Client.cpp 17 KB

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  1. /*
  2. * Client.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "Global.h"
  12. #include "Client.h"
  13. #include "CPlayerInterface.h"
  14. #include "PlayerLocalState.h"
  15. #include "CServerHandler.h"
  16. #include "ClientNetPackVisitors.h"
  17. #include "adventureMap/AdventureMapInterface.h"
  18. #include "battle/BattleInterface.h"
  19. #include "GameEngine.h"
  20. #include "GameInstance.h"
  21. #include "gui/WindowHandler.h"
  22. #include "mapView/mapHandler.h"
  23. #include "../lib/CConfigHandler.h"
  24. #include "../lib/battle/BattleInfo.h"
  25. #include "../lib/battle/CPlayerBattleCallback.h"
  26. #include "../lib/callback/CCallback.h"
  27. #include "../lib/callback/CDynLibHandler.h"
  28. #include "../lib/callback/CGlobalAI.h"
  29. #include "../lib/callback/IGameInfoCallback.h"
  30. #include "../lib/gameState/CGameState.h"
  31. #include "../lib/CPlayerState.h"
  32. #include "../lib/CThreadHelper.h"
  33. #include "../lib/VCMIDirs.h"
  34. #include "../lib/UnlockGuard.h"
  35. #include "../lib/serializer/Connection.h"
  36. #include "../lib/mapping/CMapService.h"
  37. #include "../lib/mapObjects/CArmedInstance.h"
  38. #include "../lib/pathfinder/CGPathNode.h"
  39. #include "../lib/filesystem/Filesystem.h"
  40. #include <memory>
  41. #include <vcmi/events/EventBus.h>
  42. #if SCRIPTING_ENABLED
  43. #include "../lib/ScriptHandler.h"
  44. #endif
  45. #ifdef VCMI_ANDROID
  46. #include "lib/CAndroidVMHelper.h"
  47. #endif
  48. CPlayerEnvironment::CPlayerEnvironment(PlayerColor player_, CClient * cl_, std::shared_ptr<CCallback> mainCallback_)
  49. : player(player_),
  50. cl(cl_),
  51. mainCallback(mainCallback_)
  52. {
  53. }
  54. const Services * CPlayerEnvironment::services() const
  55. {
  56. return LIBRARY;
  57. }
  58. vstd::CLoggerBase * CPlayerEnvironment::logger() const
  59. {
  60. return logGlobal;
  61. }
  62. events::EventBus * CPlayerEnvironment::eventBus() const
  63. {
  64. return cl->eventBus();//always get actual value
  65. }
  66. const CPlayerEnvironment::BattleCb * CPlayerEnvironment::battle(const BattleID & battleID) const
  67. {
  68. return mainCallback->getBattle(battleID).get();
  69. }
  70. const CPlayerEnvironment::GameCb * CPlayerEnvironment::game() const
  71. {
  72. return mainCallback.get();
  73. }
  74. CClient::CClient()
  75. {
  76. waitingRequest.clear();
  77. }
  78. CClient::~CClient() = default;
  79. IGameInfoCallback & CClient::gameInfo()
  80. {
  81. return *gamestate;
  82. }
  83. const Services * CClient::services() const
  84. {
  85. return LIBRARY; //todo: this should be LIBRARY
  86. }
  87. const CClient::BattleCb * CClient::battle(const BattleID & battleID) const
  88. {
  89. return nullptr; //todo?
