Client.cpp 25 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861
  1. #include "StdInc.h"
  2. #include "CMusicHandler.h"
  3. #include "../lib/mapping/CCampaignHandler.h"
  4. #include "../CCallback.h"
  5. #include "../lib/CConsoleHandler.h"
  6. #include "CGameInfo.h"
  7. #include "../lib/CGameState.h"
  8. #include "CPlayerInterface.h"
  9. #include "../lib/StartInfo.h"
  10. #include "../lib/BattleState.h"
  11. #include "../lib/CModHandler.h"
  12. #include "../lib/CArtHandler.h"
  13. #include "../lib/CDefObjInfoHandler.h"
  14. #include "../lib/CGeneralTextHandler.h"
  15. #include "../lib/CHeroHandler.h"
  16. #include "../lib/CTownHandler.h"
  17. #include "../lib/CObjectHandler.h"
  18. #include "../lib/CBuildingHandler.h"
  19. #include "../lib/CSpellHandler.h"
  20. #include "../lib/Connection.h"
  21. #include "../lib/Interprocess.h"
  22. #include "../lib/NetPacks.h"
  23. #include "../lib/VCMI_Lib.h"
  24. #include "../lib/VCMIDirs.h"
  25. #include "../lib/mapping/CMap.h"
  26. #include "../lib/JsonNode.h"
  27. #include "mapHandler.h"
  28. #include "../lib/CConfigHandler.h"
  29. #include "Client.h"
  30. #include "CPreGame.h"
  31. #include "battle/CBattleInterface.h"
  32. #include "../lib/CThreadHelper.h"
  33. #include "../lib/CScriptingModule.h"
  34. #include "../lib/RegisterTypes.h"
  35. #include "gui/CGuiHandler.h"
  36. #include "CMT.h"
  37. extern std::string NAME;
  38. namespace intpr = boost::interprocess;
  39. /*
  40. * Client.cpp, part of VCMI engine
  41. *
  42. * Authors: listed in file AUTHORS in main folder
  43. *
  44. * License: GNU General Public License v2.0 or later
  45. * Full text of license available in license.txt file, in main folder
  46. *
  47. */
  48. template <typename T> class CApplyOnCL;
  49. class CBaseForCLApply
  50. {
  51. public:
  52. virtual void applyOnClAfter(CClient *cl, void *pack) const =0;
  53. virtual void applyOnClBefore(CClient *cl, void *pack) const =0;
  54. virtual ~CBaseForCLApply(){}
  55. template<typename U> static CBaseForCLApply *getApplier(const U * t=nullptr)
  56. {
  57. return new CApplyOnCL<U>;
  58. }
  59. };
  60. template <typename T> class CApplyOnCL : public CBaseForCLApply
  61. {
  62. public:
  63. void applyOnClAfter(CClient *cl, void *pack) const
  64. {
  65. T *ptr = static_cast<T*>(pack);
  66. ptr->applyCl(cl);
  67. }
  68. void applyOnClBefore(CClient *cl, void *pack) const
  69. {
  70. T *ptr = static_cast<T*>(pack);
  71. ptr->applyFirstCl(cl);
  72. }
  73. };
  74. static CApplier<CBaseForCLApply> *applier = nullptr;
  75. void CClient::init()
  76. {
  77. hotSeat = false;
  78. connectionHandler = nullptr;
  79. pathInfo = nullptr;
  80. applier = new CApplier<CBaseForCLApply>;
  81. registerTypes2(*applier);
  82. IObjectInterface::cb = this;
  83. serv = nullptr;
  84. gs = nullptr;
  85. erm = nullptr;
  86. terminate = false;
  87. }
  88. CClient::CClient(void)
  89. {
  90. init();
  91. }
  92. CClient::CClient(CConnection *con, StartInfo *si)
  93. {
  94. init();
  95. newGame(con,si);
  96. }
  97. CClient::~CClient(void)
  98. {
  99. delete applier;
  100. }
  101. void CClient::waitForMoveAndSend(PlayerColor color)
  102. {
  103. try
  104. {
  105. setThreadName("CClient::waitForMoveAndSend");
  106. assert(vstd::contains(battleints, color));
  107. BattleAction ba = battleints[color]->activeStack(gs->curB->battleGetStackByID(gs->curB->activeStack, false));
  108. MakeAction temp_action(ba);
