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306 lines
9.7 KiB
C++
306 lines
9.7 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef FAR_TP_H
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#define FAR_TP_H
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#include "nel/misc/co_task.h"
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#include <list>
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#include <string>
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#include "game_share/security_check.h"
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class CLoginStateMachine : private NLMISC::CCoTask
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{
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public:
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enum TState
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{
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/// initial state
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st_start,
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/// display login screen and options
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st_login,
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/// auto login using cmd lien parameters (used with patch reboot)
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st_auto_login,
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/// display the shard list
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st_shard_list,
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/// lauch the configurator and close ryzom
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st_start_config,
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/// run the scan data thread
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st_scan_data,
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/// display the eula and wait for validation
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st_display_eula,
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/// check the data to determine need for patch
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st_check_patch,
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/// display the list of optional patch category for patching
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st_display_cat,
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/// run the patch process and display progress
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st_patch,
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/// terminate the client and quit
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st_close_client,
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/// display the reboot screen and wait validation
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st_reboot_screen,
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/// restart the client with login bypass params
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st_restart_client,
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/// connect to the FS (start the 'in game' mode)
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st_connect,
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/// show the outgame browser
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st_browser_screen,
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/// ingame state
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st_ingame,
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/// leave the current shard (the exit action progress, Far TP part 1.1; Server Hop part 1-2)
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st_leave_shard,
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/// let the main loop finish the current frame and leave it (Far TP part 1.2)
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st_enter_far_tp_main_loop,
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/// disconnect from the FS (Far TP part 2)
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st_disconnect,
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/// connect to a new FS (Far TP & Server Hop part 3.1)
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st_reconnect_fs,
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/// after reconnecting, bypass character selection ui & select the same character (Far TP & Server Hop part 3.2)
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st_reconnect_select_char,
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/// after reconnecting and receiving ready, send ready (Far TP part 3.3)
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st_reconnect_ready,
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/// between global menu exit and sending ready (Server Hop part 3.3)
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st_exit_global_menu,
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/// error while reconnecting
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st_reconnect_error,
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/// Rate a ring session. should pop a web windows pointing the rate session page
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st_rate_session,
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/// create account
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st_create_account,
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/// pseudo state to leave the state machine
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st_end,
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///
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st_unknown
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};
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/// For displaying
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static const std::string& toString(TState state);
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enum TEvent
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{
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/// the client click the 'quit' button
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ev_quit,
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/// the client is connecting without authentication (dev mode)
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ev_skip_all_login,
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/// the init is done
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ev_init_done,
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/// the client push the 'config' button
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ev_game_conf,
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/// the client push the 'scan data' button
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ev_data_scan,
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/// the client push the 'scan data' button
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ev_close_data_scan,
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/// the login is validated and cookie is received
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ev_login_ok,
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/// the login check as failed
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ev_bad_login,
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/// the client has selected a shard
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ev_shard_selected,
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/// the patch checker says we need to ev_patch_needed
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ev_patch_needed,
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/// the patch check says we are clean, no patch needed
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ev_no_patch,
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/// the user validate the category screen, patch can begin
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ev_run_patch,
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/// the client validate the patch result
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ev_close_patch,
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/// Client accept the eula screen
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ev_accept_eula,
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/// Client decline the eula screen
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ev_decline_eula,
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/// the client valide the reboot message box
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ev_reboot,
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/// the ingame session terminates (CONNECTION:SERVER_QUIT_OK msg)
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ev_ingame_return,
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/// the far tp main loop is entered
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ev_far_tp_main_loop_entered,
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/// the lua script (from web usually) starts the client connection to a shard
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ev_connect,
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/// the connection fail for some reason
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ev_conn_failed,
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/// the connection was dropped by the server
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ev_conn_dropped,
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/// the client enters the game main loop
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ev_enter_game,
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// a self reconnetion is complete, get back to outgame menu
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ev_self_reconnected,
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/// characters received (CONNECTION:USER_CHARS msg)
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ev_chars_received,
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/// characters received but empty (CONNECTION:NO_USER_CHAR msg)
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ev_no_user_char,
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/// ready received (CONNECTION:READY msg)
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ev_ready_received,
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/// reselect character (CONNECTION:RECO
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// ev_reselect_char,
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/// reconnect ok received (CONNECTION:SERVER_RECONNECT_OK msg)
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ev_reconnect_ok_received,
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/// global menu exited
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ev_global_menu_exited,
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/// The client click the 'relog' button
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ev_relog,
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/// the client push the 'create account' button
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ev_create_account,
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/// the client push the 'create account' button
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ev_close_create_account,
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///
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ev_unknown
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};
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/// For displaying
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static const std::string& toString(TEvent event);
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private:
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TState _CurrentState;
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std::list<TEvent> _NextEvents;
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public:
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// Create the state machine with the wanted start.
