Client.cpp 19 KB

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  1. #include "StdInc.h"
  2. #include "CMusicHandler.h"
  3. #include "../lib/CCampaignHandler.h"
  4. #include "../CCallback.h"
  5. #include "../lib/CConsoleHandler.h"
  6. #include "CGameInfo.h"
  7. #include "../lib/CGameState.h"
  8. #include "CPlayerInterface.h"
  9. #include "../lib/StartInfo.h"
  10. #include "../lib/BattleState.h"
  11. #include "../lib/CArtHandler.h"
  12. #include "../lib/CDefObjInfoHandler.h"
  13. #include "../lib/CGeneralTextHandler.h"
  14. #include "../lib/CHeroHandler.h"
  15. #include "../lib/CTownHandler.h"
  16. #include "../lib/CObjectHandler.h"
  17. #include "../lib/CBuildingHandler.h"
  18. #include "../lib/CSpellHandler.h"
  19. #include "../lib/Connection.h"
  20. #include "../lib/Interprocess.h"
  21. #include "../lib/NetPacks.h"
  22. #include "../lib/VCMI_Lib.h"
  23. #include "../lib/VCMIDirs.h"
  24. #include "../lib/map.h"
  25. #include "../lib/JsonNode.h"
  26. #include "mapHandler.h"
  27. #include "CConfigHandler.h"
  28. #include "Client.h"
  29. #include "CPreGame.h"
  30. #include "BattleInterface/CBattleInterface.h"
  31. #include "../lib/CThreadHelper.h"
  32. #include "../lib/CScriptingModule.h"
  33. #include "../lib/CFileUtility.h"
  34. #include "../lib/RegisterTypes.h"
  35. #include "UIFramework/CGuiHandler.h"
  36. extern std::string NAME;
  37. namespace intpr = boost::interprocess;
  38. /*
  39. * Client.cpp, part of VCMI engine
  40. *
  41. * Authors: listed in file AUTHORS in main folder
  42. *
  43. * License: GNU General Public License v2.0 or later
  44. * Full text of license available in license.txt file, in main folder
  45. *
  46. */
  47. template <typename T> class CApplyOnCL;
  48. class CBaseForCLApply
  49. {
  50. public:
  51. virtual void applyOnClAfter(CClient *cl, void *pack) const =0;
  52. virtual void applyOnClBefore(CClient *cl, void *pack) const =0;
  53. virtual ~CBaseForCLApply(){}
  54. template<typename U> static CBaseForCLApply *getApplier(const U * t=NULL)
  55. {
  56. return new CApplyOnCL<U>;
  57. }
  58. };
  59. template <typename T> class CApplyOnCL : public CBaseForCLApply
  60. {
  61. public:
  62. void applyOnClAfter(CClient *cl, void *pack) const
  63. {
  64. T *ptr = static_cast<T*>(pack);
  65. ptr->applyCl(cl);
  66. }
  67. void applyOnClBefore(CClient *cl, void *pack) const
  68. {
  69. T *ptr = static_cast<T*>(pack);
  70. ptr->applyFirstCl(cl);
  71. }
  72. };
  73. static CApplier<CBaseForCLApply> *applier = NULL;
  74. void CClient::init()
  75. {
  76. hotSeat = false;
  77. connectionHandler = NULL;
  78. pathInfo = NULL;
  79. applier = new CApplier<CBaseForCLApply>;
  80. registerTypes2(*applier);
  81. IObjectInterface::cb = this;
  82. serv = NULL;
  83. gs = NULL;
  84. cb = NULL;
  85. erm = NULL;
  86. terminate = false;
  87. }
  88. CClient::CClient(void)
  89. {
  90. init();
  91. }
  92. CClient::CClient(CConnection *con, StartInfo *si)
  93. {
  94. init();
  95. newGame(con,si);
  96. }
  97. CClient::~CClient(void)
  98. {
  99. delete pathInfo;
  100. delete applier;
  101. }
  102. void CClient::waitForMoveAndSend(int color)
  103. {
  104. try
  105. {
  106. assert(vstd::contains(battleints, color));
  107. BattleAction ba = battleints[color]->activeStack(gs->curB->getStack(gs->curB->activeStack, false));
  108. MakeAction temp_action(ba);
  109. sendRequest(&temp_action, color);
  110. return;
  111. }
  112. catch(boost::thread_interrupted&)
  113. {
  114. tlog5 << "Wait for move thread was interrupted and no action will be send. Was a battle ended by spell?\n";
  115. return;
  116. }
  117. HANDLE_EXCEPTION
  118. tlog1 << "We should not be here!" << std::endl;