  109. sendRequest(&temp_action, color);
  110. return;
  111. }
  112. catch(boost::thread_interrupted&)
  113. {
  114. logNetwork->debugStream() << "Wait for move thread was interrupted and no action will be send. Was a battle ended by spell?";
  115. return;
  116. }
  117. HANDLE_EXCEPTION
  118. logNetwork->errorStream() << "We should not be here!";
  119. }
  120. void CClient::run()
  121. {
  122. setThreadName("CClient::run");
  123. try
  124. {
  125. CPack *pack = nullptr;
  126. while(!terminate)
  127. {
  128. pack = serv->retreivePack(); //get the package from the server
  129. if (terminate)
  130. {
  131. delete pack;
  132. pack = nullptr;
  133. break;
  134. }
  135. handlePack(pack);
  136. pack = nullptr;
  137. }
  138. }
  139. //catch only asio exceptions
  140. catch (const boost::system::system_error& e)
  141. {
  142. logNetwork->errorStream() << "Lost connection to server, ending listening thread!";
  143. logNetwork->errorStream() << e.what();
  144. if(!terminate) //rethrow (-> boom!) only if closing connection was unexpected
  145. {
  146. logNetwork->errorStream() << "Something wrong, lost connection while game is still ongoing...";
  147. throw;
  148. }
  149. }
  150. }
  151. void CClient::save(const std::string & fname)
  152. {
  153. if(gs->curB)
  154. {
  155. logNetwork->errorStream() << "Game cannot be saved during battle!";
  156. return;
  157. }
  158. SaveGame save_game(fname);
  159. sendRequest((CPackForClient*)&save_game, PlayerColor::NEUTRAL);
  160. }
  161. void CClient::endGame( bool closeConnection /*= true*/ )
  162. {
  163. //suggest interfaces to finish their stuff (AI should interrupt any bg working threads)
  164. for(auto i : playerint)
  165. i.second->finish();
  166. // Game is ending
  167. // Tell the network thread to reach a stable state
  168. if(closeConnection)
  169. stopConnection();
  170. logNetwork->infoStream() << "Closed connection.";
  171. GH.curInt = nullptr;
  172. LOCPLINT->terminate_cond.setn(true);
  173. {
  174. boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
  175. logNetwork->infoStream() << "Ending current game!";
  176. if(GH.topInt())
  177. GH.topInt()->deactivate();
  178. GH.listInt.clear();
  179. GH.objsToBlit.clear();
  180. GH.statusbar = nullptr;
  181. logNetwork->infoStream() << "Removed GUI.";
  182. vstd::clear_pointer(const_cast<CGameInfo*>(CGI)->mh);
  183. vstd::clear_pointer(gs);
  184. logNetwork->infoStream() << "Deleted mapHandler and gameState.";
  185. LOCPLINT = nullptr;
  186. }
  187. playerint.clear();
  188. callbacks.clear();
  189. battleCallbacks.clear();
  190. logNetwork->infoStream() << "Deleted playerInts.";
  191. logNetwork->infoStream() << "Client stopped.";
  192. }
  193. void CClient::loadGame( const std::string & fname )
  194. {
  195. logNetwork->infoStream() <<"Loading procedure started!";
  196. CServerHandler sh;
  197. sh.startServer();
  198. CStopWatch tmh;
  199. try
  200. {
  201. std::string clientSaveName = CResourceHandler::get()->getResourceName(ResourceID(fname, EResType::CLIENT_SAVEGAME));
  202. std::string controlServerSaveName;
  203. if (CResourceHandler::get()->existsResource(ResourceID(fname, EResType::SERVER_SAVEGAME)))
  204. {
  205. controlServerSaveName = CResourceHandler::get()->getResourceName(ResourceID(fname, EResType::SERVER_SAVEGAME));
  206. }
  207. else// create entry for server savegame. Triggered if save was made after launch and not yet present in res handler
