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- /*
- * 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
- *
- */
- #include "StdInc.h"
- #include "Global.h"
- #include "Client.h"
- #include "CGameInfo.h"
- #include "CPlayerInterface.h"
- #include "CServerHandler.h"
- #include "ClientNetPackVisitors.h"
- #include "adventureMap/AdventureMapInterface.h"
- #include "battle/BattleInterface.h"
- #include "gui/CGuiHandler.h"
- #include "gui/WindowHandler.h"
- #include "mapView/mapHandler.h"
- #include "../CCallback.h"
- #include "../lib/CConfigHandler.h"
- #include "../lib/gameState/CGameState.h"
- #include "../lib/CPlayerState.h"
- #include "../lib/CThreadHelper.h"
- #include "../lib/VCMIDirs.h"
- #include "../lib/UnlockGuard.h"
- #include "../lib/battle/BattleInfo.h"
- #include "../lib/serializer/BinaryDeserializer.h"
- #include "../lib/serializer/BinarySerializer.h"
- #include "../lib/serializer/Connection.h"
- #include "../lib/mapping/CMapService.h"
- #include "../lib/pathfinder/CGPathNode.h"
- #include "../lib/filesystem/Filesystem.h"
- #include "../lib/registerTypes/RegisterTypesClientPacks.h"
- #include <memory>
- #include <vcmi/events/EventBus.h>
- #if SCRIPTING_ENABLED
- #include "../lib/ScriptHandler.h"
- #endif
- #ifdef VCMI_ANDROID
- #include "lib/CAndroidVMHelper.h"
- #endif
- ThreadSafeVector<int> CClient::waitingRequest;
- template<typename T> class CApplyOnCL;
- class CBaseForCLApply
- {
- public:
- virtual void applyOnClAfter(CClient * cl, CPack * pack) const =0;
- virtual void applyOnClBefore(CClient * cl, CPack * 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, CPack * pack) const override
- {
- T * ptr = static_cast<T *>(pack);
- ApplyClientNetPackVisitor visitor(*cl, *cl->gameState());
- ptr->visit(visitor);
- }
- void applyOnClBefore(CClient * cl, CPack * pack) const override
- {
- T * ptr = static_cast<T *>(pack);
- ApplyFirstClientNetPackVisitor visitor(*cl, *cl->gameState());
- ptr->visit(visitor);
- }
- };
- template<> class CApplyOnCL<CPack>: public CBaseForCLApply
- {
- public:
- void applyOnClAfter(CClient * cl, CPack * pack) const override
- {
- logGlobal->error("Cannot apply on CL plain CPack!");
- assert(0);
- }
- void applyOnClBefore(CClient * cl, CPack * pack) const override
- {
- logGlobal->error("Cannot apply on CL plain CPack!");
- assert(0);
- }
- };
- CPlayerEnvironment::CPlayerEnvironment(PlayerColor player_, CClient * cl_, std::shared_ptr<CCallback> mainCallback_)
- : player(player_),
- cl(cl_),
- mainCallback(mainCallback_)
- {
- }
- const Services * CPlayerEnvironment::services() const
- {
- return VLC;
- }
- vstd::CLoggerBase * CPlayerEnvironment::logger() const
- {
- return logGlobal;
- }
- events::EventBus * CPlayerEnvironment::eventBus() const
- {
- return cl->eventBus();//always get actual value
- }
- const CPlayerEnvironment::BattleCb * CPlayerEnvironment::battle(const BattleID & battleID) const
- {
- return mainCallback->getBattle(battleID).get();
- }
- const CPlayerEnvironment::GameCb * CPlayerEnvironment::game() const
- {
- return mainCallback.get();
- }
- CClient::CClient()
- {
- waitingRequest.clear();
- applier = std::make_shared<CApplier<CBaseForCLApply>>();
- registerTypesClientPacks(*applier);
- gs = nullptr;
- }
- CClient::~CClient() = default;
- const Services * CClient::services() const
- {
- return VLC; //todo: this should be CGI
- }
- const CClient::BattleCb * CClient::battle(const BattleID & battleID) const
- {
- return nullptr; //todo?
