stk-code_catmod/src/config/player_manager.cpp

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//
// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2012-2014 Joerg Henrichs
//
// 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 3
// 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; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include "config/player_manager.hpp"
#include "achievements/achievements_manager.hpp"
#include "config/player_profile.hpp"
#include "io/file_manager.hpp"
#include "io/utf_writer.hpp"
#include "io/xml_node.hpp"
#include "online/current_user.hpp"
#include "utils/log.hpp"
#include "utils/translation.hpp"
PlayerManager *PlayerManager::m_player_manager = NULL;
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/** Create the instance of the player manager.
* Also make sure that at least one player is defined (and if not,
* create a default player and a guest player).
*/
void PlayerManager::create()
{
assert(!m_player_manager);
m_player_manager = new PlayerManager();
if(m_player_manager->getNumPlayers() == 0)
{
m_player_manager->addDefaultPlayer();
m_player_manager->save();
}
} // create
// ============================================================================
void PlayerManager::setUserDetails(Online::HTTPRequest *request,
const std::string &action,
const std::string &php_name)
{
get()->getCurrentUser()->setUserDetails(request, action, php_name);
}
// ============================================================================
/** Constructor.
*/
PlayerManager::PlayerManager()
{
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m_current_player = NULL;
load();
} // PlayerManager
// ----------------------------------------------------------------------------
/** Destructor.
*/
PlayerManager::~PlayerManager()
{
save();
} // ~PlayerManager
// ----------------------------------------------------------------------------
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/** Manages the loading of saved player data from the players.xml file.
* This function create the XML tree from the file, and then creates the
* instances of PlayerProfile which read each node.
*/
void PlayerManager::load()
{
std::string filename = file_manager->getUserConfigFile("players.xml");
m_player_data = file_manager->createXMLTree(filename);
if(!m_player_data)
{
Log::info("player_manager", "A new players.xml file will be created.");
return;
}
else if(m_player_data->getName()!="players")
{
Log::info("player_manager", "The players.xml file is invalid.");
return;
}
m_current_player = NULL;
for(unsigned int i=0; i<m_player_data->getNumNodes(); i++)
{
const XMLNode *player_xml = m_player_data->getNode(i);
PlayerProfile *player = new PlayerProfile(player_xml);
m_all_players.push_back(player);
if(player->isDefault())
m_current_player = player;
}
} // load
// ----------------------------------------------------------------------------
/** The 2nd loading stage. During this stage achievements and story mode
* data is read for each player.
*/
void PlayerManager::loadRemainingData()
{
for (unsigned int i = 0; i<m_player_data->getNumNodes(); i++)
{
const XMLNode *player_xml = m_player_data->getNode(i);
m_all_players[i].loadRemainingData(player_xml);
}
delete m_player_data;
m_player_data = NULL;
// Sort player by frequency
m_all_players.insertionSort(/*start*/0, /*desc*/true);
} // loadRemainingData
// ----------------------------------------------------------------------------
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/** Saves all player profiles to players.xml.
*/
void PlayerManager::save()
{
std::string filename = file_manager->getUserConfigFile("players.xml");
try
{
UTFWriter players_file(filename.c_str());
players_file << L"<?xml version=\"1.0\"?>\n";
players_file << L"<players version=\"1\" >\n";
PlayerProfile *player;
for_in(player, m_all_players)
{
player->save(players_file);
}
players_file << L"</players>\n";
players_file.close();
}
catch (std::runtime_error& e)
{
Log::error("PlayerManager", "Failed to write config to %s.",
filename.c_str());
Log::error("PlayerManager", "Error: %s", e.what());
}
} // save
// ----------------------------------------------------------------------------
/** Adds a new player to the list of all players.
* \param name Name of the new player.
*/
void PlayerManager::addNewPlayer(const core::stringw& name)
{
m_all_players.push_back( new PlayerProfile(name) );
} // addNewPlayer
// ----------------------------------------------------------------------------
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/** Deletes a player profile from the list of all profiles.
