WOLJoinGame::Leave(void)
{
WWDEBUG_SAY(("WOLJoinGame: Leaving channel\n"));
// If the user elected to leave the game or we encountered an error starting
// the connection then leave the channel.
RefPtr<WaitCondition> wait = mWOLSession->LeaveChannel();
DlgWOLWait::DoDialog(IDS_GAME_LEAVECHANNEL, wait);
// This will delete the WOLJoinGame object
Release_Ref();
}
/******************************************************************************
*
* NAME
* WOLJoinGame::StartServerConnect
*
* DESCRIPTION
* Start server connection negotiation
*
* INPUTS
* NONE
*
* RESULT
* True if negotiation successfully started.
*
******************************************************************************/
bool WOLJoinGame::StartServerConnect(void)
{
WWDEBUG_SAY(("WOLJoinGame: Start server connect\n"));
// If the channel is NOT valid then bad things have happened.
if (!mTheChannel.IsValid())
{
WWDEBUG_SAY(("WOLJoinGame: ERROR channel not valid when connecting to host\n"));
WWASSERT(mTheChannel.IsValid() && "Bad channel connecting to host");
return false;
}
// Verify that the user can join this game.
WOLGameInfo gameInfo(mTheChannel);
RefPtr<UserData> user = mWOLSession->GetCurrentUser();
if (gameInfo.CanUserJoin(user) == false)
{
WWDEBUG_SAY(("WOLJoinGame: ERROR - User cannot join this game\n"));
return false;
}
// If we are playing a clan game then we need the users clan ID in order to join.
if (gameInfo.IsClanGame())
{
mClanID = user->GetSquadID();
}
// Delete any existing game.
if (PTheGameData)
{
delete PTheGameData;
PTheGameData = NULL;
}
// Create a new game from the channel
cGameData* theGame = CreateGameFromChannel(mTheChannel);
WWASSERT(theGame && "WOLJoinGame failed to create cGameData");
if (theGame == NULL)
{
WWDEBUG_SAY(("WOLJoinGame: ERROR failed to create cGameData\n"));
return false;
}
// Assign the new game instance
PTheGameData = theGame;
// We are done with the channel
mTheChannel.Release();
//---------------------------------------------------------------------------
// Wait for the firewall negotiation. Will send DlgWOLWaitEvent when complete.
//---------------------------------------------------------------------------
RefPtr<WaitCondition> wait = FirewallConnectWait::Create();
if (!wait.IsValid())
{
WWDEBUG_SAY(("WOLJoinGame: ERROR couldn't create FireWallWait\n"));
return false;
}
mJoinState = FIREWALL_STATE;
return DlgWOLWait::DoDialog(TRANSLATE (IDS_MENU_CONNECTING), wait, this);
}
/******************************************************************************
*
* NAME
* WOLJoinGame::ConnectToServer
*
* DESCRIPTION
* Establish connection to game server.
*
* INPUTS
* NONE
*
* RESULT
* NONE
*
******************************************************************************/
void WOLJoinGame::ConnectToServer(void)
{
WWDEBUG_SAY(("WOLJoinGame: Connect to server\n"));
// Start the client
unsigned short my_port = FirewallHelper.Get_Client_Bind_Port();
cNetwork::Init_Client(my_port);
// Display the "connecting" dialog.
// Note: This dialog will close automatically when the connection has been
// successfully completed.
DlgMPConnect::DoDialog(mTeamChoice, mClanID);
// Our job is done. (This will delete the WOLJoinGame object)
Release_Ref();
}
/******************************************************************************
*
* NAME
* WOLJoinGame::HandleNotification(ChannelEvent)
*
* DESCRIPTION
* Handle channel events. Of particular interest during a join is the
* channel data event. This event tells us that there is information
* available from the channel encoded in the topic and exinfo fields that
* we can use to create the game from.
*
* INPUTS
* ChannelEvent
*
* RESULT
* NONE
*
******************************************************************************/
void WOLJoinGame::HandleNotification(ChannelEvent& event)
{
// The channel data is always updated immediately after a channel is joined.
// Therefore use this event to start the creation of the game we are joining.
if (event.GetStatus() == ChannelNewData)
{
// Get the channel that is the subject of this event.
const RefPtr<ChannelData>& channel = event.Subject();
WWASSERT(channel.IsValid());
// If the name of this channel is the name of the game we are joining
// then create the game from this channel.
const WideStringClass& channelName = channel->GetName();
if (channelName.Compare_No_Case(mGameName) == 0)
{
WWDEBUG_SAY(("WOLJoinGame: Joined game channel '%S'\n", (const WCHAR*)channelName));
// Keep a reference to the channel so we can create the game from it latter
mTheChannel = channel;
}
}
}
/******************************************************************************
*
* NAME
* WOLJoinGame::HandleNotification(DlgWOLWaitEvent)
*
* DESCRIPTION
* Handle result of channel join and firewall negotiation. If everything
* went okay then proceed with connecting to the game server. Otherwise
* tell the user what went wrong.
*
* INPUTS
* Event - Result event from joining WOL game wait condition.
*
* RESULT
* NONE
*
******************************************************************************/
void WOLJoinGame::HandleNotification(DlgWOLWaitEvent& event)
{
// If the wait condition completed with success.
if (event.Result() == WaitCondition::ConditionMet)
{
if (JOINING_STATE == mJoinState)
{
mJoinState = IDLE_STATE;
// If we just joined the channel we need to present the user with
// the team selection dialog. This dialog will allow them to view
// the current teams and / or change their team.
if (mAllowTeamSelect)
{
// DlgMPTeamSelect will send a signal indicating if the user has opted
// to continue with the game or to back out. See ReceiveSignal()
DlgMPTeamSelect::DoDialog(*this);
}
else
{
ProceedWithConnection(-1);
}
}
else if (FIREWALL_STATE == mJoinState)
{
// If we have finished the firewall negotiation then proceed with
// the server connection.
mJoinState = IDLE_STATE;
ConnectToServer();
}
}
else
{
// If the wait condition failed then report the reason for the failure and
// leave the channel.
const WideStringClass& text = event.Subject()->GetResultText();
WWDEBUG_SAY(("WOLJoinGame: Wait failed - %S\n", (const WCHAR*)text));
DlgMsgBox::DoDialog(TRANSLATE(IDS_WOL_ERROR), text);
Leave();
}
}
/******************************************************************************
*
* NAME
* WOLJoinGame::ReceiveSignal(MPChooseTeamSignal)
*
* DESCRIPTION
* The team selection dialog will send a signal indicating the users choice
* regarding his team preference.
*
* INPUTS
* Signal
*
* RESULT
* NONE
*
******************************************************************************/
void WOLJoinGame::ReceiveSignal(MPChooseTeamSignal& signal)
{
// If the user wants to proceed then connect to the server othewise leave
// the game channel.
if (signal.GetItemA() == true)
{
ProceedWithConnection(signal.GetItemB());
}
else
{
Leave();
}
}