Index: ps/trunk/binaries/data/config/default.cfg =================================================================== --- ps/trunk/binaries/data/config/default.cfg (revision 21876) +++ ps/trunk/binaries/data/config/default.cfg (revision 21877) @@ -1,507 +1,506 @@ ; Global Configuration Settings ; ; ************************************************************** ; * DO NOT EDIT THIS FILE if you want personal customisations: * ; * create a text file called "local.cfg" instead, and copy * ; * the lines from this file that you want to change. * ; * * ; * If a setting is part of a section (for instance [hotkey]) * ; * you need to append the section name at the beginning of * ; * your custom line (for instance you need to write * ; * "hotkey.pause = Space" if you want to change the pausing * ; * hotkey to the spacebar). * ; * * ; * On Linux, create: * ; * $XDG_CONFIG_HOME/0ad/config/local.cfg * ; * (Note: $XDG_CONFIG_HOME defaults to ~/.config) * ; * * ; * On OS X, create: * ; * ~/Library/Application\ Support/0ad/config/local.cfg * ; * * ; * On Windows, create: * ; * %appdata%\0ad\config\local.cfg * ; * * ; ************************************************************** ; Enable/disable windowed mode by default. (Use Alt+Enter to toggle in the game.) windowed = false ; Show detailed tooltips (Unit stats) showdetailedtooltips = false ; Pause the game on window focus loss (Only applicable to single player mode) pauseonfocusloss = true ; Persist settings after leaving the game setup screen persistmatchsettings = true ; Default player name to use in multiplayer ; playername = "anonymous" ; Default server name or IP to use in multiplayer multiplayerserver = "127.0.0.1" ; Force a particular resolution. (If these are 0, the default is ; to keep the current desktop resolution in fullscreen mode or to ; use 1024x768 in windowed mode.) xres = 0 yres = 0 ; Force a non-standard bit depth (if 0 then use the current desktop bit depth) bpp = 0 ; Preferred display (for multidisplay setups, only works with SDL 2.0) display = 0 ; Emulate right-click with Ctrl+Click on Mac mice macmouse = false ; System settings: ; if false, actors won't be rendered but anything entity will be. renderactors = true watereffects=true ; When disabled, force usage of the fixed pipeline water. This is faster, but really, really ugly. waterfancyeffects = false waterrealdepth = true waterrefraction = true waterreflection = true shadowsonwater = false shadows = true shadowquality = 0 ; Shadow map resolution. (-2 - Very Low, -1 - Low, 0 - Medium, 1 - High, 2 - Very High) ; High values can crash the game when using a graphics card with low memory! shadowpcf = true vsync = false particles = true fog = true silhouettes = true showsky = true nos3tc = false noautomipmap = true novbo = false noframebufferobject = false ; Disable hardware cursors nohwcursor = false ; Linux only: Set the driconf force_s3tc_enable option at startup, ; for compressed texture support force_s3tc_enable = true ; Specify the render path. This can be one of: ; default Automatically select one of the below, depending on system capabilities ; fixed Only use OpenGL fixed function pipeline ; shader Use vertex/fragment shaders for transform and lighting where possible ; Using 'fixed' instead of 'default' may work around some graphics-related problems, ; but will reduce performance and features when a modern graphics card is available. renderpath = default ;;;;; EXPERIMENTAL ;;;;; ; Prefer GLSL shaders over ARB shaders. Allows fancier graphical effects. preferglsl = false ; Experimental probably-non-working GPU skinning support; requires preferglsl; use at own risk gpuskinning = false ; Use smooth LOS interpolation smoothlos = false ; Use screen-space postprocessing filters (HDR, bloom, DOF, etc). Incompatible