Client.cpp 25 KB

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  1. #include "StdInc.h"
  2. #include "CMusicHandler.h"
  3. #include "../lib/mapping/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/CModHandler.h"
  12. #include "../lib/CArtHandler.h"
  13. #include "../lib/CDefObjInfoHandler.h"
  14. #include "../lib/CGeneralTextHandler.h"
  15. #include "../lib/CHeroHandler.h"
  16. #include "../lib/CTownHandler.h"
  17. #include "../lib/CObjectHandler.h"
  18. #include "../lib/CBuildingHandler.h"
  19. #include "../lib/CSpellHandler.h"
  20. #include "../lib/Connection.h"
  21. #include "../lib/Interprocess.h"
  22. #include "../lib/NetPacks.h"
  23. #include "../lib/VCMI_Lib.h"
  24. #include "../lib/VCMIDirs.h"
  25. #include "../lib/mapping/CMap.h"
  26. #include "../lib/JsonNode.h"
  27. #include "mapHandler.h"
  28. #include "../lib/CConfigHandler.h"
  29. #include "Client.h"
  30. #include "CPreGame.h"
  31. #include "battle/CBattleInterface.h"
  32. #include "../lib/CThreadHelper.h"
  33. #include "../lib/CScriptingModule.h"
  34. #include "../lib/RegisterTypes.h"
  35. #include "gui/CGuiHandler.h"
  36. #include "CMT.h"
  37. extern std::string NAME;
  38. namespace intpr = boost::interprocess;
  39. /*
  40. * Client.cpp, part of VCMI engine
  41. *
  42. * Authors: listed in file AUTHORS in main folder
  43. *
  44. * License: GNU General Public License v2.0 or later
  45. * Full text of license available in license.txt file, in main folder
  46. *
  47. */
  48. template <typename T> class CApplyOnCL;
  49. class CBaseForCLApply
  50. {
  51. public:
  52. virtual void applyOnClAfter(CClient *cl, void *pack) const =0;
  53. virtual void applyOnClBefore(CClient *cl, void *pack) const =0;
  54. virtual ~CBaseForCLApply(){}
  55. template<typename U> static CBaseForCLApply *getApplier(const U * t=nullptr)
  56. {
  57. return new CApplyOnCL<U>;
  58. }
  59. };
  60. template <typename T> class CApplyOnCL : public CBaseForCLApply
  61. {
  62. public:
  63. void applyOnClAfter(CClient *cl, void *pack) const
  64. {
  65. T *ptr = static_cast<T*>(pack);
  66. ptr->applyCl(cl);
  67. }
  68. void applyOnClBefore(CClient *cl, void *pack) const
  69. {
  70. T *ptr = static_cast<T*>(pack);
  71. ptr->applyFirstCl(cl);
  72. }
  73. };
  74. static CApplier<CBaseForCLApply> *applier = nullptr;
  75. void CClient::init()
  76. {
  77. hotSeat = false;
  78. connectionHandler = nullptr;
  79. pathInfo = nullptr;
  80. applier = new CApplier<CBaseForCLApply>;
  81. registerTypes2(*applier);
  82. IObjectInterface::cb = this;
  83. serv = nullptr;
  84. gs = nullptr;
  85. erm = nullptr;
  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 applier;
  100. }
  101. void CClient::waitForMoveAndSend(PlayerColor color)
  102. {
  103. try
  104. {
  105. setThreadName("CClient::waitForMoveAndSend");
  106. assert(vstd::contains(battleints, color));
  107. BattleAction ba = battleints[color]->activeStack(gs->curB->battleGetStackByID(gs->curB->activeStack, false));
  108. logNetwork->traceStream() << "Send battle action to server: " << ba;
  109. MakeAction temp_action(ba);
  110. sendRequest(&temp_action, color);
  111. return;
  112. }
  113. catch(boost::thread_interrupted&)
  114. {
  115. logNetwork->debugStream() << "Wait for move thread was interrupted and no action will be send. Was a battle ended by spell?";
  116. return;
  117. }
  118. HANDLE_EXCEPTION
  119. logNetwork->errorStream() << "We should not be here!";
