瀏覽代碼

Move turn timer logic from GameHandler class

nordsoft 2 年之前
父節點
當前提交
e414af221b
共有 5 個文件被更改,包括 132 次插入28 次删除
  1. 8 28
      server/CGameHandler.cpp
  2. 3 0
      server/CGameHandler.h
  3. 2 0
      server/CMakeLists.txt
  4. 86 0
      server/TurnTimerHandler.cpp
  5. 33 0
      server/TurnTimerHandler.h

+ 8 - 28
server/CGameHandler.cpp

@@ -1570,6 +1570,7 @@ CGameHandler::CGameHandler(CVCMIServer * lobby)
 	, complainNoCreatures("No creatures to split")
 	, complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
 	, complainInvalidSlot("Invalid slot accessed!")
+	, turnTimerHandler(*this)
 {
 	QID = 1;
 	IObjectInterface::cb = this;
@@ -2019,7 +2020,11 @@ void CGameHandler::run(bool resume)
 		events::GameResumed::defaultExecute(serverEventBus.get());
 
 	auto playerTurnOrder = generatePlayerTurnOrder();
-
+	
+	if(!resume)
+		for(auto & playerColor : playerTurnOrder)
+			turnTimerHandler.onGameplayStart(gs->players[playerColor]);
+	
 	while(lobby->state == EServerState::GAMEPLAY)
 	{
 		if(!resume)
@@ -2068,13 +2073,7 @@ void CGameHandler::run(bool resume)
 					yt.daysWithoutCastle = playerState->daysWithoutCastle;
 					applyAndSend(&yt);
 					
-					if(gs->getStartInfo()->turnTimerInfo.turnTimer > 0) //turn timer check
-					{
-						TurnTimeUpdate ttu;
-						ttu.player = player;
-						ttu.turnTimer = gs->getStartInfo()->turnTimerInfo;
-						applyAndSend(&ttu);
-					}
+					turnTimerHandler.onPlayerGetTurn(gs->players[player]);
 				}
 			};
 
@@ -2084,29 +2083,10 @@ void CGameHandler::run(bool resume)
 			{
 				//wait till turn is done
 				const int waitTime = 100; //ms
-				int turnTimePropagateFrequency = 5000; //do not send updates too frequently
 				boost::unique_lock<boost::mutex> lock(states.mx);
 				while(states.players.at(playerColor).makingTurn && lobby->state == EServerState::GAMEPLAY)
 				{
-					if(gs->getStartInfo()->turnTimerInfo.isEnabled() && !gs->curB) //turn timer check
-					{
-						if(gs->players[playerColor].turnTimer.turnTimer > 0)
-						{
-							gs->players[playerColor].turnTimer.turnTimer -= waitTime;
-							
-							if(gs->players[playerColor].status == EPlayerStatus::INGAME //do not send message if player is not active already
-							   && gs->players[playerColor].turnTimer.turnTimer % turnTimePropagateFrequency == 0)
-							{
-								TurnTimeUpdate ttu;
-								ttu.player = playerColor;
-								ttu.turnTimer = gs->players[playerColor].turnTimer;
-								applyAndSend(&ttu);
-							}
-						}
-						else if(!queries.topQuery(playerColor)) //wait for replies to avoid pending queries
-							states.players.at(playerColor).makingTurn = false; //force end turn
-					}
-					
+					turnTimerHandler.onPlayerMakingTurn(gs->players[playerColor], waitTime);
 					static time_duration p = milliseconds(waitTime);
 					states.cv.timed_wait(lock, p);
 				}

+ 3 - 0
server/CGameHandler.h

@@ -17,6 +17,7 @@
 #include "../lib/battle/BattleAction.h"
 #include "../lib/ScriptHandler.h"
 #include "CQuery.h"
+#include "TurnTimerHandler.h"
 
 VCMI_LIB_NAMESPACE_BEGIN
 
@@ -100,6 +101,8 @@ class CGameHandler : public IGameCallback, public CBattleInfoCallback, public En
 	CVCMIServer * lobby;
 	std::shared_ptr<CApplier<CBaseForGHApply>> applier;
 	std::unique_ptr<boost::thread> battleThread;
+	
+	TurnTimerHandler turnTimerHandler;
 
 public:
 	std::unique_ptr<HeroPoolProcessor> heroPool;