with fixed renderpath. postproc = false ; Quality level of shader effects (set to 10 to display all effects) materialmgr.quality = 2.0 ; Maximum distance to display parallax effect. Set to 0 to disable parallax. materialmgr.PARALLAX_DIST.max = 150 ; Maximum distance to display high quality parallax effect. materialmgr.PARALLAX_HQ_DIST.max = 75 ; Maximum distance to display very high quality parallax effect. Set to 30 to enable. materialmgr.PARALLAX_VHQ_DIST.max = 0 ;;;;;;;;;;;;;;;;;;;;;;;; ; Replace alpha-blending with alpha-testing, for performance experiments forcealphatest = false ; Color of the sky (in "r g b" format) skycolor = "0 0 0" [adaptivefps] session = 60 ; Throttle FPS in running games (prevents 100% CPU workload). menu = 30 ; Throttle FPS in menus only. [hotkey] ; Each one of the specified keys will trigger the action on the left ; for multiple-key combinations, separate keys with '+'. ; See keys.txt for the list of key names. ; > SYSTEM SETTINGS exit = "Ctrl+Break", "Super+Q" ; Exit to desktop cancel = Escape ; Close or cancel the current dialog box/popup leave = Escape ; End current game or Exit confirm = Return ; Confirm the current command pause = Pause ; Pause/unpause game screenshot = F2 ; Take PNG screenshot bigscreenshot = "Shift+F2" ; Take large BMP screenshot togglefullscreen = "Alt+Return" ; Toggle fullscreen/windowed mode screenshot.watermark = "Alt+K" ; Toggle product/company watermark for official screenshots wireframe = "Alt+Shift+W" ; Toggle wireframe mode silhouettes = "Alt+Shift+S" ; Toggle unit silhouettes showsky = "Alt+Z" ; Toggle sky ; > DIALOG HOTKEYS summary = "Ctrl+Tab" ; Toggle in-game summary lobby = "Alt+L" ; Show the multiplayer lobby in a dialog window. structree = "Alt+Shift+T" ; Show structure tree civinfo = "Alt+Shift+H" ; Show civilization info ; > CLIPBOARD CONTROLS copy = "Ctrl+C" ; Copy to clipboard paste = "Ctrl+V" ; Paste from clipboard cut = "Ctrl+X" ; Cut selected text and copy to the clipboard ; > CONSOLE SETTINGS console.toggle = BackQuote, F9 ; Open/close console ; > OVERLAY KEYS fps.toggle = "Alt+F" ; Toggle frame counter realtime.toggle = "Alt+T" ; Toggle current display of computer time session.devcommands.toggle = "Alt+D" ; Toggle developer commands panel timeelapsedcounter.toggle = "F12" ; Toggle time elapsed counter session.showstatusbars = Tab ; Toggle display of status bars session.highlightguarding = PgDn ; Toggle highlight of guarding units session.highlightguarded = PgUp ; Toggle highlight of guarded units session.toggleattackrange = "Alt+C" ; Toggle display of attack range overlays of selected defensive structures session.toggleaurasrange = "Alt+V" ; Toggle display of aura range overlays of selected units and structures session.togglehealrange = "Alt+B" ; Toggle display of heal range overlays of selected units session.diplomacycolors = "Alt+X" ; Toggle diplomacy colors ; > HOTKEYS ONLY chat = Return ; Toggle chat window teamchat = "T" ; Toggle chat window in team chat mode privatechat = "L" ; Toggle chat window and select the previous private chat partner ; > QUICKSAVE quicksave = "Shift+F5" quickload = "Shift+F8" [hotkey.camera] reset = "R" ; Reset camera rotation to default. follow = "F" ; Follow the first unit in the selection rallypointfocus = unused ; Focus the camera on the rally point of the selected building zoom.in = Plus, Equals, NumPlus ; Zoom camera in (continuous control) zoom.out = Minus, NumMinus ; Zoom camera out (continuous control) zoom.wheel.in = WheelUp ; Zoom camera in (stepped control) zoom.wheel.out = WheelDown ; Zoom camera out (stepped control) rotate.up = "Ctrl+UpArrow", "Ctrl+W" ; Rotate camera to look upwards rotate.down = "Ctrl+DownArrow", "Ctrl+S" ; Rotate camera to look downwards rotate.cw = "Ctrl+LeftArrow", "Ctrl+A", Q ; Rotate camera clockwise around terrain rotate.ccw = "Ctrl+RightArrow", "Ctrl+D", E ; Rotate camera anticlockwise around terrain rotate.wheel.cw = "Shift+WheelUp", MouseX1 ; Rotate camera clockwise around terrain (stepped control) rotate.wheel.ccw = "Shift+WheelDown", MouseX2 ; Rotate camera anticlockwise around terrain (stepped control) pan = MouseMiddle ; Enable scrolling by moving mouse left = A, LeftArrow ; Scroll or rotate left right = D, RightArrow ; Scroll or rotate right up = W, UpArrow ; Scroll or rotate up/forwards down = S, DownArrow ; Scroll or rotate down/backwards scroll.speed.increase = "Ctrl+Shift+S" ; Increase scroll speed scroll.speed.decrease = "Ctrl+Alt+S" ; Decrease scroll speed rotate.speed.increase = "Ctrl+Shift+R" ; Increase rotation speed rotate.speed.decrease = "Ctrl+Alt+R" ; Decrease rotation speed zoom.speed.increase = "Ctrl+Shift+Z" ; Increase zoom speed zoom.speed.decrease = "Ctrl+Alt+Z" ; Decrease zoom speed [hotkey.camera.jump] 1 = F5 ; Jump to position N 2 = F6 3 = F7 4 = F8 ;5 = ;6 = ;7 = ;8 = ;9 = ;10 = [hotkey.camera.jump.set] 1 = "Ctrl+F5" ; Set jump position N 2 = "Ctrl+F6" 3 = "Ctrl+F7" 4 = "Ctrl+F8" ;5 = ;6 = ;7 = ;8 = ;9 = ;10 = [hotkey.profile] toggle = "F11" ; Enable/disable real-time profiler save = "Shift+F11" ; Save current profiler data to logs/profile.txt [hotkey.profile2] toggle = "Ctrl+F11" ; Enable/disable HTTP/GPU modes for new profiler [hotkey.selection] add = Shift ; Add units to selection militaryonly = Alt ; Add only military units to the selection nonmilitaryonly = "Alt+Y" ; Add only non-military units to the selection idleonly = "I" ; Select only idle units woundedonly = "O" ; Select only wounded units remove = Ctrl ; Remove units from selection cancel = Esc ; Un-select all units and cancel building placement idleworker = Period ; Select next idle worker idlewarrior = ForwardSlash ; Select next idle warrior idleunit = BackSlash ; Select next idle unit offscreen = Alt ; Include offscreen units in selection [hotkey.selection.group.add] 0 = "Shift+0" 1 = "Shift+1" 2 = "Shift+2" 3 = "Shift+3" 4 = "Shift+4" 5 = "Shift+5" 6 = "Shift+6" 7 = "Shift+7" 8 = "Shift+8" 9 = "Shift+9" [hotkey.selection.group.save] 0 = "Ctrl+0" 1 = "Ctrl+1" 2 = "Ctrl+2" 3 = "Ctrl+3" 4 = "Ctrl+4" 5 = "Ctrl+5" 6 = "Ctrl+6" 7 = "Ctrl+7" 8 = "Ctrl+8" 9 = "Ctrl+9" [hotkey.selection.group.select] 0 = 0 1 = 1 2 = 2 3 = 3 4 = 4 5 = 5 6 = 6 7 = 7 8 = 8 9 = 9 [hotkey.session] kill = Delete ; Destroy selected units stop = "H" ; Stop the current action backtowork = "Y" ; The unit will go back to work unload = "U" ; Unload garrisoned units when a building/mechanical unit is selected move = unused ; Modifier to move to a point instead of another action (e.g. gather) attack = Ctrl ; Modifier to attack instead of another action (e.g. capture) attackmove = Ctrl ; Modifier to attackmove when clicking on a point attackmoveUnit = "Ctrl+Q" ; Modifier to attackmove targeting only units when clicking on a point (should contain the attackmove keys) garrison = Ctrl ; Modifier to garrison when clicking on building autorallypoint = Ctrl ; Modifier to set the rally point on the building itself guard = "G" ; Modifier to escort/guard when clicking on unit/building patrol = "P" ; Modifier to patrol a unit repair = "J" ; Modifier to repair when clicking on building/mechanical unit queue = Shift ; Modifier to queue unit orders instead of replacing orderone = Alt ; Modifier to order only one entity in selection. batchtrain = Shift ; Modifier to train units in batches massbarter = Shift ; Modifier to barter bunch of resources masstribute = Shift ; Modifier to tribute bunch of resources noconfirmation = Shift ; Do not ask confirmation when deleting a building/unit fulltradeswap = Shift ; Modifier to put the desired trade resource to 