  90. }
  91. const CClient::GameCb * CClient::game() const
  92. {
  93. return gamestate.get();
  94. }
  95. vstd::CLoggerBase * CClient::logger() const
  96. {
  97. return logGlobal;
  98. }
  99. events::EventBus * CClient::eventBus() const
  100. {
  101. return clientEventBus.get();
  102. }
  103. void CClient::newGame(std::shared_ptr<CGameState> initializedGameState)
  104. {
  105. GAME->server().th->update();
  106. CMapService mapService;
  107. assert(initializedGameState);
  108. gamestate = initializedGameState;
  109. gamestate->preInit(LIBRARY);
  110. logNetwork->trace("\tCreating gamestate: %i", GAME->server().th->getDiff());
  111. initMapHandler();
  112. reinitScripting();
  113. initPlayerEnvironments();
  114. initPlayerInterfaces();
  115. }
  116. void CClient::loadGame(std::shared_ptr<CGameState> initializedGameState)
  117. {
  118. logNetwork->info("Loading procedure started!");
  119. logNetwork->info("Game state was transferred over network, loading.");
  120. gamestate = initializedGameState;
  121. gamestate->preInit(LIBRARY);
  122. gamestate->updateOnLoad(GAME->server().si.get());
  123. logNetwork->info("Game loaded, initialize interfaces.");
  124. initMapHandler();
  125. reinitScripting();
  126. initPlayerEnvironments();
  127. initPlayerInterfaces();
  128. }
  129. void CClient::endNetwork()
  130. {
  131. GAME->map().endNetwork();
  132. if (CPlayerInterface::battleInt)
  133. CPlayerInterface::battleInt->endNetwork();
  134. for(auto & i : playerint)
  135. {
  136. auto interface = std::dynamic_pointer_cast<CPlayerInterface>(i.second);
  137. if (interface)
  138. interface->endNetwork();
  139. }
  140. }
  141. void CClient::finishGameplay()
  142. {
  143. waitingRequest.requestTermination();
  144. //suggest interfaces to finish their stuff (AI should interrupt any bg working threads)
  145. for(auto & i : playerint)
  146. i.second->finish();
  147. }
  148. void CClient::endGame()
  149. {
  150. #if SCRIPTING_ENABLED
  151. clientScripts.reset();
  152. #endif
  153. logNetwork->info("Ending current game!");
  154. removeGUI();
  155. GAME->setMapInstance(nullptr);
  156. logNetwork->info("Deleted mapHandler and gameState.");
  157. CPlayerInterface::battleInt.reset();
  158. playerint.clear();
  159. battleints.clear();
  160. battleCallbacks.clear();
  161. playerEnvironments.clear();
  162. //FIXME: gamestate->currentBattles.clear() will use gamestate. So it shoule be callded before gamestate.reset()
  163. gamestate->currentBattles.clear();
  164. gamestate.reset();
  165. logNetwork->info("Deleted playerInts.");
  166. logNetwork->info("Client stopped.");
  167. }
  168. void CClient::initMapHandler()
  169. {
  170. // TODO: CMapHandler initialization can probably go somewhere else
  171. // It's can't be before initialization of interfaces
  172. // During loading CPlayerInterface from serialized state it's depend on MH
  173. if(!settings["session"]["headless"].Bool())
  174. {
  175. GAME->setMapInstance(std::make_unique<CMapHandler>(&gameState().getMap()));
  176. logNetwork->trace("Creating mapHandler: %d ms", GAME->server().th->getDiff());
  177. }
  178. }
  179. void CClient::initPlayerEnvironments()
  180. {
  181. playerEnvironments.clear();
  182. auto allPlayers = GAME->server().getAllClientPlayers(GAME->server().logicConnection->connectionID);
  183. bool hasHumanPlayer = false;
  184. for(auto & color : allPlayers)
  185. {
  186. logNetwork->info("Preparing environment for player %s", color.toString());
  187. playerEnvironments[color] = std::make_shared<CPlayerEnvironment>(color, this, std::make_shared<CCallback>(gamestate, color, this));
  188. if(color.isValidPlayer() && !hasHumanPlayer && gameState().players.at(color).isHuman())
  189. hasHumanPlayer = true;
  190. }
  191. if(!hasHumanPlayer && !settings["session"]["headless"].Bool())
  192. {
  193. Settings session = settings.write["session"];
  194. session["spectate"].Bool() = true;
  195. session["spectate-skip-battle-result"].Bool() = true;
  196. session["spectate-ignore-hero"].Bool() = true;
  197. }
