CServerHandler.h 7.5 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215
  1. /*
  2. * CServerHandler.h, 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. #pragma once
  11. #include "../lib/CStopWatch.h"
  12. #include "../lib/network/NetworkInterface.h"
  13. #include "../lib/StartInfo.h"
  14. #include "../lib/CondSh.h"
  15. VCMI_LIB_NAMESPACE_BEGIN
  16. class CConnection;
  17. class PlayerColor;
  18. struct StartInfo;
  19. struct TurnTimerInfo;
  20. class CMapInfo;
  21. class CGameState;
  22. struct ClientPlayer;
  23. struct CPack;
  24. struct CPackForLobby;
  25. struct CPackForClient;
  26. template<typename T> class CApplier;
  27. VCMI_LIB_NAMESPACE_END
  28. class CClient;
  29. class CBaseForLobbyApply;
  30. class GlobalLobbyClient;
  31. class HighScoreCalculation;
  32. class HighScoreParameter;
  33. enum class ESelectionScreen : ui8;
  34. enum class ELoadMode : ui8;
  35. // TODO: Add mutex so we can't set CONNECTION_CANCELLED if client already connected, but thread not setup yet
  36. enum class EClientState : ui8
  37. {
  38. NONE = 0,
  39. CONNECTING, // Trying to connect to server
  40. CONNECTION_CANCELLED, // Connection cancelled by player, stop attempts to connect
  41. LOBBY, // Client is connected to lobby
  42. LOBBY_CAMPAIGN, // Client is on scenario bonus selection screen
  43. STARTING, // Gameplay interfaces being created, we pause netpacks retrieving
  44. GAMEPLAY, // In-game, used by some UI
  45. DISCONNECTING, // We disconnecting, drop all netpacks
  46. CONNECTION_FAILED // We could not connect to server
  47. };
  48. enum class EServerMode : uint8_t
  49. {
  50. NONE = 0,
  51. LOCAL, // no global lobby
  52. LOBBY_HOST, // We are hosting global server available via global lobby
  53. LOBBY_GUEST // Connecting to a remote server via proxy provided by global lobby
  54. };
  55. class IServerAPI
  56. {
  57. protected:
  58. virtual void sendLobbyPack(const CPackForLobby & pack) const = 0;
  59. public:
  60. virtual ~IServerAPI() {}
  61. virtual void sendClientConnecting() const = 0;
  62. virtual void sendClientDisconnecting() = 0;
  63. virtual void setCampaignState(std::shared_ptr<CampaignState> newCampaign) = 0;
  64. virtual void setCampaignMap(CampaignScenarioID mapId) const = 0;
  65. virtual void setCampaignBonus(int bonusId) const = 0;
  66. virtual void setMapInfo(std::shared_ptr<CMapInfo> to, std::shared_ptr<CMapGenOptions> mapGenOpts = {}) const = 0;
  67. virtual void setPlayer(PlayerColor color) const = 0;
  68. virtual void setPlayerName(PlayerColor color, const std::string & name) const = 0;
  69. virtual void setPlayerOption(ui8 what, int32_t value, PlayerColor player) const = 0;
  70. virtual void setDifficulty(int to) const = 0;
  71. virtual void setTurnTimerInfo(const TurnTimerInfo &) const = 0;
  72. virtual void setSimturnsInfo(const SimturnsInfo &) const = 0;
  73. virtual void setExtraOptionsInfo(const ExtraOptionsInfo & info) const = 0;
  74. virtual void sendMessage(const std::string & txt) const = 0;
  75. virtual void sendGuiAction(ui8 action) const = 0; // TODO: possibly get rid of it?
