void C4StartupMainDlg::UpdateParticipants() { // First validate all participants (files must exist) StdStrBuf strPlayers, strPlayer; strPlayer.SetLength(1024 + 1); strPlayers.Copy(Config.General.Participants); *Config.General.Participants = 0; for (int i = 0; SCopySegment(strPlayers.getData(), i, strPlayer.getMData(), ';', 1024, true); i++) { const char *szPlayer = strPlayer.getData(); if (!szPlayer || !*szPlayer) continue; if (!FileExists(szPlayer)) continue; if (!SEqualNoCase(GetExtension(szPlayer), "c4p")) continue; // additional sanity check to clear strange exe-path-only // entries in player list? SAddModule(Config.General.Participants, szPlayer); } // Draw selected players - we are currently displaying the players stored in // Config.General.Participants. // Existence of the player files is not validated and player filenames are // displayed directly // (names are not loaded from the player core). strPlayers.Format(LoadResStr("IDS_DESC_PLRS")); if (!Config.General.Participants[0]) strPlayers.Append(LoadResStr("IDS_DLG_NOPLAYERSSELECTED")); else for (int i = 0; SCopySegment(Config.General.Participants, i, strPlayer.getMData(), ';', 1024, true); i++) { if (i > 0) strPlayers.Append(", "); strPlayers.Append(C4Language::IconvClonk( GetFilenameOnly(strPlayer.getData())).getData()); } pParticipantsLbl->SetText(strPlayers.getData()); }
void C4StartupMainDlg::UpdateParticipants() { // First validate all participants (files must exist) std::string strPlayers(Config.General.Participants); std::vector<char> strPlayer(1025); *Config.General.Participants=0; for (int i = 0; SCopySegment(strPlayers.c_str(), i, &strPlayer[0], ';', strPlayer.size() - 1, true); i++) { const char *szPlayer = &strPlayer[0]; std::string strPlayerFile(Config.General.UserDataPath); strPlayerFile.append(szPlayer); if (!szPlayer || !*szPlayer) continue; if (!FileExists(strPlayerFile.c_str())) continue; if (!SEqualNoCase(GetExtension(szPlayer), "ocp")) continue; // additional sanity check to clear strange exe-path-only entries in player list? SAddModule(Config.General.Participants, szPlayer); } // Draw selected players - we are currently displaying the players stored in Config.General.Participants. // Existence of the player files is not validated and player filenames are displayed directly // (names are not loaded from the player core). strPlayers = LoadResStr("IDS_DESC_PLRS"); if (!Config.General.Participants[0]) strPlayers.append(LoadResStr("IDS_DLG_NOPLAYERSSELECTED")); else for (int i = 0; SCopySegment(Config.General.Participants, i, &strPlayer[0], ';', 1024, true); i++) { if (i > 0) strPlayers.append(", "); strPlayers.append(GetFilenameOnly(&strPlayer[0])); } pParticipantsLbl->SetText(strPlayers.c_str()); }
void C4Application::ParseCommandLine(int argc, char * argv[]) { StdStrBuf CmdLine("Command line:"); for(int i = 0; i < argc; ++i) { CmdLine.Append(" "); CmdLine.Append(argv[i]); } Log(CmdLine.getData()); ClearCommandLine(); Game.NetworkActive = false; isEditor = 2; int c; while (1) { static struct option long_options[] = { // option, w/ argument?, set directly, set to... {"editor", no_argument, &isEditor, 1}, {"fullscreen", no_argument, &isEditor, 0}, {"debugwait", no_argument, &Game.DebugWait, 1}, {"update", no_argument, &CheckForUpdates, 1}, {"noruntimejoin", no_argument, &Config.Network.NoRuntimeJoin, 1}, {"runtimejoin", no_argument, &Config.Network.NoRuntimeJoin, 0}, {"noleague", no_argument, &Config.Network.LeagueServerSignUp, 0}, {"league", no_argument, &Config.Network.LeagueServerSignUp, 1}, {"nosignup", no_argument, &Config.Network.MasterServerSignUp, 0}, {"signup", no_argument, &Config.Network.MasterServerSignUp, 