/*
* Copyright 2016 Nathan Howard
*
* This file is part of OpenGrave
*
* OpenGrave 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 3 of the License, or
* (at your option) any later version.
*
* OpenGrave 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 OpenGrave. If not, see <http://www.gnu.org/licenses/>.
*/
package com.opengrave.og.states.waitables;
import com.opengrave.common.ModSession;
import com.opengrave.common.event.EventDispatcher;
import com.opengrave.common.event.EventListener;
import com.opengrave.common.event.Mod;
import com.opengrave.common.event.ModLoadEvent;
import com.opengrave.og.MainThread;
import com.opengrave.og.ServerConnection;
import com.opengrave.og.ServerConnection.State;
import com.opengrave.og.states.BaseState;
import com.opengrave.og.states.CharacterCreateState;
import com.opengrave.og.states.ErrorState;
import com.opengrave.og.states.GameState;
public class GameLoader extends Loader implements Runnable, EventListener {
BaseState nextState = null;
GameState preparedGameState = null;
private String modList;
String statusMessage = "Preparing game";
public GameLoader(String modList) {
this.modList = modList;
// For pre-load sent packets, have a gamestate prepared
preparedGameState = new GameState();
}
@Override
public String getStatusMessage() {
return statusMessage;
}
@Override
public boolean isDone() {
return nextState != null;
}
@Override
public void finish() {
MainThread.changeState(nextState);
}
@Override
public void start() {
MainThread.startConnectionThread();
}
@Override
public void run() {
MainThread.newSession();
ModSession sess = MainThread.getSession();
// Pre-run, Load all Mods into play.
for (String mod : modList.split(",")) {
statusMessage = "Preparing mod " + mod;
Mod m = Mod.getMod(mod);
ModLoadEvent event = new ModLoadEvent(m, sess);
EventDispatcher.dispatchEvent(event);
}
ServerConnection sConn = MainThread.getConnection();
statusMessage = "Connecting to server";
while (nextState == null) {
State connState = sConn.getState();
if (connState == State.ERROR) {
nextState = new ErrorState("Could not connect to game server");
return;
} else if (connState == State.CONNECTED) {
statusMessage = "Authenticating with game server";
} else if (connState == State.COMPLETE) {
// Authentication complete. Next up is character select
nextState = new CharacterCreateState(preparedGameState);
return;
// nextState = preparedGameState;
}
try {
synchronized (sConn) {
sConn.wait();
}
} catch (InterruptedException e) {
}
}
}
}