  198. if(settings["session"]["spectate"].Bool())
  199. {
  200. playerEnvironments[PlayerColor::SPECTATOR] = std::make_shared<CPlayerEnvironment>(PlayerColor::SPECTATOR, this, std::make_shared<CCallback>(gamestate, std::nullopt, this));
  201. }
  202. }
  203. void CClient::initPlayerInterfaces()
  204. {
  205. for(const auto & playerInfo : gameState().getStartInfo()->playerInfos)
  206. {
  207. PlayerColor color = playerInfo.first;
  208. if(!vstd::contains(GAME->server().getAllClientPlayers(GAME->server().logicConnection->connectionID), color))
  209. continue;
  210. if(!vstd::contains(playerint, color))
  211. {
  212. logNetwork->info("Preparing interface for player %s", color.toString());
  213. if(playerInfo.second.isControlledByAI() || settings["session"]["onlyai"].Bool())
  214. {
  215. bool alliedToHuman = false;
  216. for(const auto & allyInfo : gameState().getStartInfo()->playerInfos)
  217. if (gameState().getPlayerTeam(allyInfo.first) == gameState().getPlayerTeam(playerInfo.first) && allyInfo.second.isControlledByHuman())
  218. alliedToHuman = true;
  219. auto AiToGive = aiNameForPlayer(playerInfo.second, false, alliedToHuman);
  220. logNetwork->info("Player %s will be lead by %s", color.toString(), AiToGive);
  221. installNewPlayerInterface(CDynLibHandler::getNewAI(AiToGive), color);
  222. }
  223. else
  224. {
  225. logNetwork->info("Player %s will be lead by human", color.toString());
  226. installNewPlayerInterface(std::make_shared<CPlayerInterface>(color), color);
  227. }
  228. }
  229. }
  230. if(settings["session"]["spectate"].Bool())
  231. {
  232. installNewPlayerInterface(std::make_shared<CPlayerInterface>(PlayerColor::SPECTATOR), PlayerColor::SPECTATOR, true);
  233. }
  234. if(GAME->server().getAllClientPlayers(GAME->server().logicConnection->connectionID).count(PlayerColor::NEUTRAL))
  235. installNewBattleInterface(CDynLibHandler::getNewBattleAI(settings["server"]["neutralAI"].String()), PlayerColor::NEUTRAL);
  236. logNetwork->trace("Initialized player interfaces %d ms", GAME->server().th->getDiff());
  237. }
  238. std::string CClient::aiNameForPlayer(const PlayerSettings & ps, bool battleAI, bool alliedToHuman) const
  239. {
  240. if(ps.name.size())
  241. {
  242. const boost::filesystem::path aiPath = VCMIDirs::get().fullLibraryPath("AI", ps.name);
  243. if(boost::filesystem::exists(aiPath))
  244. return ps.name;
  245. }
  246. return aiNameForPlayer(battleAI, alliedToHuman);
  247. }
  248. std::string CClient::aiNameForPlayer(bool battleAI, bool alliedToHuman) const
  249. {
  250. const int sensibleAILimit = settings["session"]["oneGoodAI"].Bool() ? 1 : PlayerColor::PLAYER_LIMIT_I;
  251. std::string goodAdventureAI = alliedToHuman ? settings["server"]["alliedAI"].String() : settings["server"]["playerAI"].String();
  252. std::string goodBattleAI = settings["server"]["neutralAI"].String();
  253. std::string goodAI = battleAI ? goodBattleAI : goodAdventureAI;
  254. std::string badAI = battleAI ? "StupidAI" : "EmptyAI";
  255. //TODO what about human players
  256. if(battleints.size() >= sensibleAILimit)
  257. return badAI;
  258. return goodAI;
  259. }
  260. void CClient::installNewPlayerInterface(std::shared_ptr<CGameInterface> gameInterface, PlayerColor color, bool battlecb)
  261. {
  262. playerint[color] = gameInterface;
  263. logGlobal->trace("\tInitializing the interface for player %s", color.toString());
  264. auto cb = std::make_shared<CCallback>(gamestate, color, this);
  265. battleCallbacks[color] = cb;
  266. gameInterface->initGameInterface(playerEnvironments.at(color), cb);
  267. installNewBattleInterface(gameInterface, color, battlecb);
  268. }
  269. void CClient::installNewBattleInterface(std::shared_ptr<CBattleGameInterface> battleInterface, PlayerColor color, bool needCallback)
  270. {
  271. battleints[color] = battleInterface;
  272. if(needCallback)
  273. {
  274. logGlobal->trace("\tInitializing the battle interface for player %s", color.toString());
  275. auto cbc = std::make_shared<CBattleCallback>(color, this);
  276. battleCallbacks[color] = cbc;
