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Extended timer info to exhange between client and server

nordsoft 2 роки тому
батько
коміт
9a42abe2a7

+ 0 - 9
client/CPlayerInterface.cpp

@@ -140,7 +140,6 @@ CPlayerInterface::CPlayerInterface(PlayerColor Player):
 	firstCall = 1; //if loading will be overwritten in serialize
 	autosaveCount = 0;
 	isAutoFightOn = false;
-	timerEnabled = true;
 	duringMovement = false;
 	ignoreEvents = false;
 	numOfMovedArts = 0;
@@ -272,8 +271,6 @@ void CPlayerInterface::yourTurn(QueryID queryID)
 			makingTurn = true;
 			adventureInt->onPlayerTurnStarted(playerID);
 		}
-		
-		timerEnabled = false;
 	}
 	acceptTurn(queryID);
 }
@@ -326,7 +323,6 @@ void CPlayerInterface::acceptTurn(QueryID queryID)
 	}
 	
 	cb->selectionMade(0, queryID);
-	timerEnabled = true;
 }
 
 void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
@@ -2127,8 +2123,3 @@ std::optional<BattleAction> CPlayerInterface::makeSurrenderRetreatDecision(const
 {
 	return std::nullopt;
 }
-
-bool CPlayerInterface::isTimerEnabled() const
-{
-	return timerEnabled;
-}

+ 0 - 3
client/CPlayerInterface.h

@@ -57,7 +57,6 @@ namespace boost
 /// Central class for managing user interface logic
 class CPlayerInterface : public CGameInterface, public IUpdateable
 {
-	bool timerEnabled;
 	bool duringMovement;
 	bool ignoreEvents;
 	size_t numOfMovedArts;
@@ -207,8 +206,6 @@ public: // public interface for use by client via LOCPLINT access
 
 	///returns true if all events are processed internally
 	bool capturedAllEvents();
-	
-	bool isTimerEnabled() const;
 
 	CPlayerInterface(PlayerColor Player);
 	~CPlayerInterface();

+ 12 - 12
client/adventureMap/TurnTimerWidget.cpp

@@ -102,22 +102,27 @@ void TurnTimerWidget::tick(uint32_t msPassed)
 	if(!LOCPLINT || !LOCPLINT->cb)
 		return;
 
-	for (PlayerColor p(0); p < PlayerColor::PLAYER_LIMIT; ++p)
+	for(PlayerColor p(0); p < PlayerColor::PLAYER_LIMIT; ++p)
 	{
 		auto player = p;
 		if(LOCPLINT->battleInt)
 		{
 			if(auto * stack = LOCPLINT->battleInt->stacksController->getActiveStack())
 				player = stack->getOwner();
+			else
+				continue;
+			if(p != player)
+				continue;
 		}
-		
-		if(p != player || !LOCPLINT->cb->isPlayerMakingTurn(player))
+		else if(!LOCPLINT->cb->isPlayerMakingTurn(player))
 			continue;
 
 		auto time = LOCPLINT->cb->getPlayerTurnTime(player);
-		if(LOCPLINT->isTimerEnabled())
+		if(time.isActive)
 			cachedTurnTime -= msPassed;
-		if(cachedTurnTime < 0) cachedTurnTime = 0; //do not go below zero
+		
+		if(cachedTurnTime < 0)
+			cachedTurnTime = 0; //do not go below zero
 		
 		if(lastPlayer != player)
 		{
@@ -140,15 +145,10 @@ void TurnTimerWidget::tick(uint32_t msPassed)
 		auto * playerInfo = LOCPLINT->cb->getPlayer(player);
 		if(player.isValidPlayer() || (playerInfo && playerInfo->isHuman()))
 		{
-			if(LOCPLINT->battleInt)
-			{
-				if(time.isBattleEnabled())
-					timeCheckAndUpdate(time.creatureTimer);
-			}
+			if(time.isBattle)
+				timeCheckAndUpdate(time.creatureTimer);
 			else
-			{
 				timeCheckAndUpdate(time.turnTimer);
-			}
 		}
 		else
 			timeCheckAndUpdate(0);

+ 5 - 0
lib/TurnTimerInfo.h

@@ -19,6 +19,9 @@ struct DLL_LINKAGE TurnTimerInfo
 	int battleTimer = 0; //in ms, counts down during battles when creature timer runs out
 	int creatureTimer = 0; //in ms, counts down when player is choosing action in battle
 	
+	bool isActive = true; //should be paused if set to false
+	bool isBattle = false; //indicator for current timer mode
+	
 	bool isEnabled() const;
 	bool isBattleEnabled() const;
 	
@@ -29,6 +32,8 @@ struct DLL_LINKAGE TurnTimerInfo
 		h & baseTimer;
 		h & battleTimer;
 		h & creatureTimer;
+		h & isActive;
+		h & isBattle;
 	}
 };
 

