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- #include "StdInc.h"
- #include "CMusicHandler.h"
- #include "../lib/mapping/CCampaignHandler.h"
- #include "../CCallback.h"
- #include "../lib/CConsoleHandler.h"
- #include "CGameInfo.h"
- #include "../lib/CGameState.h"
- #include "CPlayerInterface.h"
- #include "../lib/StartInfo.h"
- #include "../lib/BattleState.h"
- #include "../lib/CModHandler.h"
- #include "../lib/CArtHandler.h"
- #include "../lib/CGeneralTextHandler.h"
- #include "../lib/CHeroHandler.h"
- #include "../lib/CTownHandler.h"
- #include "../lib/CBuildingHandler.h"
- #include "../lib/CSpellHandler.h"
- #include "../lib/Connection.h"
- #ifndef VCMI_ANDROID
- #include "../lib/Interprocess.h"
- #endif
- #include "../lib/NetPacks.h"
- #include "../lib/VCMI_Lib.h"
- #include "../lib/VCMIDirs.h"
- #include "../lib/mapping/CMap.h"
- #include "../lib/JsonNode.h"
- #include "mapHandler.h"
- #include "../lib/CConfigHandler.h"
- #include "Client.h"
- #include "CPreGame.h"
- #include "battle/CBattleInterface.h"
- #include "../lib/CThreadHelper.h"
- #include "../lib/CScriptingModule.h"
- #include "../lib/registerTypes/RegisterTypes.h"
- #include "gui/CGuiHandler.h"
- #include "CMT.h"
- extern std::string NAME;
- #ifndef VCMI_ANDROID
- namespace intpr = boost::interprocess;
- #endif
- /*
- * Client.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
- *
- */
- template <typename T> class CApplyOnCL;
- class CBaseForCLApply
- {
- public:
- virtual void applyOnClAfter(CClient *cl, void *pack) const =0;
- virtual void applyOnClBefore(CClient *cl, void *pack) const =0;
- virtual ~CBaseForCLApply(){}
- template<typename U> static CBaseForCLApply *getApplier(const U * t=nullptr)
- {
- return new CApplyOnCL<U>;
- }
- };
- template <typename T> class CApplyOnCL : public CBaseForCLApply
- {
- public:
- void applyOnClAfter(CClient *cl, void *pack) const
- {
- T *ptr = static_cast<T*>(pack);
- ptr->applyCl(cl);
- }
- void applyOnClBefore(CClient *cl, void *pack) const
- {
- T *ptr = static_cast<T*>(pack);
- ptr->applyFirstCl(cl);
- }
- };
- template <> class CApplyOnCL<CPack> : public CBaseForCLApply
- {
- public:
- void applyOnClAfter(CClient *cl, void *pack) const
- {
- logGlobal->errorStream() << "Cannot apply on CL plain CPack!";
- assert(0);
- }
- void applyOnClBefore(CClient *cl, void *pack) const
- {
- logGlobal->errorStream() << "Cannot apply on CL plain CPack!";
- assert(0);
- }
- };
- static CApplier<CBaseForCLApply> *applier = nullptr;
- void CClient::init()
- {
- hotSeat = false;
- connectionHandler = nullptr;
- pathInfo = nullptr;
- applier = new CApplier<CBaseForCLApply>;
- registerTypesClientPacks1(*applier);
- registerTypesClientPacks2(*applier);
- IObjectInterface::cb = this;
- serv = nullptr;
- gs = nullptr;
- erm = nullptr;
- terminate = false;
- }
- CClient::CClient(void)
- {
- init();
- }
- CClient::CClient(CConnection *con, StartInfo *si)
- {
- init();
- newGame(con,si);
- }
- CClient::~CClient(void)
- {
- delete applier;
- }
- void CClient::waitForMoveAndSend(PlayerColor color)
- {
- try
- {
- setThreadName("CClient::waitForMoveAndSend");
- assert(vstd::contains(battleints, color));
- BattleAction ba = battleints[color]->activeStack(gs->curB->battleGetStackByID(gs->curB->activeStack, false));
