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/** \file client.cpp
 * Client prototype
 *
 * $Id: client.cpp,v 1.6 2000/11/23 15:36:14 coutelas Exp $
 */

/* Copyright, 2000 Nevrax Ltd.
 *
 * This file is part of NEVRAX NEL.
 * NEVRAX NEL 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 2, or (at your option)
 * any later version.

 * NEVRAX NEL 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 NEVRAX NEL; see the file COPYING. If not, write to the
 * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,
 * MA 02111-1307, USA.
 */

#include "nel/misc/types_nl.h"
#include "nel/misc/debug.h"
#include "nel/misc/i18n.h"

#include "nel/net/msg_socket.h"
#include "nel/net/naming_client.h"
#include "nel/net/unitime.h"

#include "nel/3d/driver.h"

#include "language_interface.h"
#include "login_interface.h"
#include "shards_list_interface.h"

#include <string>

using namespace std;
using namespace NLNET;
using namespace NLMISC;
using namespace NL3D;



/**
 *	login
 */
CLogUserId login(NL3D::CScene * scene, uint w, uint h)
{
	CLoginInterface logscreen;
	logscreen.init(scene, w, h);
	return logscreen.log();
}


/**
 *	connect
 */


/**
 *	connectToLS
 */
bool connectToLS (CLogUserId &luid, vector<string>& shards)
{
	CInetAddress servaddr("vianneyl", 49999);

	CSocket server;
	try
	{
		server.connect(servaddr);
	}
	catch(Exception e)
	{
		return false;
	}

	CMessage msgout("");
	msgout.setType(0); // we don't listen for incoming replies, therefore we must not use a type as string. 0 is the default action for CLogService : "LOG"
	
	string l, p;
	uint i;
	// TEMPPP
	for (i=0; i<luid.Login.size (); i++) l+=luid.Login[i];
	for (i=0; i<luid.Password.size (); i++) p+=luid.Password[i];
	msgout.serial(l);
	msgout.serial(p);

	// send the message
	server.send(msgout);

	// receive the answer
	CMessage msgin("", true);
	server.receive(msgin);

	uint8 ok;
	msgin.serial (ok);
	nlinfo ("res=%d", ok);

	if (ok)
	{
		uint32 nbshard, id;
		msgin.serial (id);
		msgin.serial (nbshard);
		for (uint i = 0; i < nbshard; i++)
		{
			string shardip, shardname;
			msgin.serial (shardip);
			msgin.serial (shardname);
			shards.push_back (shardip);
		}
	}

	server.close();
	if(ok) 
		return true;
	else
		return false;
}


/**
 *	chooseLanguage
 */
uint chooseLanguage(NL3D::CScene * scene, uint w, uint h)
{
	CLanguageInterface languageScreen;
	languageScreen.init(scene, w, h);
	return languageScreen.choose();
}



/**
 *	chooseShard
 */
uint chooseShard(NL3D::CScene * scene, uint w, uint h, 
				 const std::vector<std::string>& shards)
{
	CShardsListInterface shardListScreen;
	shardListScreen.init(scene, w, h, shards);
	return shardListScreen.choose();
}





/****************************************************************\
							MAIN
\****************************************************************/
void main()
{
	// synchronize time with server
	CUniTime::syncUniTimeFromService();

	// init scene
	uint w = 800;
	uint h = 600;
	uint bpp = 32;
	bool windowed = true;
	NL3D::CScene scene;
	NL3D::CSceneUt::init3d(scene, w, h, bpp, windowed); 
	
	
	// language choice
	uint languageIndex = chooseLanguage(&scene, w, h);
	CI18N::load(languageIndex);

	//shard's name list	
	vector<string> shards;
	
	// user id (login & password)
	CLogUserId id;
	
	// connection
	bool connected = false;
	bool goOn = true;
	do
	{	
		id = login(&scene, w, h);
		connected = connectToLS (id,shards);
		if(!connected)
		{
			IDriver::TMessageBoxId answer = 
				scene.getDriver()->systemMessageBox(CI18N::get("Can't establish connection").c_str(),
				CI18N::get("user connection").c_str(), IDriver::retryCancelType, IDriver::errorIcon);
			if(answer==IDriver::cancelId) goOn = false;
		}
	}
	while(!connected && goOn);

	
	// shard choice
	if(connected)
		uint shardIndex = chooseShard(&scene, w, h, shards);

	// release scene
	NL3D::CSceneUt::release3d(scene);
	
	
	
}