project_files/Android-build/SDL-android-project/src/org/hedgewars/hedgeroid/netplay/Netplay.java
Continental supplies: Upside-Down World special now works in cave maps as well
In cave maps, the hog is teleported just below the border. A bit of land is erased, too.
/*
* Hedgewars for Android. An Android port of Hedgewars, a free turn based strategy game
* Copyright (C) 2012 Simeon Maxein <smaxein@googlemail.com>
*
* 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
package org.hedgewars.hedgeroid.netplay;
import static org.hedgewars.hedgeroid.netplay.ThreadedNetConnection.ToNetMsgType.*;
import java.io.IOException;
import java.util.Arrays;
import java.util.Collections;
import java.util.LinkedList;
import java.util.List;
import org.hedgewars.hedgeroid.RoomStateManager;
import org.hedgewars.hedgeroid.Datastructures.GameConfig;
import org.hedgewars.hedgeroid.Datastructures.MapRecipe;
import org.hedgewars.hedgeroid.Datastructures.Player;
import org.hedgewars.hedgeroid.Datastructures.PlayerInRoom;
import org.hedgewars.hedgeroid.Datastructures.Room;
import org.hedgewars.hedgeroid.Datastructures.Scheme;
import org.hedgewars.hedgeroid.Datastructures.Schemes;
import org.hedgewars.hedgeroid.Datastructures.TeamInGame;
import org.hedgewars.hedgeroid.Datastructures.TeamIngameAttributes;
import org.hedgewars.hedgeroid.Datastructures.Weaponset;
import org.hedgewars.hedgeroid.Datastructures.Weaponsets;
import org.hedgewars.hedgeroid.netplay.ThreadedNetConnection.ToNetMsgType;
import org.hedgewars.hedgeroid.util.ObservableTreeMap;
import android.annotation.SuppressLint;
import android.content.Context;
import android.content.Intent;
import android.os.Handler;
import android.os.Looper;
import android.os.Message;
import android.support.v4.content.LocalBroadcastManager;
import android.util.Log;
import android.util.Pair;
/**
* This class manages the application's networking state.
*/
public class Netplay {
public static enum State { NOT_CONNECTED, CONNECTING, LOBBY, ROOM }
// Extras in broadcasts
public static final String EXTRA_PLAYERNAME = "playerName";
public static final String EXTRA_MESSAGE = "message";
public static final String EXTRA_HAS_ERROR = "hasError";
public static final String EXTRA_REASON = "reason";
private static final String ACTIONPREFIX = "org.hedgewars.hedgeroid.netconn.";
public static final String ACTION_DISCONNECTED = ACTIONPREFIX+"DISCONNECTED";
public static final String ACTION_CONNECTED = ACTIONPREFIX+"CONNECTED";
public static final String ACTION_PASSWORD_REQUESTED = ACTIONPREFIX+"PASSWORD_REQUESTED";
public static final String ACTION_ENTERED_ROOM_FROM_LOBBY = ACTIONPREFIX+"ENTERED_ROOM";
public static final String ACTION_LEFT_ROOM = ACTIONPREFIX+"LEFT_ROOM";
public static final String ACTION_STATE_CHANGED = ACTIONPREFIX+"STATE_CHANGED";
public static final String DEFAULT_SERVER = "netserver.hedgewars.org";
public static final int DEFAULT_PORT = 46631;
private final Context appContext;
private final LocalBroadcastManager broadcastManager;
private final FromNetHandler fromNetHandler = new FromNetHandler();
public final Scheme defaultScheme;
public final Weaponset defaultWeaponset;
private State state = State.NOT_CONNECTED;
private String playerName;
// null or stale if not in room state
private final NetRoomState netRoomState = new NetRoomState(this);
// null if there is no running connection (==state is NOT_CONNECTED)
private ThreadedNetConnection connection;
public final ObservableTreeMap<String, Player> lobbyPlayerlist = new ObservableTreeMap<String, Player>();
public final ObservableTreeMap<String, PlayerInRoom> roomPlayerlist = new ObservableTreeMap<String, PlayerInRoom>();
public final Roomlist roomList = new Roomlist();
public final MessageLog lobbyChatlog;