  208. {
  209. controlServerSaveName = clientSaveName.substr(0, clientSaveName.find_last_of(".")) + ".vsgm1";
  210. CResourceHandler::get()->createResource(controlServerSaveName, true);
  211. }
  212. if(clientSaveName.empty())
  213. throw std::runtime_error("Cannot open client part of " + fname);
  214. if(controlServerSaveName.empty())
  215. throw std::runtime_error("Cannot open server part of " + fname);
  216. unique_ptr<CLoadFile> loader;
  217. {
  218. CLoadIntegrityValidator checkingLoader(clientSaveName, controlServerSaveName);
  219. loadCommonState(checkingLoader);
  220. loader = checkingLoader.decay();
  221. }
  222. logNetwork->infoStream() << "Loaded common part of save " << tmh.getDiff();
  223. const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
  224. const_cast<CGameInfo*>(CGI)->mh->map = gs->map;
  225. pathInfo = make_unique<CPathsInfo>(getMapSize());
  226. CGI->mh->init();
  227. logNetwork->infoStream() <<"Initing maphandler: "<<tmh.getDiff();
  228. *loader >> *this;
  229. logNetwork->infoStream() << "Loaded client part of save " << tmh.getDiff();
  230. }
  231. catch(std::exception &e)
  232. {
  233. logGlobal->errorStream() << "Cannot load game " << fname << ". Error: " << e.what();
  234. throw; //obviously we cannot continue here
  235. }
  236. serv = sh.connectToServer();
  237. serv->addStdVecItems(gs);
  238. tmh.update();
  239. ui8 pom8;
  240. *serv << ui8(3) << ui8(1); //load game; one client
  241. *serv << fname;
  242. *serv >> pom8;
  243. if(pom8)
  244. throw std::runtime_error("Server cannot open the savegame!");
  245. else
  246. logNetwork->infoStream() << "Server opened savegame properly.";
  247. *serv << ui32(gs->scenarioOps->playerInfos.size()+1); //number of players + neutral
  248. for(auto & elem : gs->scenarioOps->playerInfos)
  249. {
  250. *serv << ui8(elem.first.getNum()); //players
  251. }
  252. *serv << ui8(PlayerColor::NEUTRAL.getNum());
  253. logNetwork->infoStream() <<"Sent info to server: "<<tmh.getDiff();
  254. serv->enableStackSendingByID();
  255. serv->disableSmartPointerSerialization();
  256. }
  257. void CClient::newGame( CConnection *con, StartInfo *si )
  258. {
  259. enum {SINGLE, HOST, GUEST} networkMode = SINGLE;
  260. if (con == nullptr)
  261. {
  262. CServerHandler sh;
  263. serv = sh.connectToServer();
  264. }
  265. else
  266. {
  267. serv = con;
  268. networkMode = (con->connectionID == 1) ? HOST : GUEST;
  269. }
  270. CConnection &c = *serv;
  271. ////////////////////////////////////////////////////
  272. logNetwork->infoStream() <<"\tWill send info to server...";
  273. CStopWatch tmh;
  274. if(networkMode == SINGLE)
  275. {
  276. ui8 pom8;
  277. c << ui8(2) << ui8(1); //new game; one client
  278. c << *si;
  279. c >> pom8;
  280. if(pom8)
  281. throw std::runtime_error("Server cannot open the map!");
  282. else
  283. logNetwork->infoStream() << "Server opened map properly.";
  284. }
  285. c >> si;
  286. logNetwork->infoStream() <<"\tSending/Getting info to/from the server: "<<tmh.getDiff();
  287. c.enableStackSendingByID();
  288. c.disableSmartPointerSerialization();
  289. // Initialize game state
  290. gs = new CGameState();
  291. logNetwork->infoStream() <<"\tCreating gamestate: "<<tmh.getDiff();
  292. gs->scenarioOps = si;
  293. gs->init(si);
  294. logNetwork->infoStream() <<"Initializing GameState (together): "<<tmh.getDiff();
  295. // Now after possible random map gen, we know exact player count.