  120. }
  121. void CClient::run()
  122. {
  123. setThreadName("CClient::run");
  124. try
  125. {
  126. while(!terminate)
  127. {
  128. CPack *pack = serv->retreivePack(); //get the package from the server
  129. if (terminate)
  130. {
  131. vstd::clear_pointer(pack);
  132. break;
  133. }
  134. handlePack(pack);
  135. }
  136. }
  137. //catch only asio exceptions
  138. catch (const boost::system::system_error& e)
  139. {
  140. logNetwork->errorStream() << "Lost connection to server, ending listening thread!";
  141. logNetwork->errorStream() << e.what();
  142. if(!terminate) //rethrow (-> boom!) only if closing connection was unexpected
  143. {
  144. logNetwork->errorStream() << "Something wrong, lost connection while game is still ongoing...";
  145. throw;
  146. }
  147. }
  148. }
  149. void CClient::save(const std::string & fname)
  150. {
  151. if(gs->curB)
  152. {
  153. logNetwork->errorStream() << "Game cannot be saved during battle!";
  154. return;
  155. }
  156. SaveGame save_game(fname);
  157. sendRequest((CPackForClient*)&save_game, PlayerColor::NEUTRAL);
  158. }
  159. void CClient::endGame( bool closeConnection /*= true*/ )
  160. {
  161. //suggest interfaces to finish their stuff (AI should interrupt any bg working threads)
  162. for(auto i : playerint)
  163. i.second->finish();
  164. // Game is ending
  165. // Tell the network thread to reach a stable state
  166. if(closeConnection)
  167. stopConnection();
  168. logNetwork->infoStream() << "Closed connection.";
  169. GH.curInt = nullptr;
  170. {
  171. boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
  172. logNetwork->infoStream() << "Ending current game!";
  173. if(GH.topInt())
  174. GH.topInt()->deactivate();
  175. GH.listInt.clear();
  176. GH.objsToBlit.clear();
  177. GH.statusbar = nullptr;
  178. logNetwork->infoStream() << "Removed GUI.";
  179. vstd::clear_pointer(const_cast<CGameInfo*>(CGI)->mh);
  180. vstd::clear_pointer(gs);
  181. logNetwork->infoStream() << "Deleted mapHandler and gameState.";
  182. LOCPLINT = nullptr;
  183. }
  184. playerint.clear();
  185. callbacks.clear();
  186. battleCallbacks.clear();
  187. logNetwork->infoStream() << "Deleted playerInts.";
  188. logNetwork->infoStream() << "Client stopped.";
  189. }
  190. void CClient::loadGame( const std::string & fname )
  191. {
  192. logNetwork->infoStream() <<"Loading procedure started!";
  193. CServerHandler sh;
  194. sh.startServer();
  195. CStopWatch tmh;
  196. try
  197. {
  198. std::string clientSaveName = *CResourceHandler::get()->getResourceName(ResourceID(fname, EResType::CLIENT_SAVEGAME));
  199. std::string controlServerSaveName;
  200. if (CResourceHandler::get()->existsResource(ResourceID(fname, EResType::SERVER_SAVEGAME)))
  201. {
  202. controlServerSaveName = *CResourceHandler::get()->getResourceName(ResourceID(fname, EResType::SERVER_SAVEGAME));
  203. }
  204. else// create entry for server savegame. Triggered if save was made after launch and not yet present in res handler
  205. {
  206. controlServerSaveName = clientSaveName.substr(0, clientSaveName.find_last_of(".")) + ".vsgm1";
  207. CResourceHandler::get()->createResource(controlServerSaveName, true);
  208. }
  209. if(clientSaveName.empty())
  210. throw std::runtime_error("Cannot open client part of " + fname);
  211. if(controlServerSaveName.empty())
  212. throw std::runtime_error("Cannot open server part of " + fname);
  213. unique_ptr<CLoadFile> loader;