public final MessageLog roomChatlog;
private final List<GameMessageListener> gameMessageListeners = new LinkedList<GameMessageListener>();
private final List<RunGameListener> runGameListeners = new LinkedList<RunGameListener>();
public Netplay(Context appContext, Scheme defaultScheme, Weaponset defaultWeaponset) {
this.appContext = appContext;
broadcastManager = LocalBroadcastManager.getInstance(appContext);
lobbyChatlog = new MessageLog(appContext);
roomChatlog = new MessageLog(appContext);
this.defaultScheme = defaultScheme;
this.defaultWeaponset = defaultWeaponset;
}
public RoomStateManager getRoomStateManager() {
return netRoomState;
}
private void clearLobbyState() {
lobbyPlayerlist.clear();
roomList.clear();
lobbyChatlog.clear();
}
private void initRoomState(boolean chief) {
roomChatlog.clear();
roomPlayerlist.clear();
netRoomState.initRoomState(chief);
}
public void registerGameMessageListener(GameMessageListener listener) {
gameMessageListeners.add(listener);
}
public void unregisterGameMessageListener(GameMessageListener listener) {
gameMessageListeners.remove(listener);
}
public void registerRunGameListener(RunGameListener listener) {
runGameListeners.add(listener);
}
public void unregisterRunGameListener(RunGameListener listener) {
runGameListeners.remove(listener);
}
public void connectToDefaultServer(String playerName) {
connect(playerName, DEFAULT_SERVER, DEFAULT_PORT);
}
/**
* Establish a new connection. Only call if the current state is NOT_CONNECTED.
*
* The state will switch to CONNECTING immediately. After that, it can asynchronously change to any other state.
* State changes are indicated by broadcasts. In particular, if an error occurs while trying to connect, the state
* will change back to NOT_CONNECTED and an ACTION_DISCONNECTED broadcast is sent.
*/
public void connect(String name, String host, int port) {
playerName = name;
if(state != State.NOT_CONNECTED) {
throw new IllegalStateException("Attempt to start a new connection while the old one was still running.");
}
clearLobbyState();
changeState(State.CONNECTING);
connection = ThreadedNetConnection.startConnection(appContext, fromNetHandler, name, host, port);
connection.setFastTickRate(true);
}
public void sendNick(String nick) {
playerName = nick;
sendToNet(MSG_SEND_NICK, nick);
}
public void sendPassword(String password) { sendToNet(MSG_SEND_PASSWORD, password); }
public void sendQuit(String message) { sendToNet(MSG_SEND_QUIT, message); }
public void sendRoomlistRequest() { sendToNet(MSG_SEND_ROOMLIST_REQUEST); }
public void sendPlayerInfoQuery(String name) { sendToNet(MSG_SEND_PLAYER_INFO_REQUEST, name); }
public void sendChat(String s) { sendToNet(MSG_SEND_CHAT, s); }
public void sendTeamChat(String s) { sendToNet(MSG_SEND_TEAMCHAT, s); }
public void sendFollowPlayer(String nick) { sendToNet(MSG_SEND_FOLLOW_PLAYER, nick); }
public void sendJoinRoom(String name) { sendToNet(MSG_SEND_JOIN_ROOM, name); }
public void sendCreateRoom(String name) { sendToNet(MSG_SEND_CREATE_ROOM, name); }
public void sendLeaveRoom(String message) { sendToNet(MSG_SEND_LEAVE_ROOM, message); }
public void sendKick(String player) { sendToNet(MSG_SEND_KICK, player); }
public void sendEngineMessage(byte[] engineMessage) { sendToNet(MSG_SEND_ENGINE_MESSAGE, engineMessage); }
public void sendRoundFinished(boolean withoutError) { sendToNet(MSG_SEND_ROUND_FINISHED, Boolean.valueOf(withoutError)); }
public void sendToggleReady() { sendToNet(MSG_SEND_TOGGLE_READY); }
public void sendStartGame() { sendToNet(MSG_SEND_START_GAME); }
public void disconnect() { sendToNet(MSG_DISCONNECT, "User Quit"); }
private static Netplay instance;
/**
* Retrieve the single app-wide instance of the netplay interface, creating it if it
* does not exist yet.
