Client.cpp 12 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. };
  49. template <typename T> class CApplyOnCL : public CBaseForCLApply
  50. {
  51. public:
  52. void applyOnClAfter(CClient *cl, void *pack) const
  53. {
  54. T *ptr = static_cast<T*>(pack);
  55. ptr->applyCl(cl);
  56. }
  57. void applyOnClBefore(CClient *cl, void *pack) const
  58. {
  59. T *ptr = static_cast<T*>(pack);
  60. ptr->applyFirstCl(cl);
  61. }
  62. };
  63. class CCLApplier
  64. {
  65. public:
  66. std::map<ui16,CBaseForCLApply*> apps;
  67. CCLApplier()
  68. {
  69. registerTypes2(*this);
  70. }
  71. template<typename T> void registerType(const T * t=NULL)
  72. {
  73. ui16 ID = typeList.registerType(t);
  74. apps[ID] = new CApplyOnCL<T>;
  75. }
  76. } *applier = NULL;
  77. void CClient::init()
  78. {
  79. pathInfo = NULL;
  80. applier = new CCLApplier;
  81. IObjectInterface::cb = this;
  82. serv = NULL;
  83. gs = NULL;
  84. cb = NULL;
  85. terminate = false;
  86. try
  87. {
  88. shared = new SharedMem();
  89. } HANDLE_EXCEPTION
  90. }
  91. CClient::CClient(void)
  92. :waitingRequest(false)
  93. {
  94. init();
  95. }
  96. CClient::CClient(CConnection *con, StartInfo *si)
  97. :waitingRequest(false)
  98. {
  99. init();
  100. newGame(con,si);
  101. }
  102. CClient::~CClient(void)
  103. {
  104. delete pathInfo;
  105. delete applier;
  106. delete shared;
  107. }
  108. void CClient::waitForMoveAndSend(int color)
  109. {
  110. try
  111. {
  112. BattleAction ba = playerint[color]->activeStack(gs->curB->activeStack);
  113. *serv << &MakeAction(ba);
  114. return;
  115. }HANDLE_EXCEPTION
  116. tlog1 << "We should not be here!" << std::endl;
  117. }
  118. void CClient::run()
  119. {
  120. try
  121. {
  122. CPack *pack;
  123. while(1)
  124. {
  125. if (terminate) {
  126. break;
  127. }
  128. //get the package from the server
  129. {
  130. boost::unique_lock<boost::mutex> lock(*serv->rmx);
  131. tlog5 << "Listening... ";
  132. *serv >> pack;
  133. tlog5 << "\treceived server message of type " << typeid(*pack).name() << std::endl;
  134. }
  135. if (terminate) {
  136. delete pack;
  137. break;
  138. }
  139. CBaseForCLApply *apply = applier->apps[typeList.getTypeID(pack)]; //find the applier
  140. if(apply)
  141. {
  142. apply->applyOnClBefore(this,pack);
  143. tlog5 << "\tMade first apply on cl\n";
  144. gs->apply(pack);
  145. tlog5 << "\tApplied on gs\n";
  146. apply->applyOnClAfter(this,pack);
  147. tlog5 << "\tMade second apply on cl\n";
  148. }
  149. else
  150. {
  151. tlog1 << "Message cannot be applied, cannot find applier!\n";
  152. }
  153. delete pack;
  154. pack = NULL;
  155. }
  156. } HANDLE_EXCEPTION(tlog1 << "Lost connection to server, ending listening thread!\n");
  157. }
  158. void CClient::stop()
  159. {
  160. // Game is ending
  161. // Tell the network thread and interface thread to reach a stable state
  162. terminate = true;
  163. LOCPLINT->terminate = true;
  164. }
  165. void CClient::save(const std::string & fname)
  166. {
  167. if(gs->curB)
  168. {
  169. tlog1 << "Game cannot be saved during battle!\n";
  170. return;
  171. }
  172. *serv << &SaveGame(fname);
  173. }
  174. void CClient::endGame()
  175. {
  176. tlog0 << "\n\nEnding current game!" << std::endl;
  177. delete CGI->mh;
  178. CGI->mh = NULL;
  179. delete CGI->state;
  180. CGI->state = NULL;
  181. while (!playerint.empty())
  182. {
  183. delete playerint.begin()->second;
  184. playerint.erase(playerint.begin());
  185. }
  186. BOOST_FOREACH(CCallback *cb, callbacks)
  187. {
  188. delete cb;
  189. }
  190. if (serv) {
  191. tlog3 << "Connection has been requested to be closed.\n";
  192. boost::unique_lock<boost::mutex>(*serv->wmx);
  193. *serv << &CloseServer();
  194. tlog3 << "Sent closing signal to the server\n";