  119. }
  120. void CClient::run()
  121. {
  122. setThreadName(-1, "CClient::run");
  123. try
  124. {
  125. CPack *pack = NULL;
  126. while(!terminate)
  127. {
  128. pack = serv->retreivePack(); //get the package from the server
  129. if (terminate)
  130. {
  131. delete pack;
  132. pack = NULL;
  133. break;
  134. }
  135. handlePack(pack);
  136. pack = NULL;
  137. }
  138. }
  139. catch (const std::exception& e)
  140. {
  141. tlog3 << "Lost connection to server, ending listening thread!\n";
  142. tlog1 << e.what() << std::endl;
  143. if(!terminate) //rethrow (-> boom!) only if closing connection was unexpected
  144. {
  145. tlog1 << "Something wrong, lost connection while game is still ongoing...\n";
  146. throw;
  147. }
  148. }
  149. }
  150. void CClient::save(const std::string & fname)
  151. {
  152. if(gs->curB)
  153. {
  154. tlog1 << "Game cannot be saved during battle!\n";
  155. return;
  156. }
  157. SaveGame save_game(fname);
  158. sendRequest((CPackForClient*)&save_game, 255);
  159. }
  160. void CClient::endGame( bool closeConnection /*= true*/ )
  161. {
  162. //suggest interfaces to finish their stuff (AI should interrupt any bg working threads)
  163. BOOST_FOREACH(auto i, playerint)
  164. i.second->finish();
  165. // Game is ending
  166. // Tell the network thread to reach a stable state
  167. if(closeConnection)
  168. stopConnection();
  169. tlog0 << "Closed connection." << std::endl;
  170. GH.curInt = NULL;
  171. LOCPLINT->terminate_cond.setn(true);
  172. {
  173. boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
  174. tlog0 << "\n\nEnding current game!" << std::endl;
  175. if(GH.topInt())
  176. GH.topInt()->deactivate();
  177. GH.listInt.clear();
  178. GH.objsToBlit.clear();
  179. GH.statusbar = NULL;
  180. tlog0 << "Removed GUI." << std::endl;
  181. delete CGI->mh;
  182. const_cast<CGameInfo*>(CGI)->mh = NULL;
  183. const_cast<CGameInfo*>(CGI)->state.dellNull();
  184. tlog0 << "Deleted mapHandler and gameState." << std::endl;
  185. LOCPLINT = NULL;
  186. }
  187. while (!playerint.empty())
  188. {
  189. CGameInterface *pint = playerint.begin()->second;
  190. playerint.erase(playerint.begin());
  191. delete pint;
  192. }
  193. callbacks.clear();
  194. tlog0 << "Deleted playerInts." << std::endl;
  195. tlog0 << "Client stopped." << std::endl;
  196. }
  197. void CClient::loadGame( const std::string & fname )
  198. {
  199. tlog0 <<"\n\nLoading procedure started!\n\n";
  200. CServerHandler sh;
  201. sh.startServer();
  202. CStopWatch tmh;
  203. {
  204. char sig[8];
  205. CMapHeader dum;
  206. const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
  207. StartInfo *si;
  208. CLoadFile lf(fname + ".vlgm1");
  209. lf >> sig >> dum >> si;
  210. tlog0 <<"Reading save signature: "<<tmh.getDiff()<<std::endl;
  211. lf >> *VLC;
  212. const_cast<CGameInfo*>(CGI)->setFromLib();
  213. tlog0 <<"Reading handlers: "<<tmh.getDiff()<<std::endl;
  214. lf >> gs;
  215. tlog0 <<"Reading gamestate: "<<tmh.getDiff()<<std::endl;
  216. const_cast<CGameInfo*>(CGI)->state = gs;
  217. const_cast<CGameInfo*>(CGI)->mh->map = gs->map;
  218. pathInfo = new CPathsInfo(int3(gs->map->width, gs->map->height, gs->map->twoLevel+1));
  219. CGI->mh->init();
  220. tlog0 <<"Initing maphandler: "<<tmh.getDiff()<<std::endl;
  221. }
  222. serv = sh.connectToServer();
  223. serv->addStdVecItems(gs);
  224. tmh.update();
  225. ui8 pom8;
  226. *serv << ui8(3) << ui8(1); //load game; one client
  227. *serv << fname;
  228. *serv >> pom8;
  229. if(pom8)
  230. throw std::runtime_error("Server cannot open the savegame!");
  231. else
  232. tlog0 << "Server opened savegame properly.\n";