1}, {"debugrecread", required_argument, 0, 'K'}, {"debugrecwrite", required_argument, 0, 'w'}, {"client", required_argument, 0, 'c'}, {"host", no_argument, 0, 'h'}, {"debughost", required_argument, 0, 'H'}, {"debugpass", required_argument, 0, 'P'}, {"debug", required_argument, 0, 'D'}, {"data", required_argument, 0, 'd'}, {"startup", required_argument, 0, 's'}, {"stream", required_argument, 0, 'e'}, {"recdump", required_argument, 0, 'R'}, {"comment", required_argument, 0, 'm'}, {"pass", required_argument, 0, 'p'}, {"udpport", required_argument, 0, 'u'}, {"tcpport", required_argument, 0, 't'}, {"join", required_argument, 0, 'j'}, {"language", required_argument, 0, 'L'}, {"scenpar", required_argument, 0, 'S'}, {"observe", no_argument, 0, 'o'}, {"nonetwork", no_argument, 0, 'N'}, {"network", no_argument, 0, 'n'}, {"record", no_argument, 0, 'r'}, {"lobby", required_argument, 0, 'l'}, {"debug-opengl", no_argument, &Config.Graphics.DebugOpenGL, 1}, {0, 0, 0, 0} }; int option_index = 0; c = getopt_long (argc, argv, "abc:d:f:", long_options, &option_index); // no more options if (c == -1) break; switch (c) { case 0: // Signup if (SEqualNoCase(long_options[option_index].name, "signup")) { Game.NetworkActive = true; } // League if (SEqualNoCase(long_options[option_index].name, "league")) { Game.NetworkActive = true; Config.Network.MasterServerSignUp = true; } break; // Lobby case 'l': Game.fLobby = true; // lobby timeout specified? (e.g. --lobby=120) if (optarg) { Game.iLobbyTimeout = atoi(optarg); if (Game.iLobbyTimeout < 0) Game.iLobbyTimeout = 0; } break; case 'o': Game.fObserve = true; break; // Direct join case 'j': Game.NetworkActive = true; SCopy(optarg, Game.DirectJoinAddress, _MAX_PATH); break; case 'K': if (optarg && optarg[0]) { LogF("Reading from DebugRec file '%s'", optarg); SCopy(optarg, Config.General.DebugRecExternalFile, _MAX_PATH); } else Log("Reading DebugRec from CtrlRec file in scenario record"); Config.General.DebugRec = 1; Config.General.DebugRecWrite = 0; break; case 'w': if (optarg && optarg[0]) { LogF("Writing to DebugRec file '%s'", optarg); SCopy(optarg, Config.General.DebugRecExternalFile, _MAX_PATH); } else Log("Writing DebugRec to CtrlRec file in scenario record"); Config.General.DebugRec = 1; Config.General.DebugRecWrite = 1; break; case 'r': Game.Record = true; break; case 'n': Game.NetworkActive = true; break; case 'N': Game.NetworkActive = false; break; // Language override by parameter case 'L': SCopy(optarg, Config.General.LanguageEx, CFG_MaxString); // port overrides case 't': Config.Network.PortTCP = atoi(optarg); break; case 'u': Config.Network.PortUDP = atoi(optarg); break; // network game password case 'p': Network.SetPassword(optarg); break; // network game comment case 'm': Config.Network.Comment.CopyValidated(optarg); break; // record dump case 'R': Game.RecordDumpFile.Copy(optarg); break; // record stream case 'e': Game.RecordStream.Copy(optarg); break; // startup start screen case 's': C4Startup::SetStartScreen(optarg); break; // additional read-only data path case 'd': Reloc.AddPath(optarg); break; // debug options case 'D': Game.DebugPort = atoi(optarg); break; case 'P': Game.DebugPassword = optarg; break; case 'H': Game.DebugHost = optarg; break; // set custom scenario parameter by command line case 'S': { StdStrBuf sopt, soptval; sopt.Copy(optarg); int32_t val=1; if (sopt.SplitAtChar('=', &soptval)) val=atoi(soptval.getData()); Game.StartupScenarioParameters.SetValue(sopt.getData(), val, false); } break; // debug configs case 'h': Game.NetworkActive = true; Game.fLobby = true; Config.Network.PortTCP = 11112; Config.Network.PortUDP = 