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- #include "CMusicHandler.h"
- #include "../lib/CCampaignHandler.h"
- #include "../CCallback.h"
- #include "../CConsoleHandler.h"
- #include "CGameInfo.h"
- #include "../lib/CGameState.h"
- #include "CPlayerInterface.h"
- #include "../StartInfo.h"
- #include "../lib/BattleState.h"
- #include "../lib/CArtHandler.h"
- #include "../lib/CDefObjInfoHandler.h"
- #include "../lib/CGeneralTextHandler.h"
- #include "../lib/CHeroHandler.h"
- #include "../lib/CTownHandler.h"
- #include "../lib/CObjectHandler.h"
- #include "../lib/CBuildingHandler.h"
- #include "../lib/CSpellHandler.h"
- #include "../lib/Connection.h"
- #include "../lib/Interprocess.h"
- #include "../lib/NetPacks.h"
- #include "../lib/VCMI_Lib.h"
- #include "../lib/map.h"
- #include "mapHandler.h"
- #include "CConfigHandler.h"
- #include "Client.h"
- #include "GUIBase.h"
- #include <boost/bind.hpp>
- #include <boost/foreach.hpp>
- #include <boost/thread.hpp>
- #include <boost/thread/shared_mutex.hpp>
- #include <boost/lexical_cast.hpp>
- #include <sstream>
- #include "CPreGame.h"
- #define NOT_LIB
- #include "../lib/RegisterTypes.cpp"
- #include "CBattleInterface.h"
- extern std::string NAME;
- namespace intpr = boost::interprocess;
- /*
- * Client.cpp, 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
- *
- */
- template <typename T> class CApplyOnCL;
- class CBaseForCLApply
- {
- public:
- virtual void applyOnClAfter(CClient *cl, void *pack) const =0;
- virtual void applyOnClBefore(CClient *cl, void *pack) const =0;
- virtual ~CBaseForCLApply(){}
- template<typename U> static CBaseForCLApply *getApplier(const U * t=NULL)
- {
- return new CApplyOnCL<U>;
- }
- };
- template <typename T> class CApplyOnCL : public CBaseForCLApply
- {
- public:
- void applyOnClAfter(CClient *cl, void *pack) const
- {
- T *ptr = static_cast<T*>(pack);
- ptr->applyCl(cl);
- }
- void applyOnClBefore(CClient *cl, void *pack) const
- {
- T *ptr = static_cast<T*>(pack);
- ptr->applyFirstCl(cl);
- }
- };
- static CApplier<CBaseForCLApply> *applier = NULL;
- void CClient::init()
- {
- hotSeat = false;
- connectionHandler = NULL;
- pathInfo = NULL;
- applier = new CApplier<CBaseForCLApply>;
- registerTypes2(*applier);
- IObjectInterface::cb = this;
- serv = NULL;
- gs = NULL;
- cb = NULL;
- terminate = false;
- }
- CClient::CClient(void)
- :waitingRequest(false)
- {
- init();
- }
- CClient::CClient(CConnection *con, StartInfo *si)
- :waitingRequest(false)
- {
- init();
- newGame(con,si);
- }
- CClient::~CClient(void)
- {
- delete pathInfo;
- delete applier;
- }
- void CClient::waitForMoveAndSend(int color)
- {
- try
- {
- assert(vstd::contains(battleints, color));
- BattleAction ba = battleints[color]->activeStack(gs->curB->getStack(gs->curB->activeStack, false));
- *serv << &MakeAction(ba);
- return;
- }HANDLE_EXCEPTION
- tlog1 << "We should not be here!" << std::endl;
- }
- void CClient::run()