- logNetwork->traceStream() << "Send battle action to server: " << ba;
- MakeAction temp_action(ba);
- sendRequest(&temp_action, color);
- return;
- }
- catch(boost::thread_interrupted&)
- {
- logNetwork->debugStream() << "Wait for move thread was interrupted and no action will be send. Was a battle ended by spell?";
- return;
- }
- HANDLE_EXCEPTION
- logNetwork->errorStream() << "We should not be here!";
- }
- void CClient::run()
- {
- setThreadName("CClient::run");
- try
- {
- while(!terminate)
- {
- CPack *pack = serv->retreivePack(); //get the package from the server
-
- if (terminate)
- {
- vstd::clear_pointer(pack);
- break;
- }
- handlePack(pack);
- }
- }
- //catch only asio exceptions
- catch (const boost::system::system_error& e)
- {
- logNetwork->errorStream() << "Lost connection to server, ending listening thread!";
- logNetwork->errorStream() << e.what();
- if(!terminate) //rethrow (-> boom!) only if closing connection was unexpected
- {
- logNetwork->errorStream() << "Something wrong, lost connection while game is still ongoing...";
- throw;
- }
- }
- }
- void CClient::save(const std::string & fname)
- {
- if(gs->curB)
- {
- logNetwork->errorStream() << "Game cannot be saved during battle!";
- return;
- }
- SaveGame save_game(fname);
- sendRequest((CPackForClient*)&save_game, PlayerColor::NEUTRAL);
- }
- void CClient::endGame( bool closeConnection /*= true*/ )
- {
- //suggest interfaces to finish their stuff (AI should interrupt any bg working threads)
- for(auto i : playerint)
- i.second->finish();
- // Game is ending
- // Tell the network thread to reach a stable state
- if(closeConnection)
- stopConnection();
- logNetwork->infoStream() << "Closed connection.";
- GH.curInt = nullptr;
- {
- boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
- logNetwork->infoStream() << "Ending current game!";
- if(GH.topInt())
- GH.topInt()->deactivate();
- GH.listInt.clear();
- GH.objsToBlit.clear();
- GH.statusbar = nullptr;
- logNetwork->infoStream() << "Removed GUI.";
- vstd::clear_pointer(const_cast<CGameInfo*>(CGI)->mh);
- vstd::clear_pointer(gs);
- logNetwork->infoStream() << "Deleted mapHandler and gameState.";
- LOCPLINT = nullptr;
- }
- playerint.clear();
- battleints.clear();
- callbacks.clear();
- battleCallbacks.clear();
- logNetwork->infoStream() << "Deleted playerInts.";
- logNetwork->infoStream() << "Client stopped.";
- }
- void CClient::loadGame( const std::string & fname )
- {
- logNetwork->infoStream() <<"Loading procedure started!";
- CServerHandler sh;
- sh.startServer();
- CStopWatch tmh;
- try
- {
- std::string clientSaveName = *CResourceHandler::get("local")->getResourceName(ResourceID(fname, EResType::CLIENT_SAVEGAME));
- std::string controlServerSaveName;
- if (CResourceHandler::get("local")->existsResource(ResourceID(fname, EResType::SERVER_SAVEGAME)))
- {
- controlServerSaveName = *CResourceHandler::get("local")->getResourceName(ResourceID(fname, EResType::SERVER_SAVEGAME));
- }
- else// create entry for server savegame. Triggered if save was made after launch and not yet present in res handler
- {
- controlServerSaveName = clientSaveName.substr(0, clientSaveName.find_last_of(".")) + ".vsgm1";
- CResourceHandler::get("local")->createResource(controlServerSaveName, true);