  296. // Inform server about how many players client handles
  297. std::set<PlayerColor> myPlayers;
  298. for(auto & elem : gs->scenarioOps->playerInfos)
  299. {
  300. if((networkMode == SINGLE) //single - one client has all player
  301. || (networkMode != SINGLE && serv->connectionID == elem.second.playerID) //multi - client has only "its players"
  302. || (networkMode == HOST && elem.second.playerID == PlayerSettings::PLAYER_AI))//multi - host has all AI players
  303. {
  304. myPlayers.insert(elem.first); //add player
  305. }
  306. }
  307. if(networkMode != GUEST)
  308. myPlayers.insert(PlayerColor::NEUTRAL);
  309. c << myPlayers;
  310. // Init map handler
  311. if(gs->map)
  312. {
  313. const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
  314. CGI->mh->map = gs->map;
  315. logNetwork->infoStream() <<"Creating mapHandler: "<<tmh.getDiff();
  316. CGI->mh->init();
  317. pathInfo = make_unique<CPathsInfo>(getMapSize());
  318. logNetwork->infoStream() <<"Initializing mapHandler (together): "<<tmh.getDiff();
  319. }
  320. int humanPlayers = 0;
  321. for(auto & elem : gs->scenarioOps->playerInfos)//initializing interfaces for players
  322. {
  323. PlayerColor color = elem.first;
  324. gs->currentPlayer = color;
  325. if(!vstd::contains(myPlayers, color))
  326. continue;
  327. logNetwork->traceStream() << "Preparing interface for player " << color;
  328. if(si->mode != StartInfo::DUEL)
  329. {
  330. if(elem.second.playerID == PlayerSettings::PLAYER_AI)
  331. {
  332. auto AiToGive = aiNameForPlayer(elem.second, false);
  333. logNetwork->infoStream() << boost::format("Player %s will be lead by %s") % color % AiToGive;
  334. installNewPlayerInterface(CDynLibHandler::getNewAI(AiToGive), color);
  335. }
  336. else
  337. {
  338. installNewPlayerInterface(make_shared<CPlayerInterface>(color), color);
  339. humanPlayers++;
  340. }
  341. }
  342. else
  343. {
  344. std::string AItoGive = aiNameForPlayer(elem.second, true);
  345. installNewBattleInterface(CDynLibHandler::getNewBattleAI(AItoGive), color);
  346. }
  347. }
  348. if(si->mode == StartInfo::DUEL)
  349. {
  350. if(!gNoGUI)
  351. {
  352. boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
  353. auto p = make_shared<CPlayerInterface>(PlayerColor::NEUTRAL);
  354. p->observerInDuelMode = true;
  355. installNewPlayerInterface(p, boost::none);
  356. GH.curInt = p.get();
  357. }
  358. battleStarted(gs->curB);
  359. }
  360. else
  361. {
  362. loadNeutralBattleAI();
  363. }
  364. serv->addStdVecItems(gs);
  365. hotSeat = (humanPlayers > 1);
  366. // std::vector<FileInfo> scriptModules;
  367. // CFileUtility::getFilesWithExt(scriptModules, LIB_DIR "/scripting", "." LIB_EXT);
  368. // for(FileInfo &m : scriptModules)
  369. // {
  370. // CScriptingModule * nm = CDynLibHandler::getNewScriptingModule(m.name);
  371. // privilagedGameEventReceivers.push_back(nm);
  372. // privilagedBattleEventReceivers.push_back(nm);
  373. // nm->giveActionCB(this);
  374. // nm->giveInfoCB(this);
  375. // nm->init();
  376. //
  377. // erm = nm; //something tells me that there'll at most one module and it'll be ERM
  378. // }
  379. }
  380. template <typename Handler>
  381. void CClient::serialize( Handler &h, const int version )
  382. {
  383. h & hotSeat;
  384. if(h.saving)
  385. {
  386. ui8 players = playerint.size();
  387. h & players;
  388. for(auto i = playerint.begin(); i != playerint.end(); i++)
  389. {
  390. LOG_TRACE_PARAMS(logGlobal, "Saving player %s interface", i->first);
  391. assert(i->first == i->second->playerID);
  392. h & i->first & i->second->dllName & i->second->human;
  393. i->second->saveGame(dynamic_cast<COSer<CSaveFile>&>(h), version);
  394. //evil cast that i still like better than sfinae-magic. If I had a "static if"...