  195. serv->close();
  196. delete serv;
  197. serv = NULL;
  198. tlog3 << "Our socket has been closed." << std::endl;
  199. }
  200. }
  201. void CClient::loadGame( const std::string & fname )
  202. {
  203. tlog0 <<"\n\nLoading procedure started!\n\n";
  204. timeHandler tmh;
  205. char portc[10];
  206. SDL_itoa(conf.cc.port,portc,10);
  207. runServer(portc); //create new server
  208. tlog0 <<"Restarting server: "<<tmh.getDif()<<std::endl;
  209. {
  210. ui32 ver;
  211. char sig[8];
  212. CMapHeader dum;
  213. CGI->mh = new CMapHandler();
  214. CLoadFile lf(fname + ".vlgm1");
  215. lf >> sig >> dum >> *sig;
  216. tlog0 <<"Reading save signature: "<<tmh.getDif()<<std::endl;
  217. lf >> *VLC;
  218. CGI->setFromLib();
  219. tlog0 <<"Reading handlers: "<<tmh.getDif()<<std::endl;
  220. lf >> gs;
  221. tlog0 <<"Reading gamestate: "<<tmh.getDif()<<std::endl;
  222. CGI->state = gs;
  223. CGI->mh->map = gs->map;
  224. pathInfo = new CPathsInfo(int3(gs->map->width, gs->map->height, gs->map->twoLevel+1));
  225. CGI->mh->init();
  226. tlog0 <<"Initing maphandler: "<<tmh.getDif()<<std::endl;
  227. }
  228. waitForServer();
  229. tlog0 <<"Waiting for server: "<<tmh.getDif()<<std::endl;
  230. serv = new CConnection(conf.cc.server,portc,NAME);
  231. serv->setGS(gs);
  232. tlog0 <<"Setting up connection: "<<tmh.getDif()<<std::endl;
  233. ui8 pom8;
  234. *serv << ui8(3) << ui8(1); //load game; one client
  235. *serv << fname;
  236. *serv >> pom8;
  237. if(pom8)
  238. throw "Server cannot open the savegame!";
  239. else
  240. tlog0 << "Server opened savegame properly.\n";
  241. *serv << ui8(gs->scenarioOps->playerInfos.size()+1); //number of players + neutral
  242. for(size_t i=0;i<gs->scenarioOps->playerInfos.size();i++)
  243. {
  244. *serv << ui8(gs->scenarioOps->playerInfos[i].color); //players
  245. }
  246. *serv << ui8(255); // neutrals
  247. tlog0 <<"Sent info to server: "<<tmh.getDif()<<std::endl;
  248. {
  249. CLoadFile lf(fname + ".vcgm1");
  250. lf >> *this;
  251. }
  252. //for (size_t i=0; i<gs->scenarioOps->playerInfos.size();++i) //initializing interfaces for players
  253. //{
  254. // ui8 color = gs->scenarioOps->playerInfos[i].color;
  255. // CCallback *cb = new CCallback(gs,color,this);
  256. // if(!gs->scenarioOps->playerInfos[i].human) {
  257. // playerint[color] = static_cast<CGameInterface*>(CAIHandler::getNewAI(cb,conf.cc.defaultAI));
  258. // }
  259. // else {
  260. // playerint[color] = new CPlayerInterface(color,i);
  261. // }
  262. // gs->currentPlayer = color;
  263. // playerint[color]->init(cb);
  264. // tlog0 <<"Setting up interface for player "<< (int)color <<": "<<tmh.getDif()<<std::endl;
  265. //}
  266. //playerint[255] = CAIHandler::getNewAI(cb,conf.cc.defaultAI);
  267. //playerint[255]->init(new CCallback(gs,255,this));
  268. //tlog0 <<"Setting up interface for neutral \"player\"" << tmh.getDif() << std::endl;
  269. }
  270. int CClient::getCurrentPlayer()
  271. {
  272. return gs->currentPlayer;
  273. }
  274. int CClient::getSelectedHero()
  275. {
  276. return IGameCallback::getSelectedHero(getCurrentPlayer())->id;
  277. }
  278. void CClient::newGame( CConnection *con, StartInfo *si )
  279. {
  280. if (con == NULL) {
  281. timeHandler pomtime;
  282. char portc[10];
  283. SDL_itoa(conf.cc.port,portc,10);
  284. CClient::runServer(portc);
  285. tlog0<<"Preparing shared memory and starting server: "<<pomtime.getDif()<<std::endl;
  286. pomtime.getDif();//reset timers
  287. //wait until server is ready
  288. tlog0<<"Waiting for server... ";
  289. waitForServer();
  290. tlog0 << pomtime.getDif()<<std::endl;
  291. while(!con)
  292. {
  293. try
  294. {
  295. tlog0 << "Establishing connection...\n";
  296. con = new CConnection(conf.cc.server,portc,NAME);
  297. }
  298. catch(...)
