Exemple #1
0
static void GameCallback(void *data, QString &selection)
{
    GameData *ddata = (GameData *)data;
    QString sel = selection.toLower();

    (void)ddata;

    if (sel == "game_settings")
    {
        MythGameGeneralSettings settings;
        settings.exec();
    }

    if (sel == "game_players")
    {
        MythGamePlayerEditor mgpe;
        mgpe.exec();
    }
    else if (sel == "search_for_games")
    {
        GameHandler::processAllGames();
    }
    if (sel == "clear_game_data")
    {
        GameHandler *handler = new GameHandler();
        handler->clearAllGameData();
    }

}
Exemple #2
0
GameHandler* GameHandler::GetHandler(RomInfo *rominfo)
{
    if (!rominfo)
        return NULL;

    for (int x = 0; x < handlers->size(); x++)
    {
        GameHandler *handler = handlers->at(x);
        if (handler)
        {
            if (rominfo->System() == handler->SystemName())
                return handler;
        }
    }

    return NULL;
}
Exemple #3
0
GameHandler* GameHandler::GetHandlerByName(QString systemname)
{
    if (systemname.isEmpty() || systemname.isNull())
        return NULL;

    for (int x = 0; x < handlers->size(); x++)
    {
        GameHandler *handler = handlers->at(x);

        if (handler)
        {
            if (handler->SystemName() == systemname)
                return handler;
        }
    }

    return NULL;
}
Exemple #4
0
void GameHandler::processAllGames(void)
{
    checkHandlers();
    QStringList updatelist;

    for (int x = 0; x < handlers->size(); x++)
    {
        GameHandler *handler = handlers->at(x);

        if (handler)
        {
            updateSettings(handler);
            handler->processGames(handler);

            if (handler->needRebuild())
                updatelist.append(handler->GameType());
        }
    }

    if (!updatelist.isEmpty())
        UpdateGameCounts(updatelist);
}
Exemple #5
0
void GameHandler::Launchgame(RomInfo *romdata, QString systemname)
{
    GameHandler *handler;

    if (!systemname.isEmpty() && !systemname.isNull())
    {
        handler = GetHandlerByName(systemname);
    }
    else if (!(handler = GetHandler(romdata)))
    {
        // Couldn't get handler so abort.
        return;
    }
    QString exec = handler->SystemCmdLine();

    if (exec.isEmpty())
        return;

    if (handler->GameType() != "PC")
    {
        QString arg = "\"" + romdata->Rompath() +
                      "/" + romdata->Romname() + "\"";

        // If they specified a %s in the commandline place the romname
        // in that location, otherwise tack it on to the end of
        // the command.
        if (exec.contains("%s") || handler->SpanDisks())
        {
            exec = exec.replace(QRegExp("%s"),arg);

            if (handler->SpanDisks())
            {
                QRegExp rxp = QRegExp( "%d[0-4]", Qt::CaseSensitive, QRegExp::RegExp);

                if (exec.contains(rxp))
                {
                    if (romdata->DiskCount() > 1)
                    {
                        // Chop off the extension, .  and last character of the name which we are assuming is the disk #
                        QString basename = romdata->Romname().left(romdata->Romname().length() - (romdata->getExtension().length() + 2));
                        QString extension = romdata->getExtension();
                        QString rom;
                        QString diskid[] = { "%d0", "%d1", "%d2", "%d3", "%d4", "%d5", "%d6" };

                        for (int disk = 1; disk <= romdata->DiskCount(); disk++)
                        {
                            rom = QString("\"%1/%2%3.%4\"")
                                          .arg(romdata->Rompath())
                                          .arg(basename)
                                          .arg(disk)
                                          .arg(extension);
                            exec = exec.replace(QRegExp(diskid[disk]),rom);
                        }
                    } else
                    {   // If there is only one disk make sure we replace %d1 just like %s
                        exec = exec.replace(QRegExp("%d1"),arg);
                    }
                }
            }
        }
        else
        {
            exec = exec + " \"" +
                   romdata->Rompath() + "/" +
                   romdata->Romname() + "\"";
        }
    }

