Client.cpp 16 KB

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  1. #include "CMusicHandler.h"
  2. #include "../lib/CCampaignHandler.h"
  3. #include "../CCallback.h"
  4. #include "../CConsoleHandler.h"
  5. #include "CGameInfo.h"
  6. #include "../lib/CGameState.h"
  7. #include "CPlayerInterface.h"
  8. #include "../StartInfo.h"
  9. #include "../lib/CArtHandler.h"
  10. #include "../lib/CDefObjInfoHandler.h"
  11. #include "../lib/CGeneralTextHandler.h"
  12. #include "../lib/CHeroHandler.h"
  13. #include "../lib/CTownHandler.h"
  14. #include "../lib/CObjectHandler.h"
  15. #include "../lib/CBuildingHandler.h"
  16. #include "../lib/CSpellHandler.h"
  17. #include "../lib/Connection.h"
  18. #include "../lib/Interprocess.h"
  19. #include "../lib/NetPacks.h"
  20. #include "../lib/VCMI_Lib.h"
  21. #include "../lib/map.h"
  22. #include "mapHandler.h"
  23. #include "CConfigHandler.h"
  24. #include "Client.h"
  25. #include "GUIBase.h"
  26. #include <boost/bind.hpp>
  27. #include <boost/foreach.hpp>
  28. #include <boost/thread.hpp>
  29. #include <boost/thread/shared_mutex.hpp>
  30. #include <boost/lexical_cast.hpp>
  31. #include <sstream>
  32. #include "CPreGame.h"
  33. #define NOT_LIB
  34. #include "../lib/RegisterTypes.cpp"
  35. #include "CBattleInterface.h"
  36. extern std::string NAME;
  37. namespace intpr = boost::interprocess;
  38. /*
  39. * Client.cpp, part of VCMI engine
  40. *
  41. * Authors: listed in file AUTHORS in main folder
  42. *
  43. * License: GNU General Public License v2.0 or later
  44. * Full text of license available in license.txt file, in main folder
  45. *
  46. */
  47. template <typename T> class CApplyOnCL;
  48. class CBaseForCLApply
  49. {
  50. public:
  51. virtual void applyOnClAfter(CClient *cl, void *pack) const =0;
  52. virtual void applyOnClBefore(CClient *cl, void *pack) const =0;
  53. virtual ~CBaseForCLApply(){}
  54. template<typename U> static CBaseForCLApply *getApplier(const U * t=NULL)
  55. {
  56. return new CApplyOnCL<U>;
  57. }
  58. };
  59. template <typename T> class CApplyOnCL : public CBaseForCLApply
  60. {
  61. public:
  62. void applyOnClAfter(CClient *cl, void *pack) const
  63. {
  64. T *ptr = static_cast<T*>(pack);
  65. ptr->applyCl(cl);
  66. }
  67. void applyOnClBefore(CClient *cl, void *pack) const
  68. {
  69. T *ptr = static_cast<T*>(pack);
  70. ptr->applyFirstCl(cl);
  71. }
  72. };
  73. static CApplier<CBaseForCLApply> *applier = NULL;
  74. void CClient::init()
  75. {
  76. hotSeat = false;
  77. connectionHandler = NULL;
  78. pathInfo = NULL;
  79. applier = new CApplier<CBaseForCLApply>;
  80. registerTypes2(*applier);
  81. IObjectInterface::cb = this;
  82. serv = NULL;
  83. gs = NULL;
  84. cb = NULL;
  85. terminate = false;
  86. }
  87. CClient::CClient(void)
  88. :waitingRequest(false)
  89. {
  90. init();
  91. }
  92. CClient::CClient(CConnection *con, StartInfo *si)
  93. :waitingRequest(false)
  94. {
  95. init();
  96. newGame(con,si);
  97. }
  98. CClient::~CClient(void)
  99. {
  100. delete pathInfo;
  101. delete applier;
  102. }
  103. void CClient::waitForMoveAndSend(int color)
  104. {
  105. try
  106. {
  107. assert(vstd::contains(battleints, color));
  108. BattleAction ba = battleints[color]->activeStack(gs->curB->getStack(gs->curB->activeStack, false));
  109. *serv << &MakeAction(ba);
  110. return;
  111. }HANDLE_EXCEPTION
  112. tlog1 << "We should not be here!" << std::endl;