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// Note that, because it is a co-task, restarting the state machine after it has finished
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// require to delete then recreate this object
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CLoginStateMachine() :
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_CurrentState(st_start)
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{
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}
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TState getCurrentState()
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{
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return _CurrentState;
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}
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void pushEvent(TEvent eventId);
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TEvent waitEvent();
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private:
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void run();
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};
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extern CLoginStateMachine LoginSM;
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void initLoginScreen();
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void initShardDisplay();
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void initDataScan();
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bool initCreateAccount();
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void initEula();
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void initPatchCheck();
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void initCatDisplay();
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void initAutoLogin();
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void initPatch();
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//void initWebBrowser();
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void initReboot();
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void ConnectToShard();
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void waitForUserCharReceived();
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/**
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*/
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class CFarTP
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{
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public:
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// See definition of _URLTable for url binding
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enum TJoinMode
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{
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LaunchEditor,
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JoinSession,
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JoinMainland,
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NbJoinModes
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};
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CFarTP() : _Reason(NULL), _SessionIdToJoinFast(0), _InGameMode(false), _PreviousR2EdEnabled(false), _ReselectingChar(false), _IsServerHopEmbedded(false), _HookedForEditor(false), _DSSDown(false) /*, _SelfReconnecting(false)*/ {}
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// Get the address of a front-end service via http, then begin Far TP
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bool requestFarTPToSession(TSessionId sessionId, uint8 charSlot, CFarTP::TJoinMode joinMode, bool bailOutIfSessionVanished);
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// Ask the EGS to pop the top position if applicable
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void requestReturnToPreviousSession(TSessionId rejectedSessionId=TSessionId(0));
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// Store the result of a JoinSession request for the next disconnection request
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void setJoinSessionResult(TSessionId sessionId, const CSecurityCode& securityCode);
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// Tell to ignore the next Far TP request, it will be replaced by a Far TP to the edition session (allows to shortcut anim-mainland-edition by anim-edition)
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void hookNextFarTPForEditor();
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/// Begin a Character Reselect sequence
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void requestReconnection();
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// These states can overlap
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bool isIngame() const { return _InGameMode; }
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bool isFarTPInProgress() const;
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bool isServerHopInProgress() const;
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bool isLeavingEGS() const { return (LoginSM.getCurrentState() == CLoginStateMachine::st_leave_shard); }
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bool isLeavingShard() const; // from begin of Far TP to disconnection
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bool isJoiningShard() const; // from reconnection to game entering
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bool isReselectingChar() const { return _ReselectingChar; }
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bool isServerHopEmbedded() const { return _IsServerHopEmbedded; }
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bool isFastDisconnectGranted() const { return _SessionIdToJoinFast != 0; }
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// Far TP from the main loop
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void farTPmainLoop();
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void writeSecurityCodeForDisconnection(NLMISC::IStream& msgout);
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void onServerQuitOk();
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void onServerQuitAbort();
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void disconnectFromPreviousShard();
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void connectToNewShard();
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bool reselectCharacter();
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void selectCharAndEnter();
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void sendReady();
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void onFailure();
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void onDssDown(bool forceReturn=false);
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void setIngame() { _InGameMode = true; }
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void setOutgame() { _InGameMode = false; }
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void setMainLoopEntered() { setIngame(); _ReselectingChar = false; }
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void beginEmbeddedServerHop() { _IsServerHopEmbedded = true; setOutgame(); _ReselectingChar = false; }
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void endEmbeddedServerHop() { _IsServerHopEmbedded = false; setIngame(); _ReselectingChar = true; }
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void setURLBase(const std::string& urlBase) { _URLBase = urlBase; }
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private:
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// called back from session browser after a far tp request
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void joinSessionResult(uint32 userId, TSessionId sessionId, uint32 result, const std::string &shardAddr, const std::string &participantStatus);
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std::string *_Reason;
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static const char *_URLTable[NbJoinModes];
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std::string _URLBase;
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TSessionId _SessionIdToJoinFast; // if non 0, fast disconnection allowed to session
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CSecurityCode _SecurityCodeForDisconnection;
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bool _InGameMode; // formerly known as EnterWorld
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bool _PreviousR2EdEnabled;
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bool _ReselectingChar;
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bool _IsServerHopEmbedded; // allows to embed a server hop inside a char reselect (e.g. click on Launch Editor of PLAY with a character on a remote shard)
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bool _HookedForEditor; // allows to Far TP to editor instead of following the next Far TP request
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bool _DSSDown; // remembers a DSSDown event if occurs during a FarTP
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// bool _SelfReconnecting; // allows to disconnect after character selection and reconnect until the player can choose another character
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};
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extern CFarTP FarTP;
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#endif // FAR_TP_H
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