The Battle for Wesnoth  1.15.7+dev
game_launcher.cpp
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1 /*
2  Copyright (C) 2003 - 2018 by David White <dave@whitevine.net>
3  Part of the Battle for Wesnoth Project https://www.wesnoth.org/
4 
5  This program is free software; you can redistribute it and/or modify
6  it under the terms of the GNU General Public License as published by
7  the Free Software Foundation; either version 2 of the License, or
8  (at your option) any later version.
9  This program is distributed in the hope that it will be useful,
10  but WITHOUT ANY WARRANTY.
11 
12  See the COPYING file for more details.
13 */
14 
15 #include "game_launcher.hpp"
16 #include "game_errors.hpp"
17 
18 #include "ai/manager.hpp" // for manager
20 #include "commandline_options.hpp" // for commandline_options
21 #include "config.hpp" // for config, etc
22 #include "cursor.hpp" // for set, CURSOR_TYPE::NORMAL
23 #include "exceptions.hpp" // for error
24 #include "filesystem.hpp" // for get_user_config_dir, etc
25 #include "game_classification.hpp" // for game_classification, etc
26 #include "game_config.hpp" // for path, no_delay, revision, etc
27 #include "game_config_manager.hpp" // for game_config_manager
28 #include "generators/map_generator.hpp" // for mapgen_exception
29 #include "gettext.hpp" // for _
30 #include "gui/dialogs/language_selection.hpp" // for language_selection
32 #include "gui/dialogs/message.hpp" //for show error message
34 #include "gui/dialogs/multiplayer/mp_host_game_prompt.hpp" //for host game prompt
36 #include "gui/dialogs/outro.hpp"
38 #include "gui/dialogs/transient_message.hpp" // for show_transient_message
39 #include "gui/dialogs/title_screen.hpp" // for show_debug_clock_button
40 #include "gui/widgets/settings.hpp" // for new_widgets
41 #include "gui/widgets/retval.hpp" // for window, etc
42 #include "language.hpp" // for language_def, etc
43 #include "log.hpp" // for LOG_STREAM, logger, general, etc
44 #include "map/exception.hpp"
45 #include "game_initialization/multiplayer.hpp" // for start_client, etc
47 #include "game_initialization/playcampaign.hpp" // for play_game, etc
48 #include "preferences/general.hpp" // for disable_preferences_save, etc
49 #include "preferences/display.hpp"
50 #include "savegame.hpp" // for clean_saves, etc
51 #include "save_index.hpp"
53 #include "sdl/surface.hpp" // for surface
54 #include "serialization/compression.hpp" // for format::NONE
55 #include "serialization/string_utils.hpp" // for split
56 #include "game_initialization/singleplayer.hpp" // for sp_create_mode
57 #include "statistics.hpp"
58 #include "tstring.hpp" // for operator==, operator!=
59 #include "utils/general.hpp" // for clamp
60 #include "video.hpp" // for CVideo
62 #include "wml_exception.hpp" // for wml_exception
63 
64 #include <algorithm> // for copy, max, min, stable_sort
65 #include <cstdlib> // for system
66 #include <iostream> // for operator<<, basic_ostream, etc
67 #include <new>
68 #include <utility> // for pair
69 #include <SDL2/SDL.h> // for SDL_INIT_JOYSTICK, etc
70 
71 #ifdef DEBUG_WINDOW_LAYOUT_GRAPHS
72 #include "gui/widgets/debug.hpp"
73 #endif
74 
75 // For wesnothd launch code.
76 #ifdef _WIN32
77 
78 #define WIN32_LEAN_AND_MEAN
79 #include <windows.h>
80 
81 #endif // _WIN32
82 
84 
85 static lg::log_domain log_config("config");
86 #define ERR_CONFIG LOG_STREAM(err, log_config)
87 #define WRN_CONFIG LOG_STREAM(warn, log_config)
88 #define LOG_CONFIG LOG_STREAM(info, log_config)
89 
90 #define LOG_GENERAL LOG_STREAM(info, lg::general())
91 #define WRN_GENERAL LOG_STREAM(warn, lg::general())
92 #define DBG_GENERAL LOG_STREAM(debug, lg::general())
93 
94 static lg::log_domain log_mp_create("mp/create");
95 #define DBG_MP LOG_STREAM(debug, log_mp_create)
96 
97 static lg::log_domain log_network("network");
98 #define ERR_NET LOG_STREAM(err, log_network)
99 
100 static lg::log_domain log_enginerefac("enginerefac");
101 #define LOG_RG LOG_STREAM(info, log_enginerefac)
102 
103 game_launcher::game_launcher(const commandline_options& cmdline_opts, const char *appname) :
104  cmdline_opts_(cmdline_opts),
105  video_(new CVideo()),
106  font_manager_(),
107  prefs_manager_(),
108  image_manager_(),
109  main_event_context_(),
110  hotkey_manager_(),
111  music_thinker_(),
112  music_muter_(),
113  test_scenarios_{"test"},
114  screenshot_map_(),
116  state_(),
117  play_replay_(false),
119  jump_to_multiplayer_(false),
120  jump_to_campaign_(false, false, -1, "", ""),
121  jump_to_editor_(false),
122  load_data_()
123 {
124  bool no_music = false;
125  bool no_sound = false;
126 
127  // The path can be hardcoded and it might be a relative path.