  214. {
  215. CLoadIntegrityValidator checkingLoader(clientSaveName, controlServerSaveName);
  216. loadCommonState(checkingLoader);
  217. loader = checkingLoader.decay();
  218. }
  219. logNetwork->infoStream() << "Loaded common part of save " << tmh.getDiff();
  220. const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
  221. const_cast<CGameInfo*>(CGI)->mh->map = gs->map;
  222. pathInfo = make_unique<CPathsInfo>(getMapSize());
  223. CGI->mh->init();
  224. logNetwork->infoStream() <<"Initing maphandler: "<<tmh.getDiff();
  225. *loader >> *this;
  226. logNetwork->infoStream() << "Loaded client part of save " << tmh.getDiff();
  227. }
  228. catch(std::exception &e)
  229. {
  230. logGlobal->errorStream() << "Cannot load game " << fname << ". Error: " << e.what();
  231. throw; //obviously we cannot continue here
  232. }
  233. serv = sh.connectToServer();
  234. serv->addStdVecItems(gs);
  235. tmh.update();
  236. ui8 pom8;
  237. *serv << ui8(3) << ui8(1); //load game; one client
  238. *serv << fname;
  239. *serv >> pom8;
  240. if(pom8)
  241. throw std::runtime_error("Server cannot open the savegame!");
  242. else
  243. logNetwork->infoStream() << "Server opened savegame properly.";
  244. *serv << ui32(gs->scenarioOps->playerInfos.size()+1); //number of players + neutral
  245. for(auto & elem : gs->scenarioOps->playerInfos)
  246. {
  247. *serv << ui8(elem.first.getNum()); //players
  248. }
  249. *serv << ui8(PlayerColor::NEUTRAL.getNum());
  250. logNetwork->infoStream() <<"Sent info to server: "<<tmh.getDiff();
  251. serv->enableStackSendingByID();
  252. serv->disableSmartPointerSerialization();
  253. // logGlobal->traceStream() << "Objects:";
  254. // for(int i = 0; i < gs->map->objects.size(); i++)
  255. // {
  256. // auto o = gs->map->objects[i];
  257. // if(o)
  258. // logGlobal->traceStream() << boost::format("\tindex=%5d, id=%5d; address=%5d, pos=%s, name=%s") % i % o->id % (int)o.get() % o->pos % o->getHoverText();
  259. // else
  260. // logGlobal->traceStream() << boost::format("\tindex=%5d --- nullptr") % i;
  261. // }
  262. }
  263. void CClient::newGame( CConnection *con, StartInfo *si )
  264. {
  265. enum {SINGLE, HOST, GUEST} networkMode = SINGLE;
  266. if (con == nullptr)
  267. {
  268. CServerHandler sh;
  269. serv = sh.connectToServer();
  270. }
  271. else
  272. {
  273. serv = con;
  274. networkMode = (con->connectionID == 1) ? HOST : GUEST;
  275. }
  276. CConnection &c = *serv;
  277. ////////////////////////////////////////////////////
  278. logNetwork->infoStream() <<"\tWill send info to server...";
  279. CStopWatch tmh;
  280. if(networkMode == SINGLE)
  281. {
  282. ui8 pom8;
  283. c << ui8(2) << ui8(1); //new game; one client
  284. c << *si;
  285. c >> pom8;
  286. if(pom8)
  287. throw std::runtime_error("Server cannot open the map!");
  288. else
  289. logNetwork->infoStream() << "Server opened map properly.";
  290. }
  291. c >> si;
  292. logNetwork->infoStream() <<"\tSending/Getting info to/from the server: "<<tmh.getDiff();
  293. c.enableStackSendingByID();
  294. c.disableSmartPointerSerialization();
  295. // Initialize game state
  296. gs = new CGameState();
  297. logNetwork->infoStream() <<"\tCreating gamestate: "<<tmh.getDiff();
  298. gs->scenarioOps = si;
  299. gs->init(si);
  300. logNetwork->infoStream() <<"Initializing GameState (together): "<<tmh.getDiff();
  301. // Now after possible random map gen, we know exact player count.
