khanat-opennel-code/code/ryzom/client/src/far_tp.cpp
2016-05-05 17:57:05 +02:00

1474 lines
45 KiB
C++

// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero 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 Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "stdpch.h"
#include "nel/3d/u_driver.h"
#include "far_tp.h"
#include "net_manager.h"
#include "connection.h"
#include "interface_v3/interface_manager.h"
#include "login_patch.h"
#include "init_main_loop.h"
#include "weather.h"
#include "time_client.h"
#include "timed_fx_manager.h"
#include "world_database_manager.h"
#include "continent_manager.h"
#include "user_entity.h"
#include "entities.h"
#include "interface_v3/input_handler_manager.h"
#include "interface_v3/bot_chat_page_all.h"
#include "sound_manager.h"
#include "actions_client.h"
#include "r2/editor.h"
#include "global.h"
#include "release.h"
#include "nel/misc/string_conversion.h"
#include "debug_client.h"
#include "session_browser_impl.h"
#include "game_share/security_check.h"
#include "client_chat_manager.h"
#include "bg_downloader_access.h"
#include "login_progress_post_thread.h"
#include "interface_v3/action_handler_base.h"
using namespace NLMISC;
using namespace NLNET;
using namespace NL3D;
using namespace RSMGR;
using namespace R2;
extern CClientChatManager ChatMngr;
extern CVariable<uint16> SBSPortOffset;
// ***************************************************************************
// Login state machine
// ***************************************************************************
// Adapted from "nel/misc/string_conversion.h"
#define NL_BEGIN_CLASS_STRING_CONVERSION_TABLE(__class, __type) \
static const NLMISC::CStringConversion<__class::__type>::CPair __type##_nl_string_conversion_table[] = \
{
#define NL_END_CLASS_STRING_CONVERSION_TABLE(__class, __type, __tableName, __defaultValue) \
}; \
NLMISC::CStringConversion<__class::__type> \
__tableName(__type##_nl_string_conversion_table, sizeof(__type##_nl_string_conversion_table) \
/ sizeof(__type##_nl_string_conversion_table[0]), __class::__defaultValue);
#define NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(__class, val) { #val, __class::val},
NL_BEGIN_CLASS_STRING_CONVERSION_TABLE (CLoginStateMachine, TState)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, st_start)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, st_login)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, st_auto_login)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, st_shard_list)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, st_start_config)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, st_scan_data)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, st_display_eula)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, st_check_patch)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, st_display_cat)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, st_patch)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, st_close_client)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, st_reboot_screen)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, st_restart_client)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, st_connect)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, st_browser_screen)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, st_ingame)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, st_leave_shard)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, st_enter_far_tp_main_loop)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, st_disconnect)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, st_reconnect_fs)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, st_reconnect_select_char)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, st_reconnect_ready)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, st_exit_global_menu)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, st_reconnect_error)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, st_create_account)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, st_end)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, st_unknown)
NL_END_CLASS_STRING_CONVERSION_TABLE(CLoginStateMachine, TState, StateConversion, st_unknown)
NL_BEGIN_CLASS_STRING_CONVERSION_TABLE (CLoginStateMachine, TEvent)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, ev_quit)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, ev_skip_all_login)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, ev_init_done)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, ev_game_conf)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, ev_data_scan)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, ev_close_data_scan)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, ev_login_ok)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, ev_bad_login)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, ev_shard_selected)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, ev_patch_needed)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, ev_no_patch)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, ev_run_patch)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, ev_close_patch)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, ev_accept_eula)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, ev_decline_eula)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, ev_reboot)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, ev_ingame_return)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, ev_far_tp_main_loop_entered)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, ev_connect)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, ev_conn_failed)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, ev_conn_dropped)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, ev_enter_game)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, ev_self_reconnected)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, ev_chars_received)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, ev_no_user_char)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, ev_ready_received)
// NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, ev_reselect_char)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, ev_reconnect_ok_received)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, ev_global_menu_exited)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, ev_relog)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, ev_create_account)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, ev_close_create_account)
NL_CLASS_STRING_CONVERSION_TABLE_ENTRY(CLoginStateMachine, ev_unknown)
NL_END_CLASS_STRING_CONVERSION_TABLE(CLoginStateMachine, TEvent, EventConversion, ev_unknown)
//-----------------------------------------------
// toString :
//-----------------------------------------------
const std::string& CLoginStateMachine::toString(CLoginStateMachine::TState state)
{
return StateConversion.toString(state);
}
//-----------------------------------------------
// toString :
//-----------------------------------------------
const std::string& CLoginStateMachine::toString(CLoginStateMachine::TEvent event)
{
return EventConversion.toString(event);
}
#define SM_BEGIN_EVENT_TABLE \
for(;!isTerminationRequested();) \
{ \
TEvent ev = waitEvent(); \
#define SM_END_EVENT_TABLE \
} \
/*
#define SM_EVENT(eventId, stateId) \
if (ev == eventId) \
{ \
try \
{ \
COFile outputF; \
string sLog = NLMISC::toString("[%s] %s -> %s\n", CLoginStateMachine::toString(ev).c_str(), CLoginStateMachine::toString(_CurrentState).c_str(), CLoginStateMachine::toString(stateId).c_str()); \
if ( outputF.open( getLogDirectory() + "error_join.log", true, true ) ) \
{ \
outputF.serialBuffer( (uint8*)(&sLog[0]), (uint)sLog.size() ); \
outputF.close(); \
} \
} \
catch (const Exception &) \
{} \
_CurrentState = stateId; \
break; \
} \
*/
#define SM_EVENT(eventId, stateId) \
if (ev == eventId) \
{ \
_CurrentState = stateId; \
break; \
} \
extern std::string LoginLogin, LoginPassword;
extern bool noUserChar;
extern bool userChar;
extern bool serverReceivedReady;
extern bool CharNameValidArrived;
extern bool FirstFrame;
extern bool IsInRingSession;
extern void selectTipsOfTheDay (uint tips);
#define BAR_STEP_TP 2
CLoginStateMachine::TEvent CLoginStateMachine::waitEvent()
{
nlassert(CCoTask::getCurrentTask() == this);
while (_NextEvents.empty() && !isTerminationRequested())
{
// wait until someone push an event on the state machine
yield();
if (isTerminationRequested())
return ev_quit;
}
TEvent ev = _NextEvents.front();
_NextEvents.pop_front();
return ev;
}
void CLoginStateMachine::pushEvent(TEvent eventId)
{
// set the next event
_NextEvents.push_back(eventId);
if (CCoTask::getCurrentTask() != this)
{
/// resume the state machine to advance state
resume();
}
}
void CLoginStateMachine::run()
{
// state machine coroutine
while (_CurrentState != st_end && !isTerminationRequested())
{
switch(_CurrentState)
{
case st_start:
/// initial state
if (!ClientCfg.TestBrowser)
{
if (LoginLogin.empty())
{
// standard procedure
SM_BEGIN_EVENT_TABLE
SM_EVENT(ev_init_done, st_login);
SM_EVENT(ev_skip_all_login, st_ingame);
SM_EVENT(ev_quit, st_end);
SM_END_EVENT_TABLE
}
else
{
// login 2, bypass the login screen
SM_BEGIN_EVENT_TABLE
SM_EVENT(ev_init_done, st_auto_login);
SM_EVENT(ev_skip_all_login, st_ingame);
SM_EVENT(ev_quit, st_end);
SM_END_EVENT_TABLE
}
}
// else
// {
// // browser test mode
// SM_BEGIN_EVENT_TABLE
// SM_EVENT(ev_init_done, st_browser_screen);
// SM_EVENT(ev_quit, st_end);
// SM_END_EVENT_TABLE
// }
break;
case st_login:
/// display login screen and options
{
initLoginScreen();
if (ClientCfg.R2Mode)
{
// r2 mode
SM_BEGIN_EVENT_TABLE
SM_EVENT(ev_login_ok, st_check_patch);
SM_EVENT(ev_game_conf, st_start_config);
SM_EVENT(ev_data_scan, st_scan_data);
SM_EVENT(ev_create_account, st_create_account);
SM_EVENT(ev_bad_login, st_login);
SM_EVENT(ev_quit, st_end);
SM_END_EVENT_TABLE
}
else
{
// legacy mode
SM_BEGIN_EVENT_TABLE
SM_EVENT(ev_login_ok, st_shard_list);
SM_EVENT(ev_game_conf, st_start_config);
SM_EVENT(ev_data_scan, st_scan_data);
SM_EVENT(ev_create_account, st_create_account);
SM_EVENT(ev_bad_login, st_login);
SM_EVENT(ev_quit, st_end);
SM_END_EVENT_TABLE
}
}
break;
case st_auto_login:
initAutoLogin();
// if (ClientCfg.R2Mode)
{
// r2 mode
SM_BEGIN_EVENT_TABLE
SM_EVENT(ev_login_ok, st_check_patch);
SM_EVENT(ev_quit, st_end);
SM_END_EVENT_TABLE
}
// else
// {
// // legacy mode
// SM_BEGIN_EVENT_TABLE
// SM_EVENT(ev_login_ok, st_check_patch);
// SM_EVENT(ev_quit, st_end);
// SM_END_EVENT_TABLE
// }
break;
case st_shard_list:
/// display the shard list
initShardDisplay();
SM_BEGIN_EVENT_TABLE
SM_EVENT(ev_shard_selected, st_check_patch);
SM_EVENT(ev_quit, st_end);
SM_END_EVENT_TABLE
break;
case st_start_config:
/// launch the configurator and close ryzom
break;
case st_scan_data:
/// run the check data thread
initDataScan();
SM_BEGIN_EVENT_TABLE
SM_EVENT(ev_close_data_scan, st_login);
SM_EVENT(ev_quit, st_end);
SM_END_EVENT_TABLE
break;
case st_create_account:
if (initCreateAccount())
{
SM_BEGIN_EVENT_TABLE
SM_EVENT(ev_login_ok, st_check_patch);
SM_EVENT(ev_close_create_account, st_login);
SM_EVENT(ev_quit, st_end);
SM_END_EVENT_TABLE
}
else
{
// return to login menu if an error occured
_CurrentState = st_login;
}
break;
case st_display_eula:
{
/// display the eula and wait for validation
if (ClientCfg.SkipEULA)
{
// we don't want to see eula, auto accept
pushEvent(ev_accept_eula);
}
bool mustReboot = false;
if (isBGDownloadEnabled())
{
mustReboot = CBGDownloaderAccess::getInstance().mustLaunchBatFile();
}
else
{
mustReboot = CPatchManager::getInstance()->mustLaunchBatFile();
}
if (mustReboot)
{
// skip eula and show reboot screen
_CurrentState = st_reboot_screen;
break;
}
initEula();
// Login sequence was reordered
// if (ClientCfg.R2Mode)
// {
// // ring mode
// SM_BEGIN_EVENT_TABLE
// SM_EVENT(ev_accept_eula, st_browser_screen);
// SM_EVENT(ev_quit, st_end);
// SM_END_EVENT_TABLE
// }
// else
// {
// // legacy mode
SM_BEGIN_EVENT_TABLE
SM_EVENT(ev_accept_eula, st_connect);
SM_EVENT(ev_quit, st_end);
SM_END_EVENT_TABLE
// }
}
break;
case st_check_patch:
/// check the data to check if patch needed
CLoginProgressPostThread::getInstance().step(CLoginStep(LoginStep_PostLogin, "login_step_post_login"));
if (!ClientCfg.PatchWanted)
{
// client don't want to be patched !