- }
- if(clientSaveName.empty())
- throw std::runtime_error("Cannot open client part of " + fname);
- if(controlServerSaveName.empty())
- throw std::runtime_error("Cannot open server part of " + fname);
- unique_ptr<CLoadFile> loader;
- {
- CLoadIntegrityValidator checkingLoader(clientSaveName, controlServerSaveName, minSupportedVersion);
- loadCommonState(checkingLoader);
- loader = checkingLoader.decay();
- }
- logNetwork->infoStream() << "Loaded common part of save " << tmh.getDiff();
- const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
- const_cast<CGameInfo*>(CGI)->mh->map = gs->map;
- pathInfo = make_unique<CPathsInfo>(getMapSize());
- CGI->mh->init();
- logNetwork->infoStream() <<"Initing maphandler: "<<tmh.getDiff();
- *loader >> *this;
- logNetwork->infoStream() << "Loaded client part of save " << tmh.getDiff();
- }
- catch(std::exception &e)
- {
- logGlobal->errorStream() << "Cannot load game " << fname << ". Error: " << e.what();
- throw; //obviously we cannot continue here
- }
- serv = sh.connectToServer();
- serv->addStdVecItems(gs);
- tmh.update();
- ui8 pom8;
- *serv << ui8(3) << ui8(1); //load game; one client
- *serv << fname;
- *serv >> pom8;
- if(pom8)
- throw std::runtime_error("Server cannot open the savegame!");
- else
- logNetwork->infoStream() << "Server opened savegame properly.";
- *serv << ui32(gs->scenarioOps->playerInfos.size()+1); //number of players + neutral
- for(auto & elem : gs->scenarioOps->playerInfos)
- {
- *serv << ui8(elem.first.getNum()); //players
- }
- *serv << ui8(PlayerColor::NEUTRAL.getNum());
- logNetwork->infoStream() <<"Sent info to server: "<<tmh.getDiff();
- serv->enableStackSendingByID();
- serv->disableSmartPointerSerialization();
- // logGlobal->traceStream() << "Objects:";
- // for(int i = 0; i < gs->map->objects.size(); i++)
- // {
- // auto o = gs->map->objects[i];
- // if(o)
- // logGlobal->traceStream() << boost::format("\tindex=%5d, id=%5d; address=%5d, pos=%s, name=%s") % i % o->id % (int)o.get() % o->pos % o->getHoverText();
- // else
- // logGlobal->traceStream() << boost::format("\tindex=%5d --- nullptr") % i;
- // }
- }
- void CClient::newGame( CConnection *con, StartInfo *si )
- {
- enum {SINGLE, HOST, GUEST} networkMode = SINGLE;
- if (con == nullptr)
- {
- CServerHandler sh;
- serv = sh.connectToServer();
- }
- else
- {
- serv = con;
- networkMode = (con->connectionID == 1) ? HOST : GUEST;
- }
- CConnection &c = *serv;
- ////////////////////////////////////////////////////
- logNetwork->infoStream() <<"\tWill send info to server...";
- CStopWatch tmh;
- if(networkMode == SINGLE)
- {
- ui8 pom8;
- c << ui8(2) << ui8(1); //new game; one client
- c << *si;
- c >> pom8;
- if(pom8) throw std::runtime_error("Server cannot open the map!");
- }
- c >> si;
- logNetwork->infoStream() <<"\tSending/Getting info to/from the server: "<<tmh.getDiff();
- c.enableStackSendingByID();
- c.disableSmartPointerSerialization();
- // Initialize game state
- gs = new CGameState();
- logNetwork->infoStream() <<"\tCreating gamestate: "<<tmh.getDiff();
- gs->scenarioOps = si;
- gs->init(si);
- logNetwork->infoStream() <<"Initializing GameState (together): "<<tmh.getDiff();
- // Now after possible random map gen, we know exact player count.
