Client.cpp 16 KB

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  1. /*
  2. * Client.cpp, 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. #include "StdInc.h"
  11. #include "Global.h"
  12. #include "Client.h"
  13. #include "CGameInfo.h"
  14. #include "CPlayerInterface.h"
  15. #include "PlayerLocalState.h"
  16. #include "CServerHandler.h"
  17. #include "ClientNetPackVisitors.h"
  18. #include "adventureMap/AdventureMapInterface.h"
  19. #include "battle/BattleInterface.h"
  20. #include "gui/CGuiHandler.h"
  21. #include "gui/WindowHandler.h"
  22. #include "mapView/mapHandler.h"
  23. #include "../CCallback.h"
  24. #include "../lib/CConfigHandler.h"
  25. #include "../lib/gameState/CGameState.h"
  26. #include "../lib/CPlayerState.h"
  27. #include "../lib/CThreadHelper.h"
  28. #include "../lib/VCMIDirs.h"
  29. #include "../lib/UnlockGuard.h"
  30. #include "../lib/battle/BattleInfo.h"
  31. #include "../lib/serializer/Connection.h"
  32. #include "../lib/mapping/CMapService.h"
  33. #include "../lib/pathfinder/CGPathNode.h"
  34. #include "../lib/filesystem/Filesystem.h"
  35. #include <memory>
  36. #include <vcmi/events/EventBus.h>
  37. #if SCRIPTING_ENABLED
  38. #include "../lib/ScriptHandler.h"
  39. #endif
  40. #ifdef VCMI_ANDROID
  41. #include "lib/CAndroidVMHelper.h"
  42. #endif
  43. ThreadSafeVector<int> CClient::waitingRequest;
  44. CPlayerEnvironment::CPlayerEnvironment(PlayerColor player_, CClient * cl_, std::shared_ptr<CCallback> mainCallback_)
  45. : player(player_),
  46. cl(cl_),
  47. mainCallback(mainCallback_)
  48. {
  49. }
  50. const Services * CPlayerEnvironment::services() const
  51. {
  52. return VLC;
  53. }
  54. vstd::CLoggerBase * CPlayerEnvironment::logger() const
  55. {
  56. return logGlobal;
  57. }
  58. events::EventBus * CPlayerEnvironment::eventBus() const
  59. {
  60. return cl->eventBus();//always get actual value
  61. }
  62. const CPlayerEnvironment::BattleCb * CPlayerEnvironment::battle(const BattleID & battleID) const
  63. {
  64. return mainCallback->getBattle(battleID).get();
  65. }
  66. const CPlayerEnvironment::GameCb * CPlayerEnvironment::game() const
  67. {
  68. return mainCallback.get();
  69. }
  70. CClient::CClient()
  71. {
  72. waitingRequest.clear();
  73. gs = nullptr;
  74. }
  75. CClient::~CClient() = default;
  76. const Services * CClient::services() const
  77. {
  78. return VLC; //todo: this should be CGI
  79. }
  80. const CClient::BattleCb * CClient::battle(const BattleID & battleID) const
  81. {
  82. return nullptr; //todo?