  113. }
  114. void CClient::run()
  115. {
  116. try
  117. {
  118. CPack *pack = NULL;
  119. while(!terminate)
  120. {
  121. pack = serv->retreivePack(); //get the package from the server
  122. if (terminate)
  123. {
  124. delete pack;
  125. pack = NULL;
  126. break;
  127. }
  128. handlePack(pack);
  129. pack = NULL;
  130. }
  131. }
  132. catch (const std::exception& e)
  133. {
  134. tlog3 << "Lost connection to server, ending listening thread!\n";
  135. tlog1 << e.what() << std::endl;
  136. if(!terminate) //rethrow (-> boom!) only if closing connection was unexpected
  137. {
  138. tlog1 << "Something wrong, lost connection while game is still ongoing...\n";
  139. throw;
  140. }
  141. }
  142. }
  143. void CClient::save(const std::string & fname)
  144. {
  145. if(gs->curB)
  146. {
  147. tlog1 << "Game cannot be saved during battle!\n";
  148. return;
  149. }
  150. *serv << &SaveGame(fname);
  151. }
  152. #include <fstream>
  153. void initVillagesCapitols(Mapa * map)
  154. {
  155. std::ifstream ifs(DATA_DIR "/config/townsDefs.txt");
  156. int ccc;
  157. ifs>>ccc;
  158. for(int i=0;i<ccc*2;i++)
  159. {
  160. const CGDefInfo *n;
  161. if(i<ccc)
  162. {
  163. n = CGI->state->villages[i];
  164. map->defy.push_back(CGI->state->forts[i]);
  165. }
  166. else
  167. n = CGI->state->capitols[i%ccc];
  168. ifs >> const_cast<CGDefInfo*>(n)->name;
  169. if(!n)
  170. tlog1 << "*HUGE* Warning - missing town def for " << i << std::endl;
  171. else
  172. map->defy.push_back(const_cast<CGDefInfo*>(n));
  173. }
  174. }
  175. void CClient::endGame( bool closeConnection /*= true*/ )
  176. {
  177. // Game is ending
  178. // Tell the network thread to reach a stable state
  179. GH.curInt = NULL;
  180. LOCPLINT->terminate_cond.setn(true);
  181. LOCPLINT->pim->lock();
  182. tlog0 << "\n\nEnding current game!" << std::endl;
  183. if(GH.topInt())
  184. GH.topInt()->deactivate();
  185. GH.listInt.clear();
  186. GH.objsToBlit.clear();
  187. GH.statusbar = NULL;
  188. tlog0 << "Removed GUI." << std::endl;
  189. delete CGI->mh;
  190. const_cast<CGameInfo*>(CGI)->mh = NULL;
  191. delete CGI->state;
  192. const_cast<CGameInfo*>(CGI)->state = NULL;
  193. tlog0 << "Deleted mapHandler and gameState." << std::endl;
  194. LOCPLINT = NULL;
  195. while (!playerint.empty())
  196. {
  197. CGameInterface *pint = playerint.begin()->second;
  198. playerint.erase(playerint.begin());
  199. delete pint;
  200. }
  201. BOOST_FOREACH(CCallback *cb, callbacks)
  202. {
  203. delete cb;
  204. }
  205. tlog0 << "Deleted playerInts." << std::endl;
  206. if(closeConnection)
  207. stopConnection();
  208. tlog0 << "Client stopped." << std::endl;
  209. }
  210. void CClient::loadGame( const std::string & fname )
  211. {
  212. tlog0 <<"\n\nLoading procedure started!\n\n";
  213. CServerHandler sh;
  214. sh.startServer();
  215. timeHandler tmh;
  216. {
  217. char sig[8];
  218. CMapHeader dum;
  219. const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
  220. StartInfo *si;
  221. CLoadFile lf(fname + ".vlgm1");
  222. lf >> sig >> dum >> si;
  223. tlog0 <<"Reading save signature: "<<tmh.getDif()<<std::endl;
  224. lf >> *VLC;
  225. const_cast<CGameInfo*>(CGI)->setFromLib();
  226. tlog0 <<"Reading handlers: "<<tmh.getDif()<<std::endl;
  227. lf >> gs;
  228. tlog0 <<"Reading gamestate: "<<tmh.getDif()<<std::endl;
  229. const_cast<CGameInfo*>(CGI)->state = gs;