128  if(!game_config::path.empty() &&
129 #ifdef _WIN32
130  // use c_str to ensure that index 1 points to valid element since c_str() returns null-terminated string
131  game_config::path.c_str()[1] != ':'
132 #else
133  game_config::path[0] != '/'
134 #endif
135  )
136  {
138  // font_manager_.update_font_path()
139  // To update the font path, destroy and recreate the manager
141  new (&font_manager_) font::manager();
142  }
143 
144  const std::string app_basename = filesystem::base_name(appname);
145  jump_to_editor_ = app_basename.find("editor") != std::string::npos;
146 
147  if (cmdline_opts_.core_id) {
149  }
150  if (cmdline_opts_.campaign) {
151  jump_to_campaign_.jump_ = true;
153  std::cerr << "selected campaign id: [" << jump_to_campaign_.campaign_id_ << "]\n";
154 
157  std::cerr << "selected difficulty: [" << jump_to_campaign_.difficulty_ << "]\n";
158  }
159  else
160  jump_to_campaign_.difficulty_ = -1; // let the user choose the difficulty
161 
164  std::cerr << "selected scenario id: [" << jump_to_campaign_.scenario_id_ << "]\n";
165  }
166 
169  }
170  }
171  if (cmdline_opts_.clock)
173  if (cmdline_opts_.debug) {
175  game_config::mp_debug = true;
176  }
177 #ifdef DEBUG_WINDOW_LAYOUT_GRAPHS
178  if (cmdline_opts_.debug_dot_domain)
179  gui2::debug_layout_graph::set_domain (*cmdline_opts_.debug_dot_domain);
180  if (cmdline_opts_.debug_dot_level)
182 #endif
183  if (cmdline_opts_.editor)
184  {
185  jump_to_editor_ = true;
186  if (!cmdline_opts_.editor->empty())
187  load_data_.reset(new savegame::load_game_metadata{ savegame::save_index_class::default_saves_dir(), *cmdline_opts_.editor });
188  }
189  if (cmdline_opts_.fps)
192  video().set_fullscreen(true);
193  if (cmdline_opts_.load)
195  if (cmdline_opts_.max_fps) {
196  int fps = utils::clamp(*cmdline_opts_.max_fps, 1, 1000);
197  fps = 1000 / fps;
198  // increase the delay to avoid going above the maximum
199  if(1000 % fps != 0) {
200  ++fps;
201  }
203  }
205  no_sound = true;
207  }
209  gui2::new_widgets = true;
211  game_config::no_delay = true;
213  no_music = true;
215  no_sound = true;
217  const int xres = std::get<0>(*cmdline_opts_.resolution);
218  const int yres = std::get<1>(*cmdline_opts_.resolution);
219  if(xres > 0 && yres > 0) {
220  preferences::_set_resolution(point(xres, yres));
222  }
223  }
225  //TODO it could be simplified to use cmdline_opts_ directly if there is no other way to enter screenshot mode
228  no_sound = true;
230  }
231  if (cmdline_opts_.server){
232  jump_to_multiplayer_ = true;
233  //Do we have any server specified ?
234  if (!cmdline_opts_.server->empty())
236  else //Pick the first server in config
237  {
240  else
241  multiplayer_server_ = "";
242  }
243  if (cmdline_opts_.username) {
246  if (cmdline_opts_.password) {
248  preferences::set_password(*cmdline_opts.server, *cmdline_opts.username, *cmdline_opts_.password);
249  }
250  }
251  }
252  if (cmdline_opts_.test)
253  {
254  if (!cmdline_opts_.test->empty())
256  }
257  if (!cmdline_opts_.unit_test.empty())
258  {
260  }
262  video().set_fullscreen(false);
264  load_data_->show_replay = true;
267 
268  std::cerr
269  << "\nData directory: " << filesystem::sanitize_path(game_config::path)
270  << "\nUser configuration directory: " << filesystem::sanitize_path(filesystem::get_user_config_dir())
271  << "\nUser data directory: " << filesystem::sanitize_path(filesystem::get_user_data_dir())
272  << "\nCache directory: " << filesystem::sanitize_path(filesystem::get_cache_dir())
273  << '\n';
274  std::cerr << '\n';
275 
276  // disable sound in nosound mode, or when sound engine failed to initialize
277  if (no_sound || ((preferences::sound_on() || preferences::music_on() ||
279  !sound::init_sound())) {
280  preferences::set_sound(false);
281  preferences::set_music(false);
284  }
285  else if (no_music) { // else disable the music in nomusic mode
286  preferences::set_music(false);
287  }
288 }
289 
291 {
292  if(!::load_language_list())
293  return false;
294 
295  language_def locale;
296  if(cmdline_opts_.language) {
297  std::vector<language_def> langs = get_languages();
298  for(const language_def & def : langs) {
299  if(def.localename == *cmdline_opts_.language) {
300  locale = def;
301  break;
302  }
303  }
304  if(locale.localename.empty()) {
305  std::cerr << "Language symbol '" << *cmdline_opts_.language << "' not found.\n";
306  return false;
307  }
308  } else {
309  locale = get_locale();
310  }
311  ::set_language(locale);
312 
313  return true;
314 }
315 
317 {
318  // Handle special commandline launch flags
321  std::cerr << "--nogui flag is only valid with --multiplayer or --screenshot or --plugin flags\n";
322  return false;
323  }
324  video().make_fake();
325  game_config::no_delay = true;
326  return true;
327  }
328 
329  // Initialize a new window
330  video().init_window();
331 
332  // Set window title and icon
334 
335 #if !(defined(__APPLE__))
336  surface icon(image::get_image("icons/icon-game.png", image::UNSCALED));
337  if(icon != nullptr) {
338 
339  video().set_window_icon(icon);
340  }
341 #endif
342  return true;
343 }
344 
346 {
347  bool error = false;
348 
349  std::cerr << "Checking lua scripts... ";
350 
352  plugins_manager::get()->get_kernel_base()->load_package(); //load the "package" package, so that scripts can get what packages they want
353  }
354 
355  // get the application lua kernel, load and execute script file, if script file is present