  83. }
  84. const CClient::GameCb * CClient::game() const
  85. {
  86. return this;
  87. }
  88. vstd::CLoggerBase * CClient::logger() const
  89. {
  90. return logGlobal;
  91. }
  92. events::EventBus * CClient::eventBus() const
  93. {
  94. return clientEventBus.get();
  95. }
  96. void CClient::newGame(CGameState * initializedGameState)
  97. {
  98. CSH->th->update();
  99. CMapService mapService;
  100. assert(initializedGameState);
  101. gs = initializedGameState;
  102. gs->preInit(VLC, this);
  103. logNetwork->trace("\tCreating gamestate: %i", CSH->th->getDiff());
  104. if(!initializedGameState)
  105. {
  106. Load::ProgressAccumulator progressTracking;
  107. gs->init(&mapService, CSH->si.get(), progressTracking, settings["general"]["saveRandomMaps"].Bool());
  108. }
  109. logNetwork->trace("Initializing GameState (together): %d ms", CSH->th->getDiff());
  110. initMapHandler();
  111. reinitScripting();
  112. initPlayerEnvironments();
  113. initPlayerInterfaces();
  114. }
  115. void CClient::loadGame(CGameState * initializedGameState)
  116. {
  117. logNetwork->info("Loading procedure started!");
  118. logNetwork->info("Game state was transferred over network, loading.");
  119. gs = initializedGameState;
  120. gs->preInit(VLC, this);
  121. gs->updateOnLoad(CSH->si.get());
  122. logNetwork->info("Game loaded, initialize interfaces.");
  123. initMapHandler();
  124. reinitScripting();
  125. initPlayerEnvironments();
  126. initPlayerInterfaces();
  127. }
  128. void CClient::save(const std::string & fname)
  129. {
  130. if(!gs->currentBattles.empty())
  131. {
  132. logNetwork->error("Game cannot be saved during battle!");
  133. return;
  134. }
  135. SaveGame save_game(fname);
  136. sendRequest(save_game, PlayerColor::NEUTRAL);
  137. }
  138. void CClient::endNetwork()
  139. {
  140. if (CGI->mh)
  141. CGI->mh->endNetwork();
  142. if (CPlayerInterface::battleInt)
  143. CPlayerInterface::battleInt->endNetwork();
  144. for(auto & i : playerint)
  145. {
  146. auto interface = std::dynamic_pointer_cast<CPlayerInterface>(i.second);
  147. if (interface)
  148. interface->endNetwork();
  149. }
  150. }
  151. void CClient::endGame()
  152. {
  153. #if SCRIPTING_ENABLED
  154. clientScripts.reset();
  155. #endif
  156. //suggest interfaces to finish their stuff (AI should interrupt any bg working threads)
  157. for(auto & i : playerint)
  158. i.second->finish();
  159. GH.curInt = nullptr;
  160. {
  161. logNetwork->info("Ending current game!");
  162. removeGUI();
  163. CGI->mh.reset();
  164. vstd::clear_pointer(gs);
  165. logNetwork->info("Deleted mapHandler and gameState.");
  166. }
  167. CPlayerInterface::battleInt.reset();
  168. playerint.clear();
  169. battleints.clear();
  170. battleCallbacks.clear();
  171. playerEnvironments.clear();
  172. logNetwork->info("Deleted playerInts.");
  173. logNetwork->info("Client stopped.");
  174. }
  175. void CClient::initMapHandler()
  176. {
  177. // TODO: CMapHandler initialization can probably go somewhere else
  178. // It's can't be before initialization of interfaces
  179. // During loading CPlayerInterface from serialized state it's depend on MH
  180. if(!settings["session"]["headless"].Bool())
  181. {
  182. CGI->mh = std::make_shared<CMapHandler>(gs->map);
  183. logNetwork->trace("Creating mapHandler: %d ms", CSH->th->getDiff());
  184. }
  185. }
  186. void CClient::initPlayerEnvironments()
  187. {
  188. playerEnvironments.clear();
  189. auto allPlayers = CSH->getAllClientPlayers(CSH->logicConnection->connectionID);
  190. bool hasHumanPlayer = false;
  191. for(auto & color : allPlayers)
  192. {
  193. logNetwork->info("Preparing environment for player %s", color.toString());
  194. playerEnvironments[color] = std::make_shared<CPlayerEnvironment>(color, this, std::make_shared<CCallback>(gs, color, this));
  195. if(!hasHumanPlayer && gs->players[color].isHuman())
