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/*! \file network.cpp
\brief Code for moving a multiplayer game data from one computer to another.
The only method that is currently implemented is writing the data to a file
and telling the user to send this file by email :-)
But the interface for real networking is there...
*/
/*
This file is part of Advanced Strategic Command; http://www.asc-hq.de
Copyright (C) 1994-2005 Martin Bickel and Marc Schellenberger
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; see the file COPYING. If not, write to the
Free Software Foundation, Inc., 59 Temple Place, Suite 330,
Boston, MA 02111-1307 USA
*/
#include <stdio.h>
#include <stdlib.h>
#include <cstring>
#include <curl/curl.h>
#include <curl/types.h>
#include <curl/easy.h>
#include "../global.h"
#include "../misc.h"
#include "../sgstream.h"
#include "../loaders.h"
#include "../gamemap.h"
#include "../dialog.h"
#include "pbem-server.h"
#include "pbem-server-interaction.h"
#include "../paradialog.h"
#include <pgpropertyeditor.h>
#include <pgpropertyfield_integer.h>
#include <pgpropertyfield_intdropdown.h>
#include <pgpropertyfield_dropdown.h>
#include <pgpropertyfield_checkbox.h>
#include <pgpropertyfield_string.h>
// @PBEMSERVER
// the interface between the ASC engine and the server communication interface
class AuthenticationDialog : public ASC_PG_Dialog {
private:
ASCString name;
ASCString password;
ASC_PropertyEditor* propertyEditor;
bool ok()
{
if ( propertyEditor->Apply() )
QuitModal();
return true;
}
public:
AuthenticationDialog() : ASC_PG_Dialog(NULL, PG_Rect( -1, -1, 300, 150 ), "Logging in to server...")
{
propertyEditor = new ASC_PropertyEditor( this, PG_Rect( 10, GetTitlebarHeight() + 20, Width() - 20, Height() - GetTitlebarHeight() - 50 ), "PropertyEditor", 50 );
new PG_PropertyField_String<ASCString>( propertyEditor , "Username", &name );
(new PG_PropertyField_String<ASCString>( propertyEditor , "Default Password", &password ))->SetPassHidden('*');
PG_Button* ok = new PG_Button( this, PG_Rect( Width() - 100, Height() - 40, 90, 30), "OK" );
ok->sigClick.connect( SigC::slot( *this, &AuthenticationDialog::ok ));
}
const ASCString& getName() { return name; };
const ASCString& getPassword() { return password; };
};
PBEMServer :: PBEMServer()
: filename("myFileName"), gameID(-1)
{
}
void PBEMServer::readChildData ( tnstream& stream )
{
stream.readInt();
serverAddress = stream.readString();
gameID = stream.readInt();
}
void PBEMServer::writeChildData ( tnstream& stream ) const
{
stream.writeInt( 1 );
stream.writeString(serverAddress );
stream.writeInt ( gameID );
}
void PBEMServer::setup()
{
// enterfilename();
}
ASC_PBEM* PBEMServer::getSession()
{
static ASC_PBEM* session = NULL;
if ( !session ) {
session = new ASC_PBEM( serverAddress );
bool success;
do {
AuthenticationDialog ad;
ad.Show();
ad.RunModal();
success = session->login( ad.getName(), ad.getPassword() );
if( !success )
warningMessage("login failed!");
//TODO dialog: retry? Cancel?
} while ( !success );
}
return session;
}
void PBEMServer::send( const GameMap* map, int lastPlayer, int lastturn )
{
if ( choice_dlg("Do you want to upload the game to the ASC server?", "~y~es","~n~o") == 1) {
if ( gameID == -1 )
gameID = editInt( "turn", gameID );
tmemorystreambuf buffer;
{
tmemorystream stream ( &buffer, tnstream::writing );
tnetworkloaders nwl;
nwl.savenwgame( &stream, map );
}
// now we have the data to be transmitted in the buffer
// buffer.
ASC_PBEM* session = getSession();
bool result = session->uploadFile( filename, buffer.getBuffer(), buffer.getSize(), gameID );
if ( !result )
warningMessage( "upload failed");
} else {
// writing to file
}
}
GameMap* PBEMServer::receive()
{
/*
GameMap* map = NULL;
try {
tnfilestream gamefile ( filename, tnstream::reading );
tnetworkloaders nwl;
map = nwl.loadnwgame( &gamefile );
}
catch ( tinvalidversion iv ) {
throw iv;
}
catch ( tfileerror ) {
errorMessage ( filename + " is not a legal email game" );
return NULL;
}
return map;
*/
return NULL;
}
ASCString PBEMServer::getDefaultServerAddress()
{
// TODO getting from GameOptions...
// return "http://84.59.97.144:8080/ascServer";
return "http://localhost:8080/ascServer";
}
void PBEMServer::setServerAddress( const ASCString& address )
{
serverAddress = address;
}
namespace {
const bool r1 = networkTransferMechanismFactory::Instance().registerClass( PBEMServer::mechanismID(), ObjectCreator<GameTransferMechanism, PBEMServer> );
}
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