  302. // Inform server about how many players client handles
  303. std::set<PlayerColor> myPlayers;
  304. for(auto & elem : gs->scenarioOps->playerInfos)
  305. {
  306. if((networkMode == SINGLE) //single - one client has all player
  307. || (networkMode != SINGLE && serv->connectionID == elem.second.playerID) //multi - client has only "its players"
  308. || (networkMode == HOST && elem.second.playerID == PlayerSettings::PLAYER_AI))//multi - host has all AI players
  309. {
  310. myPlayers.insert(elem.first); //add player
  311. }
  312. }
  313. if(networkMode != GUEST)
  314. myPlayers.insert(PlayerColor::NEUTRAL);
  315. c << myPlayers;
  316. // Init map handler
  317. if(gs->map)
  318. {
  319. const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
  320. CGI->mh->map = gs->map;
  321. logNetwork->infoStream() <<"Creating mapHandler: "<<tmh.getDiff();
  322. CGI->mh->init();
  323. pathInfo = make_unique<CPathsInfo>(getMapSize());
  324. logNetwork->infoStream() <<"Initializing mapHandler (together): "<<tmh.getDiff();
  325. }
  326. int humanPlayers = 0;
  327. for(auto & elem : gs->scenarioOps->playerInfos)//initializing interfaces for players
  328. {
  329. PlayerColor color = elem.first;
  330. gs->currentPlayer = color;
  331. if(!vstd::contains(myPlayers, color))
  332. continue;
  333. logNetwork->traceStream() << "Preparing interface for player " << color;
  334. if(si->mode != StartInfo::DUEL)
  335. {
  336. if(elem.second.playerID == PlayerSettings::PLAYER_AI)
  337. {
  338. auto AiToGive = aiNameForPlayer(elem.second, false);
  339. logNetwork->infoStream() << boost::format("Player %s will be lead by %s") % color % AiToGive;
  340. installNewPlayerInterface(CDynLibHandler::getNewAI(AiToGive), color);
  341. }
  342. else
  343. {
  344. installNewPlayerInterface(make_shared<CPlayerInterface>(color), color);
  345. humanPlayers++;
  346. }
  347. }
  348. else
  349. {
  350. std::string AItoGive = aiNameForPlayer(elem.second, true);
  351. installNewBattleInterface(CDynLibHandler::getNewBattleAI(AItoGive), color);
  352. }
  353. }
  354. if(si->mode == StartInfo::DUEL)
  355. {
  356. if(!gNoGUI)
  357. {
  358. boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
  359. auto p = make_shared<CPlayerInterface>(PlayerColor::NEUTRAL);
  360. p->observerInDuelMode = true;
  361. installNewPlayerInterface(p, boost::none);
  362. GH.curInt = p.get();
  363. }
  364. battleStarted(gs->curB);
  365. }
  366. else
  367. {
  368. loadNeutralBattleAI();
  369. }
  370. serv->addStdVecItems(gs);
  371. hotSeat = (humanPlayers > 1);
  372. // std::vector<FileInfo> scriptModules;
  373. // CFileUtility::getFilesWithExt(scriptModules, LIB_DIR "/scripting", "." LIB_EXT);
  374. // for(FileInfo &m : scriptModules)
  375. // {
  376. // CScriptingModule * nm = CDynLibHandler::getNewScriptingModule(m.name);
  377. // privilagedGameEventReceivers.push_back(nm);
  378. // privilagedBattleEventReceivers.push_back(nm);
  379. // nm->giveActionCB(this);
  380. // nm->giveInfoCB(this);
  381. // nm->init();
  382. //
  383. // erm = nm; //something tells me that there'll at most one module and it'll be ERM
  384. // }
  385. }
  386. template <typename Handler>
  387. void CClient::serialize( Handler &h, const int version )
  388. {
  389. h & hotSeat;
  390. if(h.saving)
  391. {
  392. ui8 players = playerint.size();
  393. h & players;
  394. for(auto i = playerint.begin(); i != playerint.end(); i++)
  395. {
  396. LOG_TRACE_PARAMS(logGlobal, "Saving player %s interface", i->first);
  397. assert(i->first == i->second->playerID);
  398. h & i->first & i->second->dllName & i->second->human;
  399. i->second->saveGame(dynamic_cast<COSer<CSaveFile>&>(h), version);
  400. //evil cast that i still like better than sfinae-magic. If I had a "static if"...