    QString savedir = QDir::current().path();
    QDir d;
    if (!handler->SystemWorkingPath().isEmpty())
    {
        if (!d.cd(handler->SystemWorkingPath()))
        {
            LOG(VB_GENERAL, LOG_ERR, LOC +
                QString("Failed to change to specified Working Directory: %1")
                    .arg(handler->SystemWorkingPath()));
        }
    }
    LOG(VB_GENERAL, LOG_INFO, LOC + QString("Launching Game : %1 : %2")
           .arg(handler->SystemName())
           .arg(exec));

    GetMythUI()->AddCurrentLocation(QString("MythGame %1 ( %2 )").arg(handler->SystemName()).arg(exec));

    QStringList cmdlist = exec.split(";");
    if (cmdlist.count() > 0)
    {
        for (QStringList::Iterator cmd = cmdlist.begin(); cmd != cmdlist.end();
             ++cmd )
        {
            LOG(VB_GENERAL, LOG_INFO, LOC +
                QString("Executing : %1").arg(*cmd));
            myth_system(*cmd, kMSProcessEvents);
        }
    }
    else
    {
        LOG(VB_GENERAL, LOG_INFO, LOC + QString("Executing : %1").arg(exec));
        myth_system(exec, kMSProcessEvents);
    }

    GetMythUI()->RemoveCurrentLocation();

    (void)d.cd(savedir);
}
Exemple #6
0
void CharServerHandler::handleMessage(Net::MessageIn &msg)
{
    switch (msg.getId())
    {
            case SMSG_CHAR_LOGIN:
            {
                msg.skip(2);  // Length word
                msg.skip(20); // Unused

                // Derive number of characters from message length
                const int count = (msg.getLength() - 24) / 106;

                for (int i = 0; i < count; ++i)
                {
                    Net::Character *character = new Net::Character;
                    readPlayerData(msg, character);
                    mCharacters.push_back(character);
                    logger->log("CharServer: Player: %s (%d)",
                                character->dummy->getName().c_str(), character->slot);
                }

                Client::setState(STATE_CHAR_SELECT);
            }
            break;

        case SMSG_CHAR_LOGIN_ERROR:
            switch (msg.readInt8())
            {
                case 0:
                    errorMessage = _("Access denied. Most likely, there are "
                                     "too many players on this server.");
                    break;
                case 1:
                    errorMessage = _("Cannot use this ID.");
                    break;
                default:
                    errorMessage = _("Unknown char-server failure.");
                    break;
            }
            Client::setState(STATE_ERROR);
            break;

        case SMSG_CHAR_CREATE_SUCCEEDED:
            {
                Net::Character *character = new Net::Character;
                readPlayerData(msg, character);
                mCharacters.push_back(character);

                updateCharSelectDialog();

                // Close the character create dialog
                if (mCharCreateDialog)
                {
                    mCharCreateDialog->scheduleDelete();
                    mCharCreateDialog = 0;
                }
            }
            break;

        case SMSG_CHAR_CREATE_FAILED:
            new OkDialog(_("Error"), _("Failed to create character. Most "
                                       "likely the name is already taken."));
            if (mCharCreateDialog)
                mCharCreateDialog->unlock();
            break;

        case SMSG_CHAR_DELETE_SUCCEEDED:
            delete mSelectedCharacter;
            mCharacters.remove(mSelectedCharacter);
            mSelectedCharacter = 0;
            updateCharSelectDialog();
            unlockCharSelectDialog();
            new OkDialog(_("Info"), _("Character deleted."));
            break;

        case SMSG_CHAR_DELETE_FAILED:
            unlockCharSelectDialog();
            new OkDialog(_("Error"), _("Failed to delete character."));
            break;

        case SMSG_CHAR_MAP_INFO:
        {
            msg.skip(4); // CharID, must be the same as player_node->charID
            GameHandler *gh = static_cast<GameHandler*>(Net::getGameHandler());
            gh->setMap(msg.readString(16));
            mapServer.hostname = ipToString(msg.readInt32());
            mapServer.port = msg.readInt16();