  196. hasHumanPlayer = true;
  197. }
  198. if(!hasHumanPlayer && !settings["session"]["headless"].Bool())
  199. {
  200. Settings session = settings.write["session"];
  201. session["spectate"].Bool() = true;
  202. session["spectate-skip-battle-result"].Bool() = true;
  203. session["spectate-ignore-hero"].Bool() = true;
  204. }
  205. if(settings["session"]["spectate"].Bool())
  206. {
  207. playerEnvironments[PlayerColor::SPECTATOR] = std::make_shared<CPlayerEnvironment>(PlayerColor::SPECTATOR, this, std::make_shared<CCallback>(gs, std::nullopt, this));
  208. }
  209. }
  210. void CClient::initPlayerInterfaces()
  211. {
  212. for(auto & playerInfo : gs->scenarioOps->playerInfos)
  213. {
  214. PlayerColor color = playerInfo.first;
  215. if(!vstd::contains(CSH->getAllClientPlayers(CSH->logicConnection->connectionID), color))
  216. continue;
  217. if(!vstd::contains(playerint, color))
  218. {
  219. logNetwork->info("Preparing interface for player %s", color.toString());
  220. if(playerInfo.second.isControlledByAI() || settings["session"]["onlyai"].Bool())
  221. {
  222. bool alliedToHuman = false;
  223. for(auto & allyInfo : gs->scenarioOps->playerInfos)
  224. if (gs->getPlayerTeam(allyInfo.first) == gs->getPlayerTeam(playerInfo.first) && allyInfo.second.isControlledByHuman())
  225. alliedToHuman = true;
  226. auto AiToGive = aiNameForPlayer(playerInfo.second, false, alliedToHuman);
  227. logNetwork->info("Player %s will be lead by %s", color.toString(), AiToGive);
  228. installNewPlayerInterface(CDynLibHandler::getNewAI(AiToGive), color);
  229. }
  230. else
  231. {
  232. logNetwork->info("Player %s will be lead by human", color.toString());
  233. installNewPlayerInterface(std::make_shared<CPlayerInterface>(color), color);
  234. }
  235. }
  236. }
  237. if(settings["session"]["spectate"].Bool())
  238. {
  239. installNewPlayerInterface(std::make_shared<CPlayerInterface>(PlayerColor::SPECTATOR), PlayerColor::SPECTATOR, true);
  240. }
  241. if(CSH->getAllClientPlayers(CSH->logicConnection->connectionID).count(PlayerColor::NEUTRAL))
  242. installNewBattleInterface(CDynLibHandler::getNewBattleAI(settings["server"]["neutralAI"].String()), PlayerColor::NEUTRAL);
  243. logNetwork->trace("Initialized player interfaces %d ms", CSH->th->getDiff());
  244. }
  245. std::string CClient::aiNameForPlayer(const PlayerSettings & ps, bool battleAI, bool alliedToHuman) const
  246. {
  247. if(ps.name.size())
  248. {
  249. const boost::filesystem::path aiPath = VCMIDirs::get().fullLibraryPath("AI", ps.name);
  250. if(boost::filesystem::exists(aiPath))
  251. return ps.name;
  252. }
  253. return aiNameForPlayer(battleAI, alliedToHuman);
  254. }
  255. std::string CClient::aiNameForPlayer(bool battleAI, bool alliedToHuman) const
  256. {
  257. const int sensibleAILimit = settings["session"]["oneGoodAI"].Bool() ? 1 : PlayerColor::PLAYER_LIMIT_I;
  258. std::string goodAdventureAI = alliedToHuman ? settings["server"]["alliedAI"].String() : settings["server"]["playerAI"].String();
  259. std::string goodBattleAI = settings["server"]["neutralAI"].String();
  260. std::string goodAI = battleAI ? goodBattleAI : goodAdventureAI;
  261. std::string badAI = battleAI ? "StupidAI" : "EmptyAI";
  262. //TODO what about human players
  263. if(battleints.size() >= sensibleAILimit)
  264. return badAI;
  265. return goodAI;
  266. }
  267. void CClient::installNewPlayerInterface(std::shared_ptr<CGameInterface> gameInterface, PlayerColor color, bool battlecb)
  268. {
  269. playerint[color] = gameInterface;
  270. logGlobal->trace("\tInitializing the interface for player %s", color.toString());
  271. auto cb = std::make_shared<CCallback>(gs, color, this);
  272. battleCallbacks[color] = cb;
  273. gameInterface->initGameInterface(playerEnvironments.at(color), cb);
  274. installNewBattleInterface(gameInterface, color, battlecb);
  275. }