  401. }
  402. }
  403. else
  404. {
  405. ui8 players = 0; //fix for uninitialized warning
  406. h & players;
  407. for(int i=0; i < players; i++)
  408. {
  409. std::string dllname;
  410. PlayerColor pid;
  411. bool isHuman = false;
  412. h & pid & dllname & isHuman;
  413. LOG_TRACE_PARAMS(logGlobal, "Loading player %s interface", pid);
  414. shared_ptr<CGameInterface> nInt;
  415. if(dllname.length())
  416. {
  417. if(pid == PlayerColor::NEUTRAL)
  418. {
  419. installNewBattleInterface(CDynLibHandler::getNewBattleAI(dllname), pid);
  420. //TODO? consider serialization
  421. continue;
  422. }
  423. else
  424. {
  425. assert(!isHuman);
  426. nInt = CDynLibHandler::getNewAI(dllname);
  427. }
  428. }
  429. else
  430. {
  431. assert(isHuman);
  432. nInt = make_shared<CPlayerInterface>(pid);
  433. }
  434. nInt->dllName = dllname;
  435. nInt->human = isHuman;
  436. nInt->playerID = pid;
  437. installNewPlayerInterface(nInt, pid);
  438. nInt->loadGame(dynamic_cast<CISer<CLoadFile>&>(h), version); //another evil cast, check above
  439. }
  440. if(!vstd::contains(battleints, PlayerColor::NEUTRAL))
  441. loadNeutralBattleAI();
  442. }
  443. }
  444. void CClient::handlePack( CPack * pack )
  445. {
  446. CBaseForCLApply *apply = applier->apps[typeList.getTypeID(pack)]; //find the applier
  447. if(apply)
  448. {
  449. boost::unique_lock<boost::recursive_mutex> guiLock(*LOCPLINT->pim);
  450. apply->applyOnClBefore(this,pack);
  451. logNetwork->traceStream() << "\tMade first apply on cl";
  452. gs->apply(pack);
  453. logNetwork->traceStream() << "\tApplied on gs";
  454. apply->applyOnClAfter(this,pack);
  455. logNetwork->traceStream() << "\tMade second apply on cl";
  456. }
  457. else
  458. {
  459. logNetwork->errorStream() << "Message cannot be applied, cannot find applier! TypeID " << typeList.getTypeID(pack);
  460. }
  461. delete pack;
  462. }
  463. void CClient::updatePaths()
  464. {
  465. //TODO? lazy evaluation? paths now can get recalculated multiple times upon various game events
  466. const CGHeroInstance *h = getSelectedHero();
  467. if (h)//if we have selected hero...