  230. const_cast<CGameInfo*>(CGI)->mh->map = gs->map;
  231. pathInfo = new CPathsInfo(int3(gs->map->width, gs->map->height, gs->map->twoLevel+1));
  232. CGI->mh->init();
  233. initVillagesCapitols(gs->map);
  234. tlog0 <<"Initing maphandler: "<<tmh.getDif()<<std::endl;
  235. }
  236. serv = sh.connectToServer();
  237. serv->addStdVecItems(gs);
  238. tmh.update();
  239. ui8 pom8;
  240. *serv << ui8(3) << ui8(1); //load game; one client
  241. *serv << fname;
  242. *serv >> pom8;
  243. if(pom8)
  244. throw "Server cannot open the savegame!";
  245. else
  246. tlog0 << "Server opened savegame properly.\n";
  247. *serv << ui32(gs->scenarioOps->playerInfos.size()+1); //number of players + neutral
  248. for(std::map<int, PlayerSettings>::iterator it = gs->scenarioOps->playerInfos.begin();
  249. it != gs->scenarioOps->playerInfos.end(); ++it)
  250. {
  251. *serv << ui8(it->first); //players
  252. }
  253. *serv << ui8(255); // neutrals
  254. tlog0 <<"Sent info to server: "<<tmh.getDif()<<std::endl;
  255. {
  256. CLoadFile lf(fname + ".vcgm1");
  257. lf >> *this;
  258. }
  259. }
  260. int CClient::getCurrentPlayer()
  261. {
  262. return gs->currentPlayer;
  263. }
  264. int CClient::getSelectedHero()
  265. {
  266. if(const CGHeroInstance *selHero = IGameCallback::getSelectedHero(getCurrentPlayer()))
  267. return selHero->id;
  268. else
  269. return -1;
  270. }
  271. void CClient::newGame( CConnection *con, StartInfo *si )
  272. {
  273. enum {SINGLE, HOST, GUEST} networkMode = SINGLE;
  274. std::set<ui8> myPlayers;
  275. if (con == NULL)
  276. {
  277. CServerHandler sh;
  278. serv = sh.connectToServer();
  279. }
  280. else
  281. {
  282. serv = con;
  283. networkMode = (con->connectionID == 1) ? HOST : GUEST;
  284. }
  285. for(std::map<int, PlayerSettings>::iterator it =si->playerInfos.begin();
  286. it != si->playerInfos.end(); ++it)
  287. {
  288. if(networkMode == SINGLE //single - one client has all player
  289. || networkMode != SINGLE && serv->connectionID == it->second.human //multi - client has only "its players"
  290. || networkMode == HOST && it->second.human == false) //multi - host has all AI players
  291. {
  292. myPlayers.insert(ui8(it->first)); //add player
  293. }
  294. }
  295. if(networkMode != GUEST)
  296. myPlayers.insert(255); //neutral
  297. timeHandler tmh;
  298. const_cast<CGameInfo*>(CGI)->state = new CGameState();
  299. tlog0 <<"\tGamestate: "<<tmh.getDif()<<std::endl;
  300. CConnection &c(*serv);
  301. ////////////////////////////////////////////////////
  302. if(networkMode == SINGLE)
  303. {
  304. ui8 pom8;
  305. c << ui8(2) << ui8(1); //new game; one client
  306. c << *si;
  307. c >> pom8;
  308. if(pom8)
  309. throw "Server cannot open the map!";
  310. else
  311. tlog0 << "Server opened map properly.\n";
  312. }
  313. c << myPlayers;
  314. ui32 seed, sum;
  315. c >> si >> sum >> seed;
  316. tlog0 <<"\tSending/Getting info to/from the server: "<<tmh.getDif()<<std::endl;
  317. tlog0 << "\tUsing random seed: "<<seed << std::endl;
  318. gs = const_cast<CGameInfo*>(CGI)->state;
  319. gs->scenarioOps = si;
  320. gs->init(si, sum, seed);
  321. tlog0 <<"Initializing GameState (together): "<<tmh.getDif()<<std::endl;
  322. if(gs->map)
  323. {
  324. const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
  325. CGI->mh->map = gs->map;
  326. tlog0 <<"Creating mapHandler: "<<tmh.getDif()<<std::endl;
  327. CGI->mh->init();
