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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero 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 Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
# ifndef FAR_TP_H
# define FAR_TP_H
# include "nel/misc/co_task.h"
# include <list>
# include <string>
# include "game_share/security_check.h"
class CLoginStateMachine : private NLMISC : : CCoTask
{
public :
enum TState
{
/// initial state
st_start ,
/// display login screen and options
st_login ,
/// auto login using cmd lien parameters (used with patch reboot)
st_auto_login ,
/// display the shard list
st_shard_list ,
/// lauch the configurator and close ryzom
st_start_config ,
/// run the scan data thread
st_scan_data ,
/// display the eula and wait for validation
st_display_eula ,
/// check the data to determine need for patch
st_check_patch ,
/// display the list of optional patch category for patching
st_display_cat ,
/// run the patch process and display progress
st_patch ,
/// terminate the client and quit
st_close_client ,
/// display the reboot screen and wait validation
st_reboot_screen ,
/// restart the client with login bypass params
st_restart_client ,
/// connect to the FS (start the 'in game' mode)
st_connect ,
/// show the outgame browser
st_browser_screen ,
/// ingame state
st_ingame ,
/// leave the current shard (the exit action progress, Far TP part 1.1; Server Hop part 1-2)
st_leave_shard ,
/// let the main loop finish the current frame and leave it (Far TP part 1.2)
st_enter_far_tp_main_loop ,
/// disconnect from the FS (Far TP part 2)
st_disconnect ,
/// connect to a new FS (Far TP & Server Hop part 3.1)
st_reconnect_fs ,
/// after reconnecting, bypass character selection ui & select the same character (Far TP & Server Hop part 3.2)
st_reconnect_select_char ,
/// after reconnecting and receiving ready, send ready (Far TP part 3.3)
st_reconnect_ready ,
/// between global menu exit and sending ready (Server Hop part 3.3)
st_exit_global_menu ,
/// error while reconnecting
st_reconnect_error ,
/// Rate a ring session. should pop a web windows pointing the rate session page
st_rate_session ,
/// create account
st_create_account ,
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/// try to login with alternate login system
st_alt_login ,
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/// pseudo state to leave the state machine
st_end ,
///
st_unknown
} ;
/// For displaying
static const std : : string & toString ( TState state ) ;
enum TEvent
{
/// the client click the 'quit' button
ev_quit ,
/// the client is connecting without authentication (dev mode)
ev_skip_all_login ,
/// the init is done
ev_init_done ,
/// the client push the 'config' button
ev_game_conf ,
/// the client push the 'scan data' button
ev_data_scan ,
/// the client push the 'scan data' button
ev_close_data_scan ,
/// the login is validated and cookie is received
ev_login_ok ,
/// the login check as failed
ev_bad_login ,
/// the client has selected a shard
ev_shard_selected ,
/// the patch checker says we need to ev_patch_needed
ev_patch_needed ,
/// the patch check says we are clean, no patch needed
ev_no_patch ,
/// the user validate the category screen, patch can begin
ev_run_patch ,
/// the client validate the patch result
ev_close_patch ,
/// Client accept the eula screen
ev_accept_eula ,
/// Client decline the eula screen
ev_decline_eula ,
/// the client valide the reboot message box
ev_reboot ,
/// the ingame session terminates (CONNECTION:SERVER_QUIT_OK msg)
ev_ingame_return ,
/// the far tp main loop is entered
ev_far_tp_main_loop_entered ,
/// the lua script (from web usually) starts the client connection to a shard
ev_connect ,
/// the connection fail for some reason
ev_conn_failed ,
/// the connection was dropped by the server
ev_conn_dropped ,
/// the client enters the game main loop
ev_enter_game ,
// a self reconnetion is complete, get back to outgame menu
ev_self_reconnected ,
/// characters received (CONNECTION:USER_CHARS msg)
ev_chars_received ,
/// characters received but empty (CONNECTION:NO_USER_CHAR msg)
ev_no_user_char ,
/// ready received (CONNECTION:READY msg)
ev_ready_received ,
/// reselect character (CONNECTION:RECO
// ev_reselect_char,
/// reconnect ok received (CONNECTION:SERVER_RECONNECT_OK msg)
ev_reconnect_ok_received ,
/// global menu exited
ev_global_menu_exited ,
/// The client click the 'relog' button
ev_relog ,
/// the client push the 'create account' button
ev_create_account ,
/// the client push the 'create account' button
ev_close_create_account ,
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/// the client want to use alternate login system
ev_login_not_alt ,
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///
ev_unknown
} ;
/// For displaying
static const std : : string & toString ( TEvent event ) ;
private :
TState _CurrentState ;
std : : list < TEvent > _NextEvents ;
public :
// Create the state machine with the wanted start.