_CurrentState = st_display_eula;
break;
}
initPatchCheck();
SM_BEGIN_EVENT_TABLE
if (isBGDownloadEnabled())
{
SM_EVENT(ev_patch_needed, st_patch); // no choice for patch content when background downloader is used
}
else
{
SM_EVENT(ev_patch_needed, st_display_cat);
}
SM_EVENT(ev_no_patch, st_display_eula);
SM_EVENT(ev_quit, st_end);
SM_END_EVENT_TABLE
break;
case st_display_cat:
initCatDisplay();
SM_BEGIN_EVENT_TABLE
SM_EVENT(ev_run_patch, st_patch);
SM_EVENT(ev_quit, st_end);
SM_END_EVENT_TABLE
break;
case st_patch:
/// run the patch process and display progress
initPatch();
SM_BEGIN_EVENT_TABLE
SM_EVENT(ev_close_patch, st_display_eula);
SM_EVENT(ev_quit, st_end);
SM_END_EVENT_TABLE
break;
case st_close_client:
/// terminate the client and quit
break;
case st_reboot_screen:
/// display the reboot screen and wait validation
initReboot();
SM_BEGIN_EVENT_TABLE
SM_EVENT(ev_reboot, st_end);
SM_EVENT(ev_quit, st_end);
SM_END_EVENT_TABLE
break;
case st_restart_client:
/// restart the client with login bypass params
break;
case st_connect:
/// connect to the FS (start the 'in game' mode)
ConnectToShard();
if (ClientCfg.R2Mode)
{
SM_BEGIN_EVENT_TABLE
SM_EVENT(ev_enter_game, st_ingame);
SM_END_EVENT_TABLE
}
else
{
SM_BEGIN_EVENT_TABLE
SM_EVENT(ev_enter_game, st_end);
SM_EVENT(ev_conn_failed, st_shard_list);
SM_END_EVENT_TABLE
}
break;
// case st_browser_screen:
// /// show the outgame browser
//
// if (!ClientCfg.TestBrowser)
// {
// // in test browser mode, the browser is already init
// initWebBrowser();
// }
//
// SM_BEGIN_EVENT_TABLE
// SM_EVENT(ev_connect, st_connect);
// SM_EVENT(ev_relog, st_login);
// SM_EVENT(ev_quit, st_end);
// SM_END_EVENT_TABLE
//
// break;
case st_ingame:
SM_BEGIN_EVENT_TABLE
//SM_EVENT(ev_chars_received, st_ingame); // ignored for normal login procedure
//SM_EVENT(ev_no_user_char, st_ingame); // "
//SM_EVENT(ev_ready_received, st_ingame); // "
//SM_EVENT(ev_global_menu_exited, st_ingame); "
SM_EVENT(ev_connect, st_leave_shard); // connect to another shard
SM_END_EVENT_TABLE
break;
case st_leave_shard:
/*
* Far TP / Server Hop / Reselect character entry point
*/
// Server Hop part 1: We are not in main loop but still at character selection
// => make a hop to the specified server without doing anything with interface
// Far TP part 1.1: From the ingame main loop, the admin html box gives us an event ev_connect for the destination shard.
// Note: the admin html box is run by CInputHandlerManager::getInstance()->pumpEvents() in the main loop.
// Tip: to see where a co-task is resumed from, just add a breakpoint on the end of CCoTask::resume().
CAHManager::getInstance()->runActionHandler("quit_ryzom", NULL, "");
if (!FarTP.isIngame()) // assumes there is no Far TP starting between char selection and main loop, see below
{
crashLogAddServerHopEvent();
FarTP.onServerQuitOk(); // don't wait for onServerQuitOK() because the EGS will no longer send it if it requests a Far TP during "select char" (not sending USER_CHAR)
SM_BEGIN_EVENT_TABLE
SM_EVENT(ev_ingame_return, st_disconnect);
SM_END_EVENT_TABLE
}
else
{
if(FarTP.isReselectingChar())
crashLogAddReselectPersoEvent();
else
crashLogAddFarTpEvent();
if (NetMngr.getConnectionState() == CNetworkConnection::Disconnect)
FarTP.onServerQuitOk(); // don't wait for onServerQuitOK() because the EGS is down
SM_BEGIN_EVENT_TABLE
SM_EVENT(ev_ingame_return, st_enter_far_tp_main_loop);
SM_EVENT(ev_enter_game, st_ingame);
SM_END_EVENT_TABLE
}
break;
case st_enter_far_tp_main_loop:
// if bgdownloader is used, then pause it
pauseBGDownloader();
// Far TP part 1.2: let the main loop finish the current frame.
// This is called when CONNECTION:SERVER_QUIT_OK is received (from NetMngr.update() in main loop).
SM_BEGIN_EVENT_TABLE
SM_EVENT(ev_far_tp_main_loop_entered, st_disconnect);
SM_END_EVENT_TABLE
break;
case st_disconnect:
// Far TP part 2: disconnect from the FS and unload shard-specific data (called from farTPmainLoop())
// FarTP.disconnectFromPreviousShard();
SM_BEGIN_EVENT_TABLE
SM_EVENT(ev_connect, st_reconnect_fs);
SM_END_EVENT_TABLE
break;
case st_reconnect_fs:
// Server Hop part 3.1: connect to the new shard (called from globalMenu())
// Far TP part 3.1: connect to the new shard (called from farTPmainLoop())
FarTP.connectToNewShard();
SM_BEGIN_EVENT_TABLE
SM_EVENT(ev_self_reconnected, st_ingame);
SM_EVENT(ev_chars_received, st_reconnect_select_char);
SM_EVENT(ev_no_user_char, st_reconnect_error);
SM_EVENT(ev_conn_failed, st_reconnect_error);
SM_EVENT(ev_conn_dropped, st_reconnect_error);
SM_END_EVENT_TABLE
break;
case st_reconnect_select_char:
// Server Hop part 3.2: bypass character selection ui & select the same character.
// Far TP part 3.2: bypass character selection ui & select the same character.