  468. calculatePaths(h);
  469. }
  470. void CClient::finishCampaign( shared_ptr<CCampaignState> camp )
  471. {
  472. }
  473. void CClient::proposeNextMission(shared_ptr<CCampaignState> camp)
  474. {
  475. GH.pushInt(new CBonusSelection(camp));
  476. }
  477. void CClient::stopConnection()
  478. {
  479. terminate = true;
  480. if (serv) //request closing connection
  481. {
  482. logNetwork->infoStream() << "Connection has been requested to be closed.";
  483. boost::unique_lock<boost::mutex>(*serv->wmx);
  484. CloseServer close_server;
  485. sendRequest(&close_server, PlayerColor::NEUTRAL);
  486. logNetwork->infoStream() << "Sent closing signal to the server";
  487. }
  488. if(connectionHandler)//end connection handler
  489. {
  490. if(connectionHandler->get_id() != boost::this_thread::get_id())
  491. connectionHandler->join();
  492. logNetwork->infoStream() << "Connection handler thread joined";
  493. delete connectionHandler;
  494. connectionHandler = nullptr;
  495. }
  496. if (serv) //and delete connection
  497. {
  498. serv->close();
  499. delete serv;
  500. serv = nullptr;
  501. logNetwork->warnStream() << "Our socket has been closed.";
  502. }
  503. }
  504. void CClient::battleStarted(const BattleInfo * info)
  505. {
  506. for(auto &battleCb : battleCallbacks)
  507. {
  508. if(vstd::contains_if(info->sides, [&](const SideInBattle& side) {return side.color == battleCb.first; })
  509. || battleCb.first >= PlayerColor::PLAYER_LIMIT)
  510. {
  511. battleCb.second->setBattle(info);
  512. }
  513. }
  514. // for(ui8 side : info->sides)
  515. // if(battleCallbacks.count(side))
  516. // battleCallbacks[side]->setBattle(info);
  517. shared_ptr<CPlayerInterface> att, def;
  518. auto &leftSide = info->sides[0], &rightSide = info->sides[1];
  519. //If quick combat is not, do not prepare interfaces for battleint
  520. if(!settings["adventure"]["quickCombat"].Bool())
  521. {
  522. if(vstd::contains(playerint, leftSide.color) && playerint[leftSide.color]->human)
  523. att = std::dynamic_pointer_cast<CPlayerInterface>( playerint[leftSide.color] );
  524. if(vstd::contains(playerint, rightSide.color) && playerint[rightSide.color]->human)
  525. def = std::dynamic_pointer_cast<CPlayerInterface>( playerint[rightSide.color] );
  526. }
  527. if(!gNoGUI && (!!att || !!def || gs->scenarioOps->mode == StartInfo::DUEL))
  528. {
  529. boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
  530. auto bi = new CBattleInterface(leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero,
  531. Rect((screen->w - 800)/2,
  532. (screen->h - 600)/2, 800, 600), att, def);
  533. GH.pushInt(bi);
  534. }
  535. auto callBattleStart = [&](PlayerColor color, ui8 side){
  536. if(vstd::contains(battleints, color))
  537. battleints[color]->battleStart(leftSide.armyObject, rightSide.armyObject, info->tile, leftSide.hero, rightSide.hero, side);
  538. };
  539. callBattleStart(leftSide.color, 0);
  540. callBattleStart(rightSide.color, 1);
  541. callBattleStart(PlayerColor::UNFLAGGABLE, 1);
  542. if(info->tacticDistance && vstd::contains(battleints,info->sides[info->tacticsSide].color))
  543. {
  544. boost::thread(&CClient::commenceTacticPhaseForInt, this, battleints[info->sides[info->tacticsSide].color]);
  545. }
  546. }
  547. void CClient::battleFinished()
  548. {
  549. for(auto & side : gs->curB->sides)
  550. if(battleCallbacks.count(side.color))
  551. battleCallbacks[side.color]->setBattle(nullptr);
  552. }
  553. void CClient::loadNeutralBattleAI()
  554. {
  555. installNewBattleInterface(CDynLibHandler::getNewBattleAI(settings["server"]["neutralAI"].String()), PlayerColor::NEUTRAL);
  556. }
  557. void CClient::commitPackage( CPackForClient *pack )
  558. {
  559. CommitPackage cp;
  560. cp.freePack = false;
  561. cp.packToCommit = pack;
  562. sendRequest(&cp, PlayerColor::NEUTRAL);
  563. }
  564. PlayerColor CClient::getLocalPlayer() const
  565. {
  566. if(LOCPLINT)
  567. return LOCPLINT->playerID;
  568. return getCurrentPlayer();
  569. }
  570. void CClient::calculatePaths(const CGHeroInstance *h)
  571. {
  572. assert(h);
  573. boost::unique_lock<boost::mutex> pathLock(pathMx);
  574. gs->calculatePaths(h, *pathInfo);
  575. }
  576. void CClient::commenceTacticPhaseForInt(shared_ptr<CBattleGameInterface> battleInt)
  577. {
  578. setThreadName("CClient::commenceTacticPhaseForInt");
  579. try
  580. {
  581. battleInt->yourTacticPhase(gs->curB->tacticDistance);
  582. if(gs && !!gs->curB && gs->curB->tacticDistance) //while awaiting for end of tactics phase, many things can happen (end of battle... or game)
  583. {
  584. MakeAction ma(BattleAction::makeEndOFTacticPhase(gs->curB->playerToSide(battleInt->playerID)));
  585. sendRequest(&ma, battleInt->playerID);
  586. }
  587. } HANDLE_EXCEPTION
  588. }
  589. void CClient::invalidatePaths(const CGHeroInstance *h /*= nullptr*/)
  590. {
  591. if(!h || pathInfo->hero == h)
  592. pathInfo->isValid = false;
  593. }
  594. int CClient::sendRequest(const CPack *request, PlayerColor player)
  595. {
  596. static ui32 requestCounter = 0;
  597. ui32 requestID = requestCounter++;
  598. logNetwork->traceStream() << boost::format("Sending a request \"%s\". It'll have an ID=%d.")