- {
- try
- {
- CPack *pack = NULL;
- while(!terminate)
- {
- pack = serv->retreivePack(); //get the package from the server
-
- if (terminate)
- {
- delete pack;
- pack = NULL;
- break;
- }
- handlePack(pack);
- pack = NULL;
- }
- }
- catch (const std::exception& e)
- {
- tlog3 << "Lost connection to server, ending listening thread!\n";
- tlog1 << e.what() << std::endl;
- if(!terminate) //rethrow (-> boom!) only if closing connection was unexpected
- {
- tlog1 << "Something wrong, lost connection while game is still ongoing...\n";
- throw;
- }
- }
- }
- void CClient::save(const std::string & fname)
- {
- if(gs->curB)
- {
- tlog1 << "Game cannot be saved during battle!\n";
- return;
- }
- *serv << &SaveGame(fname);
- }
- #include <fstream>
- void initVillagesCapitols(Mapa * map)
- {
- std::ifstream ifs(DATA_DIR "/config/townsDefs.txt");
- int ccc;
- ifs>>ccc;
- for(int i=0;i<ccc*2;i++)
- {
- const CGDefInfo *n;
- if(i<ccc)
- {
- n = CGI->state->villages[i];
- map->defy.push_back(CGI->state->forts[i]);
- }
- else
- n = CGI->state->capitols[i%ccc];
- ifs >> const_cast<CGDefInfo*>(n)->name;
- if(!n)
- tlog1 << "*HUGE* Warning - missing town def for " << i << std::endl;
- else
- map->defy.push_back(const_cast<CGDefInfo*>(n));
- }
- }
- void CClient::endGame( bool closeConnection /*= true*/ )
- {
- // Game is ending
- // Tell the network thread to reach a stable state
- GH.curInt = NULL;
- LOCPLINT->terminate_cond.setn(true);
- LOCPLINT->pim->lock();
- tlog0 << "\n\nEnding current game!" << std::endl;
- if(GH.topInt())
- GH.topInt()->deactivate();
- GH.listInt.clear();
- GH.objsToBlit.clear();
- GH.statusbar = NULL;
- tlog0 << "Removed GUI." << std::endl;
- delete CGI->mh;
- const_cast<CGameInfo*>(CGI)->mh = NULL;
- const_cast<CGameInfo*>(CGI)->state.dellNull();
- tlog0 << "Deleted mapHandler and gameState." << std::endl;
- LOCPLINT = NULL;
- while (!playerint.empty())
- {
- CGameInterface *pint = playerint.begin()->second;
- playerint.erase(playerint.begin());
- delete pint;
- }
- BOOST_FOREACH(CCallback *cb, callbacks)
- {
- delete cb;
- }
- tlog0 << "Deleted playerInts." << std::endl;
- if(closeConnection)
- stopConnection();
- tlog0 << "Client stopped." << std::endl;
- }
- void CClient::loadGame( const std::string & fname )
- {
- tlog0 <<"\n\nLoading procedure started!\n\n";
- CServerHandler sh;
- sh.startServer();
- timeHandler tmh;
- {
- char sig[8];
- CMapHeader dum;
- const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
- StartInfo *si;
- CLoadFile lf(fname + ".vlgm1");
- lf >> sig >> dum >> si;
- tlog0 <<"Reading save signature: "<<tmh.getDif()<<std::endl;
-
- lf >> *VLC;
- const_cast<CGameInfo*>(CGI)->setFromLib();
- tlog0 <<"Reading handlers: "<<tmh.getDif()<<std::endl;
- lf >> gs;
- tlog0 <<"Reading gamestate: "<<tmh.getDif()<<std::endl;
- const_cast<CGameInfo*>(CGI)->state = gs;
- const_cast<CGameInfo*>(CGI)->mh->map = gs->map;