  299. {
  300. tlog1 << "\nCannot establish connection! Retrying within 2 seconds" <<std::endl;
  301. SDL_Delay(2000);
  302. }
  303. }
  304. THC tlog0<<"\tConnecting to the server: "<<pomtime.getDif()<<std::endl;
  305. }
  306. timeHandler tmh;
  307. CGI->state = new CGameState();
  308. tlog0 <<"\tGamestate: "<<tmh.getDif()<<std::endl;
  309. serv = con;
  310. serv->setGS(CGI->state);
  311. CConnection &c(*con);
  312. ////////////////////////////////////////////////////
  313. ui8 pom8;
  314. c << ui8(2) << ui8(1); //new game; one client
  315. c << *si;
  316. c >> pom8;
  317. if(pom8)
  318. throw "Server cannot open the map!";
  319. else
  320. tlog0 << "Server opened map properly.\n";
  321. c << ui8(si->playerInfos.size()+1); //number of players + neutral
  322. for(size_t i=0;i<si->playerInfos.size();i++)
  323. {
  324. c << ui8(si->playerInfos[i].color); //players
  325. }
  326. c << ui8(255); // neutrals
  327. ui32 seed, sum;
  328. std::string mapname;
  329. c >> mapname >> sum >> seed;
  330. tlog0 <<"\tSending/Getting info to/from the server: "<<tmh.getDif()<<std::endl;
  331. Mapa * mapa = new Mapa(mapname);
  332. tlog0 <<"Reading and detecting map file (together): "<<tmh.getDif()<<std::endl;
  333. tlog0 << "\tServer checksum for "<<mapname <<": "<<sum << std::endl;
  334. tlog0 << "\tOur checksum for the map: "<< mapa->checksum << std::endl;
  335. if(mapa->checksum != sum)
  336. {
  337. tlog1 << "Wrong map checksum!!!" << std::endl;
  338. throw std::string("Wrong checksum");
  339. }
  340. tlog0 << "\tUsing random seed: "<<seed << std::endl;
  341. gs = CGI->state;
  342. gs->scenarioOps = si;
  343. gs->init(si,mapa,seed);
  344. CGI->mh = new CMapHandler();
  345. tlog0 <<"Initializing GameState (together): "<<tmh.getDif()<<std::endl;
  346. CGI->mh->map = mapa;
  347. tlog0 <<"Creating mapHandler: "<<tmh.getDif()<<std::endl;
  348. CGI->mh->init();
  349. pathInfo = new CPathsInfo(int3(mapa->width, mapa->height, mapa->twoLevel+1));
  350. tlog0 <<"Initializing mapHandler (together): "<<tmh.getDif()<<std::endl;
  351. for (size_t i=0; i<gs->scenarioOps->playerInfos.size();++i) //initializing interfaces for players
  352. {
  353. ui8 color = gs->scenarioOps->playerInfos[i].color;
  354. CCallback *cb = new CCallback(gs,color,this);
  355. if(!gs->scenarioOps->playerInfos[i].human) {
  356. playerint[color] = static_cast<CGameInterface*>(CAIHandler::getNewAI(cb,conf.cc.defaultAI));
  357. }
  358. else {
  359. playerint[color] = new CPlayerInterface(color,i);
  360. }
  361. gs->currentPlayer = color;
  362. playerint[color]->init(cb);
  363. }
  364. playerint[255] = CAIHandler::getNewAI(cb,conf.cc.defaultAI);
  365. playerint[255]->init(new CCallback(gs,255,this));
  366. }
  367. void CClient::runServer(const char * portc)
  368. {
  369. 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
  370. boost::thread servthr(boost::bind(system,comm.c_str())); //runs server executable; //TODO: will it work on non-windows platforms?
  371. }
  372. void CClient::waitForServer()
  373. {
  374. intpr::scoped_lock<intpr::interprocess_mutex> slock(shared->sr->mutex);
  375. while(!shared->sr->ready)
  376. {
  377. shared->sr->cond.wait(slock);
  378. }
  379. }
  380. template <typename Handler>
  381. void CClient::serialize( Handler &h, const int version )
  382. {
  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,i);
  409. playerint[pid] = nInt;
  410. nInt->init(callback);
  411. nInt->serialize(h, version);
  412. }
  413. }
  414. }
  415. //void CClient::sendRequest( const CPackForServer *request, bool waitForRealization )
  416. //{
  417. // if(waitForRealization)
  418. // waitingRequest.set(true);
  419. //
  420. // *serv << request;
  421. //
  422. // if(waitForRealization)
  423. // waitingRequest.waitWhileTrue();
  424. //}
  425. template void CClient::serialize( CISer<CLoadFile> &h, const int version );
  426. template void CClient::serialize( COSer<CSaveFile> &h, const int version );