// This is called from farTPmainloop(), when CONNECTION:USER_CHARS is received.
if( !FarTP.isReselectingChar() )
{
FarTP.selectCharAndEnter();
}
// Far TP part 3.2bis: see in farTPmainLoop()
if (!FarTP.isIngame())
{
SM_BEGIN_EVENT_TABLE
SM_EVENT(ev_ready_received, st_exit_global_menu);
SM_EVENT(ev_conn_dropped, st_reconnect_error);
SM_END_EVENT_TABLE
}
else
{
SM_BEGIN_EVENT_TABLE
SM_EVENT(ev_ready_received, st_reconnect_ready);
SM_EVENT(ev_conn_dropped, st_reconnect_error);
if ( FarTP.isReselectingChar() && (ev == ev_connect) )
{
// Inside this Character Reselect we embed a new Server Hop
FarTP.beginEmbeddedServerHop();
_CurrentState = st_leave_shard;
break;
}
SM_END_EVENT_TABLE
}
break;
case st_exit_global_menu:
// Server Hop part 3.3
// Stay in Server Hop state until the global menu has been exited
SM_BEGIN_EVENT_TABLE
SM_EVENT(ev_global_menu_exited, FarTP.isServerHopEmbedded() ? st_reconnect_ready : st_ingame);
SM_END_EVENT_TABLE
break;
case st_reconnect_ready:
// Far TP part 3.3: send ready.
// This is called from farTPmainloop(), when CONNECTION:READY is received.
if ( FarTP.isServerHopEmbedded() )
FarTP.endEmbeddedServerHop();
SM_BEGIN_EVENT_TABLE
SM_EVENT(ev_enter_game, st_ingame);
SM_EVENT(ev_conn_dropped, st_reconnect_error);
SM_END_EVENT_TABLE
break;
case st_reconnect_error:
// Far TP failed
FarTP.onFailure();
SM_BEGIN_EVENT_TABLE
SM_EVENT(ev_quit, st_end);
SM_END_EVENT_TABLE
break;
default:
nlwarning("Unhandeled state");
break;
}
}
}
// ***************************************************************************
// Far TP
// ***************************************************************************
CFarTP FarTP;
extern std::string CurrentCookie;
extern string ClientApp;
namespace R2
{
extern bool ReloadUIFlag;
}
/*
* requestFarTPToSession
*/
bool CFarTP::requestFarTPToSession(TSessionId sessionId, uint8 charSlot, CFarTP::TJoinMode joinMode, bool bailOutIfSessionVanished)
{
if (_HookedForEditor)
{
// Redirect Far TP to editor instead of following instructions
_HookedForEditor = false;
return FarTP.requestFarTPToSession((TSessionId)0, charSlot, CFarTP::LaunchEditor, true); // allow bailing out in case of edition session not reachable
}
// call the join session using the session browser interface
uint32 charId = (NetMngr.getLoginCookie().getUserId()<<4)+(0xf&charSlot);
// Clean out for next Far TP
_SessionIdToJoinFast = 0;
CSessionBrowserImpl &sb = CSessionBrowserImpl::getInstance();
sb.init(NULL);
// sb.setAuthInfo(NetMngr.getLoginCookie());
// sb.connectItf(CInetAddress("borisb", 80));
sb.CurrentJoinMode = joinMode;
// send the join session
// _JoinSessionResultReceived = false;
try
{
switch (joinMode)
{
case LaunchEditor:
{
retryJoinEdit:
TSessionId sessionId(0);
sb.joinEditSession(charId, ClientApp);
bool ret = sb.waitOneMessage(CSessionBrowserImpl::getMessageName("on_joinSessionResult"));
if (!ret)
throw "Protocol error";
if (sb._LastJoinSessionResult == 2)
{
// the edit session did not exist, create a new one
sb.scheduleSession(charId, TSessionType::st_edit, "", "", TSessionLevel::sl_a, /*TAccessType::at_private, */TRuleType::rt_strict, TEstimatedDuration::et_long, 0, TAnimMode(), TRaceFilter(), TReligionFilter(), TGuildFilter(), TShardFilter(), TLevelFilter(), std::string(), TSessionOrientation(), true, true);
ret = sb.waitOneMessage(CSessionBrowserImpl::getMessageName("on_scheduleSessionResult"));
if (!ret || sb._LastScheduleSessionResult!= 0) throw "schedule error";
sessionId = sb._LastScheduleSessionId;
// invite the char in the session
sb.inviteCharacter(charId, sessionId, charId, TSessionPartStatus::sps_edit_invited);
ret = sb.waitOneMessage(CSessionBrowserImpl::getMessageName("on_invokeResult"));
if (!ret || sb._LastInvokeResult != 0) throw "Invitation Error";
// now, start the edit session
sb.startSession(charId, sessionId);
ret = sb.waitOneMessage(CSessionBrowserImpl::getMessageName("on_invokeResult"));
if (!ret || sb._LastInvokeResult != 0) throw "start session error";
// retry to join
goto retryJoinEdit;
}
else if (sb._LastJoinSessionResult == 15)
{
sessionId = sb._LastJoinSessionId;
// the session was closed, the SU has put it in planned state, start it
sb.startSession(charId, sessionId);
ret = sb.waitOneMessage(CSessionBrowserImpl::getMessageName("on_invokeResult"));
if (!ret || sb._LastInvokeResult != 0) throw "start session error (2), no DSS available";
// retry to join
goto retryJoinEdit;
}
else if (sb._LastJoinSessionResult != 0)
{
// any other error are not recoverable from here
throw "join session error";
}
// ok, the join is accepted !, the other far TP work is done in the callback
}
break;
case JoinSession:
{
sb.joinSession(charId, sessionId, ClientApp);
bool ret = sb.waitOneMessage(CSessionBrowserImpl::getMessageName("on_joinSessionResult"));
if (!ret)
throw "Protocol error";
if (sb._LastJoinSessionResult == 16)
{
// #pragma message (NL_LOC_WRN "inform the player that he is banned from the ring")
throw "User ban from the ring";
}
if (sb._LastJoinSessionResult != 0)
{
throw "Join session error";
}
// ok, the join is accepted !, the other far TP work is done in the callback
}
break;
case JoinMainland:
//retryJoinMainland:
{
TSessionId sessionId(0);
sb.joinMainland(charId, ClientApp);