11113; Config.Network.MasterServerSignUp = Config.Network.LeagueServerSignUp = false; break; case 'c': Game.NetworkActive = true; SCopy("localhost", Game.DirectJoinAddress, _MAX_PATH); Game.fLobby = true; Config.Network.PortTCP = 11112 + 2*(atoi(optarg)+1); Config.Network.PortUDP = 11113 + 2*(atoi(optarg)+1); break; case '?': /* getopt_long already printed an error message. */ break; default: assert(!"unexpected getopt_long return value"); } } if (!Config.Network.MasterServerSignUp) Config.Network.LeagueServerSignUp = false; if (Game.fObserve || Game.fLobby) Game.NetworkActive = true; while (optind < argc) { char * szParameter = argv[optind++]; { // Strip trailing / that result from tab-completing unpacked c4groups int iLen = SLen(szParameter); if (iLen > 5 && szParameter[iLen-1] == '/' && szParameter[iLen-5] == '.' && szParameter[iLen-4] == 'o' && szParameter[iLen-3] == 'c') { szParameter[iLen-1] = '\0'; } } // Scenario file if (SEqualNoCase(GetExtension(szParameter),"ocs")) { if(IsGlobalPath(szParameter)) Game.SetScenarioFilename(szParameter); else Game.SetScenarioFilename((std::string(GetWorkingDirectory()) + DirSep + szParameter).c_str()); continue; } if (SEqualNoCase(GetFilename(szParameter),"scenario.txt")) { Game.SetScenarioFilename(szParameter); continue; } // Player file if (SEqualNoCase(GetExtension(szParameter),"ocp")) { if(IsGlobalPath(szParameter)) SAddModule(Game.PlayerFilenames, szParameter); else SAddModule(Game.PlayerFilenames, (std::string(GetWorkingDirectory()) + DirSep + szParameter).c_str()); continue; } // Definition file if (SEqualNoCase(GetExtension(szParameter),"ocd")) { SAddModule(Game.DefinitionFilenames,szParameter); continue; } // Key file if (SEqualNoCase(GetExtension(szParameter),"c4k")) { Application.IncomingKeyfile.Copy(szParameter); continue; } // Update file if (SEqualNoCase(GetExtension(szParameter),"ocu")) { Application.IncomingUpdate.Copy(szParameter); continue; } // record stream if (SEqualNoCase(GetExtension(szParameter),"c4r")) { Game.RecordStream.Copy(szParameter); } // Direct join by URL if (SEqual2NoCase(szParameter, "clonk:")) { // Store address SCopy(szParameter + 6, Game.DirectJoinAddress, _MAX_PATH); SClearFrontBack(Game.DirectJoinAddress, '/'); // Special case: if the target address is "update" then this is used for update initiation by url if (SEqualNoCase(Game.DirectJoinAddress, "update")) { Application.CheckForUpdates = true; Game.DirectJoinAddress[0] = 0; continue; } // Self-enable network Game.NetworkActive = true; continue; } } #ifdef _WIN32 // Clean up some forward/backward slach confusion since many internal OC file functions cannot handle both SReplaceChar(Game.ScenarioFilename, AltDirectorySeparator, DirectorySeparator); SReplaceChar(Game.PlayerFilenames, AltDirectorySeparator, DirectorySeparator); SReplaceChar(Game.DefinitionFilenames, AltDirectorySeparator, DirectorySeparator); Application.IncomingKeyfile.ReplaceChar(AltDirectorySeparator, DirectorySeparator); Application.IncomingUpdate.ReplaceChar(AltDirectorySeparator, DirectorySeparator); Game.RecordStream.ReplaceChar(AltDirectorySeparator, DirectorySeparator); #endif // Default to editor if scenario given, player mode otherwise if (isEditor == 2) isEditor = !!*Game.ScenarioFilename && !Config.General.OpenScenarioInGameMode; // record? Game.Record = Game.Record || (Config.Network.LeagueServerSignUp && Game.NetworkActive); // startup dialog required? QuitAfterGame = !isEditor && Game.HasScenario(); }
void C4StartupMainDlg::OnPlayerSelContextAddPlr( C4GUI::Element *pTarget, const StdCopyStrBuf &rsFilename) { SAddModule(Config.General.Participants, rsFilename.getData()); UpdateParticipants(); }