  233. *serv << ui32(gs->scenarioOps->playerInfos.size()+1); //number of players + neutral
  234. for(std::map<int, PlayerSettings>::iterator it = gs->scenarioOps->playerInfos.begin();
  235. it != gs->scenarioOps->playerInfos.end(); ++it)
  236. {
  237. *serv << ui8(it->first); //players
  238. }
  239. *serv << ui8(255); // neutrals
  240. tlog0 <<"Sent info to server: "<<tmh.getDiff()<<std::endl;
  241. {
  242. CLoadFile lf(fname + ".vcgm1");
  243. lf >> *this;
  244. }
  245. }
  246. void CClient::newGame( CConnection *con, StartInfo *si )
  247. {
  248. enum {SINGLE, HOST, GUEST} networkMode = SINGLE;
  249. std::set<ui8> myPlayers;
  250. if (con == NULL)
  251. {
  252. CServerHandler sh;
  253. serv = sh.connectToServer();
  254. }
  255. else
  256. {
  257. serv = con;
  258. networkMode = (con->connectionID == 1) ? HOST : GUEST;
  259. }
  260. for(std::map<int, PlayerSettings>::iterator it =si->playerInfos.begin();
  261. it != si->playerInfos.end(); ++it)
  262. {
  263. if((networkMode == SINGLE) //single - one client has all player
  264. || (networkMode != SINGLE && serv->connectionID == it->second.human) //multi - client has only "its players"
  265. || (networkMode == HOST && it->second.human == false)) //multi - host has all AI players
  266. {
  267. myPlayers.insert(ui8(it->first)); //add player
  268. }
  269. }
  270. if(networkMode != GUEST)
  271. myPlayers.insert(255); //neutral
  272. CStopWatch tmh;
  273. const_cast<CGameInfo*>(CGI)->state = new CGameState();
  274. tlog0 <<"\tGamestate: "<<tmh.getDiff()<<std::endl;
  275. CConnection &c(*serv);
  276. ////////////////////////////////////////////////////
  277. if(networkMode == SINGLE)
  278. {
  279. ui8 pom8;
  280. c << ui8(2) << ui8(1); //new game; one client
  281. c << *si;
  282. c >> pom8;
  283. if(pom8)
  284. throw std::runtime_error("Server cannot open the map!");
  285. else
  286. tlog0 << "Server opened map properly.\n";
  287. }
  288. c << myPlayers;
  289. c >> si;
  290. tlog0 <<"\tSending/Getting info to/from the server: "<<tmh.getDiff()<<std::endl;
  291. gs = const_cast<CGameInfo*>(CGI)->state;
  292. gs->scenarioOps = si;
  293. gs->init(si);
  294. tlog0 <<"Initializing GameState (together): "<<tmh.getDiff()<<std::endl;
  295. if(gs->map)
  296. {
  297. const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
  298. CGI->mh->map = gs->map;
  299. tlog0 <<"Creating mapHandler: "<<tmh.getDiff()<<std::endl;
  300. CGI->mh->init();
  301. pathInfo = new CPathsInfo(int3(gs->map->width, gs->map->height, gs->map->twoLevel+1));
  302. tlog0 <<"Initializing mapHandler (together): "<<tmh.getDiff()<<std::endl;
  303. }
  304. int humanPlayers = 0;
  305. int sensibleAILimit = settings["session"]["oneGoodAI"].Bool() ? 1 : GameConstants::PLAYER_LIMIT;
  306. for(std::map<int, PlayerSettings>::iterator it = gs->scenarioOps->playerInfos.begin();
  307. it != gs->scenarioOps->playerInfos.end(); ++it)//initializing interfaces for players
  308. {
  309. ui8 color = it->first;
  310. gs->currentPlayer = color;
  311. if(!vstd::contains(myPlayers, color))
  312. continue;
  313. if(si->mode != StartInfo::DUEL)
  314. {
  315. auto cb = make_shared<CCallback>(gs,color,this);
  316. if(!it->second.human)
  317. {
  318. std::string AItoGive = settings["server"]["playerAI"].String();
  319. if(!sensibleAILimit)
  320. AItoGive = "EmptyAI";
  321. else
  322. sensibleAILimit--;
  323. playerint[color] = static_cast<CGameInterface*>(CDynLibHandler::getNewAI(AItoGive));
  324. tlog1 << "Player " << (int)color << " will be lead by " << AItoGive << std::endl;
  325. }
  326. else
  327. {
  328. playerint[color] = new CPlayerInterface(color);
  329. humanPlayers++;
  330. }