357  {
359 
360  if (!sf->fail()) {
361  /* Cancel all "jumps" to editor / campaign / multiplayer */
362  jump_to_multiplayer_ = false;
363  jump_to_editor_ = false;
364  jump_to_campaign_.jump_ = false;
365 
366  std::string full_script((std::istreambuf_iterator<char>(*sf)), std::istreambuf_iterator<char>());
367 
368  std::cerr << "\nRunning lua script: " << *cmdline_opts_.script_file << std::endl;
369 
371  } else {
372  std::cerr << "Encountered failure when opening script '" << *cmdline_opts_.script_file << "'\n";
373  error = true;
374  }
375  }
376 
378  {
380 
381  std::cerr << "Loading a plugin file'" << filename << "'...\n";
382 
384 
385  try {
386  if (sf->fail()) {
387  throw std::runtime_error("failed to open plugin file");
388  }
389 
390  /* Cancel all "jumps" to editor / campaign / multiplayer */
391  jump_to_multiplayer_ = false;
392  jump_to_editor_ = false;
393  jump_to_campaign_.jump_ = false;
394 
395  std::string full_plugin((std::istreambuf_iterator<char>(*sf)), std::istreambuf_iterator<char>());
396 
398 
399  std::size_t i = pm.add_plugin(filename, full_plugin);
400 
401  for (std::size_t j = 0 ; j < pm.size(); ++j) {
402  std::cerr << j << ": " << pm.get_name(j) << " -- " << pm.get_detailed_status(j) << std::endl;
403  }
404 
405  std::cerr << "Starting a plugin...\n";
406  pm.start_plugin(i);
407 
408  for (std::size_t j = 0 ; j < pm.size(); ++j) {
409  std::cerr << j << ": " << pm.get_name(j) << " -- " << pm.get_detailed_status(j) << std::endl;
410  }
411 
412  plugins_context pc("init");
413 
414  for (std::size_t repeat = 0; repeat < 5; ++repeat) {
415  std::cerr << "Playing a slice...\n";
416  pc.play_slice();
417 
418  for (std::size_t j = 0 ; j < pm.size(); ++j) {
419  std::cerr << j << ": " << pm.get_name(j) << " -- " << pm.get_detailed_status(j) << std::endl;
420  }
421  }
422 
423  return true;
424  } catch (const std::exception & e) {
425  gui2::show_error_message(std::string("When loading a plugin, error:\n") + e.what());
426  error = true;
427  }
428  }
429 
430  if (!error) {
431  std::cerr << "ok\n";
432  }
433 
434  return !error;
435 }
436 
438 {
439  state_.clear();
440  state_.classification().campaign_type = game_classification::CAMPAIGN_TYPE::TEST;
442  state_.classification().era_id = "era_default";
443 
444 
446  config {"next_scenario", id}
447  );
448 }
449 
451 {
452  // This first_time variable was added in 70f3c80a3e2 so that using the GUI
453  // menu to load a game works. That seems to have edge-cases, for example if
454  // you try to load a game a second time then Wesnoth exits.
455  static bool first_time = true;
456 
457  if(!cmdline_opts_.test) {
458  return true;
459  }
460  if(!first_time)
461  return false;
462 
463  first_time = false;
464 
465  if(test_scenarios_.size() == 0) {
466  // shouldn't happen, as test_scenarios_ is initialised to {"test"}
467  std::cerr << "Error in the test handling code" << std::endl;
468  return false;
469  }
470  if(test_scenarios_.size() > 1) {
471  std::cerr << "You can't run more than one unit test in interactive mode" << std::endl;
472  }
473  set_test(test_scenarios_.at(0));
474 
476  load_game_config_for_game(state_.classification(), state_.get_scenario_id());
477 
478  try {
479  campaign_controller ccontroller(state_, game_config_manager::get()->terrain_types());
480  ccontroller.play_game();
481  } catch(const savegame::load_game_exception &e) {
482  load_data_.reset(new savegame::load_game_metadata(std::move(e.data_)));
483  return true;
484  }
485 
486  return false;
487 }
488 
489 /**
490  * Runs unit tests specified on the command line.
491  *
492  * If multiple unit tests were specified, then this will stop at the first test
493  * which returns a non-zero status.
494  */
495 // Same as play_test except that we return the results of play_game.
496 // \todo "same ... except" ... and many other changes, such as testing the replay
498 {
499  // There's no copy of play_test's first_time variable. That seems to be for handling
500  // the player loading a game via the GUI, which makes no sense in a non-interactive test.
501  if(cmdline_opts_.unit_test.empty()) {
503  }
504 
505  auto ret = unit_test_result::TEST_FAIL; // will only be returned if no test is run
506  for(const auto& scenario : test_scenarios_) {
507  set_test(scenario);
508  ret = single_unit_test();
509  const char* describe_result;
510  switch(ret) {
512  describe_result = "PASS TEST";
513  break;
515  describe_result = "FAIL TEST (INVALID REPLAY)";
516  break;
518  describe_result = "FAIL TEST (ERRORED REPLAY)";
519  break;
521  describe_result = "FAIL TEST (BROKE STRICT)";
522  break;
524  describe_result = "FAIL TEST (WML EXCEPTION)";
525  break;
527  describe_result = "FAIL TEST (DEFEAT)";
528  break;
530  describe_result = "PASS TEST (VICTORY)";
531  break;
532  default:
533  describe_result = "FAIL TEST";
534  break;
535  }
536  std::cerr << describe_result << ": " << scenario << std::endl;
537  if (ret != unit_test_result::TEST_PASS) {
538  break;
539  }
540  }
541  return ret;
542 }
543 
545 {
547  load_game_config_for_game(state_.classification(), state_.get_scenario_id());
548 
549  LEVEL_RESULT game_res = LEVEL_RESULT::TEST_FAIL;
550  try {
551  campaign_controller ccontroller(state_, game_config_manager::get()->terrain_types(), true);
552  game_res = ccontroller.play_game();
553  // TODO: How to handle the case where a unit test scenario ends without an explicit {SUCCEED} or {FAIL}?