bool ret = sb.waitOneMessage(CSessionBrowserImpl::getMessageName("on_joinSessionResult"));
if (!ret)
throw "Protocol error";
if (sb._LastJoinSessionResult != 0)
{
// some error during the join
throw "Error joining session";
}
// ok, the join is accepted !, the other far TP work is done in the callback
}
break;
default:
nlstop;
}
return true;
}
//
// const string url = _URLBase + string(_URLTable[joinMode]);
// string res;
// try
// {
// // Get the address of a front-end service via http
// if (!HttpClient.connect(url))
// throw 1;
// switch (joinMode)
// {
// case CFarTP::LaunchEditor:
// if (!HttpClient.sendGetWithCookie(url, "ryzomId", CurrentCookie, toString("charSlot=%u", charSlot)))
// throw 2;
// break;
// case CFarTP::JoinSession:
// if (!HttpClient.sendPostWithCookie(url, "ryzomId", CurrentCookie, toString("sessionId=%u&charSlot=%u", sessionId, charSlot)))
// throw 2;
// break;
// case CFarTP::JoinMainland:
// if (!HttpClient.sendPostWithCookie(url, "ryzomId", CurrentCookie, "ml="))
// throw 2;
// break;
// }
// if (!HttpClient.receive(res))
// throw 3;
// HttpClient.disconnect();
// string::size_type luaPos = res.find("<lua>");
// if (luaPos == string::npos)
// throw 4;
// res = res.substr(luaPos + 5);
// res = res.substr(0, res.find("</lua>"));
// nlinfo("Found server for %ssession %u", joinMode==CFarTP::LaunchEditor ? "editing " : "", sessionId);
//
// // Begin Far TP
// CInterfaceManager *pIM = CInterfaceManager::getInstance();
// pIM->executeLuaScript(res, true);
// return true;
// }
catch ( char *errorMsg )
{
// // Get more details on the error
// string httpErrorStr;
// if (errorNum < 4) // we didn't receive an answer
// httpErrorStr = toString(" (HTTP error %u)", errorNum);
// if ( errorNum == 4 )
// {
// string::size_type posEndOfFirstLine = res.find( "\n" );
// if ( posEndOfFirstLine == string::npos )
// {
// // Invalid http answer
// httpErrorStr = toString(" (HTTP invalid)");
// }
// else
// {
// // Http status not OK (e.g. "404 Not Found")
// httpErrorStr = res.substr( 0, posEndOfFirstLine );
// if ( httpErrorStr.find( "200 OK" ) == string::npos )
// httpErrorStr = " (" + httpErrorStr + ")";
// else
// httpErrorStr.clear();
// }
// }
bool requestRetToMainland = /*httpErrorStr.empty() &&*/ bailOutIfSessionVanished;
bool isAttemptingEmbeddedServerHop = isReselectingChar() && (joinMode != CFarTP::JoinSession);
bool letReturnToCharSelect = (!isIngame()) || isAttemptingEmbeddedServerHop;
// User-friendly message
CInterfaceManager *pIM = CInterfaceManager::getInstance();
if ( letReturnToCharSelect )
{
// // Hide all buttons except Quit. If !requestRetToMainland, we will show them back at the end of connectToNewShard().
// CAHManager::getInstance()->runActionHandler( "proc", NULL, "charsel_disable_buttons" );
// CAHManager::getInstance()->runActionHandler( "set", NULL, "target_property=ui:outgame:charsel:quit_but:active|value=1" );
CInterfaceElement *btnOk = CWidgetManager::getInstance()->getElementFromId("ui:outgame:charsel:message_box:ok");
if (btnOk)
btnOk->setActive( ! requestRetToMainland );
// Hide the black screen i.e. force showing the interface
CInterfaceElement *charSelBlackScreen = CWidgetManager::getInstance()->getElementFromId("ui:outgame:charsel:black_screen");
if (charSelBlackScreen)
{
CViewBase *charSelBlackScreenBitmap = dynamic_cast<CViewBase*>(charSelBlackScreen);
if (charSelBlackScreenBitmap)
charSelBlackScreenBitmap->setAlpha(0);
}
}
pIM->messageBoxWithHelp(
CI18N::get(requestRetToMainland ? "uiSessionVanishedFarTP" : "uiSessionUnreachable") + ucstring(errorMsg),
letReturnToCharSelect ? "ui:outgame:charsel" : "ui:interface");
// Info in the log
string outErrorMsg = toString("Could not join %ssession %u: '%s' error\n", joinMode==CFarTP::LaunchEditor ? "editing " : "", sessionId.asInt(), errorMsg );
nlwarning( outErrorMsg.c_str() );
// if ( httpErrorStr.empty() )
// {
// string delimiter = "Content-Type: text/html";
// string::size_type delimPos = res.find( delimiter );
// if ( delimPos != string::npos )
// res = res.substr( delimPos + delimiter.size() );
// }
// uint pos = 0;
// do
// {
// WarningLog->displayRaw( res.substr( pos, 200 ).c_str() ); // truncates long strings
// pos += 200;
// }
// while ( pos < res.size() );
WarningLog->displayRawNL( "" );
// Save this error (regular log file is deleted at every startup)
// res = res + "\n\n";
/*try
{
COFile outputF;
if ( outputF.open( getLogDirectory() + "error_join.log", true, true ) )
{
time_t currentTime;
time( &currentTime );
string headerS = NLMISC::toString( "\n\n%s%s\n\n", asctime(localtime(&currentTime)), outErrorMsg.c_str() );
outputF.serialBuffer( (uint8*)(&headerS[0]), (uint)headerS.size() );
// outputF.serialBuffer( (uint8*)(&res[0]), res.size() );
outputF.close();
}
}
catch (const Exception &)
{}
*/
// If the session is not a permanent session and has vanished, pop the position
if ( requestRetToMainland )
{
requestReturnToPreviousSession( sessionId );
LastGameCycle = NetMngr.getCurrentServerTick();
NetMngr.send(NetMngr.getCurrentServerTick());
}
else if ( letReturnToCharSelect )
{
// Show all buttons except 'New character' so that the character can retry entering game or choose another character.