  395. }
  396. }
  397. else
  398. {
  399. ui8 players = 0; //fix for uninitialized warning
  400. h & players;
  401. for(int i=0; i < players; i++)
  402. {
  403. std::string dllname;
  404. PlayerColor pid;
  405. bool isHuman = false;
  406. h & pid & dllname & isHuman;
  407. LOG_TRACE_PARAMS(logGlobal, "Loading player %s interface", pid);
  408. shared_ptr<CGameInterface> nInt;
  409. if(dllname.length())
  410. {
  411. if(pid == PlayerColor::NEUTRAL)
  412. {
  413. installNewBattleInterface(CDynLibHandler::getNewBattleAI(dllname), pid);
  414. //TODO? consider serialization
  415. continue;
  416. }
  417. else
  418. {
  419. assert(!isHuman);
  420. nInt = CDynLibHandler::getNewAI(dllname);
  421. }
  422. }
  423. else
  424. {
  425. assert(isHuman);
  426. nInt = make_shared<CPlayerInterface>(pid);
  427. }
  428. nInt->dllName = dllname;
  429. nInt->human = isHuman;
  430. nInt->playerID = pid;
  431. installNewPlayerInterface(nInt, pid);
  432. nInt->loadGame(dynamic_cast<CISer<CLoadFile>&>(h), version); //another evil cast, check above
  433. }
  434. if(!vstd::contains(battleints, PlayerColor::NEUTRAL))
  435. loadNeutralBattleAI();
  436. }
  437. }
  438. void CClient::handlePack( CPack * pack )
  439. {
  440. CBaseForCLApply *apply = applier->apps[typeList.getTypeID(pack)]; //find the applier
  441. if(apply)
  442. {
  443. boost::unique_lock<boost::recursive_mutex> guiLock(*LOCPLINT->pim);
  444. apply->applyOnClBefore(this,pack);
  445. logNetwork->traceStream() << "\tMade first apply on cl";
  446. gs->apply(pack);
  447. logNetwork->traceStream() << "\tApplied on gs";
  448. apply->applyOnClAfter(this,pack);
  449. logNetwork->traceStream() << "\tMade second apply on cl";
  450. }
  451. else
  452. {
  453. logNetwork->errorStream() << "Message cannot be applied, cannot find applier! TypeID " << typeList.getTypeID(pack);
  454. }
  455. delete pack;
  456. }
  457. void CClient::updatePaths()
  458. {
  459. //TODO? lazy evaluation? paths now can get recalculated multiple times upon various game events
  460. const CGHeroInstance *h = getSelectedHero();
  461. if (h)//if we have selected hero...