554  // ex: check_victory_never_ai_fail results in victory by killing one side's leaders
555  if(game_res == LEVEL_RESULT::TEST_FAIL) {
557  }
558  if (lg::broke_strict()) {
560  }
561  } catch(const wml_exception& e) {
562  std::cerr << "Caught WML Exception:" << e.dev_message << std::endl;
564  }
565 
567 
569  return pass_victory_or_defeat(game_res);
570  }
571 
573  save.save_game_automatic(false, "unit_test_replay");
574 
576 
577  if (!load_game()) {
578  std::cerr << "Failed to load the replay!" << std::endl;
579  return unit_test_result::TEST_FAIL_LOADING_REPLAY; //failed to load replay
580  }
581 
582  try {
583  campaign_controller ccontroller(state_, game_config_manager::get()->terrain_types(), true);
584  ccontroller.play_replay();
585  if (lg::broke_strict()) {
586  std::cerr << "Observed failure on replay" << std::endl;
588  }
589  } catch(const wml_exception& e) {
590  std::cerr << "WML Exception while playing replay: " << e.dev_message << std::endl;
592  }
593 
594  return pass_victory_or_defeat(game_res);
595 }
596 
598  if(res == LEVEL_RESULT::DEFEAT) {
600  } else if(res == LEVEL_RESULT::VICTORY) {
602  }
604 }
605 
607 {
609  return true;
610  }
611 
613 
615 
617  return false;
618 }
619 
621 {
623  return true;
624  }
625 
626  state_.classification().campaign_type = game_classification::CAMPAIGN_TYPE::MULTIPLAYER;
627  DBG_GENERAL << "Current campaign type: " << state_.classification().campaign_type << std::endl;
628 
629  try {
631  load_game_config_for_game(state_.classification(), state_.get_scenario_id());
632  } catch(const config::error& e) {
633  std::cerr << "Error loading game config: " << e.what() << std::endl;
634  return false;
635  }
636 
637  // A default output filename
638  std::string outfile = "wesnoth_image.bmp";
639 
640  // If a output path was given as an argument, use that instead
642  outfile = *cmdline_opts_.render_image_dst;
643  }
644 
646  exit(1);
647  }
648 
649  return false;
650 }
651 
653 {
654  return !!load_data_;
655 }
656 
658 {
659  assert(game_config_manager::get());
660 
661  DBG_GENERAL << "Current campaign type: " << state_.classification().campaign_type << std::endl;
662 
664  if (load_data_) {
665  std::unique_ptr<savegame::load_game_metadata> load_data = std::move(load_data_);
666  load.data() = std::move(*load_data);
667  }
668 
669  try {
670  if(!load.load_game()) {
671  return false;
672  }
673 
674  load.set_gamestate();
675  try {
677  load_game_config_for_game(state_.classification(), state_.get_scenario_id());
678  } catch(const config::error&) {
679  return false;
680  }
681 
682 
683  } catch(const config::error& e) {
684  if(e.message.empty()) {
685  gui2::show_error_message(_("The file you have tried to load is corrupt"));
686  }
687  else {
688  gui2::show_error_message(_("The file you have tried to load is corrupt: '") + e.message + '\'');
689  }
690  return false;
691  } catch(const wml_exception& e) {
692  e.show();
693  return false;
694  } catch(const filesystem::io_exception& e) {
695  if(e.message.empty()) {
696  gui2::show_error_message(_("File I/O Error while reading the game"));
697  } else {
698  gui2::show_error_message(_("File I/O Error while reading the game: '") + e.message + '\'');
699  }
700  return false;
701  } catch(const game::error& e) {
702  if(e.message.empty()) {
703  gui2::show_error_message(_("The file you have tried to load is corrupt"));
704  }
705  else {
706  gui2::show_error_message(_("The file you have tried to load is corrupt: '") + e.message + '\'');
707  }
708  return false;
709  }
710 
711  play_replay_ = load.data().show_replay;
712  LOG_CONFIG << "is middle game savefile: " << (state_.is_mid_game_save() ? "yes" : "no") << "\n";
713  LOG_CONFIG << "show replay: " << (play_replay_ ? "yes" : "no") << "\n";
714  // in case load.data().show_replay && !state_.is_mid_game_save()
715  // there won't be any turns to replay, but the
716  // user gets to watch the intro sequence again ...
717 
718  if(state_.is_mid_game_save() && load.data().show_replay)
719  {
721  }
722 
723  if(state_.classification().campaign_type == game_classification::CAMPAIGN_TYPE::MULTIPLAYER) {
725  }
726 
727  if (load.data().cancel_orders) {
729  }
730 
731  return true;
732 }
733 
735 {
736  state_.clear();
737  state_.classification().campaign_type = game_classification::CAMPAIGN_TYPE::TUTORIAL;
738  state_.classification().campaign_define = "TUTORIAL";
739  state_.classification().campaign = "Tutorial";
740  state_.classification().era_id = "era_default";
741 
743  config {"next_scenario", "tutorial"}
744  );
745 
746 }
747 
748 void game_launcher::mark_completed_campaigns(std::vector<config> &campaigns)
749 {
750  for (config &campaign : campaigns) {
751  campaign["completed"] = preferences::is_campaign_completed(campaign["id"]);
752  }
753 }
754 
756 {
757  state_.clear();
759  play_replay_ = false;
760 
762 }
763 
765 {
767 }
768 
770 {
772  if(new_campaign()) {
774  jump_to_campaign_.jump_ = false;
776  }else{
777  jump_to_campaign_.jump_ = false;
778  return false;
779  }
780  }
781  return true;
782 }
783 
785 {
787  jump_to_multiplayer_ = false;
789  ;
790  }else{
791  return false;
792  }
793  }
794  return true;
795 }
796 
798 {
799  if(jump_to_editor_){
800  jump_to_editor_ = false;
801  std::unique_ptr<savegame::load_game_metadata> load_data = std::move(load_data_);
802  if (start_editor(filesystem::normalize_path(load_data ? load_data->filename : "")) ==
804  {
805  return false;
806  }
807  }
808  return true;
809 }
810 
812 {
813  const std::string wesnothd_program =
816 
817  std::string config = filesystem::get_user_config_dir() + "/lan_server.cfg";
818  if (!filesystem::file_exists(config)) {
819  // copy file if it isn't created yet
821  }
822 
823 #ifndef _WIN32
824  std::string command = "\"" + wesnothd_program +"\" -c \"" + config + "\" -d -t 2 -T 5";
825 #else
826  // start wesnoth as background job
827  std::string command = "cmd /C start \"wesnoth server\" /B \"" + wesnothd_program + "\" -c \"" + config + "\" -t 2 -T 5";
828  // Make sure wesnothd's console output is visible on the console window by
829  // disabling SDL's stdio redirection code for this and future child
830  // processes. No need to bother cleaning this up because it's only
831  // meaningful to SDL applications during pre-main initialization.