+ 47 - 49
server/TurnTimerHandler.cpp

@@ -31,11 +31,11 @@ void TurnTimerHandler::onGameplayStart(PlayerColor player)
 	std::lock_guard<std::recursive_mutex> guard(mx);
 	if(const auto * si = gameHandler.getStartInfo())
 	{
-		timerInfo[player].timer = si->turnTimerInfo;
-		timerInfo[player].timer.turnTimer = 0;
-		timerInfo[player].isEnabled = true;
-		timerInfo[player].isBattle = false;
-		timerInfo[player].lastUpdate = std::numeric_limits<int>::max();
+		timers[player] = si->turnTimerInfo;
+		timers[player].turnTimer = 0;
+		timers[player].isActive = true;
+		timers[player].isBattle = false;
+		lastUpdate[player] = std::numeric_limits<int>::max();
 	}
 }
 
@@ -43,17 +43,16 @@ void TurnTimerHandler::setTimerEnabled(PlayerColor player, bool enabled)
 {
 	std::lock_guard<std::recursive_mutex> guard(mx);
 	assert(player.isValidPlayer());
-	timerInfo[player].isEnabled = enabled;
+	timers[player].isActive = enabled;
 }
 
 void TurnTimerHandler::sendTimerUpdate(PlayerColor player)
 {
-	auto & info = timerInfo[player];
 	TurnTimeUpdate ttu;
 	ttu.player = player;
-	ttu.turnTimer = info.timer;
+	ttu.turnTimer = timers[player];
 	gameHandler.sendAndApply(&ttu);
-	info.lastUpdate = 0;
+	lastUpdate[player] = 0;
 }
 
 void TurnTimerHandler::onPlayerGetTurn(PlayerColor player)
@@ -63,10 +62,10 @@ void TurnTimerHandler::onPlayerGetTurn(PlayerColor player)
 	{
 		if(si->turnTimerInfo.isEnabled())
 		{
-			auto & info = timerInfo[player];
+			auto & timer = timers[player];
 			if(si->turnTimerInfo.baseTimer > 0)
-				info.timer.baseTimer += info.timer.turnTimer;
-			info.timer.turnTimer = si->turnTimerInfo.turnTimer;
+				timer.baseTimer += timer.turnTimer;
+			timer.turnTimer = si->turnTimerInfo.turnTimer;
 			
 			sendTimerUpdate(player);
 		}
@@ -91,14 +90,13 @@ bool TurnTimerHandler::timerCountDown(int & timer, int initialTimer, PlayerColor
 {
 	if(timer > 0)
 	{
-		auto & info = timerInfo[player];
 		timer -= waitTime;
-		info.lastUpdate += waitTime;
+		lastUpdate[player] += waitTime;
 		int frequency = (timer > turnTimePropagateThreshold
 						 && initialTimer - timer > turnTimePropagateThreshold)
 		? turnTimePropagateFrequency : turnTimePropagateFrequencyCrit;
 		
-		if(info.lastUpdate >= frequency)
+		if(lastUpdate[player] >= frequency)
 			sendTimerUpdate(player);
 
 		return true;
@@ -114,16 +112,16 @@ void TurnTimerHandler::onPlayerMakingTurn(PlayerColor player, int waitTime)
 	if(!si || !gs || !si->turnTimerInfo.isEnabled())
 		return;
 	
-	auto & info = timerInfo[player];
+	auto & timer = timers[player];
 	const auto * state = gameHandler.getPlayerState(player);
-	if(state && state->human && info.isEnabled && !info.isBattle && state->status == EPlayerStatus::INGAME)
+	if(state && state->human && timer.isActive && !timer.isBattle && state->status == EPlayerStatus::INGAME)
 	{
-		if(!timerCountDown(info.timer.turnTimer, si->turnTimerInfo.turnTimer, player, waitTime))
+		if(!timerCountDown(timer.turnTimer, si->turnTimerInfo.turnTimer, player, waitTime))
 		{
-			if(info.timer.baseTimer > 0)
+			if(timer.baseTimer > 0)
 			{
-				info.timer.turnTimer = info.timer.baseTimer;
-				info.timer.baseTimer = 0;
+				timer.turnTimer = timer.baseTimer;
+				timer.baseTimer = 0;
 				onPlayerMakingTurn(player, 0);
 			}
 			else if(!gameHandler.queries->topQuery(state->color)) //wait for replies to avoid pending queries
@@ -164,10 +162,10 @@ void TurnTimerHandler::onBattleStart()
 	{
 		if(i.isValidPlayer())
 		{
-			auto & info = timerInfo[i];
-			info.isBattle = true;
-			info.timer.battleTimer = (pvpBattle ? si->turnTimerInfo.battleTimer : 0);
-			info.timer.creatureTimer = (pvpBattle ? si->turnTimerInfo.creatureTimer : si->turnTimerInfo.battleTimer);
+			auto & timer = timers[i];
+			timer.isBattle = true;
+			timer.battleTimer = (pvpBattle ? si->turnTimerInfo.battleTimer : 0);
+			timer.creatureTimer = (pvpBattle ? si->turnTimerInfo.creatureTimer : si->turnTimerInfo.battleTimer);
 			