*
* @param applicationContext
* @return
*/
public static Netplay getAppInstance(Context applicationContext) {
if(instance == null) {
// We will need some default values for rooms, best load them here
Scheme defaultScheme = null;
Weaponset defaultWeaponset = null;
try {
List<Scheme> schemes = Schemes.loadBuiltinSchemes(applicationContext);
for(Scheme scheme : schemes) {
if(scheme.name.equals(GameConfig.DEFAULT_SCHEME)) {
defaultScheme = scheme;
}
}
List<Weaponset> weaponsets = Weaponsets.loadBuiltinWeaponsets(applicationContext);
for(Weaponset weaponset : weaponsets) {
if(weaponset.name.equals(GameConfig.DEFAULT_WEAPONSET)) {
defaultWeaponset = weaponset;
}
}
} catch(IOException e) {
throw new RuntimeException(e);
}
if(defaultScheme==null || defaultWeaponset==null) {
throw new RuntimeException("Unable to load default scheme or weaponset");
}
instance = new Netplay(applicationContext, defaultScheme, defaultWeaponset);
}
return instance;
}
public State getState() {
return state;
}
private void changeState(State newState) {
if(newState != state) {
state = newState;
broadcastManager.sendBroadcastSync(new Intent(ACTION_STATE_CHANGED));
}
}
public boolean isChief() {
if(netRoomState != null) {
return netRoomState.getChiefStatus();
} else {
return false;
}
}
public String getPlayerName() {
return playerName;
}
boolean sendToNet(ToNetMsgType what) {
return sendToNet(what, 0, null);
}
boolean sendToNet(ToNetMsgType what, Object obj) {
return sendToNet(what, 0, obj);
}
boolean sendToNet(ToNetMsgType what, int arg1, Object obj) {
if(connection != null) {
Handler handler = connection.toNetHandler;
return handler.sendMessage(handler.obtainMessage(what.ordinal(), arg1, 0, obj));
} else {
return false;
}
}
private MessageLog getCurrentLog() {
if(state == State.ROOM) {
return roomChatlog;
} else {
return lobbyChatlog;
}
}
public static enum FromNetMsgType {
MSG_LOBBY_JOIN,
MSG_LOBBY_LEAVE,
MSG_ROOM_JOIN,
MSG_ROOM_LEAVE,
MSG_CLIENT_FLAGS,
MSG_CHAT,
MSG_MESSAGE,
MSG_ROOM_ADD,
MSG_ROOM_UPDATE,
MSG_ROOM_DELETE,
MSG_ROOMLIST,
MSG_CONNECTED,
MSG_DISCONNECTED,
MSG_PASSWORD_REQUEST,
MSG_ENTER_ROOM_FROM_LOBBY,
MSG_LEAVE_ROOM,
MSG_TEAM_ADDED,
MSG_TEAM_DELETED,
MSG_TEAM_ACCEPTED,
MSG_TEAM_COLOR_CHANGED,
MSG_HOG_COUNT_CHANGED,
MSG_ENGINE_MESSAGE,
MSG_RUN_GAME,
MSG_SCHEME_CHANGED,
MSG_MAP_CHANGED,
MSG_SCRIPT_CHANGED,
MSG_WEAPONSET_CHANGED;
static final List<FromNetMsgType> values = Collections.unmodifiableList(Arrays.asList(FromNetMsgType.values()));
}
/**
* Processes messages from the networking system. Always runs on the main thread.
