Client.cpp 13 KB

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  1. #include "../CCallback.h"
  2. #include "../CConsoleHandler.h"
  3. #include "CGameInfo.h"
  4. #include "../lib/CGameState.h"
  5. #include "CPlayerInterface.h"
  6. #include "../StartInfo.h"
  7. #include "../hch/CArtHandler.h"
  8. #include "../hch/CDefObjInfoHandler.h"
  9. #include "../hch/CGeneralTextHandler.h"
  10. #include "../hch/CHeroHandler.h"
  11. #include "../hch/CTownHandler.h"
  12. #include "../hch/CObjectHandler.h"
  13. #include "../hch/CBuildingHandler.h"
  14. #include "../hch/CSpellHandler.h"
  15. #include "../lib/Connection.h"
  16. #include "../lib/Interprocess.h"
  17. #include "../lib/NetPacks.h"
  18. #include "../lib/VCMI_Lib.h"
  19. #include "../lib/map.h"
  20. #include "../mapHandler.h"
  21. #include "CConfigHandler.h"
  22. #include "Client.h"
  23. #include "GUIBase.h"
  24. #include <boost/bind.hpp>
  25. #include <boost/foreach.hpp>
  26. #include <boost/thread.hpp>
  27. #include <boost/thread/shared_mutex.hpp>
  28. #include <sstream>
  29. #undef DLL_EXPORT
  30. #define DLL_EXPORT
  31. #include "../lib/RegisterTypes.cpp"
  32. extern std::string NAME;
  33. namespace intpr = boost::interprocess;
  34. /*
  35. * Client.cpp, part of VCMI engine
  36. *
  37. * Authors: listed in file AUTHORS in main folder
  38. *
  39. * License: GNU General Public License v2.0 or later
  40. * Full text of license available in license.txt file, in main folder
  41. *
  42. */
  43. class CBaseForCLApply
  44. {
  45. public:
  46. virtual void applyOnClAfter(CClient *cl, void *pack) const =0;
  47. virtual void applyOnClBefore(CClient *cl, void *pack) const =0;
  48. virtual ~CBaseForCLApply(){}
  49. };
  50. template <typename T> class CApplyOnCL : public CBaseForCLApply
  51. {
  52. public:
  53. void applyOnClAfter(CClient *cl, void *pack) const
  54. {
  55. T *ptr = static_cast<T*>(pack);
  56. ptr->applyCl(cl);
  57. }
  58. void applyOnClBefore(CClient *cl, void *pack) const
  59. {
  60. T *ptr = static_cast<T*>(pack);
  61. ptr->applyFirstCl(cl);
  62. }
  63. };
  64. class CCLApplier
  65. {
  66. public:
  67. std::map<ui16,CBaseForCLApply*> apps;
  68. CCLApplier()
  69. {
  70. registerTypes2(*this);
  71. }
  72. ~CCLApplier()
  73. {
  74. std::map<ui16,CBaseForCLApply*>::iterator iter;
  75. for(iter = apps.begin(); iter != apps.end(); iter++)
  76. delete iter->second;
  77. }
  78. template<typename T> void registerType(const T * t=NULL)
  79. {
  80. ui16 ID = typeList.registerType(t);
  81. apps[ID] = new CApplyOnCL<T>;
  82. }
  83. } *applier = NULL;
  84. void CClient::init()
  85. {
  86. connectionHandler = NULL;
  87. pathInfo = NULL;
  88. applier = new CCLApplier;
  89. IObjectInterface::cb = this;
  90. serv = NULL;
  91. gs = NULL;
  92. cb = NULL;
  93. terminate = false;
  94. 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
  95. try
  96. {
  97. shared = new SharedMem();
  98. } HANDLE_EXCEPTIONC(tlog1 << "Cannot open interprocess memory: ";)
  99. }
  100. CClient::CClient(void)
  101. :waitingRequest(false)
  102. {
  103. init();
  104. }
  105. CClient::CClient(CConnection *con, StartInfo *si)
  106. :waitingRequest(false)
  107. {
  108. init();
  109. newGame(con,si);
  110. }
  111. CClient::~CClient(void)
  112. {
  113. delete pathInfo;
  114. delete applier;
  115. delete shared;
  116. }
  117. void CClient::waitForMoveAndSend(int color)
  118. {
  119. try
  120. {
  121. BattleAction ba = playerint[color]->activeStack(gs->curB->activeStack);
  122. *serv << &MakeAction(ba);
  123. return;
  124. }HANDLE_EXCEPTION
  125. tlog1 << "We should not be here!" << std::endl;