- pathInfo = new CPathsInfo(int3(gs->map->width, gs->map->height, gs->map->twoLevel+1));
- CGI->mh->init();
- initVillagesCapitols(gs->map);
- tlog0 <<"Initing maphandler: "<<tmh.getDif()<<std::endl;
- }
- serv = sh.connectToServer();
- serv->addStdVecItems(gs);
- tmh.update();
- ui8 pom8;
- *serv << ui8(3) << ui8(1); //load game; one client
- *serv << fname;
- *serv >> pom8;
- if(pom8)
- throw "Server cannot open the savegame!";
- else
- tlog0 << "Server opened savegame properly.\n";
- *serv << ui32(gs->scenarioOps->playerInfos.size()+1); //number of players + neutral
- for(std::map<int, PlayerSettings>::iterator it = gs->scenarioOps->playerInfos.begin();
- it != gs->scenarioOps->playerInfos.end(); ++it)
- {
- *serv << ui8(it->first); //players
- }
- *serv << ui8(255); // neutrals
- tlog0 <<"Sent info to server: "<<tmh.getDif()<<std::endl;
-
- {
- CLoadFile lf(fname + ".vcgm1");
- lf >> *this;
- }
- }
- int CClient::getCurrentPlayer()
- {
- return gs->currentPlayer;
- }
- int CClient::getSelectedHero()
- {
- if(const CGHeroInstance *selHero = IGameCallback::getSelectedHero(getCurrentPlayer()))
- return selHero->id;
- else
- return -1;
- }
- void CClient::newGame( CConnection *con, StartInfo *si )
- {
- enum {SINGLE, HOST, GUEST} networkMode = SINGLE;
- std::set<ui8> myPlayers;
- if (con == NULL)
- {
- CServerHandler sh;
- serv = sh.connectToServer();
- }
- else
- {
- serv = con;
- networkMode = (con->connectionID == 1) ? HOST : GUEST;
- }
- for(std::map<int, PlayerSettings>::iterator it =si->playerInfos.begin();
- it != si->playerInfos.end(); ++it)
- {
- if(networkMode == SINGLE //single - one client has all player
- || networkMode != SINGLE && serv->connectionID == it->second.human //multi - client has only "its players"
- || networkMode == HOST && it->second.human == false) //multi - host has all AI players
- {
- myPlayers.insert(ui8(it->first)); //add player
- }
- }
- if(networkMode != GUEST)
- myPlayers.insert(255); //neutral
- timeHandler tmh;
- const_cast<CGameInfo*>(CGI)->state = new CGameState();
- tlog0 <<"\tGamestate: "<<tmh.getDif()<<std::endl;
- CConnection &c(*serv);
- ////////////////////////////////////////////////////
- if(networkMode == SINGLE)
- {
- ui8 pom8;
- c << ui8(2) << ui8(1); //new game; one client
- c << *si;
- c >> pom8;
- if(pom8)
- throw "Server cannot open the map!";
- else
- tlog0 << "Server opened map properly.\n";
- }
- c << myPlayers;
- ui32 seed, sum;
- c >> si >> sum >> seed;
- tlog0 <<"\tSending/Getting info to/from the server: "<<tmh.getDif()<<std::endl;
- tlog0 << "\tUsing random seed: "<<seed << std::endl;
- gs = const_cast<CGameInfo*>(CGI)->state;
- gs->scenarioOps = si;
- gs->init(si, sum, seed);
- tlog0 <<"Initializing GameState (together): "<<tmh.getDif()<<std::endl;
- if(gs->map)
- {
- const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
- CGI->mh->map = gs->map;
- tlog0 <<"Creating mapHandler: "<<tmh.getDif()<<std::endl;
- CGI->mh->init();