  277. battleInterface->initBattleInterface(playerEnvironments.at(color), cbc);
  278. }
  279. }
  280. void CClient::handlePack(CPackForClient & pack)
  281. {
  282. ApplyClientNetPackVisitor afterVisitor(*this, gameState());
  283. ApplyFirstClientNetPackVisitor beforeVisitor(*this, gameState());
  284. pack.visit(beforeVisitor);
  285. logNetwork->trace("\tMade first apply on cl: %s", typeid(pack).name());
  286. {
  287. std::unique_lock lock(CGameState::mutex);
  288. gameState().apply(pack);
  289. }
  290. logNetwork->trace("\tApplied on gs: %s", typeid(pack).name());
  291. pack.visit(afterVisitor);
  292. logNetwork->trace("\tMade second apply on cl: %s", typeid(pack).name());
  293. }
  294. std::optional<BattleAction> CClient::makeSurrenderRetreatDecision(PlayerColor player, const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
  295. {
  296. return playerint[player]->makeSurrenderRetreatDecision(battleID, battleState);
  297. }
  298. int CClient::sendRequest(const CPackForServer & request, PlayerColor player, bool waitTillRealize)
  299. {
  300. static ui32 requestCounter = 1;
  301. ui32 requestID = requestCounter++;
  302. logNetwork->trace("Sending a request \"%s\". It'll have an ID=%d.", typeid(request).name(), requestID);
  303. waitingRequest.pushBack(requestID);
  304. request.requestID = requestID;
  305. request.player = player;
  306. GAME->server().logicConnection->sendPack(request);
  307. if(vstd::contains(playerint, player))
  308. playerint[player]->requestSent(&request, requestID);
  309. if(waitTillRealize)
  310. {
  311. logGlobal->trace("We'll wait till request %d is answered.\n", requestID);
  312. auto gsUnlocker = vstd::makeUnlockSharedGuard(CGameState::mutex);
  313. waitingRequest.waitWhileContains(requestID);
  314. }
  315. return requestID;
  316. }
  317. void CClient::battleStarted(const BattleID & battleID)
  318. {
  319. const BattleInfo * info = gameState().getBattle(battleID);
  320. std::shared_ptr<CPlayerInterface> att;
  321. std::shared_ptr<CPlayerInterface> def;
  322. const auto & leftSide = info->getSide(BattleSide::LEFT_SIDE);
  323. const auto & rightSide = info->getSide(BattleSide::RIGHT_SIDE);
  324. for(auto & battleCb : battleCallbacks)
  325. {
  326. if(!battleCb.first.isValidPlayer() || battleCb.first == leftSide.color || battleCb.first == rightSide.color)
  327. battleCb.second->onBattleStarted(info);
  328. }
  329. //If quick combat is not, do not prepare interfaces for battleint
  330. auto callBattleStart = [&](PlayerColor color, BattleSide side)
  331. {
  332. if(vstd::contains(battleints, color))
  333. battleints[color]->battleStart(info->battleID, leftSide.getArmy(), rightSide.getArmy(), info->tile, leftSide.getHero(), rightSide.getHero(), side, info->replayAllowed);
  334. };
  335. callBattleStart(leftSide.color, BattleSide::LEFT_SIDE);
  336. callBattleStart(rightSide.color, BattleSide::RIGHT_SIDE);
  337. callBattleStart(PlayerColor::UNFLAGGABLE, BattleSide::RIGHT_SIDE);
  338. if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
  339. callBattleStart(PlayerColor::SPECTATOR, BattleSide::RIGHT_SIDE);
  340. if(vstd::contains(playerint, leftSide.color) && playerint[leftSide.color]->human)
  341. att = std::dynamic_pointer_cast<CPlayerInterface>(playerint[leftSide.color]);
  342. if(vstd::contains(playerint, rightSide.color) && playerint[rightSide.color]->human)
  343. def = std::dynamic_pointer_cast<CPlayerInterface>(playerint[rightSide.color]);
  344. //Remove player interfaces for auto battle (quickCombat option)
  345. if((att && att->isAutoFightOn) || (def && def->isAutoFightOn))
  346. {
  347. auto endTacticPhaseIfEligible = [info](const CPlayerInterface * interface)
  348. {
  349. if (interface->cb->getBattle(info->battleID)->battleGetTacticDist())
  350. {
  351. auto side = interface->cb->getBattle(info->battleID)->playerToSide(interface->playerID);
  352. if(interface->playerID == info->getSide(info->tacticsSide).color)
  353. {
  354. auto action = BattleAction::makeEndOFTacticPhase(side);
  355. interface->cb->battleMakeTacticAction(info->battleID, action);