  276. void CClient::installNewBattleInterface(std::shared_ptr<CBattleGameInterface> battleInterface, PlayerColor color, bool needCallback)
  277. {
  278. battleints[color] = battleInterface;
  279. if(needCallback)
  280. {
  281. logGlobal->trace("\tInitializing the battle interface for player %s", color.toString());
  282. auto cbc = std::make_shared<CBattleCallback>(color, this);
  283. battleCallbacks[color] = cbc;
  284. battleInterface->initBattleInterface(playerEnvironments.at(color), cbc);
  285. }
  286. }
  287. void CClient::handlePack(CPackForClient & pack)
  288. {
  289. ApplyClientNetPackVisitor afterVisitor(*this, *gameState());
  290. ApplyFirstClientNetPackVisitor beforeVisitor(*this, *gameState());
  291. pack.visit(beforeVisitor);
  292. logNetwork->trace("\tMade first apply on cl: %s", typeid(pack).name());
  293. {
  294. boost::unique_lock lock(CGameState::mutex);
  295. gs->apply(pack);
  296. }
  297. logNetwork->trace("\tApplied on gs: %s", typeid(pack).name());
  298. pack.visit(afterVisitor);
  299. logNetwork->trace("\tMade second apply on cl: %s", typeid(pack).name());
  300. }
  301. int CClient::sendRequest(const CPackForServer & request, PlayerColor player)
  302. {
  303. static ui32 requestCounter = 1;
  304. ui32 requestID = requestCounter++;
  305. logNetwork->trace("Sending a request \"%s\". It'll have an ID=%d.", typeid(request).name(), requestID);
  306. waitingRequest.pushBack(requestID);
  307. request.requestID = requestID;
  308. request.player = player;
  309. CSH->logicConnection->sendPack(request);
  310. if(vstd::contains(playerint, player))
  311. playerint[player]->requestSent(&request, requestID);
  312. return requestID;
  313. }
  314. void CClient::battleStarted(const BattleInfo * info)
  315. {
  316. std::shared_ptr<CPlayerInterface> att;
  317. std::shared_ptr<CPlayerInterface> def;
  318. const auto & leftSide = info->getSide(BattleSide::LEFT_SIDE);
  319. const auto & rightSide = info->getSide(BattleSide::RIGHT_SIDE);
  320. for(auto & battleCb : battleCallbacks)
  321. {
  322. if(!battleCb.first.isValidPlayer() || battleCb.first == leftSide.color || battleCb.first == rightSide.color)
  323. battleCb.second->onBattleStarted(info);
  324. }
  325. //If quick combat is not, do not prepare interfaces for battleint
  326. auto callBattleStart = [&](PlayerColor color, BattleSide side)
  327. {
  328. if(vstd::contains(battleints, color))
  329. battleints[color]->battleStart(info->battleID, leftSide.armyObject, rightSide.armyObject, info->tile, leftSide.hero, rightSide.hero, side, info->replayAllowed);
  330. };
  331. callBattleStart(leftSide.color, BattleSide::LEFT_SIDE);
  332. callBattleStart(rightSide.color, BattleSide::RIGHT_SIDE);
  333. callBattleStart(PlayerColor::UNFLAGGABLE, BattleSide::RIGHT_SIDE);
  334. if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
  335. callBattleStart(PlayerColor::SPECTATOR, BattleSide::RIGHT_SIDE);
  336. if(vstd::contains(playerint, leftSide.color) && playerint[leftSide.color]->human)
  337. att = std::dynamic_pointer_cast<CPlayerInterface>(playerint[leftSide.color]);
  338. if(vstd::contains(playerint, rightSide.color) && playerint[rightSide.color]->human)
  339. def = std::dynamic_pointer_cast<CPlayerInterface>(playerint[rightSide.color]);
  340. //Remove player interfaces for auto battle (quickCombat option)
  341. if((att && att->isAutoFightOn) || (def && def->isAutoFightOn))
  342. {
  343. auto endTacticPhaseIfEligible = [info](const CPlayerInterface * interface)
  344. {
  345. if (interface->cb->getBattle(info->battleID)->battleGetTacticDist())
  346. {
  347. auto side = interface->cb->getBattle(info->battleID)->playerToSide(interface->playerID);
  348. if(interface->playerID == info->getSide(info->tacticsSide).color)
  349. {
  350. auto action = BattleAction::makeEndOFTacticPhase(side);
  351. interface->cb->battleMakeTacticAction(info->battleID, action);
  352. }
  353. }
  354. };
  355. if(att && att->isAutoFightOn)
