Moved saved session data from UserConfig to PlayerProfile - which
means that now each player can individually save an online session.
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de697f26c8
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@ -71,32 +71,48 @@ void PlayerManager::load()
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{
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std::string filename = file_manager->getUserConfigFile("players.xml");
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const XMLNode *players = file_manager->createXMLTree(filename);
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if(!players)
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m_player_data = file_manager->createXMLTree(filename);
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if(!m_player_data)
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{
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Log::info("player_manager", "A new players.xml file will be created.");
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return;
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}
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else if(players->getName()!="players")
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else if(m_player_data->getName()!="players")
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{
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Log::info("player_manager", "The players.xml file is invalid.");
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return;
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}
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m_current_player = NULL;
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for(unsigned int i=0; i<players->getNumNodes(); i++)
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for(unsigned int i=0; i<m_player_data->getNumNodes(); i++)
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{
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const XMLNode *player_xml = players->getNode(i);
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const XMLNode *player_xml = m_player_data->getNode(i);
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PlayerProfile *player = new PlayerProfile(player_xml);
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m_all_players.push_back(player);
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if(player->isDefault())
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m_current_player = player;
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}
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m_all_players.insertionSort(/*start*/0, /*desc*/true);
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delete players;
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} // load
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// ----------------------------------------------------------------------------
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/** The 2nd loading stage. During this stage achievements and story mode
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* data is read for each player.
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*/
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void PlayerManager::loadRemainingData()
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{
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for (unsigned int i = 0; i<m_player_data->getNumNodes(); i++)
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{
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const XMLNode *player_xml = m_player_data->getNode(i);
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m_all_players[i].loadRemainingData(player_xml);
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}
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delete m_player_data;
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m_player_data = NULL;
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// Sort player by frequency
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m_all_players.insertionSort(/*start*/0, /*desc*/true);
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} // loadRemainingData
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// ----------------------------------------------------------------------------
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/** Saves all player profiles to players.xml.
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*/
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@ -48,6 +48,10 @@ private:
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/** A pointer to the current player. */
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PlayerProfile* m_current_player;
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/** Saves the XML tree from players.xml for use in the 2nd
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* loading stage (loadRemainingData). */
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const XMLNode *m_player_data;
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void load();
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PlayerManager();
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~PlayerManager();
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@ -72,6 +76,7 @@ public:
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// ------------------------------------------------------------------------
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void save();
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void loadRemainingData();
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unsigned int getUniqueId() const;
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void addDefaultPlayer();
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void addNewPlayer(const irr::core::stringw& name);
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@ -50,26 +50,52 @@ PlayerProfile::PlayerProfile(const core::stringw& name, bool is_guest)
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} // PlayerProfile
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//------------------------------------------------------------------------------
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/** Constructor to deserialize a player that was saved to a XML file.
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/** Constructor to deserialize player data that was saved to a XML file. The
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* constructor will only load the main player data (like name, id, saved
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* online data), but not the achievements and story mode data. Reason is
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* that the achievement and story mode data depends on other data to be
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* read first (challenges and achievement files), which in turn can only be
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* created later in the startup process (they depend on e.g. all tracks to
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* be known). On the other hand, automatic login needs to happen asap
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* (i.e. as soon as the network thread is started), which needs the main
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* player data (i.e. the default player, and saved session data). So the
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* constructor only reads this data, the rest of the player data is handled
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* in loadRemainingData later in the initialisation process.
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* \param node The XML node representing this player.
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*/
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PlayerProfile::PlayerProfile(const XMLNode* node)
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{
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m_saved_session = false;
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m_saved_token = "";
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m_saved_user_id = 0;
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m_story_mode_status = NULL;
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m_achievements_status = NULL;
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node->get("name", &m_name );
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node->get("guest", &m_is_guest_account);
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node->get("use-frequency", &m_use_frequency );
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node->get("unique-id", &m_unique_id );
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node->get("is-default", &m_is_default );
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node->get("saved-session", &m_saved_session );
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node->get("saved-user", &m_saved_user_id );
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node->get("saved-token", &m_saved_token );
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#ifdef DEBUG
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m_magic_number = 0xABCD1234;
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#endif
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} // PlayerProfile
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//------------------------------------------------------------------------------
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/** This function loads the achievement and story mode data. This
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*/
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void PlayerProfile::loadRemainingData(const XMLNode *node)
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{
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const XMLNode *xml_story_mode = node->getNode("story-mode");
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m_story_mode_status = unlock_manager->createStoryModeStatus(xml_story_mode);
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const XMLNode *xml_achievements = node->getNode("achievements");
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m_achievements_status = AchievementsManager::get()
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->createAchievementsStatus(xml_achievements);
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} // PlayerProfile
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->createAchievementsStatus(xml_achievements);
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} // loadRemainingData
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//------------------------------------------------------------------------------
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/** Writes the data for this player to the specified UTFWriter.