- }
- const CClient::GameCb * CClient::game() const
- {
- return this;
- }
- vstd::CLoggerBase * CClient::logger() const
- {
- return logGlobal;
- }
- events::EventBus * CClient::eventBus() const
- {
- return clientEventBus.get();
- }
- void CClient::newGame(CGameState * initializedGameState)
- {
- CSH->th->update();
- CMapService mapService;
- assert(initializedGameState);
- gs = initializedGameState;
- gs->preInit(VLC, this);
- logNetwork->trace("\tCreating gamestate: %i", CSH->th->getDiff());
- if(!initializedGameState)
- {
- Load::ProgressAccumulator progressTracking;
- gs->init(&mapService, CSH->si.get(), progressTracking, settings["general"]["saveRandomMaps"].Bool());
- }
- logNetwork->trace("Initializing GameState (together): %d ms", CSH->th->getDiff());
- initMapHandler();
- reinitScripting();
- initPlayerEnvironments();
- initPlayerInterfaces();
- }
- void CClient::loadGame(CGameState * initializedGameState)
- {
- logNetwork->info("Loading procedure started!");
- logNetwork->info("Game state was transferred over network, loading.");
- gs = initializedGameState;
- gs->preInit(VLC, this);
- gs->updateOnLoad(CSH->si.get());
- logNetwork->info("Game loaded, initialize interfaces.");
- initMapHandler();
- reinitScripting();
- initPlayerEnvironments();
-
- // Loading of client state - disabled for now
- // Since client no longer writes or loads its own state and instead receives it from server
- // client state serializer will serialize its own copies of all pointers, e.g. heroes/towns/objects
- // and on deserialize will create its own copies (instead of using copies from state received from server)
- // Potential solutions:
- // 1) Use server gamestate to deserialize pointers, so any pointer to same object will point to server instance and not our copy
- // 2) Remove all serialization of pointers with instance ID's and restore them on load (including AI deserializer code)
- // 3) Completely remove client savegame and send all information, like hero paths and sleeping status to server (either in form of hero properties or as some generic "client options" message
- #ifdef BROKEN_CLIENT_STATE_SERIALIZATION_HAS_BEEN_FIXED
- // try to deserialize client data including sleepingHeroes
- try
- {
- boost::filesystem::path clientSaveName = *CResourceHandler::get()->getResourceName(ResourcePath(CSH->si->mapname, EResType::CLIENT_SAVEGAME));
- if(clientSaveName.empty())
- throw std::runtime_error("Cannot open client part of " + CSH->si->mapname);
- std::unique_ptr<CLoadFile> loader (new CLoadFile(clientSaveName));
- serialize(loader->serializer, loader->serializer.version);
- logNetwork->info("Client data loaded.");
- }
- catch(std::exception & e)
- {
- logGlobal->info("Cannot load client data for game %s. Error: %s", CSH->si->mapname, e.what());
- }
- #endif
- initPlayerInterfaces();
- }
- void CClient::serialize(BinarySerializer & h)
- {
- assert(h.saving);
- ui8 players = static_cast<ui8>(playerint.size());
- h & players;
- for(auto i = playerint.begin(); i != playerint.end(); i++)
- {
- logGlobal->trace("Saving player %s interface", i->first);
- assert(i->first == i->second->playerID);
- h & i->first;
- h & i->second->dllName;
- h & i->second->human;
- i->second->saveGame(h);
- }
- #if SCRIPTING_ENABLED
- JsonNode scriptsState;
- clientScripts->serializeState(h.saving, scriptsState);
- h & scriptsState;
- #endif
- }
- void CClient::serialize(BinaryDeserializer & h)
- {
- assert(!h.saving);
- ui8 players = 0;