100% unloadtype = Shift ; Modifier to unload all units of type deselectgroup = Ctrl ; Modifier to deselect units when clicking group icon, instead of selecting rotate.cw = RightBracket ; Rotate building placement preview clockwise rotate.ccw = LeftBracket ; Rotate building placement preview anticlockwise [hotkey.session.gui] toggle = "Alt+G" ; Toggle visibility of session GUI menu.toggle = "F10" ; Toggle in-game menu barter.toggle = "Ctrl+B" ; Toggle in-game barter/trade page tutorial.toggle = "Ctrl+P" ; Toggle in-game tutorial panel [hotkey.session.savedgames] delete = Delete ; Delete the selected saved game asking confirmation noconfirmation = Shift ; Do not ask confirmation when deleting a game [hotkey.session.queueunit] ; > UNIT TRAINING 1 = "Z" ; add first unit type to queue 2 = "X" ; add second unit type to queue 3 = "C" ; add third unit type to queue 4 = "V" ; add fourth unit type to queue 5 = "B" ; add fivth unit type to queue 6 = "N" ; add sixth unit type to queue 7 = "M" ; add seventh unit type to queue 8 = Comma ; add eighth unit type to queue [hotkey.session.timewarp] fastforward = Space ; If timewarp mode enabled, speed up the game rewind = Backspace ; If timewarp mode enabled, go back to earlier point in the game [hotkey.tab] next = "Tab", "Alt+S" ; Show the next tab prev = "Shift+Tab", "Alt+W" ; Show the previous tab [hotkey.text] ; > GUI TEXTBOX HOTKEYS delete.left = "Ctrl+Backspace" ; Delete word to the left of cursor delete.right = "Ctrl+Del" ; Delete word to the right of cursor move.left = "Ctrl+LeftArrow" ; Move cursor to start of word to the left of cursor move.right = "Ctrl+RightArrow" ; Move cursor to start of word to the right of cursor [gui] cursorblinkrate = 0.5 ; Cursor blink rate in seconds (0.0 to disable blinking) scale = 1.0 ; GUI scaling factor, for improved compatibility with 4K displays [gui.gamesetup] enabletips = true ; Enable/Disable tips during gamesetup (for newcomers) assignplayers = everyone ; Whether to assign joining clients to free playerslots. Possible values: everyone, buddies, disabled. aidifficulty = 3 ; Difficulty level, from 0 (easiest) to 5 (hardest) aibehavior = "random" ; Default behavior of the AI (random, balanced, aggressive or defensive) settingsslide = true ; Enable/Disable settings panel slide [gui.session] camerajump.threshold = 40 ; How close do we have to be to the actual location in order to jump back to the previous one? timeelapsedcounter = false ; Show the game duration in the top right corner ceasefirecounter = false ; Show the remaining ceasefire time in the top right corner batchtrainingsize = 5 ; Number of units to be trained per batch by default (when pressing the hotkey) scrollbatchratio = 1 ; Number of times you have to scroll to increase/decrease the batchsize by 1 woundedunithotkeythreshold = 33 ; The wounded unit hotkey considers the selected units as wounded if their health percentage falls below this number attackrange = true ; Display attack range overlays of selected defensive structures aurasrange = true ; Display aura range overlays of selected units and structures healrange = true ; Display heal range overlays of selected units rankabovestatusbar = true ; Show rank icons above status bars respoptooltipsort = 0 ; Sorting players in the resources and population tooltip by value (0 - no sort, -1 - ascending, 1 - descending) [gui.session.minimap] blinkduration = 1.7 ; The blink duration while pinging pingduration = 50.0 ; The duration for which an entity will be pinged after an attack notification [gui.session.notifications] attack = true ; Show a chat notification if you are attacked by another player tribute = true ; Show a chat notification if an ally tributes resources to another team member if teams are locked, and all tributes in observer