  331. battleints[color] = playerint[color];
  332. playerint[color]->init(cb.get());
  333. callbacks[color] = cb;
  334. }
  335. else
  336. {
  337. CBattleCallback * cbc = new CBattleCallback(gs, color, this);
  338. battleints[color] = CDynLibHandler::getNewBattleAI("StupidAI");
  339. battleints[color]->init(cbc);
  340. }
  341. }
  342. if(si->mode == StartInfo::DUEL)
  343. {
  344. CPlayerInterface *p = new CPlayerInterface(-1);
  345. p->observerInDuelMode = true;
  346. battleints[254] = playerint[254] = p;
  347. GH.curInt = p;
  348. p->init(new CCallback(gs, -1, this));
  349. battleStarted(gs->curB);
  350. }
  351. else
  352. {
  353. loadNeutralBattleAI();
  354. }
  355. serv->addStdVecItems(const_cast<CGameInfo*>(CGI)->state);
  356. hotSeat = (humanPlayers > 1);
  357. // std::vector<FileInfo> scriptModules;
  358. // CFileUtility::getFilesWithExt(scriptModules, LIB_DIR "/Scripting", "." LIB_EXT);
  359. // BOOST_FOREACH(FileInfo &m, scriptModules)
  360. // {
  361. // CScriptingModule * nm = CDynLibHandler::getNewScriptingModule(m.name);
  362. // privilagedGameEventReceivers.push_back(nm);
  363. // privilagedBattleEventReceivers.push_back(nm);
  364. // nm->giveActionCB(this);
  365. // nm->giveInfoCB(this);
  366. // nm->init();
  367. //
  368. // erm = nm; //something tells me that there'll at most one module and it'll be ERM
  369. // }
  370. }
  371. template <typename Handler>
  372. void CClient::serialize( Handler &h, const int version )
  373. {
  374. h & hotSeat;
  375. if(h.saving)
  376. {
  377. ui8 players = playerint.size();
  378. h & players;
  379. for(std::map<ui8,CGameInterface *>::iterator i = playerint.begin(); i != playerint.end(); i++)
  380. {
  381. h & i->first & i->second->dllName;
  382. i->second->serialize(h,version);
  383. }
  384. }
  385. else
  386. {
  387. ui8 players;
  388. h & players;
  389. for(int i=0; i < players; i++)
  390. {
  391. std::string dllname;
  392. ui8 pid;
  393. h & pid & dllname;
  394. CGameInterface *nInt = NULL;
  395. if(dllname.length())
  396. {
  397. if(pid == 255)
  398. {
  399. //CBattleCallback * cbc = new CBattleCallback(gs, pid, this);//FIXME: unused?
  400. CBattleGameInterface *cbgi = CDynLibHandler::getNewBattleAI(dllname);
  401. battleints[pid] = cbgi;
  402. cbgi->init(cb);
  403. //TODO? consider serialization
  404. continue;
  405. }
  406. else
  407. nInt = CDynLibHandler::getNewAI(dllname);
  408. }
  409. else
  410. nInt = new CPlayerInterface(pid);
  411. callbacks[pid] = make_shared<CCallback>(gs,pid,this);
  412. battleints[pid] = playerint[pid] = nInt;
  413. nInt->init(callbacks[pid].get());
  414. nInt->serialize(h, version);
  415. }
  416. if(!vstd::contains(battleints, GameConstants::NEUTRAL_PLAYER))
  417. loadNeutralBattleAI();
  418. }
  419. }
  420. void CClient::handlePack( CPack * pack )
  421. {
  422. CBaseForCLApply *apply = applier->apps[typeList.getTypeID(pack)]; //find the applier
  423. if(apply)
  424. {
  425. boost::unique_lock<boost::recursive_mutex> guiLock(*LOCPLINT->pim);
  426. apply->applyOnClBefore(this,pack);
  427. tlog5 << "\tMade first apply on cl\n";
  428. gs->apply(pack);
  429. tlog5 << "\tApplied on gs\n";
  430. apply->applyOnClAfter(this,pack);
  431. tlog5 << "\tMade second apply on cl\n";
  432. }
  433. else
  434. {
  435. tlog1 << "Message cannot be applied, cannot find applier! TypeID " << typeList.getTypeID(pack) << std::endl;
  436. }
  437. delete pack;
  438. }
  439. void CClient::updatePaths()
  440. {
  441. //TODO? lazy evaluation? paths now can get recalculated multiple times upon various game events
  442. const CGHeroInstance *h = getSelectedHero();
  443. if (h)//if we have selected hero...