  599. % typeid(*request).name() % requestID;
  600. waitingRequest.pushBack(requestID);
  601. serv->sendPackToServer(*request, player, requestID);
  602. if(vstd::contains(playerint, player))
  603. playerint[player]->requestSent(dynamic_cast<const CPackForServer*>(request), requestID);
  604. return requestID;
  605. }
  606. void CClient::campaignMapFinished( shared_ptr<CCampaignState> camp )
  607. {
  608. endGame(false);
  609. LOCPLINT = nullptr; //TODO free res
  610. GH.curInt = CGPreGame::create();
  611. auto & epilogue = camp->camp->scenarios[camp->mapsConquered.back()].epilog;
  612. auto finisher = [=]()
  613. {
  614. if(camp->mapsRemaining.size())
  615. proposeNextMission(camp);
  616. else
  617. finishCampaign(camp);
  618. };
  619. if(epilogue.hasPrologEpilog)
  620. {
  621. GH.pushInt(new CPrologEpilogVideo(epilogue, finisher));
  622. }
  623. else
  624. {
  625. finisher();
  626. }
  627. }
  628. void CClient::installNewPlayerInterface(shared_ptr<CGameInterface> gameInterface, boost::optional<PlayerColor> color)
  629. {
  630. boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
  631. PlayerColor colorUsed = color.get_value_or(PlayerColor::UNFLAGGABLE);
  632. if(!color)
  633. privilagedGameEventReceivers.push_back(gameInterface);
  634. playerint[colorUsed] = gameInterface;
  635. logGlobal->traceStream() << boost::format("\tInitializing the interface for player %s") % colorUsed;
  636. auto cb = make_shared<CCallback>(gs, color, this);
  637. callbacks[colorUsed] = cb;
  638. battleCallbacks[colorUsed] = cb;
  639. gameInterface->init(cb);
  640. installNewBattleInterface(gameInterface, color, false);
  641. }
  642. void CClient::installNewBattleInterface(shared_ptr<CBattleGameInterface> battleInterface, boost::optional<PlayerColor> color, bool needCallback /*= true*/)
  643. {
  644. boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
  645. PlayerColor colorUsed = color.get_value_or(PlayerColor::UNFLAGGABLE);
  646. if(!color)
  647. privilagedBattleEventReceivers.push_back(battleInterface);
  648. battleints[colorUsed] = battleInterface;
  649. if(needCallback)
  650. {
  651. logGlobal->traceStream() << boost::format("\tInitializing the battle interface for player %s") % *color;
  652. auto cbc = make_shared<CBattleCallback>(gs, color, this);
  653. battleCallbacks[colorUsed] = cbc;
  654. battleInterface->init(cbc);
  655. }
  656. }
  657. std::string CClient::aiNameForPlayer(const PlayerSettings &ps, bool battleAI)
  658. {
  659. if(ps.name.size())
  660. {
  661. std::string filename = VCMIDirs::get().libraryPath() + "/AI/" + VCMIDirs::get().libraryName(ps.name);
  662. if(boost::filesystem::exists(filename))
  663. return ps.name;
  664. }
  665. const int sensibleAILimit = settings["session"]["oneGoodAI"].Bool() ? 1 : PlayerColor::PLAYER_LIMIT_I;
  666. std::string goodAI = battleAI ? settings["server"]["neutralAI"].String() : settings["server"]["playerAI"].String();
  667. std::string badAI = battleAI ? "StupidAI" : "EmptyAI";
  668. //TODO what about human players
  669. if(battleints.size() >= sensibleAILimit)
  670. return badAI;
  671. return goodAI;
  672. }
