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							- /*
 
-  * CServerHandler.h, 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
 
-  *
 
-  */
 
- #pragma once
 
- #include "../lib/CStopWatch.h"
 
- #include "../lib/StartInfo.h"
 
- #include "../lib/CondSh.h"
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- class CConnection;
 
- class PlayerColor;
 
- struct StartInfo;
 
- class CMapInfo;
 
- struct ClientPlayer;
 
- struct CPack;
 
- struct CPackForLobby;
 
- template<typename T> class CApplier;
 
- VCMI_LIB_NAMESPACE_END
 
- struct SharedMemory;
 
- class CClient;
 
- class CBaseForLobbyApply;
 
- // TODO: Add mutex so we can't set CONNECTION_CANCELLED if client already connected, but thread not setup yet
 
- enum class EClientState : ui8
 
- {
 
- 	NONE = 0,
 
- 	CONNECTING, // Trying to connect to server
 
- 	CONNECTION_CANCELLED, // Connection cancelled by player, stop attempts to connect
 
- 	LOBBY, // Client is connected to lobby
 
- 	LOBBY_CAMPAIGN, // Client is on scenario bonus selection screen
 
- 	STARTING, // Gameplay interfaces being created, we pause netpacks retrieving
 
- 	GAMEPLAY, // In-game, used by some UI
 
- 	DISCONNECTING // We disconnecting, drop all netpacks
 
- };
 
- class IServerAPI
 
- {
 
- protected:
 
- 	virtual void sendLobbyPack(const CPackForLobby & pack) const = 0;
 
- public:
 
- 	virtual ~IServerAPI() {}
 
- 	virtual void sendClientConnecting() const = 0;
 
- 	virtual void sendClientDisconnecting() = 0;
 
- 	virtual void setCampaignState(std::shared_ptr<CCampaignState> newCampaign) = 0;
 
- 	virtual void setCampaignMap(int mapId) const = 0;
 
- 	virtual void setCampaignBonus(int bonusId) const = 0;
 
- 	virtual void setMapInfo(std::shared_ptr<CMapInfo> to, std::shared_ptr<CMapGenOptions> mapGenOpts = {}) const = 0;
 
- 	virtual void setPlayer(PlayerColor color) const = 0;
 
- 	virtual void setPlayerOption(ui8 what, ui8 dir, PlayerColor player) const = 0;
 
- 	virtual void setDifficulty(int to) const = 0;
 
- 	virtual void setTurnLength(int npos) const = 0;
 
- 	virtual void sendMessage(const std::string & txt) const = 0;
 
- 	virtual void sendGuiAction(ui8 action) const = 0; // TODO: possibly get rid of it?
 
- 	virtual void sendStartGame(bool allowOnlyAI = false) const = 0;
 
- };
 
- /// structure to handle running server and connecting to it
 
- class CServerHandler : public IServerAPI, public LobbyInfo
 
- {
 
- 	std::shared_ptr<CApplier<CBaseForLobbyApply>> applier;
 
- 	std::shared_ptr<boost::recursive_mutex> mx;
 
- 	std::list<CPackForLobby *> packsForLobbyScreen; //protected by mx
 
- 	std::vector<std::string> myNames;
 
- 	void threadHandleConnection();
 
- 	void threadRunServer();
 
- 	void onServerFinished();
 
- 	void sendLobbyPack(const CPackForLobby & pack) const override;
 
- public:
 
- 	std::atomic<EClientState> state;
 
- 	////////////////////
 
- 	// FIXME: Bunch of crutches to glue it all together
 
- 	// For starting non-custom campaign and continue to next mission
 
- 	std::shared_ptr<CCampaignState> campaignStateToSend;
 
- 	ui8 screenType; // To create lobby UI only after server is setup
 
- 	ui8 loadMode; // For saves filtering in SelectionTab
 
- 	////////////////////
 
- 	std::unique_ptr<CStopWatch> th;
 
- 	std::shared_ptr<boost::thread> threadRunLocalServer;
 
- 	std::shared_ptr<CConnection> c;
 
- 	CClient * client;
 
- 	CondSh<bool> campaignServerRestartLock;
 
- 	static const std::string localhostAddress;
 
- 	CServerHandler();
 
- 	void resetStateForLobby(const StartInfo::EMode mode, const std::vector<std::string> * names = nullptr);
 
- 	void startLocalServerAndConnect();
 
- 	void justConnectToServer(const std::string &addr = "", const ui16 port = 0);
 
- 	void applyPacksOnLobbyScreen();
 
- 	void stopServerConnection();
 
- 	// Helpers for lobby state access
 
- 	std::set<PlayerColor> getHumanColors();
 
- 	PlayerColor myFirstColor() const;
 
- 	bool isMyColor(PlayerColor color) const;
 
- 	ui8 myFirstId() const; // Used by chat only!
 
- 	bool isServerLocal() const;
 
- 	bool isHost() const;
 
- 	bool isGuest() const;
 
- 	static ui16 getDefaultPort();
 
- 	static std::string getDefaultPortStr();
 
- 	// Lobby server API for UI
 
- 	void sendClientConnecting() const override;
 
- 	void sendClientDisconnecting() override;
 
- 	void setCampaignState(std::shared_ptr<CCampaignState> newCampaign) override;
 
- 	void setCampaignMap(int mapId) const override;
 
- 	void setCampaignBonus(int bonusId) const override;
 
- 	void setMapInfo(std::shared_ptr<CMapInfo> to, std::shared_ptr<CMapGenOptions> mapGenOpts = {}) const override;
 
- 	void setPlayer(PlayerColor color) const override;
 
- 	void setPlayerOption(ui8 what, ui8 dir, PlayerColor player) const override;
 
- 	void setDifficulty(int to) const override;
 
- 	void setTurnLength(int npos) const override;
 
- 	void sendMessage(const std::string & txt) const override;
 
- 	void sendGuiAction(ui8 action) const override;
 
- 	void sendStartGame(bool allowOnlyAI = false) const override;
 
- 	void startGameplay();
 
- 	void endGameplay(bool closeConnection = true, bool restart = false);
 
- 	void startCampaignScenario(std::shared_ptr<CCampaignState> cs = {});
 
- 	void showServerError(std::string txt);
 
- 	// TODO: LobbyState must be updated within game so we should always know how many player interfaces our client handle
 
- 	int howManyPlayerInterfaces();
 
- 	ui8 getLoadMode();
 
- 	void debugStartTest(std::string filename, bool save = false);
 
- };
 
- extern CServerHandler * CSH;
 
 
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