  444. calculatePaths(h);
  445. }
  446. void CClient::finishCampaign( CCampaignState * camp )
  447. {
  448. }
  449. void CClient::proposeNextMission( CCampaignState * camp )
  450. {
  451. GH.pushInt(new CBonusSelection(camp));
  452. GH.curInt = CGP;
  453. }
  454. void CClient::stopConnection()
  455. {
  456. terminate = true;
  457. if (serv) //request closing connection
  458. {
  459. tlog0 << "Connection has been requested to be closed.\n";
  460. boost::unique_lock<boost::mutex>(*serv->wmx);
  461. CloseServer close_server;
  462. sendRequest(&close_server, 255);
  463. tlog0 << "Sent closing signal to the server\n";
  464. }
  465. if(connectionHandler)//end connection handler
  466. {
  467. if(connectionHandler->get_id() != boost::this_thread::get_id())
  468. connectionHandler->join();
  469. tlog0 << "Connection handler thread joined" << std::endl;
  470. delete connectionHandler;
  471. connectionHandler = NULL;
  472. }
  473. if (serv) //and delete connection
  474. {
  475. serv->close();
  476. delete serv;
  477. serv = NULL;
  478. tlog3 << "Our socket has been closed." << std::endl;
  479. }
  480. }
  481. void CClient::battleStarted(const BattleInfo * info)
  482. {
  483. CPlayerInterface * att, * def;
  484. if(vstd::contains(playerint, info->sides[0]) && playerint[info->sides[0]]->human)
  485. att = static_cast<CPlayerInterface*>( playerint[info->sides[0]] );
  486. else
  487. att = NULL;
  488. if(vstd::contains(playerint, info->sides[1]) && playerint[info->sides[1]]->human)
  489. def = static_cast<CPlayerInterface*>( playerint[info->sides[1]] );
  490. else
  491. def = NULL;
  492. if(att || def || gs->scenarioOps->mode == StartInfo::DUEL)
  493. {
  494. boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
  495. new CBattleInterface(info->belligerents[0], info->belligerents[1], info->heroes[0], info->heroes[1],
  496. Rect((screen->w - 800)/2,
  497. (screen->h - 600)/2, 800, 600), att, def);
  498. }
  499. if(vstd::contains(battleints,info->sides[0]))
  500. battleints[info->sides[0]]->battleStart(info->belligerents[0], info->belligerents[1], info->tile, info->heroes[0], info->heroes[1], 0);
  501. if(vstd::contains(battleints,info->sides[1]))
  502. battleints[info->sides[1]]->battleStart(info->belligerents[0], info->belligerents[1], info->tile, info->heroes[0], info->heroes[1], 1);
  503. if(vstd::contains(battleints,254))
  504. battleints[254]->battleStart(info->belligerents[0], info->belligerents[1], info->tile, info->heroes[0], info->heroes[1], 1);
  505. if(info->tacticDistance && vstd::contains(battleints,info->sides[info->tacticsSide]))
  506. {
  507. boost::thread(&CClient::commenceTacticPhaseForInt, this, battleints[info->sides[info->tacticsSide]]);
  508. }
  509. }
  510. void CClient::loadNeutralBattleAI()
  511. {
  512. battleints[255] = CDynLibHandler::getNewBattleAI(settings["server"]["neutralAI"].String());
  513. battleints[255]->init(new CBattleCallback(gs, 255, this));
  514. }
  515. void CClient::commitPackage( CPackForClient *pack )
  516. {
  517. CommitPackage cp;
  518. cp.freePack = false;
  519. cp.packToCommit = pack;
  520. sendRequest(&cp, 255);
  521. }
  522. int CClient::getLocalPlayer() const
  523. {
  524. if(LOCPLINT)
  525. return LOCPLINT->playerID;
  526. return getCurrentPlayer();
  527. }
  528. void CClient::calculatePaths(const CGHeroInstance *h)
  529. {
  530. assert(h);
  531. boost::unique_lock<boost::mutex> pathLock(pathMx);
  532. gs->calculatePaths(h, *pathInfo);
  533. }
  534. void CClient::commenceTacticPhaseForInt(CBattleGameInterface *battleInt)
  535. {
  536. setThreadName(-1, "CClient::commenceTacticPhaseForInt");
  537. try
  538. {
  539. battleInt->yourTacticPhase(gs->curB->tacticDistance);
