def __update_game_details(self, game=None):
		"""Set map name and other misc data in a widget. Only possible in certain states"""
		if game is None:
			game = self.__get_selected_game()
			if game is None:
				return
		#xgettext:python-format
		self.current.findChild(name="game_map").text = _("Map: {map_name}").format(map_name=game.get_map_name())
		self.current.findChild(name="game_name").text = _("Name: {game_name}").format(game_name=game.get_name())
		self.current.findChild(name="game_creator").text = _("Creator: {game_creator}").format(game_creator=game.get_creator())
		#xgettext:python-format
		self.current.findChild(name="game_playersnum").text = _("Players: {player_amount}/{player_limit}").format(
		                           player_amount=game.get_player_count(),
		                           player_limit=game.get_player_limit())
		vbox_inner = self.current.findChild(name="game_info")
		if game.is_savegame(): # work around limitations of current systems via messages
			path = SavegameManager.get_multiplayersave_map(game.mapname)
			btn_name = "save_missing_help_button"
			btn = vbox_inner.findChild(name=btn_name)
			if SavegameAccessor.get_hash(path) != game.get_map_hash():
				text = ""
				if btn is None:
					btn = Button(name=btn_name)
					btn.text = _("This savegame is missing (click here)")
					last_elem = vbox_inner.findChild(name="game_info_last")
					if last_elem is None: # no last elem -> we are last
						vbox_inner.addChild( btn )
					else:
						vbox_inner.insertChildBefore( btn, last_elem )
				btn_text = _(u"For multiplayer load, it is necessary for you to have the correct savegame file.") + u"\n"
				btn_text += _(u"The file will be downloaded when the game starts.")
				btn.btn_text = btn_text
				def show():
					self.show_popup(_("Help"), btn_text, size=1)
				btn.capture(show)

			else:
				text = _(u"This is a savegame.")
				if btn is not None:
					btn.hide()

			if text:
				self.current.findChild(name="game_isloaded").text = text

		self.__update_players_box(game)

		vbox_inner.adaptLayout() # inner vbox always exists
		vbox = self.current.findChild(name="gamedetailsbox")
		if vbox is not None:
			vbox.adaptLayout()
	def __actual_join(self, game=None, password=""):
		"""Does the actual joining to the game.

		 This method is called after everything is OK for joining."""
		if game is None:
			return False

		self.__apply_new_nickname()
		self.__apply_new_color()

		fetch = False
		if game.is_savegame() and SavegameAccessor.get_hash(SavegameManager.get_multiplayersave_map(game.mapname)) != game.get_map_hash():
			fetch = True

		if not NetworkInterface().joingame(game.get_uuid(), password, fetch):
			return False
		self.__show_gamelobby()
		return True
    def __actual_join(self, game=None, password=""):
        """Does the actual joining to the game.

		 This method is called after everything is OK for joining."""
        if game is None:
            return False

        self.__apply_new_nickname()
        self.__apply_new_color()

        fetch = False
        if game.is_savegame() and SavegameAccessor.get_hash(
                SavegameManager.get_multiplayersave_map(
                    game.mapname)) != game.get_map_hash():
            fetch = True

        if not NetworkInterface().joingame(game.get_uuid(), password, fetch):
            return False
        self.__show_gamelobby()
        return True
    def __create_game(self, load=None, chosen_map=None):
        """
		Actually create a game, join it, and display the lobby.

		@param load: game data tuple for creating loaded games
		@param chosen_map: the name of the map to start a new game on (overrides the gui)
		"""
        # create the game
        if load:
            mapname, gamename, gamepassword = load
            path = SavegameManager.get_multiplayersave_map(mapname)
            maxplayers = SavegameAccessor.get_players_num(path)
            password = gamepassword
            maphash = SavegameAccessor.get_hash(path)
        else:
            mapindex = None
            if chosen_map is not None:
                for i, map in enumerate(self.maps_display):
                    if map == chosen_map:
                        mapindex = i
                        break