832  SetEnvironmentVariableA("SDL_STDIO_REDIRECT", "0");
833 #endif
834  LOG_GENERAL << "Starting wesnothd: "<< command << "\n";
835  if (std::system(command.c_str()) == 0) {
836  // Give server a moment to start up
837  SDL_Delay(50);
838  return;
839  }
841 
842  // Couldn't start server so throw error
843  WRN_GENERAL << "Failed to run server start script" << std::endl;
844  throw game::mp_server_error("Starting MP server failed!");
845 }
846 
848 {
849  state_.clear();
850  state_.classification().campaign_type = game_classification::CAMPAIGN_TYPE::MULTIPLAYER;
851 
852  try {
853  if (res == MP_HOST)
854  {
855  try {
856  start_wesnothd();
857  } catch(const game::mp_server_error&)
858  {
860 
861  try {
862  start_wesnothd();
863  } catch(const game::mp_server_error&)
864  {
865  return false;
866  }
867  }
868 
869 
870  }
871 
872  // If a server address wasn't specified, prompt for it now.
873  if(res != MP_LOCAL && multiplayer_server_.empty()) {
875  return false;
876  }
877 
878  // The prompt saves its input to preferences.
880 
881  if(multiplayer_server_ != preferences::builtin_servers_list().front().address) {
883  }
884  }
885 
886  //create_engine already calls game_config_manager::get()->load_config but maybe its better to have MULTIPLAYER defined while we are in the lobby.
888 
889  events::discard_input(); // prevent the "keylogger" effect
891 
892  if(res == MP_LOCAL) {
894  } else {
896  multiplayer_server_.clear();
897  }
898 
899  } catch(const wesnothd_rejected_client_error& e) {
901  } catch(const game::mp_server_error& e) {
902  gui2::show_error_message(_("Error while starting server: ") + e.message);
903  } catch(const game::load_game_failed& e) {
904  gui2::show_error_message(_("The game could not be loaded: ") + e.message);
905  } catch(const game::game_error& e) {
906  gui2::show_error_message(_("Error while playing the game: ") + e.message);
907  } catch (const mapgen_exception& e) {
908  gui2::show_error_message(_("Map generator error: ") + e.message);
909  } catch(const wesnothd_error& e) {
910  if(!e.message.empty()) {
911  ERR_NET << "caught network error: " << e.message << std::endl;
912 
913  std::string user_msg;
914  auto conn_err = dynamic_cast<const wesnothd_connection_error*>(&e);
915 
916  if(conn_err) {
917  // The wesnothd_connection_error subclass is only thrown with messages
918  // from boost::system::error_code which we can't translate ourselves.
919  // It's also the originator of the infamous EOF error that happens when
920  // the server dies. <https://github.com/wesnoth/wesnoth/issues/3005>. It
921  // will provide a translated string instead of that when it happens.
922  user_msg = !conn_err->user_message.empty()
923  ? conn_err->user_message
924  : _("Connection failed: ") + e.message;
925  } else {
926  // This will be a message from the server itself, which we can
927  // probably translate.
928  user_msg = translation::gettext(e.message.c_str());
929  }
930 
931  gui2::show_error_message(user_msg);
932  } else {
933  ERR_NET << "caught network error" << std::endl;
934  }
935  } catch(const config::error& e) {
936  if(!e.message.empty()) {
937  ERR_CONFIG << "caught config::error: " << e.message << std::endl;
939  } else {
940  ERR_CONFIG << "caught config::error" << std::endl;
941  }
942  } catch(const incorrect_map_format_error& e) {
943  gui2::show_error_message(_("The game map could not be loaded: ") + e.message);
944  } catch (const savegame::load_game_exception & e) {
945  load_data_.reset(new savegame::load_game_metadata(std::move(e.data_)));
946  //this will make it so next time through the title screen loop, this game is loaded
947  } catch(const wml_exception& e) {
948  e.show();
949  } catch (const game::error & e) {
950  std::cerr << "caught game::error...\n";
951  gui2::show_error_message(_("Error: ") + e.message);
952  }
953 
954  return false;
955 }
956 
958 {
960  return true;
961  }
962 
963  DBG_MP << "starting multiplayer game from the commandline" << std::endl;
964 
965  // These are all the relevant lines taken literally from play_multiplayer() above
966  state_.clear();
967  state_.classification().campaign_type = game_classification::CAMPAIGN_TYPE::MULTIPLAYER;
968 
970  load_game_config_for_create(true);
971 
972  events::discard_input(); // prevent the "keylogger" effect
974 
977 
978  return false;
979 }
980 
982 {
984  return false;
985  }
986 
989  }
990 
991  return true;
992 }
993 
995 {
997 }
998 
1000 {
1001  assert(!load_data_);
1002  if(play_replay_)
1003  {
1004  play_replay();
1005  return;
1006  }
1007 
1008  gui2::dialogs::loading_screen::display([this, reload]() {
1009 
1011  if(reload == RELOAD_DATA) {
1012  try {
1014  load_game_config_for_game(state_.classification(), state_.get_scenario_id());
1015  } catch(const config::error&) {
1016  return;
1017  }
1018  }
1019  });
1020 
1021  try {
1022  campaign_controller ccontroller(state_, game_config_manager::get()->terrain_types());
1023  LEVEL_RESULT result = ccontroller.play_game();
1024  ai::manager::singleton_ = nullptr;
1025  // don't show The End for multiplayer scenario
1026  // change this if MP campaigns are implemented
1027  if(result == LEVEL_RESULT::VICTORY && !state_.classification().is_normal_mp_game()) {
1029 
1030  gui2::dialogs::outro::display(state_.classification());
1031  }
1032  } catch (const savegame::load_game_exception &e) {
1033  load_data_.reset(new savegame::load_game_metadata(std::move(e.data_)));
1034  //this will make it so next time through the title screen loop, this game is loaded
1035  } catch(const wml_exception& e) {
1036  e.show();
1037  } catch(const mapgen_exception& e) {
1038  gui2::show_error_message(_("Map generator error: ") + e.message);
1039  }
1040 }
1041 
1043 {
1044  assert(!load_data_);
1045  try {
1046  campaign_controller ccontroller(state_, game_config_manager::get()->terrain_types());
1047  ccontroller.play_replay();
1048  } catch (const savegame::load_game_exception &e) {
1049  load_data_.reset(new savegame::load_game_metadata(std::move(e.data_)));
1050  //this will make it so next time through the title screen loop, this game is loaded
1051  } catch(const wml_exception& e) {
1052  e.show();
1053  }
1054 }
1055 
1057 {
1058  while(true){
1060 
1062 
1063  editor::EXIT_STATUS res = editor::start(filename);
1064 
1065  if(res != editor::EXIT_RELOAD_DATA)
1066  return res;
1067 
1069  }
1070  return editor::EXIT_ERROR; // not supposed to happen
1071 }
1072 
1074 {
1075  load_data_.reset();
1076 }
1077 
1079 {
1080  try {
1082  } catch (...) {}
1083 }
boost::optional< std::string > core_id
Non-empty if –core was given on the command line. Chooses the core to be loaded. ...