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*/
void PlayerManager::deletePlayer(PlayerProfile *player)
{
m_all_players.erase(player);
} // deletePlayer
// ----------------------------------------------------------------------------
/** This function makes sure that a current player is defined. This is called
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* when a screen skipping command line option is given (-N, -R, ...), in
* which case there might not be a current player (if no default player is
* set in players.xml, i.e. the 'remember be' option was not picked ). Since
* a lot of code depends on having a local player, just set the most
* frequently used non-guest to be the current player.
*/
void PlayerManager::enforceCurrentPlayer()
{
if (m_current_player) return;
PlayerProfile *player;
for_in(player, m_all_players)
{
if (!player->isGuestAccount())
{
Log::info("PlayerManager", "Enfocring current player '%ls'.",
player->getName().c_str() );
m_current_player = player;
return;
}
} // for player in m_all_players
// This shouldn't happen - but just in case: add the default players
// again, and search again for a non-guest player.
addDefaultPlayer();
for_in(player, m_all_players)
{
if (!player->isGuestAccount())
{
Log::info("PlayerManager", "Enfocring current player '%s'.",
player->getName().c_str());
m_current_player = player;
return;
}
} // for player in m_all_players
// Now this really really should not happen.
Log::fatal("PlayerManager", "Failed to find a non-guest player.");
} // enforceCurrentPlayer
// ----------------------------------------------------------------------------
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/** Called when no player profiles exists. It creates two players: one
* guest player, and one non-guest player for whic hit tries to guess a
* mame based on environment variables.
*/
void PlayerManager::addDefaultPlayer()
{
std::string username = "unnamed player";
if(getenv("USERNAME")!=NULL) // for windows
username = getenv("USERNAME");
else if(getenv("USER")!=NULL) // Linux, Macs
username = getenv("USER");
else if(getenv("LOGNAME")!=NULL) // Linux, Macs
username = getenv("LOGNAME");
// Set the name as the default name for all players.
m_all_players.push_back(new PlayerProfile(username.c_str()) );
// add default guest player
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m_all_players.push_back( new PlayerProfile(_LTR("Guest"), /*guest*/true) );
} // addDefaultPlayer
// ----------------------------------------------------------------------------
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/** This returns a unique id. This is 1 + largest id used so far.
*/
unsigned int PlayerManager::getUniqueId() const
{
unsigned int max_id=0;
const PlayerProfile *player;
for_in(player, m_all_players)
{
if(player->getUniqueID()>max_id)
max_id = player->getUniqueID();
}
return max_id+1;
} // getUniqueId
// ----------------------------------------------------------------------------
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/** Returns a PlayerProfile with a given id. It searches linearly through
* the list of all players.
* \returns The profile, or NULL if no such profile exists.
* \param id The id of the player to look for.
*/
const PlayerProfile *PlayerManager::getPlayerById(unsigned int id)
{
const PlayerProfile *player;
for_in(player, m_all_players)
{
if(player->getUniqueID()==id)
return player;
}
return NULL;
} // getPlayerById
// ----------------------------------------------------------------------------
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/** Returns a player with a given name.
* \return The player profile or NULL if the name was not found.
* \param name The name to search for.
*/
PlayerProfile *PlayerManager::getPlayer(const irr::core::stringw &name)
{
PlayerProfile *player;
for_in(player, m_all_players)
{
if(player->getName()==name)
return player;
}
return NULL;
} // getPlayer
// ----------------------------------------------------------------------------
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/** Sets the current player. This is the player that is used for story mode
* and achievements. If 'remember_me' is set, this information will be
* stored in the players.xml file, and automatically loaded next time
* STK is started.
* \param Player profile to be the current player.
* \param remember_me If this player should be marked as default
* player in players.xml
*/
void PlayerManager::setCurrentPlayer(PlayerProfile *player, bool remember_me)
{
// Reset current default player
if(m_current_player)
m_current_player->setDefault(false);
m_current_player = player;
if(m_current_player)
{
m_current_player->setDefault(remember_me);
m_current_player->computeActive();
}
} // setCurrentPlayer
// ----------------------------------------------------------------------------