  76. virtual void sendStartGame(bool allowOnlyAI = false) const = 0;
  77. virtual void sendRestartGame() const = 0;
  78. };
  79. /// structure to handle running server and connecting to it
  80. class CServerHandler final : public IServerAPI, public LobbyInfo, public INetworkClientListener, public INetworkTimerListener, boost::noncopyable
  81. {
  82. friend class ApplyOnLobbyHandlerNetPackVisitor;
  83. std::shared_ptr<INetworkConnection> networkConnection;
  84. std::unique_ptr<GlobalLobbyClient> lobbyClient;
  85. std::unique_ptr<CApplier<CBaseForLobbyApply>> applier;
  86. std::shared_ptr<CMapInfo> mapToStart;
  87. std::vector<std::string> myNames;
  88. std::shared_ptr<HighScoreCalculation> highScoreCalc;
  89. void threadRunNetwork();
  90. void threadRunServer(bool connectToLobby);
  91. /// temporary helper member that exists while game in lobby mode
  92. /// required to correctly deserialize gamestate using client-side game callback
  93. std::unique_ptr<CClient> nextClient;
  94. void sendLobbyPack(const CPackForLobby & pack) const override;
  95. void onPacketReceived(const NetworkConnectionPtr &, const std::vector<std::byte> & message) override;
  96. void onConnectionFailed(const std::string & errorMessage) override;
  97. void onConnectionEstablished(const NetworkConnectionPtr &) override;
  98. void onDisconnected(const NetworkConnectionPtr &, const std::string & errorMessage) override;
  99. void onTimer() override;
  100. void applyPackOnLobbyScreen(CPackForLobby & pack);
  101. std::string serverHostname;
  102. ui16 serverPort;
  103. bool isServerLocal() const;
  104. public:
  105. std::unique_ptr<INetworkHandler> networkHandler;
  106. std::shared_ptr<CConnection> c;
  107. std::atomic<EClientState> state;
  108. ////////////////////
  109. // FIXME: Bunch of crutches to glue it all together
  110. // For starting non-custom campaign and continue to next mission
  111. std::shared_ptr<CampaignState> campaignStateToSend;
  112. ESelectionScreen screenType; // To create lobby UI only after server is setup
  113. EServerMode serverMode;
  114. ELoadMode loadMode; // For saves filtering in SelectionTab
  115. ////////////////////
  116. std::unique_ptr<CStopWatch> th;
  117. boost::thread threadRunLocalServer;
  118. boost::thread threadNetwork;
  119. std::unique_ptr<CClient> client;
  120. CServerHandler();
  121. ~CServerHandler();
  122. void resetStateForLobby(EStartMode mode, ESelectionScreen screen, EServerMode serverMode, const std::vector<std::string> & names);
  123. void startLocalServerAndConnect(bool connectToLobby);
  124. void connectToServer(const std::string & addr, const ui16 port);
  125. GlobalLobbyClient & getGlobalLobby();
  126. // Helpers for lobby state access
  127. std::set<PlayerColor> getHumanColors();
  128. PlayerColor myFirstColor() const;
  129. bool isMyColor(PlayerColor color) const;
  130. ui8 myFirstId() const; // Used by chat only!
  131. bool isHost() const;
  132. bool isGuest() const;
  133. const std::string & getCurrentHostname() const;
  134. const std::string & getLocalHostname() const;
  135. const std::string & getRemoteHostname() const;
  136. ui16 getCurrentPort() const;
  137. ui16 getLocalPort() const;
  138. ui16 getRemotePort() const;
  139. // Lobby server API for UI
  140. void sendClientConnecting() const override;
  141. void sendClientDisconnecting() override;
  142. void setCampaignState(std::shared_ptr<CampaignState> newCampaign) override;
  143. void setCampaignMap(CampaignScenarioID mapId) const override;
  144. void setCampaignBonus(int bonusId) const override;
  145. void setMapInfo(std::shared_ptr<CMapInfo> to, std::shared_ptr<CMapGenOptions> mapGenOpts = {}) const override;
  146. void setPlayer(PlayerColor color) const override;
  147. void setPlayerName(PlayerColor color, const std::string & name) const override;
  148. void setPlayerOption(ui8 what, int32_t value, PlayerColor player) const override;
  149. void setDifficulty(int to) const override;
  150. void setTurnTimerInfo(const TurnTimerInfo &) const override;
  151. void setSimturnsInfo(const SimturnsInfo &) const override;
  152. void setExtraOptionsInfo(const ExtraOptionsInfo &) const override;
  153. void sendMessage(const std::string & txt) const override;
  154. void sendGuiAction(ui8 action) const override;
  155. void sendRestartGame() const override;
  156. void sendStartGame(bool allowOnlyAI = false) const override;
  157. void startMapAfterConnection(std::shared_ptr<CMapInfo> to);
  158. bool validateGameStart(bool allowOnlyAI = false) const;
  159. void debugStartTest(std::string filename, bool save = false);
  160. void startGameplay(VCMI_LIB_WRAP_NAMESPACE(CGameState) * gameState = nullptr);
  161. void endGameplay();
  162. void restartGameplay();
  163. void startCampaignScenario(HighScoreParameter param, std::shared_ptr<CampaignState> cs = {});
  164. void showServerError(const std::string & txt) const;
  165. // TODO: LobbyState must be updated within game so we should always know how many player interfaces our client handle
  166. int howManyPlayerInterfaces();
  167. ELoadMode getLoadMode();
  168. void visitForLobby(CPackForLobby & lobbyPack);
  169. void visitForClient(CPackForClient & clientPack);
  170. };
  171. extern CServerHandler * CSH;