  356. }
  357. }
  358. };
  359. if(att && att->isAutoFightOn)
  360. endTacticPhaseIfEligible(att.get());
  361. else // def && def->isAutoFightOn
  362. endTacticPhaseIfEligible(def.get());
  363. att.reset();
  364. def.reset();
  365. }
  366. if(!settings["session"]["headless"].Bool())
  367. {
  368. if(att || def)
  369. {
  370. CPlayerInterface::battleInt = std::make_shared<BattleInterface>(info->getBattleID(), leftSide.getArmy(), rightSide.getArmy(), leftSide.getHero(), rightSide.getHero(), att, def);
  371. }
  372. else if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
  373. {
  374. //TODO: This certainly need improvement
  375. auto spectratorInt = std::dynamic_pointer_cast<CPlayerInterface>(playerint[PlayerColor::SPECTATOR]);
  376. spectratorInt->cb->onBattleStarted(info);
  377. CPlayerInterface::battleInt = std::make_shared<BattleInterface>(info->getBattleID(), leftSide.getArmy(), rightSide.getArmy(), leftSide.getHero(), rightSide.getHero(), att, def, spectratorInt);
  378. }
  379. }
  380. if(info->tacticDistance)
  381. {
  382. auto tacticianColor = info->getSide(info->tacticsSide).color;
  383. if (vstd::contains(battleints, tacticianColor))
  384. battleints[tacticianColor]->yourTacticPhase(info->battleID, info->tacticDistance);
  385. }
  386. }
  387. void CClient::battleFinished(const BattleID & battleID)
  388. {
  389. for(auto side : { BattleSide::ATTACKER, BattleSide::DEFENDER })
  390. {
  391. if(battleCallbacks.count(gameState().getBattle(battleID)->getSide(side).color))
  392. battleCallbacks[gameState().getBattle(battleID)->getSide(side).color]->onBattleEnded(battleID);
  393. }
  394. if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
  395. battleCallbacks[PlayerColor::SPECTATOR]->onBattleEnded(battleID);
  396. }
  397. void CClient::startPlayerBattleAction(const BattleID & battleID, PlayerColor color)
  398. {
  399. if (battleints.count(color) == 0)
  400. return; // not our combat in MP
  401. auto battleint = battleints.at(color);
  402. if (!battleint->human)
  403. {
  404. // we want to avoid locking gamestate and causing UI to freeze while AI is making turn
  405. auto unlockInterface = vstd::makeUnlockGuard(ENGINE->interfaceMutex);
  406. battleint->activeStack(battleID, gameState().getBattle(battleID)->battleGetStackByID(gameState().getBattle(battleID)->activeStack, false));
  407. }
  408. else
  409. {
  410. battleint->activeStack(battleID, gameState().getBattle(battleID)->battleGetStackByID(gameState().getBattle(battleID)->activeStack, false));
  411. }
  412. }
  413. void CClient::reinitScripting()
  414. {
  415. clientEventBus = std::make_unique<events::EventBus>();
  416. #if SCRIPTING_ENABLED
  417. clientScripts.reset(new scripting::PoolImpl(this));
  418. #endif
  419. }
  420. void CClient::removeGUI() const
  421. {
  422. // CClient::endGame
  423. ENGINE->windows().clear();
  424. adventureInt.reset();
  425. logGlobal->info("Removed GUI.");
  426. GAME->setInterfaceInstance(nullptr);
  427. }
  428. #ifdef VCMI_ANDROID
  429. extern "C" JNIEXPORT jboolean JNICALL Java_eu_vcmi_vcmi_NativeMethods_tryToSaveTheGame(JNIEnv * env, jclass cls)
  430. {
  431. std::scoped_lock interfaceLock(ENGINE->interfaceMutex);
  432. logGlobal->info("Received emergency save game request");
  433. if(!GAME->interface() || !GAME->interface()->cb)
  434. {
  435. logGlobal->info("... but no active player interface found!");
  436. return false;
  437. }
  438. if (!GAME->server().logicConnection)
  439. {
  440. logGlobal->info("... but no active connection found!");
  441. return false;
  442. }
  443. GAME->interface()->cb->save("Saves/_Android_Autosave");
  444. return true;
  445. }
  446. #endif
  447. void CClient::registerBattleInterface(std::shared_ptr<IBattleEventsReceiver> battleEvents, PlayerColor color)
  448. {
  449. additionalBattleInts[color].push_back(battleEvents);
  450. }
  451. void CClient::unregisterBattleInterface(std::shared_ptr<IBattleEventsReceiver> battleEvents, PlayerColor color)
  452. {
  453. additionalBattleInts[color] -= battleEvents;
  454. }