  462. calculatePaths(h);
  463. }
  464. void CClient::finishCampaign( shared_ptr<CCampaignState> camp )
  465. {
  466. }
  467. void CClient::proposeNextMission(shared_ptr<CCampaignState> camp)
  468. {
  469. GH.pushInt(new CBonusSelection(camp));
  470. }
  471. void CClient::stopConnection()
  472. {
  473. terminate = true;
  474. if (serv) //request closing connection
  475. {
  476. logNetwork->infoStream() << "Connection has been requested to be closed.";
  477. boost::unique_lock<boost::mutex>(*serv->wmx);
  478. CloseServer close_server;
  479. sendRequest(&close_server, PlayerColor::NEUTRAL);
  480. logNetwork->infoStream() << "Sent closing signal to the server";
  481. }
  482. if(connectionHandler)//end connection handler
  483. {
  484. if(connectionHandler->get_id() != boost::this_thread::get_id())
  485. connectionHandler->join();
  486. logNetwork->infoStream() << "Connection handler thread joined";
  487. delete connectionHandler;
  488. connectionHandler = nullptr;
  489. }
  490. if (serv) //and delete connection
  491. {
  492. serv->close();
  493. delete serv;
  494. serv = nullptr;
  495. logNetwork->warnStream() << "Our socket has been closed.";
  496. }
  497. }
  498. void CClient::battleStarted(const BattleInfo * info)
  499. {
  500. for(auto &battleCb : battleCallbacks)
  501. {
  502. if(vstd::contains(info->sides, battleCb.first) || battleCb.first >= PlayerColor::PLAYER_LIMIT)
  503. battleCb.second->setBattle(info);
  504. }
  505. // for(ui8 side : info->sides)
  506. // if(battleCallbacks.count(side))
  507. // battleCallbacks[side]->setBattle(info);
  508. shared_ptr<CPlayerInterface> att, def;
  509. //If quick combat is not, do not prepare interfaces for battleint
  510. if(!settings["adventure"]["quickCombat"].Bool())
  511. {
  512. if(vstd::contains(playerint, info->sides[0]) && playerint[info->sides[0]]->human)
  513. att = std::dynamic_pointer_cast<CPlayerInterface>( playerint[info->sides[0]] );
  514. if(vstd::contains(playerint, info->sides[1]) && playerint[info->sides[1]]->human)
  515. def = std::dynamic_pointer_cast<CPlayerInterface>( playerint[info->sides[1]] );
  516. }
  517. if(!gNoGUI && (!!att || !!def || gs->scenarioOps->mode == StartInfo::DUEL))
  518. {
  519. boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
  520. new CBattleInterface(info->belligerents[0], info->belligerents[1], info->heroes[0], info->heroes[1],
  521. Rect((screen->w - 800)/2,
  522. (screen->h - 600)/2, 800, 600), att, def);
  523. }
  524. if(vstd::contains(battleints,info->sides[0]))
  525. battleints[info->sides[0]]->battleStart(info->belligerents[0], info->belligerents[1], info->tile, info->heroes[0], info->heroes[1], 0);
  526. if(vstd::contains(battleints,info->sides[1]))
  527. battleints[info->sides[1]]->battleStart(info->belligerents[0], info->belligerents[1], info->tile, info->heroes[0], info->heroes[1], 1);
  528. if(vstd::contains(battleints,PlayerColor::UNFLAGGABLE))
  529. battleints[PlayerColor::UNFLAGGABLE]->battleStart(info->belligerents[0], info->belligerents[1], info->tile, info->heroes[0], info->heroes[1], 1);
  530. if(info->tacticDistance && vstd::contains(battleints,info->sides[info->tacticsSide]))
  531. {
  532. boost::thread(&CClient::commenceTacticPhaseForInt, this, battleints[info->sides[info->tacticsSide]]);
  533. }
  534. }
  535. void CClient::battleFinished()
  536. {
  537. for(PlayerColor side : gs->curB->sides)
  538. if(battleCallbacks.count(side))
  539. battleCallbacks[side]->setBattle(nullptr);
  540. }
  541. void CClient::loadNeutralBattleAI()
  542. {
  543. installNewBattleInterface(CDynLibHandler::getNewBattleAI(settings["server"]["neutralAI"].String()), PlayerColor::NEUTRAL);
  544. }
  545. void CClient::commitPackage( CPackForClient *pack )
  546. {
  547. CommitPackage cp;
  548. cp.freePack = false;
  549. cp.packToCommit = pack;
  550. sendRequest(&cp, PlayerColor::NEUTRAL);
  551. }
  552. PlayerColor CClient::getLocalPlayer() const
  553. {
  554. if(LOCPLINT)
  555. return LOCPLINT->playerID;
  556. return getCurrentPlayer();
  557. }
  558. void CClient::calculatePaths(const CGHeroInstance *h)
  559. {
  560. assert(h);
  561. boost::unique_lock<boost::mutex> pathLock(pathMx);
  562. gs->calculatePaths(h, *pathInfo);
  563. }
  564. void CClient::commenceTacticPhaseForInt(shared_ptr<CBattleGameInterface> battleInt)
  565. {
  566. setThreadName("CClient::commenceTacticPhaseForInt");
  567. try
  568. {
  569. battleInt->yourTacticPhase(gs->curB->tacticDistance);
  570. if(gs && !!gs->curB && gs->curB->tacticDistance) //while awaiting for end of tactics phase, many things can happen (end of battle... or game)
  571. {
  572. MakeAction ma(BattleAction::makeEndOFTacticPhase(gs->curB->playerToSide(battleInt->playerID)));
  573. sendRequest(&ma, battleInt->playerID);
  574. }
  575. } HANDLE_EXCEPTION
  576. }
  577. void CClient::invalidatePaths(const CGHeroInstance *h /*= nullptr*/)
  578. {
  579. if(!h || pathInfo->hero == h)
  580. pathInfo->isValid = false;
  581. }
  582. int CClient::sendRequest(const CPack *request, PlayerColor player)
  583. {
  584. static ui32 requestCounter = 0;
  585. ui32 requestID = requestCounter++;
  586. logNetwork->traceStream() << boost::format("Sending a request \"%s\". It'll have an ID=%d.")