- // Inform server about how many players client handles
- std::set<PlayerColor> myPlayers;
- for(auto & elem : gs->scenarioOps->playerInfos)
- {
- if((networkMode == SINGLE) //single - one client has all player
- || (networkMode != SINGLE && serv->connectionID == elem.second.playerID) //multi - client has only "its players"
- || (networkMode == HOST && elem.second.playerID == PlayerSettings::PLAYER_AI))//multi - host has all AI players
- {
- myPlayers.insert(elem.first); //add player
- }
- }
- if(networkMode != GUEST)
- myPlayers.insert(PlayerColor::NEUTRAL);
- c << myPlayers;
- // Init map handler
- if(gs->map)
- {
- const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
- CGI->mh->map = gs->map;
- logNetwork->infoStream() <<"Creating mapHandler: "<<tmh.getDiff();
- CGI->mh->init();
- pathInfo = make_unique<CPathsInfo>(getMapSize());
- logNetwork->infoStream() <<"Initializing mapHandler (together): "<<tmh.getDiff();
- }
- int humanPlayers = 0;
- for(auto & elem : gs->scenarioOps->playerInfos)//initializing interfaces for players
- {
- PlayerColor color = elem.first;
- gs->currentPlayer = color;
- if(!vstd::contains(myPlayers, color))
- continue;
- logNetwork->traceStream() << "Preparing interface for player " << color;
- if(si->mode != StartInfo::DUEL)
- {
- if(elem.second.playerID == PlayerSettings::PLAYER_AI)
- {
- auto AiToGive = aiNameForPlayer(elem.second, false);
- logNetwork->infoStream() << boost::format("Player %s will be lead by %s") % color % AiToGive;
- installNewPlayerInterface(CDynLibHandler::getNewAI(AiToGive), color);
- }
- else
- {
- installNewPlayerInterface(make_shared<CPlayerInterface>(color), color);
- humanPlayers++;
- }
- }
- else
- {
- std::string AItoGive = aiNameForPlayer(elem.second, true);
- installNewBattleInterface(CDynLibHandler::getNewBattleAI(AItoGive), color);
- }
- }
- if(si->mode == StartInfo::DUEL)
- {
- if(!gNoGUI)
- {
- boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
- auto p = make_shared<CPlayerInterface>(PlayerColor::NEUTRAL);
- p->observerInDuelMode = true;
- installNewPlayerInterface(p, boost::none);
- GH.curInt = p.get();
- }
- battleStarted(gs->curB);
- }
- else
- {
- loadNeutralBattleAI();
- }
- serv->addStdVecItems(gs);
- hotSeat = (humanPlayers > 1);
- // std::vector<FileInfo> scriptModules;
- // CFileUtility::getFilesWithExt(scriptModules, LIB_DIR "/scripting", "." LIB_EXT);
- // for(FileInfo &m : scriptModules)
- // {
- // CScriptingModule * nm = CDynLibHandler::getNewScriptingModule(m.name);
- // privilagedGameEventReceivers.push_back(nm);
- // privilagedBattleEventReceivers.push_back(nm);
- // nm->giveActionCB(this);
- // nm->giveInfoCB(this);
- // nm->init();
- //
- // erm = nm; //something tells me that there'll at most one module and it'll be ERM
- // }
- }
- template <typename Handler>
- void CClient::serialize( Handler &h, const int version )
- {
- h & hotSeat;
- if(h.saving)
- {
- ui8 players = playerint.size();
- h & players;
- for(auto i = playerint.begin(); i != playerint.end(); i++)
- {
- LOG_TRACE_PARAMS(logGlobal, "Saving player %s interface", i->first);
- assert(i->first == i->second->playerID);
- h & i->first & i->second->dllName & i->second->human;
- i->second->saveGame(dynamic_cast<COSer<CSaveFile>&>(h), version);
- //evil cast that i still like better than sfinae-magic. If I had a "static if"...
- }
- }
- else
- {
- ui8 players = 0; //fix for uninitialized warning
- h & players;
- for(int i=0; i < players; i++)
- {
- std::string dllname;
- PlayerColor pid;
- bool isHuman = false;
- h & pid & dllname & isHuman;
- LOG_TRACE_PARAMS(logGlobal, "Loading player %s interface", pid);
- shared_ptr<CGameInterface> nInt;
- if(dllname.length())
- {
- if(pid == PlayerColor::NEUTRAL)
- {
- installNewBattleInterface(CDynLibHandler::getNewBattleAI(dllname), pid);
- //TODO? consider serialization
- continue;
- }
- else
- {
- assert(!isHuman);
- nInt = CDynLibHandler::getNewAI(dllname);
- }
- }
- else
- {
- assert(isHuman);
- nInt = make_shared<CPlayerInterface>(pid);
- }
- nInt->dllName = dllname;
- nInt->human = isHuman;
- nInt->playerID = pid;
- installNewPlayerInterface(nInt, pid);
- nInt->loadGame(dynamic_cast<CISer<CLoadFile>&>(h), version); //another evil cast, check above
- }
- if(!vstd::contains(battleints, PlayerColor::NEUTRAL))
- loadNeutralBattleAI();
- }
- }
- void CClient::handlePack( CPack * pack )
- {
- CBaseForCLApply *apply = applier->apps[typeList.getTypeID(pack)]; //find the applier
- if(apply)
- {
- boost::unique_lock<boost::recursive_mutex> guiLock(*LOCPLINT->pim);
- apply->applyOnClBefore(this,pack);
- logNetwork->traceStream() << "\tMade first apply on cl";
- gs->apply(pack);
- logNetwork->traceStream() << "\tApplied on gs";
- apply->applyOnClAfter(this,pack);
- logNetwork->traceStream() << "\tMade second apply on cl";
- }
- else
- {
- logNetwork->errorStream() << "Message cannot be applied, cannot find applier! TypeID " << typeList.getTypeID(pack);
- }
- delete pack;
- }
- void CClient::updatePaths()
- {
- //TODO? lazy evaluation? paths now can get recalculated multiple times upon various game events
- const CGHeroInstance *h = getSelectedHero();
- if (h)//if we have selected hero...