- h & players;
- for(int i = 0; i < players; i++)
- {
- std::string dllname;
- PlayerColor pid;
- bool isHuman = false;
- auto prevInt = LOCPLINT;
- h & pid;
- h & dllname;
- h & isHuman;
- assert(dllname.length() == 0 || !isHuman);
- if(pid == PlayerColor::NEUTRAL)
- {
- logGlobal->trace("Neutral battle interfaces are not serialized.");
- continue;
- }
- logGlobal->trace("Loading player %s interface", pid);
- std::shared_ptr<CGameInterface> nInt;
- if(dllname.length())
- nInt = CDynLibHandler::getNewAI(dllname);
- else
- nInt = std::make_shared<CPlayerInterface>(pid);
- nInt->dllName = dllname;
- nInt->human = isHuman;
- nInt->playerID = pid;
- bool shouldResetInterface = true;
- // Client no longer handle this player at all
- if(!vstd::contains(CSH->getAllClientPlayers(CSH->logicConnection->connectionID), pid))
- {
- logGlobal->trace("Player %s is not belong to this client. Destroying interface", pid);
- }
- else if(isHuman && !vstd::contains(CSH->getHumanColors(), pid))
- {
- logGlobal->trace("Player %s is no longer controlled by human. Destroying interface", pid);
- }
- else if(!isHuman && vstd::contains(CSH->getHumanColors(), pid))
- {
- logGlobal->trace("Player %s is no longer controlled by AI. Destroying interface", pid);
- }
- else
- {
- installNewPlayerInterface(nInt, pid);
- shouldResetInterface = false;
- }
- // loadGame needs to be called after initGameInterface to load paths correctly
- // initGameInterface is called in installNewPlayerInterface
- nInt->loadGame(h);
- if (shouldResetInterface)
- {
- nInt.reset();
- LOCPLINT = prevInt;
- }
- }
- #if SCRIPTING_ENABLED
- {
- JsonNode scriptsState;
- h & scriptsState;
- clientScripts->serializeState(h.saving, scriptsState);
- }
- #endif
- logNetwork->trace("Loaded client part of save %d ms", CSH->th->getDiff());
- }
- void CClient::save(const std::string & fname)
- {
- if(!gs->currentBattles.empty())
- {
- logNetwork->error("Game cannot be saved during battle!");
- return;
- }
- SaveGame save_game(fname);
- sendRequest(&save_game, PlayerColor::NEUTRAL);
- }
- void CClient::endGame()
- {
- #if SCRIPTING_ENABLED
- clientScripts.reset();
- #endif
- //suggest interfaces to finish their stuff (AI should interrupt any bg working threads)
- for(auto & i : playerint)
- i.second->finish();
- GH.curInt = nullptr;
- {
- logNetwork->info("Ending current game!");
- removeGUI();
- CGI->mh.reset();
- vstd::clear_pointer(gs);
- logNetwork->info("Deleted mapHandler and gameState.");
- }
- CPlayerInterface::battleInt.reset();
- playerint.clear();
- battleints.clear();
- battleCallbacks.clear();
- playerEnvironments.clear();
- logNetwork->info("Deleted playerInts.");
- logNetwork->info("Client stopped.");
- }
- void CClient::initMapHandler()
- {
- // TODO: CMapHandler initialization can probably go somewhere else
- // It's can't be before initialization of interfaces
- // During loading CPlayerInterface from serialized state it's depend on MH
- if(!settings["session"]["headless"].Bool())
- {
- CGI->mh = std::make_shared<CMapHandler>(gs->map);
- logNetwork->trace("Creating mapHandler: %d ms", CSH->th->getDiff());
- }
- pathCache.clear();
- }
- void CClient::initPlayerEnvironments()
- {
- playerEnvironments.clear();
- auto allPlayers = CSH->getAllClientPlayers(CSH->logicConnection->connectionID);
- bool hasHumanPlayer = false;
- for(auto & color : allPlayers)
- {
- logNetwork->info("Preparing environment for player %s", color.toString());
