use of games.strategy.engine.pbem.IEmailSender in project triplea by triplea-game.
the class PbemSetupPanel method postStartGame.
@Override
public void postStartGame() {
// // store the dice server
final GameData data = gameSelectorModel.getGameData();
data.getProperties().set(DICE_ROLLER, diceServerEditor.getBean());
// store the Turn Summary Poster
final IForumPoster poster = (IForumPoster) forumPosterEditor.getBean();
if (poster != null) {
// clone the poster, the remove sensitive info, and put the clone into the game data
// this was the sensitive info is not stored in the save game, but the user cache still has the password
final IForumPoster summaryPoster = poster.doClone();
summaryPoster.clearSensitiveInfo();
data.getProperties().set(PBEMMessagePoster.FORUM_POSTER_PROP_NAME, summaryPoster);
}
// store the email poster
IEmailSender sender = (IEmailSender) emailSenderEditor.getBean();
if (sender != null) {
// create a clone, delete the sensitive information in the clone, and use it in the game
// the locally cached version still has the password so the user doesn't have to enter it every time
sender = sender.clone();
sender.clearSensitiveInfo();
data.getProperties().set(PBEMMessagePoster.EMAIL_SENDER_PROP_NAME, sender);
}
// store whether we are a pbem game or not, whether we are capable of posting a game save
if (poster != null || sender != null) {
data.getProperties().set(PBEMMessagePoster.PBEM_GAME_PROP_NAME, true);
}
}
use of games.strategy.engine.pbem.IEmailSender in project triplea by triplea-game.
the class PbemSetupPanel method loadEmailSender.
/**
* Configures the list of Email senders. If the game was saved we use this email sender.
* Since passwords are not stored in save games, the LocalBeanCache is checked
*
* @param data
* the game data
*/
private void loadEmailSender(final GameData data) {
// The list of email, either loaded from cache or created
final List<IEmailSender> emailSenders = new ArrayList<>();
emailSenders.add(useCacheIfAvailable(new NullEmailSender()));
emailSenders.add(useCacheIfAvailable(new GmailEmailSender()));
emailSenders.add(useCacheIfAvailable(new HotmailEmailSender()));
emailSenders.add(useCacheIfAvailable(new GenericEmailSender()));
emailSenderEditor.setBeans(emailSenders);
// now get the sender from the save game, update it with credentials from the cache, and set it
final IEmailSender sender = (IEmailSender) data.getProperties().get(PBEMMessagePoster.EMAIL_SENDER_PROP_NAME);
if (sender != null) {
final IEmailSender cached = (IEmailSender) LocalBeanCache.INSTANCE.getSerializable(sender.getClass().getCanonicalName());
if (cached != null) {
sender.setUserName(cached.getUserName());
sender.setPassword(cached.getPassword());
sender.setCredentialsSaved(cached.areCredentialsSaved());
}
emailSenderEditor.setSelectedBean(sender);
}
}
use of games.strategy.engine.pbem.IEmailSender in project triplea by triplea-game.
the class PbemSetupPanel method getLauncher.
/**
* Called when the user hits play.
*/
@Override
public Optional<ILauncher> getLauncher() {
// update local cache and write to disk before game starts
final IForumPoster poster = (IForumPoster) forumPosterEditor.getBean();
if (poster != null) {
LocalBeanCache.INSTANCE.storeSerializable(poster.getClass().getCanonicalName(), poster);
}
final IEmailSender sender = (IEmailSender) emailSenderEditor.getBean();
if (sender != null) {
LocalBeanCache.INSTANCE.storeSerializable(sender.getClass().getCanonicalName(), sender);
}
final IRemoteDiceServer server = (IRemoteDiceServer) diceServerEditor.getBean();
LocalBeanCache.INSTANCE.storeSerializable(server.getDisplayName(), server);
LocalBeanCache.INSTANCE.writeToDisk();
// create local launcher
final String gameUuid = (String) gameSelectorModel.getGameData().getProperties().get(GameData.GAME_UUID);
final PbemDiceRoller randomSource = new PbemDiceRoller((IRemoteDiceServer) diceServerEditor.getBean(), gameUuid);
final Map<String, String> playerTypes = new HashMap<>();
final Map<String, Boolean> playersEnabled = new HashMap<>();
for (final PlayerSelectorRow player : this.playerTypes) {
playerTypes.put(player.getPlayerName(), player.getPlayerType());
playersEnabled.put(player.getPlayerName(), player.isPlayerEnabled());
}
// we don't need the playerToNode list, the
// disable-able players, or the alliances
// list, for a local game
final PlayerListing pl = new PlayerListing(null, playersEnabled, playerTypes, gameSelectorModel.getGameData().getGameVersion(), gameSelectorModel.getGameName(), gameSelectorModel.getGameRound(), null, null);
return Optional.of(new LocalLauncher(gameSelectorModel, randomSource, pl));
}
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