constexpr const T & clamp(const T &value, const T &min, const T &max)
Definition: general.hpp:31
an error occurred inside the underlying network communication code (boost asio) TODO: find a short na...
CVideo & video()
boost::optional< std::string > script_file
File to load lua script from.
An error occurred during when trying to coommunicate with the wesnothd server.
bool new_widgets
Do we wish to use the new library or not.
Definition: settings.cpp:24
surface get_image(const image::locator &i_locator, TYPE type)
function to get the surface corresponding to an image.
Definition: picture.cpp:833
void set_window_icon(surface &icon)
Sets the icon of the main window.
Definition: video.cpp:360
bool set_sound(bool ison)
Definition: general.cpp:672
void close_sound()
Definition: sound.cpp:494
std::string get_program_invocation(const std::string &program_name)
Returns the appropriate invocation for a Wesnoth-related binary, assuming that it is located in the s...
LEVEL_RESULT play_replay()
bool load_game()
Load a game with pre-setting information for the load-game dialog.
Definition: savegame.cpp:167
static lg::log_domain log_mp_create("mp/create")
bool turn_bell()
Definition: general.cpp:614
void discard_input()
Discards all input events.
Definition: events.cpp:853
Error used when the client is rejected by the MP server.
LEVEL_RESULT play_game()
bool is_mid_game_save() const
Definition: saved_game.hpp:95
bool nogui
True if –nogui was given on the command line. Disables GUI.
The class for loading a savefile.
Definition: savegame.hpp:109
bool script_unsafe_mode
Whether to load the "package" package for the scripting environment. (This allows to load arbitrary l...
void set(CURSOR_TYPE type)
Use the default parameter to reset cursors.
Definition: cursor.cpp:175
void _set_maximized(bool ison)
Definition: general.cpp:404
std::string label
Name of the game (e.g.
void disable_preferences_save()
Definition: general.cpp:245
std::string filename
Name of the savefile to be loaded (not including the directory).
Definition: savegame.hpp:58
void set_gamestate()
Generate the gamestate out of the loaded game config.
Definition: savegame.cpp:276
bool cancel_orders
State of the "cancel_orders" checkbox in the load-game dialog.
Definition: savegame.hpp:67
std::vector< game_tip > load(const config &cfg)
Loads the tips from a config.
Definition: tips.cpp:35
Add a special kind of assert to validate whether the input from WML doesn&#39;t contain any problems that...
#define DBG_MP
const std::string & filename() const
Definition: savegame.hpp:187
static l_noret error(LoadState *S, const char *why)
Definition: lundump.cpp:39
Error used when game loading fails.
Definition: game_errors.hpp:30
void show_wesnothd_server_search()
Definition: display.cpp:150
void show_preferences()
static std::shared_ptr< save_index_class > default_saves_dir()
Returns an instance for managing saves in filesystem::get_saves_dir()
Definition: save_index.cpp:188
Definition: video.hpp:31
static bool file_exists(const bfs::path &fpath)
Definition: filesystem.cpp:267
bool is_campaign_completed(const std::string &campaign_id)
Definition: game.cpp:332
std::string network_host()
Definition: game.cpp:413
void show_transient_message(const std::string &title, const std::string &message, const std::string &image, const bool message_use_markup, const bool title_use_markup, const bool restore_background)
Shows a transient message to the user.
static void progress(loading_stage stage=loading_stage::none)
void unify_controllers()
Definition: saved_game.cpp:703
const language_def & get_locale()
Definition: language.cpp:318
filesystem::scoped_istream istream_file(const std::string &fname, bool treat_failure_as_error)
void _set_resolution(const point &res)
Definition: general.cpp:398
void set_language(const std::string &language, const std::vector< std::string > *)
Definition: gettext.cpp:448
boost::optional< std::string > username
Non-empty if –username was given on the command line. Forces Wesnoth to use this network username...
void mark_completed_campaigns(std::vector< config > &campaigns)
save_result save_image(const locator &i_locator, const std::string &filename)
Definition: picture.cpp:1101
boost::optional< std::string > campaign_scenario
Non-empty if –campaign-scenario was given on the command line. Chooses starting scenario in the camp...
std::string get_default_title_string()
void set_min_translation_percent(int percent)
Definition: language.cpp:133
void clear()
Definition: saved_game.cpp:793
boost::optional< int > max_fps
Max FPS specified by –max-fps option.
bool fps
True if –fps was given on the command line. Shows number of fps.
std::vector< std::string > unit_test
Non-empty if –unit was given on the command line. Goes directly into unit test mode, into a scenario, if specified.
unit_test_result unit_test()
Runs unit tests specified on the command line.
bool change_language()
void set_network_host(const std::string &host)
Definition: game.cpp:423
std::string normalize_path(const std::string &fpath, bool normalize_separators, bool resolve_dot_entries)
Returns the absolute path of a file.
bool noreplaycheck
True if –noreplaycheck was given on the command line. Dependent on –unit.
void init_textdomains(const game_config_view &cfg)
Initializes the list of textdomains from a configuration object.