            // Prevent the selected local player from being deleted
            player_node = mSelectedCharacter->dummy;
            PlayerInfo::setBackend(mSelectedCharacter->data);

            mSelectedCharacter->dummy = 0;

            delete_all(mCharacters);
            mCharacters.clear();
            updateCharSelectDialog();

            mNetwork->disconnect();
            Client::setState(STATE_CONNECT_GAME);
        }
        break;

        case SMSG_CHANGE_MAP_SERVER:
        {
            GameHandler *gh = static_cast<GameHandler*>(Net::getGameHandler());
            gh->setMap(msg.readString(16));
            int x = msg.readInt16();
            int y = msg.readInt16();
            mapServer.hostname = ipToString(msg.readInt32());
            mapServer.port = msg.readInt16();

            mNetwork->disconnect();
            Client::setState(STATE_CHANGE_MAP);
            player_node->setTileCoords(x, y);
            player_node->setMap(0);
        }
        break;
    }
}
void CharServerHandler::handleMessage(Net::MessageIn &msg)
{
    switch (msg.getId())
    {
        case SMSG_CHAR_LOGIN:
            processCharLogin(msg);
            break;

        case SMSG_CHAR_LOGIN_ERROR:
            processCharLoginError(msg);
            break;

        case SMSG_CHAR_CREATE_SUCCEEDED:
            processCharCreate(msg, false);
            break;

        case SMSG_CHAR_CREATE_SUCCEEDED2:
            processCharCreate(msg, true);
            break;

        case SMSG_CHAR_CREATE_FAILED:
            processCharCreateFailed(msg);
            break;

        case SMSG_CHAR_DELETE_SUCCEEDED:
            processCharDelete(msg);
            break;

        case SMSG_CHAR_DELETE_FAILED:
            processCharDeleteFailed(msg);
            break;

        case SMSG_CHAR_MAP_INFO:
        {
//            msg.skip(4); // CharID, must be the same as player_node->charID
            PlayerInfo::setCharId(msg.readInt32());
            GameHandler *gh = static_cast<GameHandler*>(Net::getGameHandler());
            gh->setMap(msg.readString(16));
            if (config.getBoolValue("usePersistentIP"))
            {
                msg.readInt32();
                mapServer.hostname = Client::getServerName();
            }
            else
            {
                mapServer.hostname = ipToString(msg.readInt32());
            }
            mapServer.port = msg.readInt16();

            // Prevent the selected local player from being deleted
            player_node = mSelectedCharacter->dummy;
            PlayerInfo::setBackend(mSelectedCharacter->data);

            mSelectedCharacter->dummy = nullptr;

            delete_all(mCharacters);
            mCharacters.clear();
            updateCharSelectDialog();

            if (mNetwork)
                mNetwork->disconnect();
            Client::setState(STATE_CONNECT_GAME);
        }
        break;

        case SMSG_CHANGE_MAP_SERVER:
        {
            GameHandler *gh = static_cast<GameHandler*>(Net::getGameHandler());
            if (!gh || !mNetwork)
                return;
            gh->setMap(msg.readString(16));
            int x = msg.readInt16();
            int y = msg.readInt16();
            mapServer.hostname = ipToString(msg.readInt32());
            mapServer.port = msg.readInt16();

            mNetwork->disconnect();
            Client::setState(STATE_CHANGE_MAP);
            if (player_node)
            {
                player_node->setTileCoords(x, y);
                player_node->setMap(nullptr);
            }
        }
        break;

        default:
            break;
    }
}