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- /*
- * CVCMIServer.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 "IGameServer.h"
- #include "../lib/network/NetworkInterface.h"
- #include "../lib/StartInfo.h"
- VCMI_LIB_NAMESPACE_BEGIN
- class CMapInfo;
- struct CPackForLobby;
- class CConnection;
- struct StartInfo;
- struct LobbyInfo;
- struct PlayerSettings;
- class PlayerColor;
- class MetaString;
- VCMI_LIB_NAMESPACE_END
- class CGameHandler;
- class CBaseForServerApply;
- class CBaseForGHApply;
- class GlobalLobbyProcessor;
- class CVCMIServer : public LobbyInfo, public INetworkServerListener, public INetworkTimerListener, public IGameServer
- {
- /// Network server instance that receives and processes incoming connections on active socket
- std::unique_ptr<INetworkServer> networkServer;
- std::unique_ptr<GlobalLobbyProcessor> lobbyProcessor;
- std::chrono::steady_clock::time_point gameplayStartTime;
- std::chrono::steady_clock::time_point lastTimerUpdateTime;
- std::unique_ptr<INetworkHandler> networkHandler;
- EServerState state = EServerState::LOBBY;
- std::shared_ptr<CConnection> findConnection(const std::shared_ptr<INetworkConnection> &);
- int currentClientId;
- ui8 currentPlayerId;
- uint16_t port;
- bool runByClient;
- bool loadSavedGame(const StartInfo &info);
- public:
- // IGameServer impl
- void setState(EServerState value) override;
- EServerState getState() const override;
- bool isPlayerHost(const PlayerColor & color) const override;
- bool hasPlayerAt(PlayerColor player, const std::shared_ptr<CConnection> & c) const override;
- bool hasBothPlayersAtSameConnection(PlayerColor left, PlayerColor right) const override;
- void broadcastPack(const CPackForClient & pack) override;
- /// List of all active connections
- std::vector<std::shared_ptr<CConnection>> activeConnections;
- uint16_t prepare(bool connectToLobby, bool listenForConnections);
- // INetworkListener impl
- void onDisconnected(const std::shared_ptr<INetworkConnection> & connection, const std::string & errorMessage) override;
- void onPacketReceived(const std::shared_ptr<INetworkConnection> & connection, const std::vector<std::byte> & message) override;
- void onNewConnection(const std::shared_ptr<INetworkConnection> &) override;
- void onTimer() override;
- std::shared_ptr<CGameHandler> gh;
- CVCMIServer(uint16_t port, bool runByClient);
- ~CVCMIServer();
- void run();
- bool wasStartedByClient() const;
- bool prepareToStartGame();
- void prepareToRestart();
- void startGameImmediately();
- uint16_t startAcceptingIncomingConnections(bool listenForConnections);
- void threadHandleClient(std::shared_ptr<CConnection> c);
- void announcePack(CPackForLobby & pack);
- bool passHost(int toConnectionId);
- void announceTxt(const MetaString & txt, const std::string & playerName = "system");
- void announceTxt(const std::string & txt, const std::string & playerName = "system");
- void setPlayerConnectedId(PlayerSettings & pset, ui8 player) const;
- void updateStartInfoOnMapChange(std::shared_ptr<CMapInfo> mapInfo, std::shared_ptr<CMapGenOptions> mapGenOpt = {});
- void clientConnected(std::shared_ptr<CConnection> c, std::vector<std::string> & names, const std::string & uuid, EStartMode mode);
- void clientDisconnected(std::shared_ptr<CConnection> c);
- void reconnectPlayer(int connId);
- void announceMessage(const MetaString & txt);
- void announceMessage(const std::string & txt);
- void handleReceivedPack(std::shared_ptr<CConnection> connection, CPackForLobby & pack);
- void updateAndPropagateLobbyState();
- INetworkHandler & getNetworkHandler();
- INetworkServer & getNetworkServer();
- // Work with LobbyInfo
- void setPlayer(PlayerColor clickedColor);
- void setPlayerName(PlayerColor player, const std::string & name);
- void setPlayerHandicap(PlayerColor player, Handicap handicap);
- void optionNextHero(PlayerColor player, int dir); //dir == -1 or +1
- void optionSetHero(PlayerColor player, HeroTypeID id);
- HeroTypeID nextAllowedHero(PlayerColor player, HeroTypeID id, int direction);
- bool canUseThisHero(PlayerColor player, HeroTypeID ID);
- std::vector<HeroTypeID> getUsedHeroes();
- void optionNextBonus(PlayerColor player, int dir); //dir == -1 or +1
- void optionSetBonus(PlayerColor player, PlayerStartingBonus id);
- void optionNextCastle(PlayerColor player, int dir); //dir == -1 or +
- void optionSetCastle(PlayerColor player, FactionID id);
- // Campaigns
- void setCampaignMap(CampaignScenarioID mapId);
- void setCampaignBonus(int bonusId);
- ui8 getIdOfFirstUnallocatedPlayer() const;
- void multiplayerWelcomeMessage();
- };
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