- initVillagesCapitols(gs->map);
- pathInfo = new CPathsInfo(int3(gs->map->width, gs->map->height, gs->map->twoLevel+1));
- tlog0 <<"Initializing mapHandler (together): "<<tmh.getDif()<<std::endl;
- }
- int humanPlayers = 0;
- for(std::map<int, PlayerSettings>::iterator it = gs->scenarioOps->playerInfos.begin();
- it != gs->scenarioOps->playerInfos.end(); ++it)//initializing interfaces for players
- {
- ui8 color = it->first;
- gs->currentPlayer = color;
- if(!vstd::contains(myPlayers, color))
- continue;
- if(si->mode != StartInfo::DUEL)
- {
- CCallback *cb = new CCallback(gs,color,this);
- if(!it->second.human)
- {
- playerint[color] = static_cast<CGameInterface*>(CAIHandler::getNewAI(cb,conf.cc.defaultAI));
- }
- else
- {
- playerint[color] = new CPlayerInterface(color);
- humanPlayers++;
- }
- battleints[color] = playerint[color];
- playerint[color]->init(cb);
- }
- else
- {
- CBattleCallback * cbc = new CBattleCallback(gs, color, this);
- battleints[color] = CAIHandler::getNewBattleAI(cb,"StupidAI");
- battleints[color]->init(cbc);
- }
- }
- if(si->mode == StartInfo::DUEL)
- {
- CPlayerInterface *p = new CPlayerInterface(-1);
- p->observerInDuelMode = true;
- battleints[254] = playerint[254] = p;
- GH.curInt = p;
- p->init(new CCallback(gs, -1, this));
- battleStarted(gs->curB);
- }
- else
- {
- playerint[255] = CAIHandler::getNewAI(cb,conf.cc.defaultAI);
- playerint[255]->init(new CCallback(gs,255,this));
- }
- serv->addStdVecItems(const_cast<CGameInfo*>(CGI)->state);
- hotSeat = (humanPlayers > 1);
- }
- template <typename Handler>
- void CClient::serialize( Handler &h, const int version )
- {
- h & hotSeat;
- if(h.saving)
- {
- ui8 players = playerint.size();
- h & players;
- for(std::map<ui8,CGameInterface *>::iterator i = playerint.begin(); i != playerint.end(); i++)
- {
- h & i->first & i->second->dllName;
- i->second->serialize(h,version);
- }
- }
- else
- {
- ui8 players;
- h & players;
- for(int i=0; i < players; i++)
- {
- std::string dllname;
- ui8 pid;
- h & pid & dllname;
- CCallback *callback = new CCallback(gs,pid,this);
- callbacks.insert(callback);
- CGameInterface *nInt = NULL;
- if(dllname.length())
- nInt = CAIHandler::getNewAI(callback,dllname);
- else
- nInt = new CPlayerInterface(pid);
- playerint[pid] = nInt;
- nInt->init(callback);
- nInt->serialize(h, version);
- }
- }
- }
- void CClient::handlePack( CPack * pack )
- {
- CBaseForCLApply *apply = applier->apps[typeList.getTypeID(pack)]; //find the applier
- if(apply)
- {
- apply->applyOnClBefore(this,pack);
- tlog5 << "\tMade first apply on cl\n";
- gs->apply(pack);
- tlog5 << "\tApplied on gs\n";
- apply->applyOnClAfter(this,pack);
- tlog5 << "\tMade second apply on cl\n";
- }
- else
- {
- tlog1 << "Message cannot be applied, cannot find applier!\n";
- }
- delete pack;
- }
- void CClient::updatePaths()
- {
- const CGHeroInstance *h = getHero(getSelectedHero());
- if (h)//if we have selected hero...