Definition: language.cpp:356
std::string jump_to_campaign_id() const
Return the ID of the campaign to jump to (skipping the main menu).
-file util.hpp
Definitions for the interface to Wesnoth Markup Language (WML).
load_game_metadata & data()
Definition: savegame.hpp:128
boost::optional< std::string > plugin_file
File to load a lua plugin (similar to a script) from. Experimental / may replace script.
bool sound_on()
Definition: general.cpp:667
#define DBG_GENERAL
load_game_metadata data_
Definition: savegame.hpp:102
std::string user_message
User-friendly and potentially translated message for use in the UI.
jump_to_campaign_info jump_to_campaign_
boost::optional< std::string > load
Non-empty if –load was given on the command line. Savegame specified to load after start...
bool init_sound()
Definition: sound.cpp:442
std::string get_scenario_id() const
Definition: saved_game.cpp:649
static lg::log_domain log_config("config")
bool broke_strict()
Definition: log.cpp:172
bool play_multiplayer(mp_selection res)
std::vector< std::string > test_scenarios_
std::string get_cwd()
Definition: filesystem.cpp:882
bool with_replay
True if –with-replay was given on the command line. Shows replay of the loaded file.
void set_mp_server_program_name(const std::string &path)
Definition: game.cpp:525
void set_window_title(const std::string &title)
Sets the title of the main window.
Definition: video.cpp:354
void show() const
Shows the error in a dialog.
bool play_render_image_mode()
bool headless_unit_test
True if –unit is used and –showgui is not present.
static game_config_manager * get()
if(len==0) return stream_ref()
void make_fake()
Definition: video.cpp:177
static UNUSEDNOWARN std::string _(const char *str)
Definition: gettext.hpp:100
unit_test_result
Status code after running a unit test, should match the run_wml_tests script and the documentation fo...
#define ERR_CONFIG
font::manager font_manager_
const std::vector< game_config::server_info > & builtin_servers_list()
Definition: game.cpp:382
static lg::log_domain log_enginerefac("enginerefac")
void start_plugin(std::size_t idx)
Definition: manager.cpp:101
std::string get_name(std::size_t idx)
Definition: manager.cpp:94
This file contains the settings handling of the widget library.
bool nodelay
True if –nodelay was given on the command line.
std::string get_user_data_dir()
Definition: filesystem.cpp:795
void write_file(const std::string &fname, const std::string &data)
Throws io_exception if an error occurs.
static lg::log_domain log_network("network")
std::string multiplayer_server_
std::string campaign_define
If there is a define the campaign uses to customize data.
editor::EXIT_STATUS start_editor()
void set_login(const std::string &login)
boost::optional< unsigned int > translation_percent
Non-empty if –all-translations or –translations-over is given on the command line.
std::string localename
Definition: language.hpp:54
void load_package()
Loads the package library into lua environment.
bool windowed
True if –windowed was given on the command line. Starts Wesnoth in windowed mode.
boost::optional< std::string > editor
Non-empty if –editor was given on the command line. Goes directly into editor. If string is longer t...
void set_show_fps(bool value)
Definition: general.cpp:839
void start_local_game_commandline(const game_config_view &game_config, saved_game &state, const commandline_options &cmdline_opts)
Starts a multiplayer game in single-user mode.
std::unique_ptr< std::istream > scoped_istream
Definition: filesystem.hpp:39
void set_test(const std::string &id)
void set_password(const std::string &server, const std::string &login, const std::string &key)
void set_core_id(const std::string &core_id)
Definition: general.cpp:318
std::string path
Definition: game_config.cpp:39
boost::optional< std::string > test
Non-empty if –test was given on the command line. Goes directly into test mode, into a scenario...
bool multiplayer
True if –multiplayer was given on the command line. Goes directly into multiplayer mode...
Managing the AIs lifecycle - headers TODO: Refactor history handling and internal commands...
bool UI_sound_on()
Definition: general.cpp:638
std::string sanitize_path(const std::string &path)
Sanitizes a path to remove references to the user&#39;s name.
game_launcher(const commandline_options &cmdline_opts, const char *appname)
std::string campaign
The id of the campaign being played.
const char * what() const noexcept
Definition: exceptions.hpp:37
bool clock
True if –clock was given on the command line. Enables.
static UNUSEDNOWARN std::string gettext(const char *str)
Definition: gettext.hpp:67
Error used for any general game error, e.g.
Definition: game_errors.hpp:46
std::string read_file(const std::string &fname)
Basic disk I/O - read file.
std::string screenshot_map_
std::unique_ptr< savegame::load_game_metadata > load_data_
#define LOG_CONFIG
void set_draw_delay(int value)
Definition: general.cpp:849
boost::optional< std::string > render_image
Image path to render. First parameter after –render-image.
void set_level(const std::string &value)
Definition: game.cpp:727
boost::optional< int > campaign_difficulty
Non-empty if –campaign-difficulty was given on the command line. Numerical difficulty of the campaig...
Helper class, don&#39;t construct this directly.
bool nomusic
True if –nomusic was given on the command line. Disables music.
std::string dev_message
The message for developers telling which problem was triggered, this shouldn&#39;t be translated...
std::string get_cache_dir()
Definition: filesystem.cpp:800
Exception used to signal that the user has decided to abortt a game, and to load another game instead...
Definition: savegame.hpp:93
void run(char const *prog, const std::string &name, int nArgs=0)
Runs a plain script.