CAHManager::getInstance()->runActionHandler( "proc", NULL, "charsel_enable_buttons" );
CAHManager::getInstance()->runActionHandler( "set", NULL, "target_property=ui:outgame:charsel:create_new_but:active|value=0" );
CInterfaceGroup* charselGroup = dynamic_cast<CInterfaceGroup*>(CWidgetManager::getInstance()->getElementFromId("ui:outgame:charsel"));
if(charselGroup)
CAHManager::getInstance()->runActionHandler( "proc", charselGroup, "charsel_init_buttons" );
}
return false;
}
}
/*
* hookNextFarTPForEditor
*/
void CFarTP::hookNextFarTPForEditor()
{
_HookedForEditor = true;
}
/*
* requestReturnToPreviousSession
*/
void CFarTP::requestReturnToPreviousSession(TSessionId rejectedSessionId)
{
const string msgName = "CONNECTION:RET_MAINLAND";
CBitMemStream out;
nlverify(GenericMsgHeaderMngr.pushNameToStream(msgName, out));
out.serial(PlayerSelectedSlot);
out.serial(rejectedSessionId);
NetMngr.push(out);
nlinfo("%s sent", msgName.c_str());
}
/*
* requestReconnection
*/
void CFarTP::requestReconnection()
{
_ReselectingChar = true;
if (!requestFarTPToSession(TSessionId(std::numeric_limits<uint16>::max()), std::numeric_limits<uint8>::max(), CFarTP::JoinMainland, false))
_ReselectingChar = false;
}
const char * CFarTP::_URLTable[CFarTP::NbJoinModes] =
{
"edit_session.php",
"join_session.php",
"join_shard.php"
};
/*
* States
*/
bool CFarTP::isFarTPInProgress() const
{
CLoginStateMachine::TState state = LoginSM.getCurrentState();
return (state == CLoginStateMachine::st_leave_shard ||
state == CLoginStateMachine::st_enter_far_tp_main_loop ||
state == CLoginStateMachine::st_disconnect ||
state == CLoginStateMachine::st_reconnect_fs ||
state == CLoginStateMachine::st_reconnect_select_char ||
state == CLoginStateMachine::st_reconnect_ready ||
state == CLoginStateMachine::st_reconnect_error);
}
bool CFarTP::isServerHopInProgress() const
{
CLoginStateMachine::TState state = LoginSM.getCurrentState();
return (state == CLoginStateMachine::st_leave_shard ||
state == CLoginStateMachine::st_reconnect_fs ||
state == CLoginStateMachine::st_reconnect_select_char ||
state == CLoginStateMachine::st_exit_global_menu ||
state == CLoginStateMachine::st_reconnect_error); // TODO: error handling
}
// from begin of Far TP to disconnection
bool CFarTP::isLeavingShard() const
{
CLoginStateMachine::TState state = LoginSM.getCurrentState();
return (state == CLoginStateMachine::st_leave_shard ||
state == CLoginStateMachine::st_enter_far_tp_main_loop ||
state == CLoginStateMachine::st_disconnect);
}
// from reconnection to game entering
bool CFarTP::isJoiningShard() const
{
CLoginStateMachine::TState state = LoginSM.getCurrentState();
return (state == CLoginStateMachine::st_reconnect_fs ||
state == CLoginStateMachine::st_reconnect_select_char ||
state == CLoginStateMachine::st_reconnect_ready ||
state == CLoginStateMachine::st_reconnect_error);
}
/*
* Events
*/
void CFarTP::onServerQuitOk()
{
game_exit_request = false;
ryzom_exit_request = false;
if (LoginSM.getCurrentState() == CLoginStateMachine::st_leave_shard)
LoginSM.pushEvent(CLoginStateMachine::ev_ingame_return);
}
void CFarTP::onServerQuitAbort()
{
game_exit_request = false;
ryzom_exit_request = false;
if (LoginSM.getCurrentState() == CLoginStateMachine::st_leave_shard)
LoginSM.pushEvent(CLoginStateMachine::ev_enter_game);
_ReselectingChar = false;
}
void CFarTP::disconnectFromPreviousShard()
{
CInterfaceManager *pIM = CInterfaceManager::getInstance();
if (isIngame())
{
// Display background (TODO: not Kami)
beginLoading (StartBackground);
UseEscapeDuringLoading = false;
// Play music and fade out the Game Sound
if (SoundMngr)
{
// Loading Music Loop.ogg
LoadingMusic = ClientCfg.SoundOutGameMusic;
SoundMngr->playEventMusic(LoadingMusic, CSoundManager::LoadingMusicXFade, true);
SoundMngr->fadeOutGameSound(ClientCfg.SoundTPFade);
}
// Change the tips
selectTipsOfTheDay (rand());
// Start progress bar and display background
ProgressBar.reset (BAR_STEP_TP);
ucstring nmsg("Loading...");
ProgressBar.newMessage ( ClientCfg.buildLoadingString(nmsg) );
ProgressBar.progress(0);
}
// Disconnect from the FS
NetMngr.disconnect();
if (isIngame())
{
// Save the R2EDEnabled flag to know if we are switching it when we reconnect
_PreviousR2EdEnabled = ClientCfg.R2EDEnabled;
// Release R2 editor if applicable
R2::getEditor().autoConfigRelease(IsInRingSession);
}
if( isReselectingChar() )
{
releaseMainLoopReselect();
}
else
{
// String manager: remove all waiting callbacks and removers
// (if some interface stuff has not received its string yet, its remover will get useless)
STRING_MANAGER::CStringManagerClient::release( false );
// Ugly globals
userChar = false;
noUserChar = false;
serverReceivedReady = false;
CharNameValidArrived = false;
UserCharPosReceived = false;
SabrinaPhraseBookLoaded = false;
}
// Restart the network manager, the interface sync counter and the entities
pIM->resetShardSpecificData();
/*
ServerToLocal autocopy stuff:
When reinit will reset server counters to 0 in the server database, onServerChange()
will be called and data will be copied since CInterfaceManager::_LocalSyncActionCounter==0
(done in resetShardSpecificData() above)
If we do the resetShardSpecificData() after, scenari could arise where Local database could not be reseted
*/
NetMngr.reinit();
if (isIngame() && !isReselectingChar())
{
nlinfo("FarTP: calling EntitiesMngr.reinit()");
EntitiesMngr.reinit();
}
LoginSM.pushEvent(CLoginStateMachine::ev_connect);
}
void CFarTP::connectToNewShard()
{
// TODO: start commands?