- gs->calculatePaths(h, *pathInfo);
- }
- void CClient::finishCampaign( CCampaignState * camp )
- {
- }
- void CClient::proposeNextMission( CCampaignState * camp )
- {
- GH.pushInt(new CBonusSelection(camp));
- GH.curInt = CGP;
- }
- void CClient::stopConnection()
- {
- terminate = true;
- if (serv)
- {
- tlog0 << "Connection has been requested to be closed.\n";
- boost::unique_lock<boost::mutex>(*serv->wmx);
- *serv << &CloseServer();
- tlog0 << "Sent closing signal to the server\n";
- serv->close();
- delete serv;
- serv = NULL;
- tlog3 << "Our socket has been closed." << std::endl;
- }
- if(connectionHandler)
- {
- if(connectionHandler->get_id() != boost::this_thread::get_id())
- connectionHandler->join();
- tlog0 << "Connection handler thread joined" << std::endl;
- delete connectionHandler;
- connectionHandler = NULL;
- }
- }
- void CClient::battleStarted(const BattleInfo * info)
- {
- CPlayerInterface * att, * def;
- if(vstd::contains(playerint, info->side1) && playerint[info->side1]->human)
- att = static_cast<CPlayerInterface*>( playerint[info->side1] );
- else
- att = NULL;
- if(vstd::contains(playerint, info->side2) && playerint[info->side2]->human)
- def = static_cast<CPlayerInterface*>( playerint[info->side2] );
- else
- def = NULL;
- new CBattleInterface(info->belligerents[0], info->belligerents[1], info->heroes[0], info->heroes[1], Rect((conf.cc.resx - 800)/2, (conf.cc.resy - 600)/2, 800, 600), att, def);
- if(vstd::contains(battleints,info->side1))
- battleints[info->side1]->battleStart(info->belligerents[0], info->belligerents[1], info->tile, info->heroes[0], info->heroes[1], 0);
- if(vstd::contains(battleints,info->side2))
- battleints[info->side2]->battleStart(info->belligerents[0], info->belligerents[1], info->tile, info->heroes[0], info->heroes[1], 1);
- if(vstd::contains(battleints,254))
- battleints[254]->battleStart(info->belligerents[0], info->belligerents[1], info->tile, info->heroes[0], info->heroes[1], 1);
- }
- template void CClient::serialize( CISer<CLoadFile> &h, const int version );
- template void CClient::serialize( COSer<CSaveFile> &h, const int version );
- void CServerHandler::startServer()
- {
- th.update();
-
- serverThread = new boost::thread(&CServerHandler::callServer, this); //runs server executable; //TODO: will it work on non-windows platforms?
- if(verbose)
- tlog0 << "Setting up thread calling server: " << th.getDif() << std::endl;
- }
- void CServerHandler::waitForServer()
- {
- if(!serverThread)
- startServer();
- th.update();
- intpr::scoped_lock<intpr::interprocess_mutex> slock(shared->sr->mutex);
- while(!shared->sr->ready)
- {
- shared->sr->cond.wait(slock);
- }
- if(verbose)
- tlog0 << "Waiting for server: " << th.getDif() << std::endl;
- }
- CConnection * CServerHandler::connectToServer()
- {
- if(!shared->sr->ready)
- waitForServer();
- th.update();
- CConnection *ret = justConnectToServer(conf.cc.server, port);
- if(verbose)
- tlog0<<"\tConnecting to the server: "<<th.getDif()<<std::endl;
- return ret;
- }
- CServerHandler::CServerHandler(bool runServer /*= false*/)
- {
- serverThread = NULL;
- shared = NULL;
- port = boost::lexical_cast<std::string>(conf.cc.port);
- 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
- try
- {
- shared = new SharedMem();
- } HANDLE_EXCEPTIONC(tlog1 << "Cannot open interprocess memory: ";)
- }
- CServerHandler::~CServerHandler()
- {
- delete shared;
- delete serverThread; //detaches, not kills thread
- }
- void CServerHandler::callServer()
- {
- std::string comm = std::string(BIN_DIR PATH_SEPARATOR SERVER_NAME " ") + port + " > server_log.txt";
- std::system(comm.c_str());
- tlog0 << "Server finished\n";
- }
- CConnection * CServerHandler::justConnectToServer(const std::string &host, const std::string &port)
- {
- CConnection *ret = NULL;
- while(!ret)
- {
- try
- {
- tlog0 << "Establishing connection...\n";
- ret = new CConnection( host.size() ? host : conf.cc.server,
- port.size() ? port : boost::lexical_cast<std::string>(conf.cc.port),
- NAME);
- }
- catch(...)
- {
- tlog1 << "\nCannot establish connection! Retrying within 2 seconds" << std::endl;
- SDL_Delay(2000);
- }
- }
- return ret;
- }
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