  126. }
  127. void CClient::run()
  128. {
  129. try
  130. {
  131. CPack *pack = NULL;
  132. while(!terminate)
  133. {
  134. pack = retreivePack(); //get the package from the server
  135. if (terminate)
  136. {
  137. delete pack;
  138. pack = NULL;
  139. break;
  140. }
  141. handlePack(pack);
  142. pack = NULL;
  143. }
  144. } HANDLE_EXCEPTION(tlog1 << "Lost connection to server, ending listening thread!\n");
  145. }
  146. void CClient::stop()
  147. {
  148. // Game is ending
  149. // Tell the network thread to reach a stable state
  150. terminate = true;
  151. LOCPLINT->pim->lock();
  152. endGame();
  153. }
  154. void CClient::save(const std::string & fname)
  155. {
  156. if(gs->curB)
  157. {
  158. tlog1 << "Game cannot be saved during battle!\n";
  159. return;
  160. }
  161. *serv << &SaveGame(fname);
  162. }
  163. void CClient::endGame()
  164. {
  165. tlog0 << "\n\nEnding current game!" << std::endl;
  166. GH.curInt = NULL;
  167. GH.topInt()->deactivate();
  168. GH.listInt.clear();
  169. GH.objsToBlit.clear();
  170. delete CGI->mh;
  171. CGI->mh = NULL;
  172. delete CGI->state;
  173. CGI->state = NULL;
  174. LOCPLINT = NULL;
  175. while (!playerint.empty())
  176. {
  177. delete playerint.begin()->second;
  178. playerint.erase(playerint.begin());
  179. }
  180. BOOST_FOREACH(CCallback *cb, callbacks)
  181. {
  182. delete cb;
  183. }
  184. if (serv)
  185. {
  186. tlog3 << "Connection has been requested to be closed.\n";
  187. boost::unique_lock<boost::mutex>(*serv->wmx);
  188. *serv << &CloseServer();
  189. tlog3 << "Sent closing signal to the server\n";
  190. serv->close();
  191. delete serv;
  192. serv = NULL;
  193. tlog3 << "Our socket has been closed." << std::endl;
  194. }
  195. connectionHandler->join();
  196. delete connectionHandler;
  197. connectionHandler = NULL;
  198. }
  199. void CClient::loadGame( const std::string & fname )
  200. {
  201. tlog0 <<"\n\nLoading procedure started!\n\n";
  202. timeHandler tmh;
  203. char portc[10];
  204. SDL_itoa(conf.cc.port,portc,10);
  205. runServer(portc); //create new server
  206. tlog0 <<"Restarting server: "<<tmh.getDif()<<std::endl;
  207. {
  208. ui32 ver;
  209. char sig[8];
  210. CMapHeader dum;
  211. CGI->mh = new CMapHandler();
  212. CLoadFile lf(fname + ".vlgm1");
  213. lf >> sig >> dum >> *sig;
  214. tlog0 <<"Reading save signature: "<<tmh.getDif()<<std::endl;
  215. lf >> *VLC;
  216. CGI->setFromLib();
  217. tlog0 <<"Reading handlers: "<<tmh.getDif()<<std::endl;
  218. lf >> gs;
  219. tlog0 <<"Reading gamestate: "<<tmh.getDif()<<std::endl;
  220. CGI->state = gs;
  221. CGI->mh->map = gs->map;
  222. pathInfo = new CPathsInfo(int3(gs->map->width, gs->map->height, gs->map->twoLevel+1));
  223. CGI->mh->init();
  224. tlog0 <<"Initing maphandler: "<<tmh.getDif()<<std::endl;
  225. }
  226. waitForServer();
  227. tlog0 <<"Waiting for server: "<<tmh.getDif()<<std::endl;
  228. serv = new CConnection(conf.cc.server,portc,NAME);
  229. serv->setGS(gs);
  230. tlog0 <<"Setting up connection: "<<tmh.getDif()<<std::endl;
  231. ui8 pom8;
  232. *serv << ui8(3) << ui8(1); //load game; one client
  233. *serv << fname;
  234. *serv >> pom8;
  235. if(pom8)
  236. throw "Server cannot open the savegame!";
  237. else
  238. tlog0 << "Server opened savegame properly.\n";
  239. *serv << ui8(gs->scenarioOps->playerInfos.size()+1); //number of players + neutral
  240. for(size_t i=0;i<gs->scenarioOps->playerInfos.size();i++)
  241. {
  242. *serv << ui8(gs->scenarioOps->playerInfos[i].color); //players
  243. }
  244. *serv << ui8(255); // neutrals