  328. initVillagesCapitols(gs->map);
  329. pathInfo = new CPathsInfo(int3(gs->map->width, gs->map->height, gs->map->twoLevel+1));
  330. tlog0 <<"Initializing mapHandler (together): "<<tmh.getDif()<<std::endl;
  331. }
  332. int humanPlayers = 0;
  333. for(std::map<int, PlayerSettings>::iterator it = gs->scenarioOps->playerInfos.begin();
  334. it != gs->scenarioOps->playerInfos.end(); ++it)//initializing interfaces for players
  335. {
  336. ui8 color = it->first;
  337. gs->currentPlayer = color;
  338. if(!vstd::contains(myPlayers, color))
  339. continue;
  340. if(si->mode != StartInfo::DUEL)
  341. {
  342. CCallback *cb = new CCallback(gs,color,this);
  343. if(!it->second.human)
  344. {
  345. playerint[color] = static_cast<CGameInterface*>(CAIHandler::getNewAI(cb,conf.cc.defaultAI));
  346. }
  347. else
  348. {
  349. playerint[color] = new CPlayerInterface(color);
  350. humanPlayers++;
  351. }
  352. battleints[color] = playerint[color];
  353. playerint[color]->init(cb);
  354. }
  355. else
  356. {
  357. CBattleCallback * cbc = new CBattleCallback(gs, color, this);
  358. battleints[color] = CAIHandler::getNewBattleAI(cb,"StupidAI");
  359. battleints[color]->init(cbc);
  360. }
  361. }
  362. if(si->mode == StartInfo::DUEL)
  363. {
  364. CPlayerInterface *p = new CPlayerInterface(-1);
  365. p->observerInDuelMode = true;
  366. battleints[254] = playerint[254] = p;
  367. GH.curInt = p;
  368. p->init(new CCallback(gs, -1, this));
  369. battleStarted(gs->curB);
  370. }
  371. else
  372. {
  373. playerint[255] = CAIHandler::getNewAI(cb,conf.cc.defaultAI);
  374. playerint[255]->init(new CCallback(gs,255,this));
  375. }
  376. serv->addStdVecItems(const_cast<CGameInfo*>(CGI)->state);
  377. hotSeat = (humanPlayers > 1);
  378. }
  379. template <typename Handler>
  380. void CClient::serialize( Handler &h, const int version )
  381. {
  382. h & hotSeat;
  383. if(h.saving)
  384. {
  385. ui8 players = playerint.size();
  386. h & players;
  387. for(std::map<ui8,CGameInterface *>::iterator i = playerint.begin(); i != playerint.end(); i++)
  388. {
  389. h & i->first & i->second->dllName;
  390. i->second->serialize(h,version);
  391. }
  392. }
  393. else
  394. {
  395. ui8 players;
  396. h & players;
  397. for(int i=0; i < players; i++)
  398. {
  399. std::string dllname;
  400. ui8 pid;
  401. h & pid & dllname;
  402. CCallback *callback = new CCallback(gs,pid,this);
  403. callbacks.insert(callback);
  404. CGameInterface *nInt = NULL;
  405. if(dllname.length())
  406. nInt = CAIHandler::getNewAI(callback,dllname);
  407. else
  408. nInt = new CPlayerInterface(pid);
  409. playerint[pid] = nInt;
  410. nInt->init(callback);
  411. nInt->serialize(h, version);
  412. }
  413. }
  414. }
  415. void CClient::handlePack( CPack * pack )
  416. {
  417. CBaseForCLApply *apply = applier->apps[typeList.getTypeID(pack)]; //find the applier
  418. if(apply)
  419. {
  420. apply->applyOnClBefore(this,pack);
  421. tlog5 << "\tMade first apply on cl\n";
  422. gs->apply(pack);
  423. tlog5 << "\tApplied on gs\n";
  424. apply->applyOnClAfter(this,pack);
  425. tlog5 << "\tMade second apply on cl\n";
  426. }
  427. else
  428. {
  429. tlog1 << "Message cannot be applied, cannot find applier!\n";
  430. }
  431. delete pack;
  432. }
  433. void CClient::updatePaths()
  434. {
  435. const CGHeroInstance *h = getHero(getSelectedHero());
  436. if (h)//if we have selected hero...