- playerEnvironments[color] = std::make_shared<CPlayerEnvironment>(color, this, std::make_shared<CCallback>(gs, color, this));
-
- if(!hasHumanPlayer && gs->players[color].isHuman())
- hasHumanPlayer = true;
- }
- if(!hasHumanPlayer && !settings["session"]["headless"].Bool())
- {
- Settings session = settings.write["session"];
- session["spectate"].Bool() = true;
- session["spectate-skip-battle-result"].Bool() = true;
- session["spectate-ignore-hero"].Bool() = true;
- }
-
- if(settings["session"]["spectate"].Bool())
- {
- playerEnvironments[PlayerColor::SPECTATOR] = std::make_shared<CPlayerEnvironment>(PlayerColor::SPECTATOR, this, std::make_shared<CCallback>(gs, std::nullopt, this));
- }
- }
- void CClient::initPlayerInterfaces()
- {
- for(auto & playerInfo : gs->scenarioOps->playerInfos)
- {
- PlayerColor color = playerInfo.first;
- if(!vstd::contains(CSH->getAllClientPlayers(CSH->logicConnection->connectionID), color))
- continue;
- if(!vstd::contains(playerint, color))
- {
- logNetwork->info("Preparing interface for player %s", color.toString());
- if(playerInfo.second.isControlledByAI() || settings["session"]["onlyai"].Bool())
- {
- bool alliedToHuman = false;
- for(auto & allyInfo : gs->scenarioOps->playerInfos)
- if (gs->getPlayerTeam(allyInfo.first) == gs->getPlayerTeam(playerInfo.first) && allyInfo.second.isControlledByHuman())
- alliedToHuman = true;
- auto AiToGive = aiNameForPlayer(playerInfo.second, false, alliedToHuman);
- logNetwork->info("Player %s will be lead by %s", color.toString(), AiToGive);
- installNewPlayerInterface(CDynLibHandler::getNewAI(AiToGive), color);
- }
- else
- {
- logNetwork->info("Player %s will be lead by human", color.toString());
- installNewPlayerInterface(std::make_shared<CPlayerInterface>(color), color);
- }
- }
- }
- if(settings["session"]["spectate"].Bool())
- {
- installNewPlayerInterface(std::make_shared<CPlayerInterface>(PlayerColor::SPECTATOR), PlayerColor::SPECTATOR, true);
- }
- if(CSH->getAllClientPlayers(CSH->logicConnection->connectionID).count(PlayerColor::NEUTRAL))
- installNewBattleInterface(CDynLibHandler::getNewBattleAI(settings["server"]["neutralAI"].String()), PlayerColor::NEUTRAL);
- logNetwork->trace("Initialized player interfaces %d ms", CSH->th->getDiff());
- }
- std::string CClient::aiNameForPlayer(const PlayerSettings & ps, bool battleAI, bool alliedToHuman)
- {
- if(ps.name.size())
- {
- const boost::filesystem::path aiPath = VCMIDirs::get().fullLibraryPath("AI", ps.name);
- if(boost::filesystem::exists(aiPath))
- return ps.name;
- }
- return aiNameForPlayer(battleAI, alliedToHuman);
- }
- std::string CClient::aiNameForPlayer(bool battleAI, bool alliedToHuman)
- {
- const int sensibleAILimit = settings["session"]["oneGoodAI"].Bool() ? 1 : PlayerColor::PLAYER_LIMIT_I;
- std::string goodAdventureAI = alliedToHuman ? settings["server"]["alliedAI"].String() : settings["server"]["playerAI"].String();
- std::string goodBattleAI = settings["server"]["neutralAI"].String();
- std::string goodAI = battleAI ? goodBattleAI : goodAdventureAI;
- std::string badAI = battleAI ? "StupidAI" : "EmptyAI";
- //TODO what about human players
- if(battleints.size() >= sensibleAILimit)
- return badAI;
- return goodAI;
- }
- void CClient::installNewPlayerInterface(std::shared_ptr<CGameInterface> gameInterface, PlayerColor color, bool battlecb)
- {
- playerint[color] = gameInterface;
- logGlobal->trace("\tInitializing the interface for player %s", color.toString());
- auto cb = std::make_shared<CCallback>(gs, color, this);