  245. tlog0 <<"Sent info to server: "<<tmh.getDif()<<std::endl;
  246. {
  247. CLoadFile lf(fname + ".vcgm1");
  248. lf >> *this;
  249. }
  250. //for (size_t i=0; i<gs->scenarioOps->playerInfos.size();++i) //initializing interfaces for players
  251. //{
  252. // ui8 color = gs->scenarioOps->playerInfos[i].color;
  253. // CCallback *cb = new CCallback(gs,color,this);
  254. // if(!gs->scenarioOps->playerInfos[i].human) {
  255. // playerint[color] = static_cast<CGameInterface*>(CAIHandler::getNewAI(cb,conf.cc.defaultAI));
  256. // }
  257. // else {
  258. // playerint[color] = new CPlayerInterface(color,i);
  259. // }
  260. // gs->currentPlayer = color;
  261. // playerint[color]->init(cb);
  262. // tlog0 <<"Setting up interface for player "<< (int)color <<": "<<tmh.getDif()<<std::endl;
  263. //}
  264. //playerint[255] = CAIHandler::getNewAI(cb,conf.cc.defaultAI);
  265. //playerint[255]->init(new CCallback(gs,255,this));
  266. //tlog0 <<"Setting up interface for neutral \"player\"" << tmh.getDif() << std::endl;
  267. }
  268. int CClient::getCurrentPlayer()
  269. {
  270. return gs->currentPlayer;
  271. }
  272. int CClient::getSelectedHero()
  273. {
  274. return IGameCallback::getSelectedHero(getCurrentPlayer())->id;
  275. }
  276. void CClient::newGame( CConnection *con, StartInfo *si )
  277. {
  278. if (con == NULL)
  279. {
  280. timeHandler pomtime;
  281. char portc[10];
  282. SDL_itoa(conf.cc.port,portc,10);
  283. CClient::runServer(portc);
  284. tlog0<<"Preparing shared memory and starting server: "<<pomtime.getDif()<<std::endl;
  285. pomtime.getDif();//reset timers
  286. //wait until server is ready
  287. tlog0<<"Waiting for server... ";
  288. waitForServer();
  289. tlog0 << pomtime.getDif()<<std::endl;
  290. while(!con)
  291. {
  292. try
  293. {
  294. tlog0 << "Establishing connection...\n";
  295. con = new CConnection(conf.cc.server,portc,NAME);
  296. }
  297. catch(...)
  298. {
  299. tlog1 << "\nCannot establish connection! Retrying within 2 seconds" <<std::endl;
  300. SDL_Delay(2000);
  301. }
  302. }
  303. THC tlog0<<"\tConnecting to the server: "<<pomtime.getDif()<<std::endl;
  304. }
  305. timeHandler tmh;
  306. CGI->state = new CGameState();
  307. tlog0 <<"\tGamestate: "<<tmh.getDif()<<std::endl;
  308. serv = con;
  309. serv->setGS(CGI->state);
  310. CConnection &c(*con);
  311. ////////////////////////////////////////////////////
  312. ui8 pom8;
  313. c << ui8(2) << ui8(1); //new game; one client
  314. c << *si;
  315. c >> pom8;
  316. if(pom8)
  317. throw "Server cannot open the map!";
  318. else
  319. tlog0 << "Server opened map properly.\n";
  320. c << ui8(si->playerInfos.size()+1); //number of players + neutral
  321. for(size_t i=0;i<si->playerInfos.size();i++)
  322. {
  323. c << ui8(si->playerInfos[i].color); //players
  324. }
  325. c << ui8(255); // neutrals
  326. ui32 seed, sum;
  327. std::string mapname;
  328. c >> mapname >> sum >> seed;
  329. tlog0 <<"\tSending/Getting info to/from the server: "<<tmh.getDif()<<std::endl;
  330. Mapa * mapa = new Mapa(mapname);
  331. tlog0 <<"Reading and detecting map file (together): "<<tmh.getDif()<<std::endl;
  332. tlog0 << "\tServer checksum for "<<mapname <<": "<<sum << std::endl;
  333. tlog0 << "\tOur checksum for the map: "<< mapa->checksum << std::endl;
  334. if(mapa->checksum != sum)
  335. {
  336. tlog1 << "Wrong map checksum!!!" << std::endl;
  337. throw std::string("Wrong checksum");
  338. }
  339. tlog0 << "\tUsing random seed: "<<seed << std::endl;
  340. gs = CGI->state;
  341. gs->scenarioOps = si;
  342. gs->init(si,mapa,seed);
  343. CGI->mh = new CMapHandler();