  540. if(gs && !!gs->curB && gs->curB->tacticDistance) //while awaiting for end of tactics phase, many things can happen (end of battle... or game)
  541. {
  542. MakeAction ma(BattleAction::makeEndOFTacticPhase(battleInt->playerID));
  543. sendRequest(&ma, battleInt->playerID);
  544. }
  545. } HANDLE_EXCEPTION
  546. }
  547. void CClient::invalidatePaths(const CGHeroInstance *h /*= NULL*/)
  548. {
  549. if(!h || pathInfo->hero == h)
  550. pathInfo->isValid = false;
  551. }
  552. int CClient::sendRequest(const CPack *request, int player)
  553. {
  554. static ui32 requestCounter = 0;
  555. ui32 requestID = requestCounter++;
  556. tlog5 << boost::format("Sending a request \"%s\". It'll have an ID=%d.\n")
  557. % typeid(*request).name() % requestID;
  558. waitingRequest.pushBack(requestID);
  559. serv->sendPackToServer(*request, player, requestID);
  560. return requestID;
  561. }
  562. template void CClient::serialize( CISer<CLoadFile> &h, const int version );
  563. template void CClient::serialize( COSer<CSaveFile> &h, const int version );
  564. void CServerHandler::startServer()
  565. {
  566. th.update();
  567. serverThread = new boost::thread(&CServerHandler::callServer, this); //runs server executable;
  568. if(verbose)
  569. tlog0 << "Setting up thread calling server: " << th.getDiff() << std::endl;
  570. }
  571. void CServerHandler::waitForServer()
  572. {
  573. if(!serverThread)
  574. startServer();
  575. th.update();
  576. intpr::scoped_lock<intpr::interprocess_mutex> slock(shared->sr->mutex);
  577. while(!shared->sr->ready)
  578. {
  579. shared->sr->cond.wait(slock);
  580. }
  581. if(verbose)
  582. tlog0 << "Waiting for server: " << th.getDiff() << std::endl;
  583. }
  584. CConnection * CServerHandler::connectToServer()
  585. {
  586. if(!shared->sr->ready)
  587. waitForServer();
  588. th.update();
  589. CConnection *ret = justConnectToServer(settings["server"]["server"].String(), port);
  590. if(verbose)
  591. tlog0<<"\tConnecting to the server: "<<th.getDiff()<<std::endl;
  592. return ret;
  593. }
  594. CServerHandler::CServerHandler(bool runServer /*= false*/)
  595. {
  596. serverThread = NULL;
  597. shared = NULL;
  598. port = boost::lexical_cast<std::string>(settings["server"]["port"].Float());
  599. verbose = false;
  600. boost::interprocess::shared_memory_object::remove("vcmi_memory"); //if the application has previously crashed, the memory may not have been removed. to avoid problems - try to destroy it
  601. try
  602. {
  603. shared = new SharedMem();
  604. } HANDLE_EXCEPTIONC(tlog1 << "Cannot open interprocess memory: ";)
  605. }
  606. CServerHandler::~CServerHandler()
  607. {
  608. delete shared;
  609. delete serverThread; //detaches, not kills thread
  610. }
  611. void CServerHandler::callServer()
  612. {
  613. setThreadName(-1, "CServerHandler::callServer");
  614. std::string logName = GVCMIDirs.UserPath + "/server_log.txt";
  615. std::string comm = GameConstants::BIN_DIR + GameConstants::PATH_SEPARATOR + GameConstants::SERVER_NAME + " " + port + " > " + logName;
  616. std::system(comm.c_str());
  617. tlog0 << "Server finished\n";
  618. }
  619. CConnection * CServerHandler::justConnectToServer(const std::string &host, const std::string &port)
  620. {
  621. CConnection *ret = NULL;
  622. while(!ret)
  623. {
  624. try
  625. {
  626. tlog0 << "Establishing connection...\n";
  627. ret = new CConnection( host.size() ? host : settings["server"]["server"].String(),
  628. port.size() ? port : boost::lexical_cast<std::string>(settings["server"]["port"].Float()),
  629. NAME);
  630. }
  631. catch(...)
  632. {
  633. tlog1 << "\nCannot establish connection! Retrying within 2 seconds" << std::endl;
  634. SDL_Delay(2000);
  635. }
  636. }
  637. return ret;
  638. }