// Note that, because it is a co-task, restarting the state machine after it has finished
// require to delete then recreate this object
CLoginStateMachine ( ) :
_CurrentState ( st_start )
{
}
TState getCurrentState ( )
{
return _CurrentState ;
}
void pushEvent ( TEvent eventId ) ;
TEvent waitEvent ( ) ;
private :
void run ( ) ;
} ;
extern CLoginStateMachine LoginSM ;
void initLoginScreen ( ) ;
void initShardDisplay ( ) ;
void initDataScan ( ) ;
bool initCreateAccount ( ) ;
void initEula ( ) ;
void initPatchCheck ( ) ;
void initCatDisplay ( ) ;
void initAutoLogin ( ) ;
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void initAltLogin ( ) ;
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void initPatch ( ) ;
//void initWebBrowser();
void initReboot ( ) ;
void ConnectToShard ( ) ;
void waitForUserCharReceived ( ) ;
/**
*/
class CFarTP
{
public :
// See definition of _URLTable for url binding
enum TJoinMode
{
LaunchEditor ,
JoinSession ,
JoinMainland ,
NbJoinModes
} ;
CFarTP ( ) : _Reason ( NULL ) , _SessionIdToJoinFast ( 0 ) , _InGameMode ( false ) , _PreviousR2EdEnabled ( false ) , _ReselectingChar ( false ) , _IsServerHopEmbedded ( false ) , _HookedForEditor ( false ) , _DSSDown ( false ) /*, _SelfReconnecting(false)*/ { }
// Get the address of a front-end service via http, then begin Far TP
bool requestFarTPToSession ( TSessionId sessionId , uint8 charSlot , CFarTP : : TJoinMode joinMode , bool bailOutIfSessionVanished ) ;
// Ask the EGS to pop the top position if applicable
void requestReturnToPreviousSession ( TSessionId rejectedSessionId = TSessionId ( 0 ) ) ;
// Store the result of a JoinSession request for the next disconnection request
void setJoinSessionResult ( TSessionId sessionId , const CSecurityCode & securityCode ) ;
// Tell to ignore the next Far TP request, it will be replaced by a Far TP to the edition session (allows to shortcut anim-mainland-edition by anim-edition)
void hookNextFarTPForEditor ( ) ;
/// Begin a Character Reselect sequence
void requestReconnection ( ) ;
// These states can overlap
bool isIngame ( ) const { return _InGameMode ; }
bool isFarTPInProgress ( ) const ;
bool isServerHopInProgress ( ) const ;
bool isLeavingEGS ( ) const { return ( LoginSM . getCurrentState ( ) = = CLoginStateMachine : : st_leave_shard ) ; }
bool isLeavingShard ( ) const ; // from begin of Far TP to disconnection
bool isJoiningShard ( ) const ; // from reconnection to game entering
bool isReselectingChar ( ) const { return _ReselectingChar ; }
bool isServerHopEmbedded ( ) const { return _IsServerHopEmbedded ; }
bool isFastDisconnectGranted ( ) const { return _SessionIdToJoinFast ! = 0 ; }
// Far TP from the main loop
void farTPmainLoop ( ) ;
void writeSecurityCodeForDisconnection ( NLMISC : : IStream & msgout ) ;
void onServerQuitOk ( ) ;
void onServerQuitAbort ( ) ;
void disconnectFromPreviousShard ( ) ;
void connectToNewShard ( ) ;
bool reselectCharacter ( ) ;
void selectCharAndEnter ( ) ;
void sendReady ( ) ;
void onFailure ( ) ;
void onDssDown ( bool forceReturn = false ) ;
void setIngame ( ) { _InGameMode = true ; }
void setOutgame ( ) { _InGameMode = false ; }
void setMainLoopEntered ( ) { setIngame ( ) ; _ReselectingChar = false ; }
void beginEmbeddedServerHop ( ) { _IsServerHopEmbedded = true ; setOutgame ( ) ; _ReselectingChar = false ; }
void endEmbeddedServerHop ( ) { _IsServerHopEmbedded = false ; setIngame ( ) ; _ReselectingChar = true ; }
void setURLBase ( const std : : string & urlBase ) { _URLBase = urlBase ; }
private :
// called back from session browser after a far tp request
void joinSessionResult ( uint32 userId , TSessionId sessionId , uint32 result , const std : : string & shardAddr , const std : : string & participantStatus ) ;
std : : string * _Reason ;
static const char * _URLTable [ NbJoinModes ] ;
std : : string _URLBase ;
TSessionId _SessionIdToJoinFast ; // if non 0, fast disconnection allowed to session
CSecurityCode _SecurityCodeForDisconnection ;
bool _InGameMode ; // formerly known as EnterWorld
bool _PreviousR2EdEnabled ;
bool _ReselectingChar ;
bool _IsServerHopEmbedded ; // allows to embed a server hop inside a char reselect (e.g. click on Launch Editor of PLAY with a character on a remote shard)
bool _HookedForEditor ; // allows to Far TP to editor instead of following the next Far TP request
bool _DSSDown ; // remembers a DSSDown event if occurs during a FarTP
// bool _SelfReconnecting; // allows to disconnect after character selection and reconnect until the player can choose another character
} ;
extern CFarTP FarTP ;
# endif // FAR_TP_H