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@ -79,9 +105,15 @@ void PlayerProfile::save(UTFWriter &out)
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{
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out << L" <player name=\"" << m_name
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<< L"\" guest=\"" << m_is_guest_account
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<< L"\" use-frequency=\"" << m_use_frequency
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<< L"\" is-default=\"" << m_is_default
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<< L"\" unique-id=\"" << m_unique_id << L"\">\n";
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<< L"\" use-frequency=\"" << m_use_frequency << L"\"\n";
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out << L" is-default=\"" << m_is_default
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<< L"\" unique-id=\"" << m_unique_id
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<< L"\" saved-session=\"" << m_saved_session << L"\"\n";
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out << L" saved-user=\"" << m_saved_user_id
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<< L"\" saved-token=\"" << m_saved_token << L"\">\n";
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{
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assert(m_story_mode_status);
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m_story_mode_status->save(out);
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@ -92,6 +124,31 @@ void PlayerProfile::save(UTFWriter &out)
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out << L" </player>\n";
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} // save
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//------------------------------------------------------------------------------
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// ------------------------------------------------------------------------
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/** Saves the online data, so that it will automatically re-connect
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* next time this profile is loaded.
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* \param user_id Id of the online profile.
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* \param token Token used for authentication.
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*/
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void PlayerProfile::saveSession(int user_id, const std::string &token)
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{
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m_saved_session = true;
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m_saved_user_id = user_id;
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m_saved_token = token;
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PlayerManager::get()->save();
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} // saveSession
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// ------------------------------------------------------------------------
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/** Unsets any saved session data. */
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void PlayerProfile::clearSession()
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{
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m_saved_session = false;
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m_saved_user_id = 0;
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m_saved_token = "";
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PlayerManager::get()->save();
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} // clearSession
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//------------------------------------------------------------------------------
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/** Increments how often that account was used. Guest accounts are not counted.
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*/
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@ -62,6 +62,15 @@ private:
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/** True if this is the default (last used) player. */
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bool m_is_default;
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/** True if this user has a saved session. */
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bool m_saved_session;
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/** If a session was saved, this will be the online user id to use. */
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int m_saved_user_id;
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/** The token of the saved session. */
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std::string m_saved_token;
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/** The complete challenge state. */
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StoryModeStatus *m_story_mode_status;
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@ -69,15 +78,18 @@ private:
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public:
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PlayerProfile(const core::stringw& name, bool is_guest = false);
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PlayerProfile(const core::stringw &name, bool is_guest = false);
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PlayerProfile(const XMLNode* node);
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PlayerProfile(const XMLNode *node);
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void save(UTFWriter &out);
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void loadRemainingData(const XMLNode *node);
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void incrementUseFrequency();
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bool operator<(const PlayerProfile &other);
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bool operator>(const PlayerProfile &other);
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void raceFinished();
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void saveSession(int user_id, const std::string &token);
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void clearSession();
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// ------------------------------------------------------------------------
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~PlayerProfile()
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@ -190,7 +202,24 @@ public:
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{
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return m_achievements_status;
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} // getAchievementsStatus
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// ------------------------------------------------------------------------
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/** Returns true if a session was saved for this player. */
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bool hasSavedSession() const { return m_saved_session; }
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// ------------------------------------------------------------------------
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/** If a session was saved, return the id of the saved user. */
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int getSavedUserId() const
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{
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assert(m_saved_session);
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return m_saved_user_id;
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} // getSavedUserId
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// ------------------------------------------------------------------------
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/** If a session was saved, return the token to use. */
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const std::string& getSavedToken() const
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{
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assert(m_saved_session);
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return m_saved_token;
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} // getSavedToken
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// ------------------------------------------------------------------------
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}; // class PlayerProfile
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#endif
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@ -669,25 +669,6 @@ namespace UserConfigParams
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&m_online_group,
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"The server used for online multiplayer."));
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PARAM_PREFIX BoolUserConfigParam m_saved_session
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PARAM_DEFAULT( BoolUserConfigParam( false,
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"saved_session",
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&m_online_group,
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"Is there a saved session?") );
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PARAM_PREFIX IntUserConfigParam m_saved_user
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PARAM_DEFAULT( IntUserConfigParam( 0,
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"saved_user",
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&m_online_group,
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"User ID of the saved session.") );
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PARAM_PREFIX StringUserConfigParam m_saved_token
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PARAM_DEFAULT( StringUserConfigParam( "",
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"saved_token",
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&m_online_group,
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"Token of the saved session.") );
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// ---- Addon server related entries
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PARAM_PREFIX GroupUserConfigParam m_addon_group
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PARAM_DEFAULT( GroupUserConfigParam("AddonAndNews",
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15
src/main.cpp
15
src/main.cpp
@ -1030,6 +1030,11 @@ void initRest()
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addons_manager = new AddonsManager();
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Online::ProfileManager::create();
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// The request manager will start the login process in case of a saved
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// session, so we need to read the main data from the players.xml file.