- calculatePaths(h);
- }
- void CClient::finishCampaign( shared_ptr<CCampaignState> camp )
- {
- }
- void CClient::proposeNextMission(shared_ptr<CCampaignState> camp)
- {
- GH.pushInt(new CBonusSelection(camp));
- }
- void CClient::stopConnection()
- {
- terminate = true;
- if (serv) //request closing connection
- {
- logNetwork->infoStream() << "Connection has been requested to be closed.";
- boost::unique_lock<boost::mutex>(*serv->wmx);
- CloseServer close_server;
- sendRequest(&close_server, PlayerColor::NEUTRAL);
- logNetwork->infoStream() << "Sent closing signal to the server";
- }
- if(connectionHandler)//end connection handler
- {
- if(connectionHandler->get_id() != boost::this_thread::get_id())
- connectionHandler->join();
- logNetwork->infoStream() << "Connection handler thread joined";
- delete connectionHandler;
- connectionHandler = nullptr;
- }
- if (serv) //and delete connection
- {
- serv->close();
- delete serv;
- serv = nullptr;
- logNetwork->warnStream() << "Our socket has been closed.";
- }
- }
- void CClient::battleStarted(const BattleInfo * info)
- {
- for(auto &battleCb : battleCallbacks)
- {
- if(vstd::contains_if(info->sides, [&](const SideInBattle& side) {return side.color == battleCb.first; })
- || battleCb.first >= PlayerColor::PLAYER_LIMIT)
- {
- battleCb.second->setBattle(info);
- }
- }
- // for(ui8 side : info->sides)
- // if(battleCallbacks.count(side))
- // battleCallbacks[side]->setBattle(info);
- shared_ptr<CPlayerInterface> att, def;
- auto &leftSide = info->sides[0], &rightSide = info->sides[1];
- //If quick combat is not, do not prepare interfaces for battleint
- if(!settings["adventure"]["quickCombat"].Bool())
- {
- if(vstd::contains(playerint, leftSide.color) && playerint[leftSide.color]->human)
- att = std::dynamic_pointer_cast<CPlayerInterface>( playerint[leftSide.color] );
- if(vstd::contains(playerint, rightSide.color) && playerint[rightSide.color]->human)
- def = std::dynamic_pointer_cast<CPlayerInterface>( playerint[rightSide.color] );
- }
- if(!gNoGUI && (!!att || !!def || gs->scenarioOps->mode == StartInfo::DUEL))
- {
- boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
- auto bi = new CBattleInterface(leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero,
- Rect((screen->w - 800)/2,
- (screen->h - 600)/2, 800, 600), att, def);
- GH.pushInt(bi);
- }
- auto callBattleStart = [&](PlayerColor color, ui8 side){
- if(vstd::contains(battleints, color))
- battleints[color]->battleStart(leftSide.armyObject, rightSide.armyObject, info->tile, leftSide.hero, rightSide.hero, side);
- };
- callBattleStart(leftSide.color, 0);
- callBattleStart(rightSide.color, 1);
- callBattleStart(PlayerColor::UNFLAGGABLE, 1);
- if(info->tacticDistance && vstd::contains(battleints,info->sides[info->tacticsSide].color))
- {
- boost::thread(&CClient::commenceTacticPhaseForInt, this, battleints[info->sides[info->tacticsSide].color]);
- }
- }
- void CClient::battleFinished()
- {
- for(auto & side : gs->curB->sides)
- if(battleCallbacks.count(side.color))
- battleCallbacks[side.color]->setBattle(nullptr);
- }
- void CClient::loadNeutralBattleAI()
- {
- installNewBattleInterface(CDynLibHandler::getNewBattleAI(settings["server"]["neutralAI"].String()), PlayerColor::NEUTRAL);
- }
- void CClient::commitPackage( CPackForClient *pack )
- {
- CommitPackage cp;
- cp.freePack = false;
- cp.packToCommit = pack;
- sendRequest(&cp, PlayerColor::NEUTRAL);
- }
- PlayerColor CClient::getLocalPlayer() const
- {
- if(LOCPLINT)