 			sendTimerUpdate(i);
 		}
@@ -191,12 +189,12 @@ void TurnTimerHandler::onBattleEnd()
 	{
 		if(i.isValidPlayer() && !pvpBattle)
 		{
-			auto & info = timerInfo[i];
-			info.isBattle = false;
-			if(si->turnTimerInfo.baseTimer && info.timer.baseTimer == 0)
-				info.timer.baseTimer = info.timer.creatureTimer;
-			else if(si->turnTimerInfo.turnTimer && info.timer.turnTimer == 0)
-				info.timer.turnTimer = info.timer.creatureTimer;
+			auto & timer = timers[i];
+			timer.isBattle = false;
+			if(si->turnTimerInfo.baseTimer && timer.baseTimer == 0)
+				timer.baseTimer = timer.creatureTimer;
+			else if(si->turnTimerInfo.turnTimer && timer.turnTimer == 0)
+				timer.turnTimer = timer.creatureTimer;
 
 			sendTimerUpdate(i);
 		}
@@ -215,10 +213,10 @@ void TurnTimerHandler::onBattleNextStack(const CStack & stack)
 	{
 		auto player = stack.getOwner();
 		
-		auto & info = timerInfo[player];
-		if(info.timer.battleTimer == 0)
-			info.timer.battleTimer = info.timer.creatureTimer;
-		info.timer.creatureTimer = si->turnTimerInfo.creatureTimer;
+		auto & timer = timers[player];
+		if(timer.battleTimer == 0)
+			timer.battleTimer = timer.creatureTimer;
+		timer.creatureTimer = si->turnTimerInfo.creatureTimer;
 		
 		sendTimerUpdate(player);
 	}
@@ -254,16 +252,16 @@ void TurnTimerHandler::onBattleLoop(int waitTime)
 	if(!state || state->status != EPlayerStatus::INGAME || !state->human)
 		return;
 	
-	auto & info = timerInfo[player];
-	if(info.isEnabled && info.isBattle && !timerCountDown(info.timer.creatureTimer, si->turnTimerInfo.creatureTimer, player, waitTime))
+	auto & timer = timers[player];
+	if(timer.isActive && timer.isBattle && !timerCountDown(timer.creatureTimer, si->turnTimerInfo.creatureTimer, player, waitTime))
 	{
 		if(isPvpBattle())
 		{
-			if(info.timer.battleTimer > 0)
+			if(timer.battleTimer > 0)
 			{
-				info.timer.creatureTimer = info.timer.battleTimer;
-				timerCountDown(info.timer.creatureTimer, info.timer.battleTimer, player, 0);
-				info.timer.battleTimer = 0;
+				timer.creatureTimer = timer.battleTimer;
+				timerCountDown(timer.creatureTimer, timer.battleTimer, player, 0);
+				timer.battleTimer = 0;
 			}
 			else
 			{
@@ -281,17 +279,17 @@ void TurnTimerHandler::onBattleLoop(int waitTime)
 		}
 		else
 		{
-			if(info.timer.turnTimer > 0)
+			if(timer.turnTimer > 0)
 			{
-				info.timer.creatureTimer = info.timer.turnTimer;
-				timerCountDown(info.timer.creatureTimer, info.timer.turnTimer, player, 0);
-				info.timer.turnTimer = 0;
+				timer.creatureTimer = timer.turnTimer;
+				timerCountDown(timer.creatureTimer, timer.turnTimer, player, 0);
+				timer.turnTimer = 0;
 			}
-			else if(info.timer.baseTimer > 0)
+			else if(timer.baseTimer > 0)
 			{
-				info.timer.creatureTimer = info.timer.baseTimer;
-				timerCountDown(info.timer.creatureTimer, info.timer.baseTimer, player, 0);
-				info.timer.baseTimer = 0;
+				timer.creatureTimer = timer.baseTimer;
+				timerCountDown(timer.creatureTimer, timer.baseTimer, player, 0);
+				timer.baseTimer = 0;
 			}
 			else
 			{

+ 3 - 10
server/TurnTimerHandler.h

@@ -22,20 +22,13 @@ VCMI_LIB_NAMESPACE_END
 class CGameHandler;
 
 class TurnTimerHandler
-{
-	struct PlayerTimerInfo
-	{
-		TurnTimerInfo timer;
-		bool isEnabled = true;
-		bool isBattle = false;
-		int lastUpdate = 0;
-	};
-	
+{	
 	CGameHandler & gameHandler;
 	const int turnTimePropagateFrequency = 5000;
 	const int turnTimePropagateFrequencyCrit = 1000;
 	const int turnTimePropagateThreshold = 3000;
-	std::map<PlayerColor, PlayerTimerInfo> timerInfo;
+	std::map<PlayerColor, TurnTimerInfo> timers;
+	std::map<PlayerColor, int> lastUpdate;
 	std::recursive_mutex mx;
 	
 	void onPlayerMakingTurn(PlayerColor player, int waitTime);