#define WRN_GENERAL
boost::optional< std::string > password
Non-empty if –password was given on the command line. Forces Wesnoth to use this network password...
bool is_loading() const
bool debug
True if –debug was given on the command line. Enables debug mode.
std::size_t i
Definition: function.cpp:933
std::size_t add_plugin(const std::string &name, const std::string &prog)
Definition: manager.cpp:118
std::string get_mp_server_program_name()
Definition: game.cpp:537
boost::optional< std::string > screenshot_map_file
Map file to make a screenshot of. First parameter given after –screenshot.
std::string get_wml_location(const std::string &filename, const std::string &current_dir)
Returns a complete path to the actual WML file or directory or an empty string if the file isn&#39;t pres...
unit_test_result pass_victory_or_defeat(LEVEL_RESULT res)
void clean_saves(const std::string &label)
Delete all autosaves of a certain scenario from the default save directory.
Definition: savegame.cpp:70
void load_game_config_for_create(bool is_mp, bool is_test=false)
u64 size
Definition: statement.cpp:80
Game configuration data as global variables.
Definition: build_info.cpp:55
bool new_widgets
True if –new-widgets was given on the command line. Hidden option to enable the new widget toolkit...
void start_local_game(saved_game &state)
Starts a multiplayer game in single-user mode.
#define ERR_NET
void init_window()
Initializes a new SDL window instance, taking into account any preiously saved states.
Definition: video.cpp:218
An exception object used when an IO error occurs.
Definition: filesystem.hpp:48
bool music_on()
Definition: general.cpp:690
void add_completed_campaign(const std::string &campaign_id, const std::string &difficulty_level)
Definition: game.cpp:328
bool load_language_list()
Definition: language.cpp:93
language_list get_languages()
Definition: language.cpp:116
void set_fullscreen(bool ison)
Definition: video.cpp:565
Holds a 2D point.
Definition: point.hpp:23
bool set_UI_sound(bool ison)
Definition: general.cpp:643
bool goto_multiplayer()
Declarations for File-IO.
static void save(LexState *ls, int c)
Definition: llex.cpp:57
void launch_game(RELOAD_GAME_DATA reload=RELOAD_DATA)
void start_client(saved_game &state, const std::string &host)
Starts a multiplayer game in client mode.
Class for replay saves (either manually or automatically).
Definition: savegame.hpp:276
-file mapgen.hpp
bool campaign_skip_story
True if –skip-story was given on the command line. Skips [story] and [message]s through the end of t...
std::string difficulty
The difficulty level the game is being played on.
unit_test_result single_unit_test()
Internal to the implementation of unit_test().
boost::optional< std::string > render_image_dst
Output file to put rendered image path in. Optional second parameter after –render-image.
std::string base_name(const std::string &file, const bool remove_extension)
Returns the base filename of a file, with directory name stripped.
static manager * singleton_
Definition: manager.hpp:478
std::string get_user_config_dir()
Definition: filesystem.cpp:766
bool screenshot
True if –screenshot was given on the command line. Starts Wesnoth in screenshot mode.
void cancel_orders()
Definition: saved_game.cpp:686
std::string get_detailed_status(std::size_t idx)
Definition: manager.cpp:83
bool show_replay
State of the "show_replay" checkbox in the load-game dialog.
Definition: savegame.hpp:64
static void display(std::function< void()> f)
const commandline_options & cmdline_opts_
Base class for all the errors encountered by the engine.
Definition: exceptions.hpp:29
static void display(const game_config_view &game_cfg, const preferences::PREFERENCE_VIEW initial_view=preferences::VIEW_DEFAULT)
The display function – see modal_dialog for more information.
game_classification & classification()
Definition: saved_game.hpp:55
std::string screenshot_filename_
void set_carryover_sides_start(config carryover_sides_start)
Definition: saved_game.cpp:161
saved_game state_
bool set_music(bool ison)
Definition: general.cpp:695
Standard logging facilities (interface).
void set_skip_story(bool skip_story)
Definition: saved_game.hpp:128
boost::optional< std::string > screenshot_output_file
Output file to put screenshot in. Second parameter given after –screenshot.
bool set_turn_bell(bool ison)
Definition: general.cpp:619
void clear_loaded_game()
std::string message
Definition: exceptions.hpp:31
EXIT_STATUS start(const std::string &filename, bool take_screenshot, const std::string &screenshot_filename)
Main interface for launching the editor from the title screen.
Definition: editor_main.cpp:28
bool fullscreen
True if –fullscreen was given on the command line. Starts Wesnoth in fullscreen mode.
void show_error_message(const std::string &msg, bool message_use_markup)
Shows an error message to the user.
Definition: message.cpp:205
boost::optional< std::string > language
Non-empty if –language was given on the command line. Sets the language for this session...
#define e
bool nosound
True if –nosound was given on the command line. Disables sound.
boost::optional< std::pair< int, int > > resolution
Pair of AxB values specified after –resolution. Changes Wesnoth resolution.
bool play_screenshot_mode()
lua_kernel_base * get_kernel_base()
Definition: manager.cpp:63
boost::optional< std::string > campaign
Non-empty if –campaign was given on the command line. ID of the campaign we want to start...
A config object defines a single node in a WML file, with access to child nodes.
Definition: config.hpp:68
void clear_current_scenario()
Delete the current scenario from the stats.
Definition: statistics.cpp:786
bool enter_create_mode(saved_game &state, jump_to_campaign_info jump_to_campaign)
bool init_lua_script()
std::vector< server_info > server_list
Definition: game_config.cpp:94
bool save_game_automatic(bool ask_for_overwrite=false, const std::string &filename="")
Saves a game without user interaction, unless the file exists and it should be asked to overwrite it...
Definition: savegame.cpp:357
boost::optional< std::string > server
Non-empty if –server was given on the command line. Connects Wesnoth to specified server...
bool play_multiplayer_commandline()
void set_debug(bool new_debug)
static plugins_manager * get()
Definition: manager.cpp:58
void play_slice()
Definition: context.cpp:96
#define LOG_GENERAL
bool show_debug_clock_button
Do we wish to show the button for the debug clock.