- return LOCPLINT->playerID;
- return getCurrentPlayer();
- }
- void CClient::calculatePaths(const CGHeroInstance *h)
- {
- assert(h);
- boost::unique_lock<boost::mutex> pathLock(pathMx);
- gs->calculatePaths(h, *pathInfo);
- }
- void CClient::commenceTacticPhaseForInt(shared_ptr<CBattleGameInterface> battleInt)
- {
- setThreadName("CClient::commenceTacticPhaseForInt");
- try
- {
- battleInt->yourTacticPhase(gs->curB->tacticDistance);
- if(gs && !!gs->curB && gs->curB->tacticDistance) //while awaiting for end of tactics phase, many things can happen (end of battle... or game)
- {
- MakeAction ma(BattleAction::makeEndOFTacticPhase(gs->curB->playerToSide(battleInt->playerID)));
- sendRequest(&ma, battleInt->playerID);
- }
- } HANDLE_EXCEPTION
- }
- void CClient::invalidatePaths(const CGHeroInstance *h /*= nullptr*/)
- {
- if(!h || pathInfo->hero == h)
- pathInfo->isValid = false;
- }
- int CClient::sendRequest(const CPack *request, PlayerColor player)
- {
- static ui32 requestCounter = 0;
- ui32 requestID = requestCounter++;
- logNetwork->traceStream() << boost::format("Sending a request \"%s\". It'll have an ID=%d.")
- % typeid(*request).name() % requestID;
- waitingRequest.pushBack(requestID);
- serv->sendPackToServer(*request, player, requestID);
- if(vstd::contains(playerint, player))
- playerint[player]->requestSent(dynamic_cast<const CPackForServer*>(request), requestID);
- return requestID;
- }
- void CClient::campaignMapFinished( shared_ptr<CCampaignState> camp )
- {
- endGame(false);
- GH.curInt = CGPreGame::create();
- auto & epilogue = camp->camp->scenarios[camp->mapsConquered.back()].epilog;
- auto finisher = [=]()
- {
- if(camp->mapsRemaining.size())
- proposeNextMission(camp);
- else
- finishCampaign(camp);
- };
- if(epilogue.hasPrologEpilog)
- {
- GH.pushInt(new CPrologEpilogVideo(epilogue, finisher));
- }
- else
- {
- finisher();
- }
- }
- void CClient::installNewPlayerInterface(shared_ptr<CGameInterface> gameInterface, boost::optional<PlayerColor> color)
- {
- boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
- PlayerColor colorUsed = color.get_value_or(PlayerColor::UNFLAGGABLE);
- if(!color)
- privilagedGameEventReceivers.push_back(gameInterface);
- playerint[colorUsed] = gameInterface;
- logGlobal->traceStream() << boost::format("\tInitializing the interface for player %s") % colorUsed;
- auto cb = make_shared<CCallback>(gs, color, this);
- callbacks[colorUsed] = cb;
- battleCallbacks[colorUsed] = cb;
- gameInterface->init(cb);
- installNewBattleInterface(gameInterface, color, false);
- }
- void CClient::installNewBattleInterface(shared_ptr<CBattleGameInterface> battleInterface, boost::optional<PlayerColor> color, bool needCallback /*= true*/)
- {
- boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
- PlayerColor colorUsed = color.get_value_or(PlayerColor::UNFLAGGABLE);
- if(!color)
- privilagedBattleEventReceivers.push_back(battleInterface);
- battleints[colorUsed] = battleInterface;
- if(needCallback)
- {
- logGlobal->traceStream() << boost::format("\tInitializing the battle interface for player %s") % *color;
- auto cbc = make_shared<CBattleCallback>(gs, color, this);
- battleCallbacks[colorUsed] = cbc;
- battleInterface->init(cbc);
- }
- }
- std::string CClient::aiNameForPlayer(const PlayerSettings &ps, bool battleAI)
- {
- if(ps.name.size())
- {
- boost::filesystem::path ai_path = VCMIDirs::get().libraryPath() / "AI" / VCMIDirs::get().libraryName(ps.name);
- if (boost::filesystem::exists(ai_path))