+ 2 - 0
server/CMakeLists.txt

@@ -9,6 +9,7 @@ set(server_SRCS
 		CVCMIServer.cpp
 		NetPacksServer.cpp
 		NetPacksLobbyServer.cpp
+		TurnTimerHandler.cpp
 )
 
 set(server_HEADERS
@@ -22,6 +23,7 @@ set(server_HEADERS
 		CVCMIServer.h
 		LobbyNetPackVisitors.h
 		ServerNetPackVisitors.h
+		TurnTimerHandler.h
 )
 
 assign_source_group(${server_SRCS} ${server_HEADERS})

+ 86 - 0
server/TurnTimerHandler.cpp

@@ -0,0 +1,86 @@
+/*
+ * TurnTimerHandler.cpp, part of VCMI engine
+ *
+ * Authors: listed in file AUTHORS in main folder
+ *
+ * License: GNU General Public License v2.0 or later
+ * Full text of license available in license.txt file, in main folder
+ *
+ */
+#include "StdInc.h"
+#include "TurnTimerHandler.h"
+#include "CGameHandler.h"
+#include "../lib/CPlayerState.h"
+#include "../lib/gameState/CGameState.h"
+#include "../lib/StartInfo.h"
+
+TurnTimerHandler::TurnTimerHandler(CGameHandler & gh):
+	gameHandler(gh)
+{
+	
+}
+
+void TurnTimerHandler::onGameplayStart(PlayerState & state)
+{
+	if(const auto * si = gameHandler.getStartInfo())
+	{
+		if(si->turnTimerInfo.isEnabled())
+		{
+			TurnTimeUpdate ttu;
+			ttu.player = state.color;
+			ttu.turnTimer = si->turnTimerInfo;
+			ttu.turnTimer.turnTimer = 0;
+			gameHandler.applyAndSend(&ttu);
+		}
+	}
+}
+
+void TurnTimerHandler::onPlayerGetTurn(PlayerState & state)
+{
+	if(const auto * si = gameHandler.getStartInfo())
+	{
+		if(si->turnTimerInfo.isEnabled())
+		{
+			state.turnTimer.baseTimer += state.turnTimer.turnTimer;
+			state.turnTimer.turnTimer = si->turnTimerInfo.turnTimer;
+			
+			TurnTimeUpdate ttu;
+			ttu.player = state.color;
+			ttu.turnTimer = state.turnTimer;
+			gameHandler.applyAndSend(&ttu);
+		}
+	}
+}
+
+void TurnTimerHandler::onPlayerMakingTurn(PlayerState & state, int waitTime)
+{
+	const auto * gs = gameHandler.gameState();
+	const auto * si = gameHandler.getStartInfo();
+	if(!si || !gs)
+		return;
+	
+	if(si->turnTimerInfo.isEnabled() && !gs->curB)
+	{
+		if(state.turnTimer.turnTimer > 0)
+		{
+			state.turnTimer.turnTimer -= waitTime;
+			
+			if(state.status == EPlayerStatus::INGAME //do not send message if player is not active already
+			   && state.turnTimer.turnTimer % turnTimePropagateFrequency == 0)
+			{
+				TurnTimeUpdate ttu;
+				ttu.player = state.color;
+				ttu.turnTimer = state.turnTimer;
+				gameHandler.applyAndSend(&ttu);
+			}
+		}
+		else if(state.turnTimer.baseTimer > 0)
+		{
+			state.turnTimer.turnTimer = state.turnTimer.baseTimer;
+			state.turnTimer.baseTimer = 0;
+			onPlayerMakingTurn(state, waitTime);
+		}
+		else if(!gameHandler.queries.topQuery(state.color)) //wait for replies to avoid pending queries
+			gameHandler.states.players.at(state.color).makingTurn = false; //force end turn
+	}
+}

+ 33 - 0
server/TurnTimerHandler.h

@@ -0,0 +1,33 @@
+/*
+ * TurnTimerHandler.h, part of VCMI engine
+ *
+ * Authors: listed in file AUTHORS in main folder
+ *
+ * License: GNU General Public License v2.0 or later
+ * Full text of license available in license.txt file, in main folder
+ *
+ */
+
+#pragma once
+
+VCMI_LIB_NAMESPACE_BEGIN
+
+class PlayerColor;
+struct PlayerState;
+
+VCMI_LIB_NAMESPACE_END
+
+class CGameHandler;
+
+class TurnTimerHandler
+{
+	CGameHandler & gameHandler;
+	const int turnTimePropagateFrequency = 5000;
+	
+public:
+	TurnTimerHandler(CGameHandler &);
+	
+	void onGameplayStart(PlayerState & state);
+	void onPlayerGetTurn(PlayerState & state);
+	void onPlayerMakingTurn(PlayerState & state, int waitTime);
+};