mode barter = true ; Show a chat notification to observers when a player bartered resources phase = completed ; Show a chat notification if you or an ally have started, aborted or completed a new phase, and phases of all players in observer mode. Possible values: none, completed, all. [gui.splashscreen] enable = true ; Enable/disable the splashscreen version = 0 ; Splashscreen version (date of last modification). By default, 0 to force splashscreen to appear at first launch [gui.session.diplomacycolors] self = "21 55 149" ; Color of your units when diplomacy colors are enabled ally = "86 180 31" ; Color of allies when diplomacy colors are enabled neutral = "231 200 5" ; Color of neutral players when diplomacy colors are enabled enemy = "150 20 20" ; Color of enemies when diplomacy colors are enabled [joystick] ; EXPERIMENTAL: joystick/gamepad settings enable = false deadzone = 8192 [joystick.camera] pan.x = 0 pan.y = 1 rotate.x = 3 rotate.y = 2 zoom.in = 5 zoom.out = 4 [chat] timestamp = true ; Show at which time chat messages have been sent [chat.session] extended = true ; Whether to display the chat history [lobby] history = 0 ; Number of past messages to display on join room = "arena23" ; Default MUC room to join server = "lobby.wildfiregames.com" ; Address of lobby server require_tls = true ; Whether to reject connecting to the lobby if TLS encryption is unavailable. verify_certificate = false ; Whether to reject connecting to the lobby if the TLS certificate is invalid (TODO get a valid certificate) terms_of_service = "0" ; Version (hash) of the Terms of Service that the user has accepted terms_of_use = "0" ; Version (hash) of the Terms of Use that the user has accepted xpartamupp = "wfgbot23" ; Name of the server-side XMPP-account that manage games echelon = "echelon23" ; Name of the server-side XMPP-account that manages ratings buddies = "," ; Comma separated list of playernames that the current user has marked as buddies rememberpassword = true ; Whether to store the encrypted password in the user config -secureauth = true ; Secure Lobby Authentication: This prevents the impersonation of other players. The lobby server confirms the identity of the player before they join. [lobby.columns] gamerating = false ; Show the average rating of the participating players in a column of the gamelist [lobby.stun] enabled = true ; The STUN protocol allows hosting games without configuring the firewall and router. ; If STUN is disabled, the game relies on direct connection, UPnP and port forwarding. server = "lobby.wildfiregames.com" ; Address of the STUN server. port = 3478 ; Port of the STUN server. delay = 200 ; Duration in milliseconds that is waited between STUN messages. ; Smaller numbers speed up joins but also become less stable. [mod] enabledmods = "mod public" [modio] public_key = "RWQBhIRg+dOifTWlwgYHe8RfD8bqoDh1cCvygboAl3GOUKiCo0NlF4fw" ; Public key corresponding to the private key valid mods are signed with [modio.v1] baseurl = "https://api.mod.io/v1" api_key = "23df258a71711ea6e4b50893acc1ba55" name_id = "0ad" [network] duplicateplayernames = false ; Rename joining player to "User (2)" if "User" is already connected, otherwise prohibit join. lateobservers = everyone ; Allow observers to join the game after it started. Possible values: everyone, buddies, disabled. observerlimit = 8 ; Prevent further observer joins in running games if this limit is reached gamestarttimeout = 60000 ; Don't disconnect clients timing out in the loading screen and rejoin process before exceeding this timeout. [overlay] fps = "false" ; Show frames per second in top right corner realtime = "false" ; Show current system time in top right corner netwarnings = "true" ; Show warnings if the network connection is bad [profiler2] autoenable = false ; Enable HTTP server output at startup (default off for security/performance) gpu.arb.enable = true ; Allow GL_ARB_timer_query timing mode when available gpu.ext.enable = true ; Allow GL_EXT_timer_query timing mode when available gpu.intel.enable = true ; Allow GL_INTEL_performance_queries timing mode when available [sound] mastergain = 0.9 musicgain = 0.2 ambientgain = 0.6 actiongain = 0.7 uigain = 0.7 [sound.notify] nick = true ; Play a sound when someone mentions your name in the lobby or game [tinygettext] debug = false ; Print error messages each time a translation for an English string is not found. [userreport] ; Opt-in online user reporting system url = "http://feedback.wildfiregames.com/report/upload/v1/" [view] ; Camera control settings scroll.speed = 120.0 scroll.speed.modifier = 1.05 ; Multiplier for changing scroll speed rotate.x.speed = 1.2 rotate.x.min = 28.0 rotate.x.max = 60.0 rotate.x.default = 35.0 rotate.y.speed = 2.0 rotate.y.speed.wheel = 0.45 rotate.y.default = 0.0 rotate.speed.modifier = 1.05 ; Multiplier for changing rotation speed drag.speed = 0.5 zoom.speed = 256.0 zoom.speed.wheel = 32.0 zoom.min = 50.0 zoom.max = 200.0 zoom.default = 120.0 zoom.speed.modifier = 1.05 ; Multiplier for changing zoom speed pos.smoothness = 0.1 zoom.smoothness = 0.4 rotate.x.smoothness = 0.5 rotate.y.smoothness = 0.3 near = 2.0 ; Near plane distance far = 4096.0 ; Far plane distance fov = 45.0 ; Field of view (degrees), lower is narrow, higher is wide height.smoothness = 0.5 height.min = 16 Index: ps/trunk/binaries/data/mods/public/gui/gamesetup_mp/gamesetup_mp.js =================================================================== --- ps/trunk/binaries/data/mods/public/gui/gamesetup_mp/gamesetup_mp.js (revision 21876) +++ ps/trunk/binaries/data/mods/public/gui/gamesetup_mp/gamesetup_mp.js (revision 21877) @@ -1,380 +1,377 @@ /** * Whether we are attempting to join or host a game. */ var g_IsConnecting = false; /** * "server" or "client" */ var g_GameType; /** * Server title shown in the lobby gamelist. */ var g_ServerName = ""; /** * Cached to pass it to the gamesetup of the controller to report the game to the lobby. */ var g_ServerPort; var g_IsRejoining = false; var g_GameAttributes; // used when rejoining var g_PlayerAssignments; // used when rejoining var g_UserRating; /** * Object containing the IP address and port of the STUN server. */ var g_StunEndpoint; function init(attribs) { g_UserRating = attribs.rating; switch (attribs.multiplayerGameType) { case "join": { if (Engine.HasXmppClient()) { if (startJoin(attribs.name, attribs.ip, getValidPort(attribs.port), attribs.useSTUN, attribs.hostJID)) switchSetupPage("pageConnecting"); } else switchSetupPage("pageJoin"); break; } case "host": { Engine.GetGUIObjectByName("hostSTUNWrapper").hidden = !Engine.HasXmppClient(); - Engine.GetGUIObjectByName("hostLobbyAuthWrapper").hidden = !Engine.HasXmppClient(); if (Engine.HasXmppClient()) { Engine.GetGUIObjectByName("hostPlayerName").caption = attribs.name; Engine.GetGUIObjectByName("hostServerName").caption = sprintf(translate("%(name)s's game"), { "name": attribs.name }); Engine.GetGUIObjectByName("useSTUN").checked = Engine.ConfigDB_GetValue("user", "lobby.stun.enabled") == "true"; - Engine.GetGUIObjectByName("useLobbyAuth").checked = Engine.ConfigDB_GetValue("user", "lobby.secureauth") == "true"; } switchSetupPage("pageHost"); break; } default: error("Unrecognised multiplayer game type: " + attribs.multiplayerGameType); break; } } function cancelSetup() { if (g_IsConnecting) Engine.DisconnectNetworkGame(); if (Engine.HasXmppClient()) Engine.LobbySetPlayerPresence("available"); // Keep the page open if an attempt to join/host by ip failed if (!g_IsConnecting || (Engine.HasXmppClient() && g_GameType == "client")) { Engine.PopGuiPage(); return; } g_IsConnecting = false; Engine.GetGUIObjectByName("hostFeedback").caption = ""; if (g_GameType == "client") switchSetupPage("pageJoin"); else if (g_GameType == "server") switchSetupPage("pageHost"); else error("cancelSetup: Unrecognised multiplayer game type: " + g_GameType); } function confirmSetup() { if (!Engine.GetGUIObjectByName("pageJoin").hidden) { let joinPlayerName = Engine.GetGUIObjectByName("joinPlayerName").caption; let joinServer = Engine.GetGUIObjectByName("joinServer").caption; let joinPort = Engine.GetGUIObjectByName("joinPort").caption; if (startJoin(joinPlayerName, joinServer, getValidPort(joinPort), false)) switchSetupPage("pageConnecting"); } else if (!Engine.GetGUIObjectByName("pageHost").hidden) { let hostPlayerName = Engine.GetGUIObjectByName("hostPlayerName").caption; let hostServerName = Engine.GetGUIObjectByName("hostServerName").caption; let hostPort = Engine.GetGUIObjectByName("hostPort").caption; if (!hostServerName) { Engine.GetGUIObjectByName("hostFeedback").caption = translate("Please enter a valid server name."); return; } if (getValidPort(hostPort) != +hostPort) { Engine.GetGUIObjectByName("hostFeedback").caption = sprintf( translate("Server port number must be between %(min)s and %(max)s."), { "min": g_ValidPorts.min, "max": g_ValidPorts.max }); return; } if (startHost(hostPlayerName, hostServerName, getValidPort(hostPort))) switchSetupPage("pageConnecting"); } } function startConnectionStatus(type) { g_GameType = type; g_IsConnecting = true; g_IsRejoining = false; Engine.GetGUIObjectByName("connectionStatus").caption = translate("Connecting to server..."); } function onTick() { if (!g_IsConnecting) return; pollAndHandleNetworkClient(); } function pollAndHandleNetworkClient() { while (true) { var message = Engine.PollNetworkClient(); if (!message) break; log(sprintf(translate("Net message: %(message)s"), { "message": uneval(message) })); // If we're rejoining an active game, we don't want to actually display // the game setup screen, so perform similar processing to gamesetup.js // in this screen if (g_IsRejoining) switch (message.type) { case "netstatus": switch (message.status) { case "disconnected": cancelSetup(); reportDisconnect(message.reason, false); return; default: error("Unrecognised netstatus type: " + message.status); break; } break; case "gamesetup": g_GameAttributes = message.data; break; case "players": g_PlayerAssignments = message.newAssignments; break; case "start": // Copy playernames from initial player assignment to the settings for (let guid in g_PlayerAssignments) { let player = g_PlayerAssignments[guid]; if (player.player > 0) // not observer or GAIA g_GameAttributes.settings.PlayerData[player.player - 1].Name = player.name; } Engine.SwitchGuiPage("page_loading.xml", { "attribs": g_GameAttributes, "isRejoining": g_IsRejoining, "playerAssignments": g_PlayerAssignments }); break; case "chat": break; case "netwarn": break; default: error("Unrecognised net message type: " + message.type); } else // Not rejoining - just trying to connect to server switch (message.type) { case "netstatus": switch (message.status) { case "connected": Engine.GetGUIObjectByName("connectionStatus").caption = translate("Registering with server..."); break; case "authenticated": if (message.rejoining) { Engine.GetGUIObjectByName("connectionStatus").caption = translate("Game has already started, rejoining..."); g_IsRejoining = true; return; // we'll process the game setup messages in the next tick } Engine.SwitchGuiPage("page_gamesetup.xml", { "type": g_GameType, "serverName": g_ServerName, "serverPort": g_ServerPort, "stunEndpoint": g_StunEndpoint }); return; // don't process any more messages - leave them for the game GUI loop case "disconnected": cancelSetup(); reportDisconnect(message.reason, false); return; default: error("Unrecognised netstatus type: " + message.status); break; } break; case "netwarn": break; default: error("Unrecognised net message type: " + message.type); break; } } } function switchSetupPage(newPage) { let multiplayerPages = Engine.GetGUIObjectByName("multiplayerPages"); for (let page of multiplayerPages.children) if (page.name.startsWith("page")) page.hidden = true; if (newPage == "pageJoin" || newPage == "pageHost") { let pageSize = multiplayerPages.size; - let halfHeight = newPage == "pageJoin" ? 130 : Engine.HasXmppClient() ? 145 : 110; + let halfHeight = newPage == "pageJoin" ? 130 : Engine.HasXmppClient() ? 125 : 110; pageSize.top = -halfHeight; pageSize.bottom = halfHeight; multiplayerPages.size = pageSize; } Engine.GetGUIObjectByName(newPage).hidden = false; Engine.GetGUIObjectByName("hostPlayerNameWrapper").hidden = Engine.HasXmppClient(); Engine.GetGUIObjectByName("hostServerNameWrapper").hidden = !Engine.HasXmppClient(); Engine.GetGUIObjectByName("continueButton").hidden = newPage == "pageConnecting"; } function startHost(playername, servername, port) { startConnectionStatus("server"); saveSettingAndWriteToUserConfig("playername.multiplayer", playername); saveSettingAndWriteToUserConfig("multiplayerhosting.port", port); let hostFeedback = Engine.GetGUIObjectByName("hostFeedback"); // Disallow identically named games in the multiplayer lobby if (Engine.HasXmppClient() && Engine.GetGameList().some(game => game.name == servername)) { cancelSetup(); hostFeedback.caption = translate("Game name already in use."); return false; } if (Engine.HasXmppClient() && Engine.GetGUIObjectByName("useSTUN").checked) { g_StunEndpoint = Engine.FindStunEndpoint(port); if (!g_StunEndpoint) { cancelSetup(); hostFeedback.caption = translate("Failed to host via STUN."); return false; } } - let useLobbyAuth = Engine.HasXmppClient() && Engine.GetGUIObjectByName("useLobbyAuth").checked; try { - Engine.StartNetworkHost(playername + (g_UserRating ? " (" + g_UserRating + ")" : ""), port, playername, useLobbyAuth); + Engine.StartNetworkHost(playername + (g_UserRating ? " (" + g_UserRating + ")" : ""), port, playername); } catch (e) { cancelSetup(); messageBox( 400, 200, sprintf(translate("Cannot host game: %(message)s."), { "message": e.message }), translate("Error") ); return false; } g_ServerName = servername; g_ServerPort = port; if (Engine.HasXmppClient()) Engine.LobbySetPlayerPresence("playing"); return true; } /** * Connects via STUN if the hostJID is given. */ function startJoin(playername, ip, port, useSTUN, hostJID = "") { try { Engine.StartNetworkJoin(playername + (g_UserRating ? " (" + g_UserRating + ")" : ""), ip, port, useSTUN, hostJID); } catch (e) { cancelSetup(); messageBox( 400, 200, sprintf(translate("Cannot join game: %(message)s."), { "message": e.message }), translate("Error") ); return false; } startConnectionStatus("client"); if (Engine.HasXmppClient()) Engine.LobbySetPlayerPresence("playing"); else { // Only save the player name and host address if they're valid and we're not in the lobby saveSettingAndWriteToUserConfig("playername.multiplayer", playername); saveSettingAndWriteToUserConfig("multiplayerserver", ip); saveSettingAndWriteToUserConfig("multiplayerjoining.port", port); } return true; } function getDefaultGameName() { return sprintf(translate("%(playername)s's game"), { "playername": multiplayerName() }); } Index: ps/trunk/binaries/data/mods/public/gui/gamesetup_mp/gamesetup_mp.xml =================================================================== --- ps/trunk/binaries/data/mods/public/gui/gamesetup_mp/gamesetup_mp.xml (revision 21876) +++ ps/trunk/binaries/data/mods/public/gui/gamesetup_mp/gamesetup_mp.xml (revision 21877) @@ -1,147 +1,137 @@