// Connect to the next FS
NetMngr.initCookie(Cookie, FSAddr);
// connect the session browser to the new shard
NLNET::CInetAddress sbsAddress(CSessionBrowserImpl::getInstance().getFrontEndAddress());
sbsAddress.setPort(sbsAddress.port()+SBSPortOffset);
CSessionBrowserImpl::getInstance().connectItf(sbsAddress);
string result;
NetMngr.connect(result);
if (!result.empty())
{
_Reason = new string(result);
LoginSM.pushEvent(CLoginStateMachine::ev_conn_failed);
return;
}
// Reinit the string manager cache.
STRING_MANAGER::CStringManagerClient::instance()->initCache(FSAddr, ClientCfg.LanguageCode);
// reset the chat mode
ChatMngr.resetChatMode();
// The next step will be triggered by the CONNECTION:USER_CHARS msg from the server
}
// return to character selection screen
bool CFarTP::reselectCharacter()
{
if ( ! reconnection() )
{
// The user clicked the Quit button
releaseOutGame();
return false;
}
return true;
}
void CFarTP::selectCharAndEnter()
{
CBitMemStream out;
nlverify (GenericMsgHeaderMngr.pushNameToStream("CONNECTION:SELECT_CHAR", out));
CSelectCharMsg SelectCharMsg;
SelectCharMsg.c = (uint8)PlayerSelectedSlot; // PlayerSelectedSlot has not been reset
out.serial(SelectCharMsg);
NetMngr.push(out);
/*//Obsolete
CBitMemStream out2;
nlverify(GenericMsgHeaderMngr.pushNameToStream("CONNECTION:ENTER", out2));
NetMngr.push(out2);
*/
LastGameCycle = NetMngr.getCurrentServerTick();
NetMngr.send(NetMngr.getCurrentServerTick());
// if (!isIngame())
// globalMenu will exit when WaitServerAnswer and serverReceivedReady (triggered by the CONNECTION:READY msg) are true
// else
// Next step will be triggered by the CONNECTION:READY msg from the server
}
void CFarTP::sendReady()
{
if ( isReselectingChar() )
{
initMainLoop();
}
else
{
// Set season
RT.updateRyzomClock(NetMngr.getCurrentServerTick());
DayNightCycleHour = (float)RT.getRyzomTime();
CurrSeason = RT.getRyzomSeason();
RT.updateRyzomClock(NetMngr.getCurrentServerTick());
DayNightCycleHour = (float)RT.getRyzomTime();
ManualSeasonValue = RT.getRyzomSeason();
// Reset all fx (no need to CTimedFXManager::getInstance().reset() and EntitiesMngr.getGroundFXManager().reset() because the entities have been removed)
CProjectileManager::getInstance().reset();
FXMngr.reset(); // (must be done after EntitiesMngr.release())
EntitiesMngr.getGroundFXManager().init(Scene, ClientCfg.GroundFXMaxDist, ClientCfg.GroundFXMaxNB, ClientCfg.GroundFXCacheSize);
// Get the sheet for the user from the CFG.
// Initialize the user and add him into the entity manager.
// DO IT AFTER: Database, Collision Manager, PACS, scene, animations loaded.
CSheetId userSheet(ClientCfg.UserSheet);
nlinfo("FarTP: calling EntitiesMngr.create(0, userSheet.asInt())");
TNewEntityInfo emptyEntityInfo;
emptyEntityInfo.reset();
EntitiesMngr.create(0, userSheet.asInt(), emptyEntityInfo);
// Wait for the start position (USER_CHAR) and set the continent
waitForUserCharReceived();
CInterfaceManager *pIM = CInterfaceManager::getInstance();
if ( ClientCfg.R2EDEnabled != _PreviousR2EdEnabled )
{
// Reload textures, keys and interface config if we are switch between playing and r2 mode
// Must be done after receiving the current R2EDEnabled flag (USER_CHAR)
pIM->loadIngameInterfaceTextures();
// Unload (and save if leaving normal playing mode) keys and interface config
// Instead of doing it in disconnectFromPreviousShard(), we do it here, only when it's needed
ClientCfg.R2EDEnabled = ! ClientCfg.R2EDEnabled;
pIM->uninitInGame0();
ClientCfg.R2EDEnabled = ! ClientCfg.R2EDEnabled;
ActionsContext.removeAllCombos();
if ( ! ClientCfg.R2EDEnabled )
{
// Remove all existing keys and load them back, and load new interface config
pIM->loadKeys();
CWidgetManager::getInstance()->hideAllWindows();
pIM->loadInterfaceConfig();
}
else
{
R2::ReloadUIFlag = true; // in R2ED mode the CEditor class deals with it
}
}
pIM->configureQuitDialogBox(); // must be called after waitForUserCharReceived() to know the ring config
ContinentMngr.select(UserEntity->pos(), ProgressBar); // IMPORTANT : must select continent after ui init, because ui init also load landmarks (located in the icfg file)
// landmarks would be invisible else (RT 12239)
// Update Network until current tick increase.