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// The rest will be read later (since the rest needs the unlock- and
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// achievement managers to be created, which can only be created later).
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PlayerManager::create();
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Online::RequestManager::get()->startNetworkThread();
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NewsManager::get(); // this will create the news manager
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@ -1165,13 +1170,15 @@ int main(int argc, char *argv[] )
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handleXmasMode();
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// Needs the kart and track directories to load potential challenges
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// in those dirs.
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// in those dirs, so it can only be created after reading tracks
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// and karts.
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unlock_manager = new UnlockManager();
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AchievementsManager::create();
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// Needs the unlock manager to initialise the game slots of all players
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// and the AchievementsManager to initialise the AchievementsStatus.
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PlayerManager::create();
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// Reading the rest of the player data needs the unlock manager to
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// initialise the game slots of all players and the AchievementsManager
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// to initialise the AchievementsStatus, so it is done only now.
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PlayerManager::get()->loadRemainingData();
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GUIEngine::addLoadingIcon( irr_driver->getTexture(FileManager::GUI,
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"gui_lock.png" ) );
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@ -97,14 +97,14 @@ namespace Online
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void CurrentUser::requestSavedSession()
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{
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SignInRequest * request = NULL;
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if(m_state == US_SIGNED_OUT && UserConfigParams::m_saved_session)
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const PlayerProfile *cp = PlayerManager::getCurrentPlayer();
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if (m_state == US_SIGNED_OUT && cp->hasSavedSession() )
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{
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request = new SignInRequest(true);
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request->setServerURL("client-user.php");
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request->addParameter("action","saved-session");
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request->addParameter("userid", UserConfigParams::m_saved_user);
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request->addParameter("token",
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UserConfigParams::m_saved_token.c_str());
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request->addParameter("userid", cp->getSavedUserId());
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request->addParameter("token", cp->getSavedToken());
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request->queue();
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m_state = US_SIGNING_IN;
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}
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@ -179,9 +179,8 @@ namespace Online
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m_state = US_SIGNED_IN;
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if(saveSession())
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{
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UserConfigParams::m_saved_user = getID();
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UserConfigParams::m_saved_token = getToken();
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UserConfigParams::m_saved_session = true;
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PlayerManager::getCurrentPlayer()->saveSession(getID(),
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getToken() );
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}
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ProfileManager::get()->addPersistent(m_profile);
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std::string achieved_string("");
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@ -231,9 +230,7 @@ namespace Online
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ProfileManager::get()->clearPersistent();
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m_profile = NULL;
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m_state = US_SIGNED_OUT;
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UserConfigParams::m_saved_user = 0;
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UserConfigParams::m_saved_token = "";
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UserConfigParams::m_saved_session = false;
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PlayerManager::getCurrentPlayer()->clearSession();
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} // signOut
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// ------------------------------------------------------------------------
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* variable has not been assigned at that stage, and the thread might
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* use network_http - a very subtle race condition. So the thread can
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* only be started after the assignment (in main) has been done.
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* \pre PlayerManager was created and has read the main data for each
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* player so that all data for automatic login is
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* availale.
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*/
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void RequestManager::startNetworkThread()
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{
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