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- /*
- * CVCMIServer.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
- #include "../lib/network/NetworkInterface.h"
- #include "../lib/StartInfo.h"
- #include <boost/program_options/variables_map.hpp>
- #if defined(VCMI_ANDROID) && !defined(SINGLE_PROCESS_APP)
- #define VCMI_ANDROID_DUAL_PROCESS 1
- #endif
- VCMI_LIB_NAMESPACE_BEGIN
- class CMapInfo;
- struct CPackForLobby;
- class CConnection;
- struct StartInfo;
- struct LobbyInfo;
- struct PlayerSettings;
- class PlayerColor;
- template<typename T> class CApplier;
- VCMI_LIB_NAMESPACE_END
- class CGameHandler;
- class CBaseForServerApply;
- class CBaseForGHApply;
- class GlobalLobbyProcessor;
- enum class EServerState : ui8
- {
- LOBBY,
- GAMEPLAY_STARTING,
- GAMEPLAY,
- GAMEPLAY_ENDED,
- SHUTDOWN
- };
- class CVCMIServer : public LobbyInfo, public INetworkServerListener, public INetworkTimerListener
- {
- /// Network server instance that receives and processes incoming connections on active socket
- std::unique_ptr<INetworkServer> networkServer;
- std::unique_ptr<GlobalLobbyProcessor> lobbyProcessor;
- std::chrono::steady_clock::time_point gameplayStartTime;
- std::chrono::steady_clock::time_point lastTimerUpdateTime;
- public:
- /// List of all active connections
- std::vector<std::shared_ptr<CConnection>> activeConnections;
- std::unique_ptr<INetworkHandler> networkHandler;
- private:
- bool restartGameplay; // FIXME: this is just a hack
- boost::recursive_mutex mx;
- std::shared_ptr<CApplier<CBaseForServerApply>> applier;
- EServerState state;
- void establishOutgoingConnection();
- std::shared_ptr<CConnection> findConnection(const std::shared_ptr<INetworkConnection> &);
- int currentClientId;
- ui8 currentPlayerId;
- public:
- // INetworkListener impl
- void onDisconnected(const std::shared_ptr<INetworkConnection> & connection) override;
- void onPacketReceived(const std::shared_ptr<INetworkConnection> & connection, const std::vector<uint8_t> & message) override;
- void onNewConnection(const std::shared_ptr<INetworkConnection> &) override;
- void onTimer() override;
- std::shared_ptr<CGameHandler> gh;
- boost::program_options::variables_map cmdLineOptions;
- CVCMIServer(boost::program_options::variables_map & opts);
- ~CVCMIServer();
- void run();
- bool prepareToStartGame();
- void prepareToRestart();
- void startGameImmediately();
- void threadHandleClient(std::shared_ptr<CConnection> c);
- void announcePack(std::unique_ptr<CPackForLobby> pack);
- bool passHost(int toConnectionId);
- void announceTxt(const std::string & txt, const std::string & playerName = "system");
- void setPlayerConnectedId(PlayerSettings & pset, ui8 player) const;
- void updateStartInfoOnMapChange(std::shared_ptr<CMapInfo> mapInfo, std::shared_ptr<CMapGenOptions> mapGenOpt = {});
- void clientConnected(std::shared_ptr<CConnection> c, std::vector<std::string> & names, std::string uuid, StartInfo::EMode mode);
- void clientDisconnected(std::shared_ptr<CConnection> c);
- void reconnectPlayer(int connId);
- public:
- void announceMessage(const std::string & txt);
- void handleReceivedPack(std::unique_ptr<CPackForLobby> pack);
- void updateAndPropagateLobbyState();
- void setState(EServerState value);
- EServerState getState() const;
- // Work with LobbyInfo
- void setPlayer(PlayerColor clickedColor);
- void setPlayerName(PlayerColor player, std::string name);
- void optionNextHero(PlayerColor player, int dir); //dir == -1 or +1
- void optionSetHero(PlayerColor player, HeroTypeID id);
- HeroTypeID nextAllowedHero(PlayerColor player, HeroTypeID id, int direction);
- bool canUseThisHero(PlayerColor player, HeroTypeID ID);
- std::vector<HeroTypeID> getUsedHeroes();
- void optionNextBonus(PlayerColor player, int dir); //dir == -1 or +1
- void optionSetBonus(PlayerColor player, PlayerStartingBonus id);
- void optionNextCastle(PlayerColor player, int dir); //dir == -1 or +
- void optionSetCastle(PlayerColor player, FactionID id);
- // Campaigns
- void setCampaignMap(CampaignScenarioID mapId);
- void setCampaignBonus(int bonusId);
- ui8 getIdOfFirstUnallocatedPlayer() const;
- #if VCMI_ANDROID_DUAL_PROCESS
- static void create();
- #elif defined(SINGLE_PROCESS_APP)
- static void create(boost::condition_variable * cond, const std::vector<std::string> & args);
- # ifdef VCMI_ANDROID
- static void reuseClientJNIEnv(void * jniEnv);
- # endif // VCMI_ANDROID
- #endif // VCMI_ANDROID_DUAL_PROCESS
- };
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