  344. tlog0 <<"Initializing GameState (together): "<<tmh.getDif()<<std::endl;
  345. CGI->mh->map = mapa;
  346. tlog0 <<"Creating mapHandler: "<<tmh.getDif()<<std::endl;
  347. CGI->mh->init();
  348. pathInfo = new CPathsInfo(int3(mapa->width, mapa->height, mapa->twoLevel+1));
  349. tlog0 <<"Initializing mapHandler (together): "<<tmh.getDif()<<std::endl;
  350. for (size_t i=0; i<gs->scenarioOps->playerInfos.size();++i) //initializing interfaces for players
  351. {
  352. ui8 color = gs->scenarioOps->playerInfos[i].color;
  353. CCallback *cb = new CCallback(gs,color,this);
  354. if(!gs->scenarioOps->playerInfos[i].human) {
  355. playerint[color] = static_cast<CGameInterface*>(CAIHandler::getNewAI(cb,conf.cc.defaultAI));
  356. }
  357. else {
  358. playerint[color] = new CPlayerInterface(color,i);
  359. }
  360. gs->currentPlayer = color;
  361. playerint[color]->init(cb);
  362. }
  363. playerint[255] = CAIHandler::getNewAI(cb,conf.cc.defaultAI);
  364. playerint[255]->init(new CCallback(gs,255,this));
  365. }
  366. void CClient::runServer(const char * portc)
  367. {
  368. static std::string comm = std::string(BIN_DIR PATH_SEPARATOR SERVER_NAME " ") + portc + " > server_log.txt"; //needs to be static, if not - will be probably destroyed before new thread reads it
  369. boost::thread servthr(boost::bind(system,comm.c_str())); //runs server executable; //TODO: will it work on non-windows platforms?
  370. }
  371. void CClient::waitForServer()
  372. {
  373. intpr::scoped_lock<intpr::interprocess_mutex> slock(shared->sr->mutex);
  374. while(!shared->sr->ready)
  375. {
  376. shared->sr->cond.wait(slock);
  377. }
  378. }
  379. template <typename Handler>
  380. void CClient::serialize( Handler &h, const int version )
  381. {
  382. if(h.saving)
  383. {
  384. ui8 players = playerint.size();
  385. h & players;
  386. for(std::map<ui8,CGameInterface *>::iterator i = playerint.begin(); i != playerint.end(); i++)
  387. {
  388. h & i->first & i->second->dllName;
  389. i->second->serialize(h,version);
  390. }
  391. }
  392. else
  393. {
  394. ui8 players;
  395. h & players;
  396. for(int i=0; i < players; i++)
  397. {
  398. std::string dllname;
  399. ui8 pid;
  400. h & pid & dllname;
  401. CCallback *callback = new CCallback(gs,pid,this);
  402. callbacks.insert(callback);
  403. CGameInterface *nInt = NULL;
  404. if(dllname.length())
  405. nInt = CAIHandler::getNewAI(callback,dllname);
  406. else
  407. nInt = new CPlayerInterface(pid,i);
  408. playerint[pid] = nInt;
  409. nInt->init(callback);
  410. nInt->serialize(h, version);
  411. }
  412. }
  413. }
  414. CPack * CClient::retreivePack()
  415. {
  416. CPack *ret = NULL;
  417. boost::unique_lock<boost::mutex> lock(*serv->rmx);
  418. tlog5 << "Listening... ";
  419. *serv >> ret;
  420. tlog5 << "\treceived server message of type " << typeid(*ret).name() << std::endl;
  421. return ret;
  422. }
  423. void CClient::handlePack( CPack * pack )
  424. {
  425. CBaseForCLApply *apply = applier->apps[typeList.getTypeID(pack)]; //find the applier
  426. if(apply)
  427. {
  428. apply->applyOnClBefore(this,pack);
  429. tlog5 << "\tMade first apply on cl\n";
  430. gs->apply(pack);
  431. tlog5 << "\tApplied on gs\n";
  432. apply->applyOnClAfter(this,pack);
  433. tlog5 << "\tMade second apply on cl\n";
  434. }
  435. else
  436. {
  437. tlog1 << "Message cannot be applied, cannot find applier!\n";
  438. }
  439. delete pack;
  440. }
  441. template void CClient::serialize( CISer<CLoadFile> &h, const int version );
  442. template void CClient::serialize( COSer<CSaveFile> &h, const int version );