示例#1
0
/** Callback from player profile if login was unsuccessful.
 *  \param error_message Contains the error message.
 */
void BaseUserScreen::logoutError(const irr::core::stringw & error_message)
{
    m_state = (UserScreenState) (m_state & ~STATE_LOGOUT);
    PlayerProfile *player = getSelectedPlayer();
    // Clear information about saved session in case of a problem,
    // which allows the player to enter a new password.
    if(player && player->hasSavedSession())
        player->clearSession();
    makeEntryFieldsVisible();
    SFXManager::get()->quickSound("anvil");
    m_info_widget->setErrorColor();
    m_info_widget->setText(error_message, false);
    m_options_widget->setActive(true);
}   // logoutError
示例#2
0
/** Called once every frame. It will replace this screen with the main menu
 *  screen if a successful login happened.
 */
void BaseUserScreen::onUpdate(float dt)
{
    if (!m_options_widget->isActivated())
    {
        core::stringw message = (m_state & STATE_LOGOUT)
                              ? _(L"Signing out '%s'",m_sign_out_name.c_str())
                              : _(L"Signing in '%s'", m_sign_in_name.c_str());
        m_info_widget->setText(StringUtils::loadingDots(message.c_str()),
                               false                                      );
    }
    PlayerProfile *player = getSelectedPlayer();
    if(player)
    {
        // If the player changes the online name, clear the saved session
        // flag, and make the password field visible again.
        if (m_username_tb->getText()!=player->getLastOnlineName())
        {
            player->clearSession();
            makeEntryFieldsVisible();
        }
    }
}   // onUpdate
示例#3
0
/** Called when OK or OK-and-save is clicked.
 *  This will trigger the actual login (if requested) etc.
 *  \param remember_me True if the login details should be remembered,
 *         so that next time this menu can be skipped.
 */
void BaseUserScreen::login()
{
    // If an error occurs, the callback informing this screen about the
    // problem will activate the widget again.
    m_options_widget->setActive(false);
    m_state = STATE_NONE;

    PlayerProfile *player = getSelectedPlayer();
    PlayerProfile *current = PlayerManager::getCurrentPlayer();
    core::stringw  new_username = m_username_tb->getText();
    // If a different player is connecting, or the same local player with
    // a different online account, log out the current player.
    if(current && current->isLoggedIn() &&
        (player!=current ||
        current->getLastOnlineName(true/*ignoreRTL*/)!=new_username) )
    {
        m_sign_out_name = current->getLastOnlineName(true/*ignoreRTL*/);
        current->requestSignOut();
        m_state = (UserScreenState)(m_state | STATE_LOGOUT);

        // If the online user name was changed, reset the save data
        // for this user (otherwise later the saved session will be
        // resumed, not logging the user with the new account).
        if(player==current &&
            current->getLastOnlineName(true/*ignoreRTL*/)!=new_username)
            current->clearSession();
    }
    PlayerManager::get()->setCurrentPlayer(player);
    assert(player);

    // If no online login requested, log the player out (if necessary)
    // and go to the main menu screen (though logout needs to finish first)
    if(!m_online_cb->getState())
    {
        if(player->isLoggedIn())
        {
            m_sign_out_name =player->getLastOnlineName(true/*ignoreRTL*/);
            player->requestSignOut();
            m_state =(UserScreenState)(m_state| STATE_LOGOUT);
        }

        player->setWasOnlineLastTime(false);
        if(m_state==STATE_NONE)
        {
            closeScreen();
        }
        return;
    }

    // Player wants to be online, and is already online - nothing to do
    if(player->isLoggedIn())
    {
        player->setWasOnlineLastTime(true);
        closeScreen();
        return;
    }
    m_state = (UserScreenState) (m_state | STATE_LOGIN);
    // Now we need to start a login request to the server
    // This implies that this screen will wait till the server responds, so
    // that error messages ('invalid password') can be shown, and the user
    // can decide what to do about them.
    if (player->hasSavedSession())
    {
        m_sign_in_name = player->getLastOnlineName(true/*ignoreRTL*/);
        // Online login with saved token
        player->requestSavedSession();
    }
    else
    {
        // Online login with password --> we need a valid password
        if (m_password_tb->getText() == "")
        {
            m_info_widget->setText(_("You need to enter a password."), true);
            SFXManager::get()->quickSound("anvil");
            m_options_widget->setActive(true);
            return;
        }
        m_sign_in_name = m_username_tb->getText();
        player->requestSignIn(m_username_tb->getText(),
                               m_password_tb->getText());
    }   // !hasSavedSession

}   // login