- battleCallbacks[color] = cb;
- gameInterface->initGameInterface(playerEnvironments.at(color), cb);
- installNewBattleInterface(gameInterface, color, battlecb);
- }
- void CClient::installNewBattleInterface(std::shared_ptr<CBattleGameInterface> battleInterface, PlayerColor color, bool needCallback)
- {
- battleints[color] = battleInterface;
- if(needCallback)
- {
- logGlobal->trace("\tInitializing the battle interface for player %s", color.toString());
- auto cbc = std::make_shared<CBattleCallback>(color, this);
- battleCallbacks[color] = cbc;
- battleInterface->initBattleInterface(playerEnvironments.at(color), cbc);
- }
- }
- void CClient::handlePack(CPack * pack)
- {
- CBaseForCLApply * apply = applier->getApplier(CTypeList::getInstance().getTypeID(pack)); //find the applier
- if(apply)
- {
- apply->applyOnClBefore(this, pack);
- logNetwork->trace("\tMade first apply on cl: %s", typeid(pack).name());
- gs->apply(pack);
- logNetwork->trace("\tApplied on gs: %s", typeid(pack).name());
- apply->applyOnClAfter(this, pack);
- logNetwork->trace("\tMade second apply on cl: %s", typeid(pack).name());
- }
- else
- {
- logNetwork->error("Message %s cannot be applied, cannot find applier!", typeid(pack).name());
- }
- delete pack;
- }
- int CClient::sendRequest(const CPackForServer * request, PlayerColor player)
- {
- static ui32 requestCounter = 1;
- ui32 requestID = requestCounter++;
- logNetwork->trace("Sending a request \"%s\". It'll have an ID=%d.", typeid(*request).name(), requestID);
- waitingRequest.pushBack(requestID);
- request->requestID = requestID;
- request->player = player;
- CSH->logicConnection->sendPack(request);
- if(vstd::contains(playerint, player))
- playerint[player]->requestSent(request, requestID);
- return requestID;
- }
- void CClient::battleStarted(const BattleInfo * info)
- {
- std::shared_ptr<CPlayerInterface> att;
- std::shared_ptr<CPlayerInterface> def;
- auto & leftSide = info->sides[0];
- auto & rightSide = info->sides[1];
- for(auto & battleCb : battleCallbacks)
- {
- if(!battleCb.first.isValidPlayer() || battleCb.first == leftSide.color || battleCb.first == rightSide.color)
- battleCb.second->onBattleStarted(info);
- }
- //If quick combat is not, do not prepare interfaces for battleint
- auto callBattleStart = [&](PlayerColor color, ui8 side)
- {
- if(vstd::contains(battleints, color))
- battleints[color]->battleStart(info->battleID, leftSide.armyObject, rightSide.armyObject, info->tile, leftSide.hero, rightSide.hero, side, info->replayAllowed);
- };
-
- callBattleStart(leftSide.color, 0);
- callBattleStart(rightSide.color, 1);
- callBattleStart(PlayerColor::UNFLAGGABLE, 1);
- if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
- callBattleStart(PlayerColor::SPECTATOR, 1);
-
- 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]);
-
- //Remove player interfaces for auto battle (quickCombat option)
- if((att && att->isAutoFightOn) || (def && def->isAutoFightOn))
- {
- auto endTacticPhaseIfEligible = [info](const CPlayerInterface * interface)
- {
- if (interface->cb->getBattle(info->battleID)->battleGetTacticDist())
- {
- auto side = interface->cb->getBattle(info->battleID)->playerToSide(interface->playerID);
- if(interface->playerID == info->sides[info->tacticsSide].color)
- {
- auto action = BattleAction::makeEndOFTacticPhase(*side);
- interface->cb->battleMakeTacticAction(info->battleID, action);
- }
- }
- };
- if(att && att->isAutoFightOn)
