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forked from 0ad/0ad

Simplify GUI g_IsNetworked variable init.

Just test if a NetClient is present rather than passing a state boolean
from GUI page to GUI page (since 1c0536bf08 or sooner).

This was SVN commit r21650.
This commit is contained in:
elexis 2018-04-04 12:20:34 +00:00
parent 4a9f15930f
commit 100be98215
8 changed files with 11 additions and 12 deletions

View File

@ -225,7 +225,7 @@ var g_TriggerDifficultyList;
/**
* Whether this is a single- or multiplayer match.
*/
var g_IsNetworked;
const g_IsNetworked = Engine.HasNetClient();
/**
* Is this user in control of game settings (i.e. singleplayer or host of a multiplayergame).
@ -1106,7 +1106,6 @@ function init(attribs)
return;
}
g_IsNetworked = attribs.type != "offline";
g_IsController = attribs.type != "client";
g_IsTutorial = !!attribs.tutorial;
g_ServerName = attribs.serverName;
@ -1507,7 +1506,6 @@ function handleGamestartMessage(message)
Engine.SwitchGuiPage("page_loading.xml", {
"attribs": g_GameAttributes,
"isNetworked": g_IsNetworked,
"playerAssignments": g_PlayerAssignments,
"isController": g_IsController
});
@ -2237,7 +2235,6 @@ function launchGame()
Engine.StartGame(g_GameAttributes, playerID);
Engine.SwitchGuiPage("page_loading.xml", {
"attribs": g_GameAttributes,
"isNetworked": g_IsNetworked,
"playerAssignments": g_PlayerAssignments
});
}

View File

@ -197,7 +197,6 @@ function pollAndHandleNetworkClient()
Engine.SwitchGuiPage("page_loading.xml", {
"attribs": g_GameAttributes,
"isNetworked": true,
"isRejoining": g_IsRejoining,
"playerAssignments": g_PlayerAssignments
});

View File

@ -191,7 +191,6 @@ function reallyLoadGame(gameId)
Engine.SwitchGuiPage("page_loading.xml", {
"attribs": metadata.initAttributes,
"isNetworked": false,
"playerAssignments": {
"local": {
"name": pData ? pData.Name : singleplayerName(),

View File

@ -65,7 +65,6 @@ function reallyStartVisualReplay(replayDirectory)
Engine.SwitchGuiPage("page_loading.xml", {
"attribs": Engine.GetReplayAttributes(replayDirectory),
"isNetworked": false,
"playerAssignments": {
"local": {
"name": singleplayerName(),

View File

@ -52,7 +52,7 @@ var g_IsController;
/**
* True if this is a multiplayer game.
*/
var g_IsNetworked = false;
const g_IsNetworked = Engine.HasNetClient();
/**
* Whether we have finished the synchronization and
@ -263,7 +263,6 @@ function init(initData, hotloadData)
if (initData)
{
g_IsNetworked = initData.isNetworked;
g_IsController = initData.isController;
g_PlayerAssignments = initData.playerAssignments;
g_ReplaySelectionData = initData.replaySelectionData;

View File

@ -487,7 +487,6 @@ function startReplay()
Engine.SwitchGuiPage("page_loading.xml", {
"attribs": Engine.GetReplayAttributes(g_GameData.gui.replayDirectory),
"isNetworked": false,
"playerAssignments": {
"local": {
"name": singleplayerName(),

View File

@ -1,4 +1,4 @@
/* Copyright (C) 2017 Wildfire Games.
/* Copyright (C) 2018 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -34,6 +34,11 @@ u16 JSI_Network::GetDefaultPort(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
return PS_DEFAULT_PORT;
}
bool JSI_Network::HasNetClient(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
{
return !!g_NetClient;
}
JS::Value JSI_Network::FindStunEndpoint(ScriptInterface::CxPrivate* pCxPrivate, int port)
{
return StunClient::FindStunEndpointHost(*(pCxPrivate->pScriptInterface), port);
@ -214,6 +219,7 @@ void JSI_Network::SetTurnLength(ScriptInterface::CxPrivate* UNUSED(pCxPrivate),
void JSI_Network::RegisterScriptFunctions(const ScriptInterface& scriptInterface)
{
scriptInterface.RegisterFunction<u16, &GetDefaultPort>("GetDefaultPort");
scriptInterface.RegisterFunction<bool, &HasNetClient>("HasNetClient");
scriptInterface.RegisterFunction<JS::Value, int, &FindStunEndpoint>("FindStunEndpoint");
scriptInterface.RegisterFunction<void, CStrW, u16, CStr, bool, &StartNetworkHost>("StartNetworkHost");
scriptInterface.RegisterFunction<void, CStrW, CStr, u16, bool, CStr, &StartNetworkJoin>("StartNetworkJoin");

View File

@ -1,4 +1,4 @@
/* Copyright (C) 2017 Wildfire Games.
/* Copyright (C) 2018 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -24,6 +24,7 @@
namespace JSI_Network
{
u16 GetDefaultPort(ScriptInterface::CxPrivate* pCxPrivate);
bool HasNetClient(ScriptInterface::CxPrivate* pCxPrivate);
void StartNetworkGame(ScriptInterface::CxPrivate* pCxPrivate);
void SetNetworkGameAttributes(ScriptInterface::CxPrivate* pCxPrivate, JS::HandleValue attribs1);
void StartNetworkHost(ScriptInterface::CxPrivate* pCxPrivate, const CStrW& playerName, const u16 serverPort, const CStr& hostLobbyName, bool useLobbyAuth);