- return ps.name;
- }
- const int sensibleAILimit = settings["session"]["oneGoodAI"].Bool() ? 1 : PlayerColor::PLAYER_LIMIT_I;
- std::string goodAI = battleAI ? settings["server"]["neutralAI"].String() : settings["server"]["playerAI"].String();
- std::string badAI = battleAI ? "StupidAI" : "EmptyAI";
- //TODO what about human players
- if(battleints.size() >= sensibleAILimit)
- return badAI;
- return goodAI;
- }
- template void CClient::serialize( CISer<CLoadFile> &h, const int version );
- template void CClient::serialize( COSer<CSaveFile> &h, const int version );
- void CServerHandler::startServer()
- {
- th.update();
- serverThread = new boost::thread(&CServerHandler::callServer, this); //runs server executable;
- if(verbose)
- logNetwork->infoStream() << "Setting up thread calling server: " << th.getDiff();
- }
- void CServerHandler::waitForServer()
- {
- if(!serverThread)
- startServer();
- th.update();
- #ifndef VCMI_ANDROID
- intpr::scoped_lock<intpr::interprocess_mutex> slock(shared->sr->mutex);
- while(!shared->sr->ready)
- {
- shared->sr->cond.wait(slock);
- }
- #endif
- if(verbose)
- logNetwork->infoStream() << "Waiting for server: " << th.getDiff();
- }
- CConnection * CServerHandler::connectToServer()
- {
- #ifndef VCMI_ANDROID
- if(!shared->sr->ready)
- waitForServer();
- #else
- waitForServer();
- #endif
- th.update(); //put breakpoint here to attach to server before it does something stupid
- CConnection *ret = justConnectToServer(settings["server"]["server"].String(), port);
- if(verbose)
- logNetwork->infoStream()<<"\tConnecting to the server: "<<th.getDiff();
- return ret;
- }
- CServerHandler::CServerHandler(bool runServer /*= false*/)
- {
- serverThread = nullptr;
- shared = nullptr;
- port = boost::lexical_cast<std::string>(settings["server"]["port"].Float());
- verbose = true;
- #ifndef VCMI_ANDROID
- 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
- try
- {
- shared = new SharedMem();
- } HANDLE_EXCEPTIONC(logNetwork->errorStream() << "Cannot open interprocess memory: ";)
- #endif
- }
- CServerHandler::~CServerHandler()
- {
- delete shared;
- delete serverThread; //detaches, not kills thread
- }
- void CServerHandler::callServer()
- {
- setThreadName("CServerHandler::callServer");
- // TODO: Make more boost::filesystem::path based
- const std::string logName = (VCMIDirs::get().userCachePath() / "server_log.txt").string();
- const std::string comm = VCMIDirs::get().serverPath().string() + " --port=" + port + " > " + logName;
- int result = std::system(comm.c_str());
- if (result == 0)
- logNetwork->infoStream() << "Server closed correctly";
- else
- {
- logNetwork->errorStream() << "Error: server failed to close correctly or crashed!";
- logNetwork->errorStream() << "Check " << logName << " for more info";
- exit(1);// exit in case of error. Othervice without working server VCMI will hang
- }
- }
- CConnection * CServerHandler::justConnectToServer(const std::string &host, const std::string &port)
- {
- CConnection *ret = nullptr;
- while(!ret)
- {
- try
- {
- logNetwork->infoStream() << "Establishing connection...";
- ret = new CConnection( host.size() ? host : settings["server"]["server"].String(),
- port.size() ? port : boost::lexical_cast<std::string>(settings["server"]["port"].Float()),
- NAME);
- }
- catch(...)
- {
- logNetwork->errorStream() << "\nCannot establish connection! Retrying within 2 seconds";
- SDL_Delay(2000);
- }
- }
- return ret;
- }
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