*/
@SuppressLint("HandlerLeak")
final class FromNetHandler extends Handler {
public FromNetHandler() {
super(Looper.getMainLooper());
}
@SuppressWarnings("unchecked")
@Override
public void handleMessage(Message msg) {
switch(FromNetMsgType.values.get(msg.what)) {
case MSG_LOBBY_JOIN: {
String name = (String)msg.obj;
lobbyPlayerlist.put(name, new Player(name, false, false));
lobbyChatlog.appendPlayerJoin(name);
break;
}
case MSG_LOBBY_LEAVE: {
Pair<String, String> args = (Pair<String, String>)msg.obj;
lobbyPlayerlist.remove(args.first);
lobbyChatlog.appendPlayerLeave(args.first, args.second);
break;
}
case MSG_ROOM_JOIN: {
String name = (String)msg.obj;
Player p = lobbyPlayerlist.get(name);
if(p==null) {
Log.w("Netplay", "Unknown player joined room: "+name);
p = new Player(name, false, false);
}
roomPlayerlist.put(name, new PlayerInRoom(p, false, false));
roomChatlog.appendPlayerJoin(name);
break;
}
case MSG_ROOM_LEAVE: {
Pair<String, String> args = (Pair<String, String>)msg.obj;
roomPlayerlist.remove(args.first);
roomChatlog.appendPlayerLeave(args.first, args.second);
break;
}
case MSG_CLIENT_FLAGS: {
ClientFlagsUpdate upd = (ClientFlagsUpdate)msg.obj;
PlayerInRoom pir = roomPlayerlist.get(upd.nick);
if(pir != null) {
roomPlayerlist.put(upd.nick, upd.applyTo(pir));
}
Player p = lobbyPlayerlist.get(upd.nick);
if(p != null) {
lobbyPlayerlist.put(upd.nick, upd.applyTo(p));
} else {
Log.w("Netplay", "Received client flags for unknown player "+upd.nick);
}
if(playerName.equals(upd.nick) && upd.appliesTo(ClientFlagsUpdate.FLAG_CHIEF)) {
netRoomState.setChief(upd.newFlagState);
}
break;
}
case MSG_CHAT: {
Pair<String, String> args = (Pair<String, String>)msg.obj;
getCurrentLog().appendChat(args.first, args.second);
for(GameMessageListener listener : gameMessageListeners) {
listener.onChatMessage(args.first, args.second);
}
break;
}
case MSG_MESSAGE: {
getCurrentLog().appendMessage(msg.arg1, (String)msg.obj);
for(GameMessageListener listener : gameMessageListeners) {
listener.onMessage(1, (String)msg.obj);
}
break;
}
case MSG_ROOM_ADD: {
Room room = (Room)msg.obj;
roomList.addRoomWithNewId(room);
break;
}
case MSG_ROOM_UPDATE: {
Pair<String, Room> args = (Pair<String, Room>)msg.obj;
roomList.updateRoom(args.first, args.second);
break;
}
case MSG_ROOM_DELETE: {
roomList.remove((String)msg.obj);
break;
}
case MSG_ROOMLIST: {
Room[] rooms = (Room[])msg.obj;
roomList.updateList(rooms);
break;
}
case MSG_CONNECTED: {
playerName = (String)msg.obj;
changeState(State.LOBBY);
broadcastManager.sendBroadcast(new Intent(ACTION_CONNECTED));
break;
}
case MSG_DISCONNECTED: {
Pair<Boolean, String> args = (Pair<Boolean, String>)msg.obj;
for(GameMessageListener listener : gameMessageListeners) {
listener.onNetDisconnected();
}
changeState(State.NOT_CONNECTED);
connection = null;
Intent intent = new Intent(ACTION_DISCONNECTED);
intent.putExtra(EXTRA_HAS_ERROR, args.first);
intent.putExtra(EXTRA_MESSAGE, args.second);
broadcastManager.sendBroadcastSync(intent);
break;
}
case MSG_PASSWORD_REQUEST: {
Intent intent = new Intent(ACTION_PASSWORD_REQUESTED);
intent.putExtra(EXTRA_PLAYERNAME, (String)msg.obj);