  587. % typeid(*request).name() % requestID;
  588. waitingRequest.pushBack(requestID);
  589. serv->sendPackToServer(*request, player, requestID);
  590. if(vstd::contains(playerint, player))
  591. playerint[player]->requestSent(dynamic_cast<const CPackForServer*>(request), requestID);
  592. return requestID;
  593. }
  594. void CClient::campaignMapFinished( shared_ptr<CCampaignState> camp )
  595. {
  596. endGame(false);
  597. LOCPLINT = nullptr; //TODO free res
  598. GH.curInt = CGPreGame::create();
  599. auto & epilogue = camp->camp->scenarios[camp->mapsConquered.back()].epilog;
  600. auto finisher = [&]()
  601. {
  602. if(camp->mapsRemaining.size())
  603. proposeNextMission(camp);
  604. else
  605. finishCampaign(camp);
  606. };
  607. if(epilogue.hasPrologEpilog)
  608. {
  609. GH.pushInt(new CPrologEpilogVideo(epilogue, finisher));
  610. }
  611. else
  612. {
  613. finisher();
  614. }
  615. }
  616. void CClient::installNewPlayerInterface(shared_ptr<CGameInterface> gameInterface, boost::optional<PlayerColor> color)
  617. {
  618. boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
  619. PlayerColor colorUsed = color.get_value_or(PlayerColor::UNFLAGGABLE);
  620. if(!color)
  621. privilagedGameEventReceivers.push_back(gameInterface);
  622. playerint[colorUsed] = gameInterface;
  623. logGlobal->traceStream() << boost::format("\tInitializing the interface for player %s") % colorUsed;
  624. auto cb = make_shared<CCallback>(gs, color, this);
  625. callbacks[colorUsed] = cb;
  626. battleCallbacks[colorUsed] = cb;
  627. gameInterface->init(cb);
  628. installNewBattleInterface(gameInterface, color, false);
  629. }
  630. void CClient::installNewBattleInterface(shared_ptr<CBattleGameInterface> battleInterface, boost::optional<PlayerColor> color, bool needCallback /*= true*/)
  631. {
  632. boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
  633. PlayerColor colorUsed = color.get_value_or(PlayerColor::UNFLAGGABLE);
  634. if(!color)
  635. privilagedBattleEventReceivers.push_back(battleInterface);
  636. battleints[colorUsed] = battleInterface;
  637. if(needCallback)
  638. {
  639. logGlobal->traceStream() << boost::format("\tInitializing the battle interface for player %s") % *color;
  640. auto cbc = make_shared<CBattleCallback>(gs, color, this);
  641. battleCallbacks[colorUsed] = cbc;
  642. battleInterface->init(cbc);
  643. }
  644. }
  645. std::string CClient::aiNameForPlayer(const PlayerSettings &ps, bool battleAI)
  646. {
  647. if(ps.name.size())
  648. {
  649. std::string filename = VCMIDirs::get().libraryPath() + "/AI/" + VCMIDirs::get().libraryName(ps.name);
  650. if(boost::filesystem::exists(filename))
  651. return ps.name;
  652. }
  653. const int sensibleAILimit = settings["session"]["oneGoodAI"].Bool() ? 1 : PlayerColor::PLAYER_LIMIT_I;
  654. std::string goodAI = battleAI ? settings["server"]["neutralAI"].String() : settings["server"]["playerAI"].String();
  655. std::string badAI = battleAI ? "StupidAI" : "EmptyAI";
  656. //TODO what about human players
  657. if(battleints.size() >= sensibleAILimit)
  658. return badAI;
  659. return goodAI;
  660. }