            if mapindex is None:
                mapindex = self.current.collectData('maplist')
            mapname = self.maps_display[mapindex]
            maxplayers = self.current.collectData(
                'playerlimit') + 2  # 1 is the first entry
            gamename = self.current.collectData('gamename')
            password = self.current.collectData('password')
            maphash = ""

        password = hashlib.sha1(password).hexdigest() if password != "" else ""
        game = NetworkInterface().creategame(mapname, maxplayers, gamename,
                                             maphash, password)
        if game is None:
            return

        self.__show_gamelobby()
	def __create_game(self, load=None, chosen_map=None):
		"""
		Actually create a game, join it, and display the lobby.

		@param load: game data tuple for creating loaded games
		@param chosen_map: the name of the map to start a new game on (overrides the gui)
		"""
		# create the game
		if load:
			mapname, gamename, gamepassword = load
			path = SavegameManager.get_multiplayersave_map(mapname)
			maxplayers = SavegameAccessor.get_players_num(path)
			password = gamepassword
			maphash = SavegameAccessor.get_hash(path)
		else:
			mapindex = None
			if chosen_map is not None:
				for i, map in enumerate(self.maps_display):
					if map == chosen_map:
						mapindex = i
						break

			if mapindex is None:
				mapindex = self.current.collectData('maplist')
			mapname = self.maps_display[mapindex]
			maxplayers = self.current.collectData('playerlimit') + 2 # 1 is the first entry
			gamename = self.current.collectData('gamename')
			password = self.current.collectData('password')
			maphash = ""


		password = hashlib.sha1(password).hexdigest() if password != "" else ""
		game = NetworkInterface().creategame(mapname, maxplayers, gamename, maphash, password)
		if game is None:
			return

		self.__show_gamelobby()
    def __update_game_details(self, game=None):
        """Set map name and other misc data in a widget. Only possible in certain states"""
        if game is None:
            game = self.__get_selected_game()
            if game is None:
                return
        #xgettext:python-format
        self.current.findChild(
            name="game_map").text = _("Map: {map_name}").format(
                map_name=game.get_map_name())
        self.current.findChild(
            name="game_name").text = _("Name: {game_name}").format(
                game_name=game.get_name())
        self.current.findChild(
            name="game_creator").text = _("Creator: {game_creator}").format(
                game_creator=game.get_creator())
        #xgettext:python-format
        self.current.findChild(name="game_playersnum").text = _(
            "Players: {player_amount}/{player_limit}").format(
                player_amount=game.get_player_count(),
                player_limit=game.get_player_limit())
        vbox_inner = self.current.findChild(name="game_info")
        if game.is_savegame(
        ):  # work around limitations of current systems via messages
            path = SavegameManager.get_multiplayersave_map(game.mapname)
            btn_name = "save_missing_help_button"
            btn = vbox_inner.findChild(name=btn_name)
            if SavegameAccessor.get_hash(path) != game.get_map_hash():
                text = ""
                if btn is None:
                    btn = Button(name=btn_name)
                    btn.text = _("This savegame is missing (click here)")
                    last_elem = vbox_inner.findChild(name="game_info_last")
                    if last_elem is None:  # no last elem -> we are last
                        vbox_inner.addChild(btn)
                    else:
                        vbox_inner.insertChildBefore(btn, last_elem)
                btn_text = _(
                    u"For multiplayer load, it is necessary for you to have the correct savegame file."
                ) + u"\n"
                btn_text += _(
                    u"The file will be downloaded when the game starts.")
                btn.btn_text = btn_text

                def show():
                    self.show_popup(_("Help"), btn_text, size=1)

                btn.capture(show)

            else:
                text = _(u"This is a savegame.")
                if btn is not None:
                    btn.hide()

            if text:
                self.current.findChild(name="game_isloaded").text = text

        self.__update_players_box(game)

        vbox_inner.adaptLayout()  # inner vbox always exists
        vbox = self.current.findChild(name="gamedetailsbox")
        if vbox is not None:
            vbox.adaptLayout()