  437. gs->calculatePaths(h, *pathInfo);
  438. }
  439. void CClient::finishCampaign( CCampaignState * camp )
  440. {
  441. }
  442. void CClient::proposeNextMission( CCampaignState * camp )
  443. {
  444. GH.pushInt(new CBonusSelection(camp));
  445. GH.curInt = CGP;
  446. }
  447. void CClient::stopConnection()
  448. {
  449. terminate = true;
  450. if (serv)
  451. {
  452. tlog0 << "Connection has been requested to be closed.\n";
  453. boost::unique_lock<boost::mutex>(*serv->wmx);
  454. *serv << &CloseServer();
  455. tlog0 << "Sent closing signal to the server\n";
  456. serv->close();
  457. delete serv;
  458. serv = NULL;
  459. tlog3 << "Our socket has been closed." << std::endl;
  460. }
  461. if(connectionHandler)
  462. {
  463. if(connectionHandler->get_id() != boost::this_thread::get_id())
  464. connectionHandler->join();
  465. tlog0 << "Connection handler thread joined" << std::endl;
  466. delete connectionHandler;
  467. connectionHandler = NULL;
  468. }
  469. }
  470. void CClient::battleStarted(const BattleInfo * info)
  471. {
  472. CPlayerInterface * att, * def;
  473. if(vstd::contains(playerint, info->side1) && playerint[info->side1]->human)
  474. att = static_cast<CPlayerInterface*>( playerint[info->side1] );
  475. else
  476. att = NULL;
  477. if(vstd::contains(playerint, info->side2) && playerint[info->side2]->human)
  478. def = static_cast<CPlayerInterface*>( playerint[info->side2] );
  479. else
  480. def = NULL;
  481. new CBattleInterface(info->belligerents[0], info->belligerents[1], info->heroes[0], info->heroes[1], Rect((conf.cc.resx - 800)/2, (conf.cc.resy - 600)/2, 800, 600), att, def);
  482. if(vstd::contains(battleints,info->side1))
  483. battleints[info->side1]->battleStart(info->belligerents[0], info->belligerents[1], info->tile, info->heroes[0], info->heroes[1], 0);
  484. if(vstd::contains(battleints,info->side2))
  485. battleints[info->side2]->battleStart(info->belligerents[0], info->belligerents[1], info->tile, info->heroes[0], info->heroes[1], 1);
  486. if(vstd::contains(battleints,254))
  487. battleints[254]->battleStart(info->belligerents[0], info->belligerents[1], info->tile, info->heroes[0], info->heroes[1], 1);
  488. }
  489. template void CClient::serialize( CISer<CLoadFile> &h, const int version );
  490. template void CClient::serialize( COSer<CSaveFile> &h, const int version );
  491. void CServerHandler::startServer()
  492. {
  493. th.update();
  494. serverThread = new boost::thread(&CServerHandler::callServer, this); //runs server executable; //TODO: will it work on non-windows platforms?
  495. if(verbose)
  496. tlog0 << "Setting up thread calling server: " << th.getDif() << std::endl;
  497. }
  498. void CServerHandler::waitForServer()
  499. {
  500. if(!serverThread)
  501. startServer();
  502. th.update();
  503. intpr::scoped_lock<intpr::interprocess_mutex> slock(shared->sr->mutex);
  504. while(!shared->sr->ready)
  505. {
  506. shared->sr->cond.wait(slock);
  507. }
  508. if(verbose)
  509. tlog0 << "Waiting for server: " << th.getDif() << std::endl;
  510. }
  511. CConnection * CServerHandler::connectToServer()
  512. {
  513. if(!shared->sr->ready)
  514. waitForServer();
  515. th.update();
  516. CConnection *ret = justConnectToServer(conf.cc.server, port);
  517. if(verbose)
  518. tlog0<<"\tConnecting to the server: "<<th.getDif()<<std::endl;
  519. return ret;
  520. }
  521. CServerHandler::CServerHandler(bool runServer /*= false*/)
  522. {
  523. serverThread = NULL;
  524. shared = NULL;
  525. port = boost::lexical_cast<std::string>(conf.cc.port);
  526. 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
  527. try
  528. {
  529. shared = new SharedMem();
  530. } HANDLE_EXCEPTIONC(tlog1 << "Cannot open interprocess memory: ";)
  531. }
  532. CServerHandler::~CServerHandler()
  533. {
  534. delete shared;
  535. delete serverThread; //detaches, not kills thread
  536. }
  537. void CServerHandler::callServer()
  538. {
  539. std::string comm = std::string(BIN_DIR PATH_SEPARATOR SERVER_NAME " ") + port + " > server_log.txt";
  540. std::system(comm.c_str());
  541. tlog0 << "Server finished\n";
  542. }
  543. CConnection * CServerHandler::justConnectToServer(const std::string &host, const std::string &port)
  544. {
  545. CConnection *ret = NULL;
  546. while(!ret)
  547. {
  548. try
  549. {
  550. tlog0 << "Establishing connection...\n";
  551. ret = new CConnection( host.size() ? host : conf.cc.server,
  552. port.size() ? port : boost::lexical_cast<std::string>(conf.cc.port),
  553. NAME);
  554. }
  555. catch(...)
  556. {
  557. tlog1 << "\nCannot establish connection! Retrying within 2 seconds" << std::endl;
  558. SDL_Delay(2000);
  559. }
  560. }
  561. return ret;
  562. }