  356. endTacticPhaseIfEligible(att.get());
  357. else // def && def->isAutoFightOn
  358. endTacticPhaseIfEligible(def.get());
  359. att.reset();
  360. def.reset();
  361. }
  362. if(!settings["session"]["headless"].Bool())
  363. {
  364. if(att || def)
  365. {
  366. CPlayerInterface::battleInt = std::make_shared<BattleInterface>(info->getBattleID(), leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero, att, def);
  367. }
  368. else if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
  369. {
  370. //TODO: This certainly need improvement
  371. auto spectratorInt = std::dynamic_pointer_cast<CPlayerInterface>(playerint[PlayerColor::SPECTATOR]);
  372. spectratorInt->cb->onBattleStarted(info);
  373. CPlayerInterface::battleInt = std::make_shared<BattleInterface>(info->getBattleID(), leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero, att, def, spectratorInt);
  374. }
  375. }
  376. if(info->tacticDistance)
  377. {
  378. auto tacticianColor = info->getSide(info->tacticsSide).color;
  379. if (vstd::contains(battleints, tacticianColor))
  380. battleints[tacticianColor]->yourTacticPhase(info->battleID, info->tacticDistance);
  381. }
  382. }
  383. void CClient::battleFinished(const BattleID & battleID)
  384. {
  385. for(auto side : { BattleSide::ATTACKER, BattleSide::DEFENDER })
  386. {
  387. if(battleCallbacks.count(gs->getBattle(battleID)->getSide(side).color))
  388. battleCallbacks[gs->getBattle(battleID)->getSide(side).color]->onBattleEnded(battleID);
  389. }
  390. if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
  391. battleCallbacks[PlayerColor::SPECTATOR]->onBattleEnded(battleID);
  392. }
  393. void CClient::startPlayerBattleAction(const BattleID & battleID, PlayerColor color)
  394. {
  395. if (battleints.count(color) == 0)
  396. return; // not our combat in MP
  397. auto battleint = battleints.at(color);
  398. if (!battleint->human)
  399. {
  400. // we want to avoid locking gamestate and causing UI to freeze while AI is making turn
  401. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  402. battleint->activeStack(battleID, gs->getBattle(battleID)->battleGetStackByID(gs->getBattle(battleID)->activeStack, false));
  403. }
  404. else
  405. {
  406. battleint->activeStack(battleID, gs->getBattle(battleID)->battleGetStackByID(gs->getBattle(battleID)->activeStack, false));
  407. }
  408. }
  409. vstd::RNG & CClient::getRandomGenerator()
  410. {
  411. // Client should use CRandomGenerator::getDefault() for UI logic
  412. // Gamestate should never call this method on client!
  413. throw std::runtime_error("Illegal access to random number generator from client code!");
  414. }
  415. #if SCRIPTING_ENABLED
  416. scripting::Pool * CClient::getGlobalContextPool() const
  417. {
  418. return clientScripts.get();
  419. }
  420. #endif
  421. void CClient::reinitScripting()
  422. {
  423. clientEventBus = std::make_unique<events::EventBus>();
  424. #if SCRIPTING_ENABLED
  425. clientScripts.reset(new scripting::PoolImpl(this));
  426. #endif
  427. }
  428. void CClient::removeGUI() const
  429. {
  430. // CClient::endGame
  431. GH.curInt = nullptr;
  432. GH.windows().clear();
  433. adventureInt.reset();
  434. logGlobal->info("Removed GUI.");
  435. LOCPLINT = nullptr;
  436. }
  437. #ifdef VCMI_ANDROID
  438. extern "C" JNIEXPORT jboolean JNICALL Java_eu_vcmi_vcmi_NativeMethods_tryToSaveTheGame(JNIEnv * env, jclass cls)
  439. {
  440. boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
  441. logGlobal->info("Received emergency save game request");
  442. if(!LOCPLINT || !LOCPLINT->cb)
  443. {
  444. logGlobal->info("... but no active player interface found!");
  445. return false;
  446. }
  447. if (!CSH || !CSH->logicConnection)
  448. {
  449. logGlobal->info("... but no active connection found!");
  450. return false;
  451. }
  452. LOCPLINT->cb->save("Saves/_Android_Autosave");
  453. return true;
  454. }
  455. #endif