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 "config/user_config.hpp"
#include "io/file_manager.hpp"
#include "io/utf_writer.hpp"
#include "io/xml_node.hpp"
#include "online/online_player_profile.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();
} // create
// ----------------------------------------------------------------------------
/** Adds the login credential to a http request. It sets the name of
* the script to invokce, token, and user id.
* \param request The http request.
* \param action If not empty, the action to be set.
*/
void PlayerManager::setUserDetails(Online::HTTPRequest *request,
const std::string &action,
const std::string &php_name)
{
get()->getCurrentPlayer()->setUserDetails(request, action, php_name);
} // setUserDetails
// ----------------------------------------------------------------------------
/** Returns whether a user is signed in or not. */
bool PlayerManager::isCurrentLoggedIn()
{
return getCurrentPlayer()->isLoggedIn();
} // isCurrentLoggedIn
// ----------------------------------------------------------------------------
/** Returns the online id of the current player.
* \pre User logged in (which is asserted in getID()).
*/
unsigned int PlayerManager::getCurrentOnlineId()
{
return getCurrentPlayer()->getOnlineId();
} // getCurrentOnlineId
// ----------------------------------------------------------------------------
/** Returns the online state of the current player. It can be logged out,
* logging in, logged in, logging out, logged out, or guest.
*/
PlayerProfile::OnlineState PlayerManager::getCurrentOnlineState()
{
return getCurrentPlayer()->getOnlineState();
} // getCurrentOnlineState
// ----------------------------------------------------------------------------
/** Returns the online name of this player.
*/
const irr::core::stringw& PlayerManager::getCurrentOnlineUserName()
{
if (getCurrentOnlineState() == PlayerProfile::OS_SIGNED_IN ||
getCurrentOnlineState() == PlayerProfile::OS_GUEST )
return getCurrentOnlineProfile()->getUserName();
static core::stringw not_signed_in = _("Currently not signed in");
return not_signed_in;
} // getCurrentOnlineUserName
// ----------------------------------------------------------------------------
/** Sends a request to the server to see if any new information is
* available. (online friends, notifications, etc.).
*/
void PlayerManager::requestOnlinePoll()
{
getCurrentPlayer()->requestPoll();
} // requestOnlinePoll
// ----------------------------------------------------------------------------
/** Reconnect to the server using the saved session data.
*/
void PlayerManager::resumeSavedSession()
{
getCurrentPlayer()->requestSavedSession();
} // resumeSavedSession
// ----------------------------------------------------------------------------
/** Sends a message to the server that the client has been closed, if a
* user is signed in.
*/
void PlayerManager::onSTKQuit()
{
if (getCurrentPlayer() && getCurrentPlayer()->isLoggedIn())
getCurrentPlayer()->requestSignOut();
} // onSTKQuit
// ----------------------------------------------------------------------------
/** Create a signin request.
* \param username Name of user.
* \param password Password.
* \param save_session If true, the login credential will be saved to
* allow a password-less login.
* \param request_now Immediately submit this request to the
* RequestManager.
*/
Online::XMLRequest *PlayerManager::requestSignIn(const irr::core::stringw &username,
const irr::core::stringw &password)
{
return getCurrentPlayer()->requestSignIn(username, password);
} // requestSignIn
// ----------------------------------------------------------------------------
/** Signs the current user out.
*/
void PlayerManager::requestSignOut()
{
getCurrentPlayer()->requestSignOut();
} // requestSignOut
// ----------------------------------------------------------------------------
/** Returns the current online profile (which is the list of all achievements
* and friends).
*/
Online::OnlineProfile* PlayerManager::getCurrentOnlineProfile()
{
return getCurrentPlayer()->getProfile();
} // getCurrentOnlineProfile
// ============================================================================
/** Constructor.
*/
PlayerManager::PlayerManager()
{
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m_current_player = NULL;
load();
} // PlayerManager
// ----------------------------------------------------------------------------
/** Destructor.
*/
PlayerManager::~PlayerManager()
{
// If the passwords should not be remembered, clear all saved sessions.
if(!UserConfigParams::m_remember_user)
{
PlayerProfile *player;
for_in(player, m_all_players)
{
player->clearSession();
}
}
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;
}
std::vector<XMLNode*> player_list;
m_player_data->getNodes("player", player_list);
for(unsigned int i=0; i<player_list.size(); i++)
{
const XMLNode *player_xml = player_list[i];
PlayerProfile *player = new Online::OnlinePlayerProfile(player_xml);
m_all_players.push_back(player);
}
m_current_player = NULL;
const XMLNode *current = m_player_data->getNode("current");
if(current)
{
stringw name;
current->get("player", &name);
m_current_player = getPlayer(name);
}
} // load
// ----------------------------------------------------------------------------
/** The 2nd loading stage. During this stage achievements and story mode
* data is initialised for each player. In case of existing player (i.e. not
* first time start of stk) the data is read from the players.xml file,
* in case of a first time start new/empty data structures for the players
* (which were created by default) are created.
*/
void PlayerManager::initRemainingData()
{
// Filter the player nodes out (there is one additional node 'online-ids'
// which makes this necessary), otherwise the index of m_all_players
// is not identical with the index in the xml file.
std::vector<XMLNode*> player_nodes;
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if(m_player_data)
m_player_data->getNodes("player", player_nodes);
for (unsigned int i = 0; i<m_all_players.size(); i++)
{
// On the first time STK is run, there is no player data,
// so just initialise the story and achievement data
// structures
if (!m_player_data)
m_all_players[i].initRemainingData();
else // not a first time start, load remaining data
m_all_players[i].loadRemainingData(player_nodes[i]);
}
delete m_player_data;
m_player_data = NULL;
// Sort player by frequency
m_all_players.insertionSort(/*start*/0, /*desc*/true);
} // initRemainingData
// ----------------------------------------------------------------------------
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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";
if(m_current_player && UserConfigParams::m_remember_user)
{
players_file << L" <current player=\""
<< m_current_player->getName() << L"\"/>\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.
*/
PlayerProfile* PlayerManager::addNewPlayer(const core::stringw& name)
{
PlayerProfile *profile = new Online::OnlinePlayerProfile(name);
m_all_players.push_back(profile);
return profile;
} // 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);
if(player==m_current_player)
m_current_player = NULL;
} // 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'.",
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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, but don't mark it as 'default'
// yet, since not having a default player forces the player selection
// screen to be shown.
m_all_players.push_back(new Online::OnlinePlayerProfile(username.c_str()) );
// add default guest player
m_all_players.push_back(new Online::OnlinePlayerProfile(_LTR("Guest"), /*guest*/true));
} // addDefaultPlayer
// ----------------------------------------------------------------------------
/** Returns the number of 'real' (non-guest) players.
*/
unsigned int PlayerManager::getNumNonGuestPlayers() const
{
unsigned int count=0;
const PlayerProfile *player;
for_in(player, m_all_players)
{
if(!player->isGuestAccount()) count ++;
}
return count;
} // getNumNonGuestPlayers
// ----------------------------------------------------------------------------
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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.
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* \param Player profile to be the current player.
*/
void PlayerManager::setCurrentPlayer(PlayerProfile *player)
{
m_current_player = player;
if(m_current_player)
{
m_current_player->computeActive();
}
} // setCurrentPlayer