  673. template void CClient::serialize( CISer<CLoadFile> &h, const int version );
  674. template void CClient::serialize( COSer<CSaveFile> &h, const int version );
  675. void CServerHandler::startServer()
  676. {
  677. th.update();
  678. serverThread = new boost::thread(&CServerHandler::callServer, this); //runs server executable;
  679. if(verbose)
  680. logNetwork->infoStream() << "Setting up thread calling server: " << th.getDiff();
  681. }
  682. void CServerHandler::waitForServer()
  683. {
  684. if(!serverThread)
  685. startServer();
  686. th.update();
  687. intpr::scoped_lock<intpr::interprocess_mutex> slock(shared->sr->mutex);
  688. while(!shared->sr->ready)
  689. {
  690. shared->sr->cond.wait(slock);
  691. }
  692. if(verbose)
  693. logNetwork->infoStream() << "Waiting for server: " << th.getDiff();
  694. }
  695. CConnection * CServerHandler::connectToServer()
  696. {
  697. if(!shared->sr->ready)
  698. waitForServer();
  699. th.update(); //put breakpoint here to attach to server before it does something stupid
  700. CConnection *ret = justConnectToServer(settings["server"]["server"].String(), port);
  701. if(verbose)
  702. logNetwork->infoStream()<<"\tConnecting to the server: "<<th.getDiff();
  703. return ret;
  704. }
  705. CServerHandler::CServerHandler(bool runServer /*= false*/)
  706. {
  707. serverThread = nullptr;
  708. shared = nullptr;
  709. port = boost::lexical_cast<std::string>(settings["server"]["port"].Float());
  710. verbose = true;
  711. 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
  712. try
  713. {
  714. shared = new SharedMem();
  715. } HANDLE_EXCEPTIONC(logNetwork->errorStream() << "Cannot open interprocess memory: ";)
  716. }
  717. CServerHandler::~CServerHandler()
  718. {
  719. delete shared;
  720. delete serverThread; //detaches, not kills thread
  721. }
  722. void CServerHandler::callServer()
  723. {
  724. setThreadName("CServerHandler::callServer");
  725. std::string logName = VCMIDirs::get().userCachePath() + "/server_log.txt";
  726. std::string comm = VCMIDirs::get().serverPath() + " --port=" + port + " > " + logName;
  727. int result = std::system(comm.c_str());
  728. if (result == 0)
  729. logNetwork->infoStream() << "Server closed correctly";
  730. else
  731. {
  732. logNetwork->errorStream() << "Error: server failed to close correctly or crashed!";
  733. logNetwork->errorStream() << "Check " << logName << " for more info";
  734. exit(1);// exit in case of error. Othervice without working server VCMI will hang
  735. }
  736. }
  737. CConnection * CServerHandler::justConnectToServer(const std::string &host, const std::string &port)
  738. {
  739. CConnection *ret = nullptr;
  740. while(!ret)
  741. {
  742. try
  743. {
  744. logNetwork->infoStream() << "Establishing connection...";
  745. ret = new CConnection( host.size() ? host : settings["server"]["server"].String(),
  746. port.size() ? port : boost::lexical_cast<std::string>(settings["server"]["port"].Float()),
  747. NAME);
  748. }
  749. catch(...)
  750. {
  751. logNetwork->errorStream() << "\nCannot establish connection! Retrying within 2 seconds";
  752. SDL_Delay(2000);
  753. }
  754. }
  755. return ret;
  756. }