LastGameCycle = NetMngr.getCurrentServerTick();
while (LastGameCycle == NetMngr.getCurrentServerTick())
{
// Event server get events
CInputHandlerManager::getInstance()->pumpEventsNoIM();
// Update Network.
NetMngr.update();
IngameDbMngr.flushObserverCalls();
NLGUI::CDBManager::getInstance()->flushObserverCalls();
// Be nice to the system
nlSleep(100);
}
LastGameCycle = NetMngr.getCurrentServerTick();
ProgressBar.progress(1);
// Create the message for the server to create the character.
CBitMemStream out;
if(GenericMsgHeaderMngr.pushNameToStream("CONNECTION:READY", out))
{
out.serial(ClientCfg.LanguageCode);
NetMngr.push(out);
NetMngr.send(NetMngr.getCurrentServerTick());
}
// To be sure server crash is not fault of client
ConnectionReadySent = true; // must be called before BotChatPageAll->initAfterConnectionReady()
// To reset the inputs.
CInputHandlerManager::getInstance()->pumpEventsNoIM();
if(BotChatPageAll && (! ClientCfg.R2EDEnabled))
BotChatPageAll->initAfterConnectionReady();
// Transition from background to game
FirstFrame = true;
}
ProgressBar.finish();
LoginSM.pushEvent(CLoginStateMachine::ev_enter_game);
if (_DSSDown)
{
_DSSDown = false;
onDssDown(true);
}
}
void CFarTP::onFailure()
{
// Display message
string reason;
if (_Reason)
{
reason += ": " + (*_Reason);
delete _Reason;
_Reason = NULL;
}
else if (noUserChar)
{
reason += ": no characters found!";
}
Driver->systemMessageBox(("Unable to join shard"+reason).c_str(), "Error", UDriver::okType, UDriver::exclamationIcon);
// TODO: recover from error
LoginSM.pushEvent(CLoginStateMachine::ev_quit);
}
void CFarTP::onDssDown(bool forceReturn)
{
if (!forceReturn)
{
// If leaving shard, don't bother with DSS "downitude"
if (isLeavingShard())
return;
// If joining shard, store event and launch it at the end of reconnection
if (isJoiningShard())
{
_DSSDown = true; // note: still, some cases will make the client hang or abort, e.g. DSS down before the client receives the start pos (in ring shard)
return;
}
}
CInterfaceManager *pIM= CInterfaceManager::getInstance();
pIM->messageBoxWithHelp(CI18N::get("uiDisconnected"));
requestReturnToPreviousSession();
}
extern bool loginFinished;
void setLoginFinished( bool f );
extern bool loginOK;
void CFarTP::joinSessionResult(uint32 /* userId */, TSessionId /* sessionId */, uint32 /* result */, const std::string &/* shardAddr */, const std::string &/* participantStatus */)
{
// _LastJoinSessionResultMsg = result;
//
// _JoinSessionResultReceived = true;
//
// if (result == 0)
// {
// // ok, the join is successful
//
// FSAddr = shardAddr;
//
// setLoginFinished( true );
// loginOK = true;
//
// LoginSM.pushEvent(CLoginStateMachine::ev_connect);
//
// }
// else
// {
// // TODO : display the error message on client screen and log
// nlstop;
// }
}
void CFarTP::setJoinSessionResult(TSessionId sessionId, const CSecurityCode& securityCode)
{
_SessionIdToJoinFast = sessionId;
_SecurityCodeForDisconnection = securityCode;
}
void CFarTP::writeSecurityCodeForDisconnection(NLMISC::IStream& msgout)
{
CSecurityCheckForFastDisconnection::forwardSecurityCode(msgout, _SessionIdToJoinFast, _SecurityCodeForDisconnection);
}
// Not run by the cotask but within the main loop
void CFarTP::farTPmainLoop()
{
ConnectionReadySent = false;
LoginSM.pushEvent(CLoginStateMachine::ev_far_tp_main_loop_entered);
disconnectFromPreviousShard();
uint nbRecoSelectCharReceived = 0;
bool welcomeWindow = true;
// Update network until the end of the FarTP process, before resuming the main loop
while (!ConnectionReadySent)
{
// Event server get events
CInputHandlerManager::getInstance()->pumpEventsNoIM();
// Update Network.
NetMngr.update();
IngameDbMngr.flushObserverCalls();
NLGUI::CDBManager::getInstance()->flushObserverCalls();
// TODO: resend in case the last datagram sent was lost?
// // check if we can send another dated block
// if (NetMngr.getCurrentServerTick() != serverTick)
// {
// //
// serverTick = NetMngr.getCurrentServerTick();
// NetMngr.send(serverTick);
// }
// else
// {
// // Send dummy info
// NetMngr.send();
// }
if (LoginSM.getCurrentState() == CLoginStateMachine::st_reconnect_select_char)
{
// Far TP part 3.2bis: go to character selection dialog
// This is done outside the co-routine because it may need to co-routine to do an embedded server hop
if ( FarTP.isReselectingChar() )
{
++nbRecoSelectCharReceived;
if ( nbRecoSelectCharReceived <= 1 )
{
ClientCfg.SelectCharacter = -1; // turn off character autoselection
if ( ! FarTP.reselectCharacter() ) // it should not return here in farTPmainLoop() in the same state otherwise this would be called twice
return;
}
else
nlwarning( "Received more than one st_reconnect_select_char event" );
}
}
else if (LoginSM.getCurrentState() == CLoginStateMachine::st_reconnect_ready)
{
// Don't call sendReady() within the cotask but within the main loop, as it contains
// event/network loops that could trigger a global exit().
sendReady();
welcomeWindow = !isReselectingChar();
}
// Be nice to the system
nlSleep(100);
}
// active/desactive welcome window
if(welcomeWindow)
initWelcomeWindow();
}