Feature: Plugin framework for Social Integration with Steam, Discord, GOG, etc (#11628)

This commit is contained in:
Patric Stout
2024-01-22 20:22:45 +01:00
committed by GitHub
parent 75f21065c9
commit d3b2a576de
24 changed files with 1181 additions and 4 deletions

View File

@@ -75,6 +75,7 @@
#include "timer/timer_game_economy.h"
#include "timer/timer_game_realtime.h"
#include "timer/timer_game_tick.h"
#include "social_integration.h"
#include "linkgraph/linkgraphschedule.h"
@@ -288,6 +289,7 @@ static void ShutdownGame()
if (_network_available) NetworkShutDown(); // Shut down the network and close any open connections
SocialIntegration::Shutdown();
DriverFactoryBase::ShutdownDrivers();
UnInitWindowSystem();
@@ -752,6 +754,7 @@ int openttd_main(int argc, char *argv[])
/* The video driver is now selected, now initialise GUI zoom */
AdjustGUIZoom(false);
SocialIntegration::Initialize();
NetworkStartUp(); // initialize network-core
if (!HandleBootstrap()) {
@@ -997,6 +1000,28 @@ bool SafeLoad(const std::string &filename, SaveLoadOperation fop, DetailedFileTy
return false;
}
static void UpdateSocialIntegration(GameMode game_mode)
{
switch (game_mode) {
case GM_BOOTSTRAP:
case GM_MENU:
SocialIntegration::EventEnterMainMenu();
break;
case GM_NORMAL:
if (_networking) {
SocialIntegration::EventEnterMultiplayer(Map::SizeX(), Map::SizeY());
} else {
SocialIntegration::EventEnterSingleplayer(Map::SizeX(), Map::SizeY());
}
break;
case GM_EDITOR:
SocialIntegration::EventEnterScenarioEditor(Map::SizeX(), Map::SizeY());
break;
}
}
void SwitchToMode(SwitchMode new_mode)
{
/* If we are saving something, the network stays in its current state */
@@ -1044,6 +1069,8 @@ void SwitchToMode(SwitchMode new_mode)
case SM_EDITOR: // Switch to scenario editor
MakeNewEditorWorld();
GenerateSavegameId();
UpdateSocialIntegration(GM_EDITOR);
break;
case SM_RELOADGAME: // Reload with what-ever started the game
@@ -1061,12 +1088,16 @@ void SwitchToMode(SwitchMode new_mode)
MakeNewGame(false, new_mode == SM_NEWGAME);
GenerateSavegameId();
UpdateSocialIntegration(GM_NORMAL);
break;
case SM_RESTARTGAME: // Restart --> 'Random game' with current settings
case SM_NEWGAME: // New Game --> 'Random game'
MakeNewGame(false, new_mode == SM_NEWGAME);
GenerateSavegameId();
UpdateSocialIntegration(GM_NORMAL);
break;
case SM_LOAD_GAME: { // Load game, Play Scenario
@@ -1084,6 +1115,8 @@ void SwitchToMode(SwitchMode new_mode)
/* Decrease pause counter (was increased from opening load dialog) */
Command<CMD_PAUSE>::Post(PM_PAUSED_SAVELOAD, false);
}
UpdateSocialIntegration(GM_NORMAL);
break;
}
@@ -1091,6 +1124,8 @@ void SwitchToMode(SwitchMode new_mode)
case SM_START_HEIGHTMAP: // Load a heightmap and start a new game from it
MakeNewGame(true, new_mode == SM_START_HEIGHTMAP);
GenerateSavegameId();
UpdateSocialIntegration(GM_NORMAL);
break;
case SM_LOAD_HEIGHTMAP: // Load heightmap from scenario editor
@@ -1099,6 +1134,8 @@ void SwitchToMode(SwitchMode new_mode)
GenerateWorld(GWM_HEIGHTMAP, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
GenerateSavegameId();
MarkWholeScreenDirty();
UpdateSocialIntegration(GM_NORMAL);
break;
case SM_LOAD_SCENARIO: { // Load scenario from scenario editor
@@ -1112,12 +1149,16 @@ void SwitchToMode(SwitchMode new_mode)
SetDParamStr(0, GetSaveLoadErrorString());
ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_CRITICAL);
}
UpdateSocialIntegration(GM_NORMAL);
break;
}
case SM_JOIN_GAME: // Join a multiplayer game
LoadIntroGame();
NetworkClientJoinGame();
SocialIntegration::EventJoiningMultiplayer();
break;
case SM_MENU: // Switch to game intro menu
@@ -1134,6 +1175,8 @@ void SwitchToMode(SwitchMode new_mode)
ShowNetworkAskSurvey();
}
}
UpdateSocialIntegration(GM_MENU);
break;
case SM_SAVE_GAME: // Save game.
@@ -1544,4 +1587,5 @@ void GameLoop()
SoundDriver::GetInstance()->MainLoop();
MusicLoop();
SocialIntegration::RunCallbacks();
}