  661. template void CClient::serialize( CISer<CLoadFile> &h, const int version );
  662. template void CClient::serialize( COSer<CSaveFile> &h, const int version );
  663. void CServerHandler::startServer()
  664. {
  665. th.update();
  666. serverThread = new boost::thread(&CServerHandler::callServer, this); //runs server executable;
  667. if(verbose)
  668. logNetwork->infoStream() << "Setting up thread calling server: " << th.getDiff();
  669. }
  670. void CServerHandler::waitForServer()
  671. {
  672. if(!serverThread)
  673. startServer();
  674. th.update();
  675. intpr::scoped_lock<intpr::interprocess_mutex> slock(shared->sr->mutex);
  676. while(!shared->sr->ready)
  677. {
  678. shared->sr->cond.wait(slock);
  679. }
  680. if(verbose)
  681. logNetwork->infoStream() << "Waiting for server: " << th.getDiff();
  682. }
  683. CConnection * CServerHandler::connectToServer()
  684. {
  685. if(!shared->sr->ready)
  686. waitForServer();
  687. th.update(); //put breakpoint here to attach to server before it does something stupid
  688. CConnection *ret = justConnectToServer(settings["server"]["server"].String(), port);
  689. if(verbose)
  690. logNetwork->infoStream()<<"\tConnecting to the server: "<<th.getDiff();
  691. return ret;
  692. }
  693. CServerHandler::CServerHandler(bool runServer /*= false*/)
  694. {
  695. serverThread = nullptr;
  696. shared = nullptr;
  697. port = boost::lexical_cast<std::string>(settings["server"]["port"].Float());
  698. verbose = true;
  699. 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
  700. try
  701. {
  702. shared = new SharedMem();
  703. } HANDLE_EXCEPTIONC(logNetwork->errorStream() << "Cannot open interprocess memory: ";)
  704. }
  705. CServerHandler::~CServerHandler()
  706. {
  707. delete shared;
  708. delete serverThread; //detaches, not kills thread
  709. }
  710. void CServerHandler::callServer()
  711. {
  712. setThreadName("CServerHandler::callServer");
  713. std::string logName = VCMIDirs::get().userCachePath() + "/server_log.txt";
  714. std::string comm = VCMIDirs::get().serverPath() + " --port=" + port + " > " + logName;
  715. int result = std::system(comm.c_str());
  716. if (result == 0)
  717. logNetwork->infoStream() << "Server closed correctly";
  718. else
  719. {
  720. logNetwork->errorStream() << "Error: server failed to close correctly or crashed!";
  721. logNetwork->errorStream() << "Check " << logName << " for more info";
  722. exit(1);// exit in case of error. Othervice without working server VCMI will hang
  723. }
  724. }
  725. CConnection * CServerHandler::justConnectToServer(const std::string &host, const std::string &port)
  726. {
  727. CConnection *ret = nullptr;
  728. while(!ret)
  729. {
  730. try
  731. {
  732. logNetwork->infoStream() << "Establishing connection...";
  733. ret = new CConnection( host.size() ? host : settings["server"]["server"].String(),
  734. port.size() ? port : boost::lexical_cast<std::string>(settings["server"]["port"].Float()),
  735. NAME);
  736. }
  737. catch(...)
  738. {
  739. logNetwork->errorStream() << "\nCannot establish connection! Retrying within 2 seconds";
  740. SDL_Delay(2000);
  741. }
  742. }
  743. return ret;
  744. }