- endTacticPhaseIfEligible(att.get());
- else // def && def->isAutoFightOn
- endTacticPhaseIfEligible(def.get());
- att.reset();
- def.reset();
- }
- if(!settings["session"]["headless"].Bool())
- {
- if(att || def)
- {
- CPlayerInterface::battleInt = std::make_shared<BattleInterface>(info->getBattleID(), leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero, att, def);
- }
- else if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
- {
- //TODO: This certainly need improvement
- auto spectratorInt = std::dynamic_pointer_cast<CPlayerInterface>(playerint[PlayerColor::SPECTATOR]);
- spectratorInt->cb->onBattleStarted(info);
- CPlayerInterface::battleInt = std::make_shared<BattleInterface>(info->getBattleID(), leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero, att, def, spectratorInt);
- }
- }
- if(info->tacticDistance)
- {
- auto tacticianColor = info->sides[info->tacticsSide].color;
- if (vstd::contains(battleints, tacticianColor))
- battleints[tacticianColor]->yourTacticPhase(info->battleID, info->tacticDistance);
- }
- }
- void CClient::battleFinished(const BattleID & battleID)
- {
- for(auto & side : gs->getBattle(battleID)->sides)
- if(battleCallbacks.count(side.color))
- battleCallbacks[side.color]->onBattleEnded(battleID);
- if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
- battleCallbacks[PlayerColor::SPECTATOR]->onBattleEnded(battleID);
- }
- void CClient::startPlayerBattleAction(const BattleID & battleID, PlayerColor color)
- {
- if (battleints.count(color) == 0)
- return; // not our combat in MP
- auto battleint = battleints.at(color);
- if (!battleint->human)
- {
- // we want to avoid locking gamestate and causing UI to freeze while AI is making turn
- auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
- battleint->activeStack(battleID, gs->getBattle(battleID)->battleGetStackByID(gs->getBattle(battleID)->activeStack, false));
- }
- else
- {
- battleint->activeStack(battleID, gs->getBattle(battleID)->battleGetStackByID(gs->getBattle(battleID)->activeStack, false));
- }
- }
- void CClient::invalidatePaths()
- {
- boost::unique_lock<boost::mutex> pathLock(pathCacheMutex);
- pathCache.clear();
- }
- std::shared_ptr<const CPathsInfo> CClient::getPathsInfo(const CGHeroInstance * h)
- {
- assert(h);
- boost::unique_lock<boost::mutex> pathLock(pathCacheMutex);
- auto iter = pathCache.find(h);
- if(iter == std::end(pathCache))
- {
- auto paths = std::make_shared<CPathsInfo>(getMapSize(), h);
- gs->calculatePaths(h, *paths.get());
- pathCache[h] = paths;
- return paths;
- }
- else
- {
- return iter->second;
- }
- }
- #if SCRIPTING_ENABLED
- scripting::Pool * CClient::getGlobalContextPool() const
- {
- return clientScripts.get();
- }
- #endif
- void CClient::reinitScripting()
- {
- clientEventBus = std::make_unique<events::EventBus>();
- #if SCRIPTING_ENABLED
- clientScripts.reset(new scripting::PoolImpl(this));
- #endif
- }
- void CClient::removeGUI() const
- {
- // CClient::endGame
- GH.curInt = nullptr;
- GH.windows().clear();
- adventureInt.reset();
- logGlobal->info("Removed GUI.");
- LOCPLINT = nullptr;
- }
- #ifdef VCMI_ANDROID
- extern "C" JNIEXPORT jboolean JNICALL Java_eu_vcmi_vcmi_NativeMethods_tryToSaveTheGame(JNIEnv * env, jclass cls)
- {
- logGlobal->info("Received emergency save game request");
- if(!LOCPLINT || !LOCPLINT->cb)
- {
- return false;
- }
- LOCPLINT->cb->save("Saves/_Android_Autosave");
- return true;
- }
- #endif
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