broadcastManager.sendBroadcast(intent);
break;
}
case MSG_ENTER_ROOM_FROM_LOBBY: {
initRoomState((Boolean)msg.obj);
changeState(State.ROOM);
Intent intent = new Intent(ACTION_ENTERED_ROOM_FROM_LOBBY);
broadcastManager.sendBroadcastSync(intent);
break;
}
case MSG_LEAVE_ROOM: {
changeState(State.LOBBY);
Intent intent = new Intent(ACTION_LEFT_ROOM);
intent.putExtra(EXTRA_MESSAGE, (String)msg.obj);
intent.putExtra(EXTRA_REASON, msg.arg1);
broadcastManager.sendBroadcastSync(intent);
break;
}
case MSG_TEAM_ADDED: {
TeamInGame newTeam = (TeamInGame)msg.obj;
if(isChief()) {
int freeColor = TeamInGame.getUnusedOrRandomColorIndex(netRoomState.getTeams().values());
sendToNet(MSG_SEND_TEAM_HOG_COUNT, newTeam.ingameAttribs.hogCount, newTeam.team.name);
sendToNet(MSG_SEND_TEAM_COLOR_INDEX, freeColor, newTeam.team.name);
newTeam = newTeam.withAttribs(newTeam.ingameAttribs.withColorIndex(freeColor));
}
netRoomState.putTeam(newTeam);
break;
}
case MSG_TEAM_DELETED: {
netRoomState.removeTeam((String)msg.obj);
break;
}
case MSG_TEAM_ACCEPTED: {
TeamInGame requestedTeam = netRoomState.requestedTeams.remove(msg.obj);
if(requestedTeam!=null) {
netRoomState.putTeam(requestedTeam);
if(isChief()) {
// Not strictly necessary, but QtFrontend does it...
sendToNet(MSG_SEND_TEAM_HOG_COUNT, requestedTeam.ingameAttribs.hogCount, requestedTeam.team.name);
}
} else {
Log.e("Netplay", "Got accepted message for team that was never requested.");
}
break;
}
case MSG_TEAM_COLOR_CHANGED: {
TeamInGame oldEntry = netRoomState.getTeams().get((String)msg.obj);
if(oldEntry != null) {
/*
* If we are chief, we ignore colors from the outside. They only come from the server
* when someone adds a team then, and we override that choice anyway.
* Worse, that color message arrives *after* we have overridden the color, so it would
* re-override it right back.
*/
if(!isChief()) {
TeamIngameAttributes newAttribs = oldEntry.ingameAttribs.withColorIndex(msg.arg1);
netRoomState.putTeam(oldEntry.withAttribs(newAttribs));
}
} else {
Log.e("Netplay", "Color update for unknown team "+msg.obj);
}
break;
}
case MSG_HOG_COUNT_CHANGED: {
TeamInGame oldEntry = netRoomState.getTeams().get((String)msg.obj);
if(oldEntry != null) {
TeamIngameAttributes newAttribs = oldEntry.ingameAttribs.withHogCount(msg.arg1);
netRoomState.putTeam(oldEntry.withAttribs(newAttribs));
} else {
Log.e("Netplay", "Hog count update for unknown team "+msg.obj);
}
break;
}
case MSG_ENGINE_MESSAGE: {
byte[] em = (byte[])msg.obj;
for(GameMessageListener listener : gameMessageListeners) {
listener.onEngineMessage(em);
}
break;
}
case MSG_RUN_GAME: {
GameConfig config = (GameConfig)msg.obj;
for(RunGameListener listener : runGameListeners) {
listener.runGame(config);
}
break;
}
case MSG_MAP_CHANGED: {
netRoomState.setMapRecipe((MapRecipe)msg.obj);
break;
}
case MSG_SCHEME_CHANGED: {
netRoomState.setScheme((Scheme)msg.obj);
break;
}
case MSG_SCRIPT_CHANGED: {
netRoomState.setGameStyle((String)msg.obj);
break;
}
case MSG_WEAPONSET_CHANGED: {
netRoomState.setWeaponset((Weaponset)msg.obj);
break;
}
default: {
Log.e("FromNetHandler", "Unknown message type: "+msg.what);
break;
}
}
}
}
}