Client.cpp 16 KB

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  1. /*
  2. * Client.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "Global.h"
  12. #include "Client.h"
  13. #include "CPlayerInterface.h"
  14. #include "PlayerLocalState.h"
  15. #include "CServerHandler.h"
  16. #include "ClientNetPackVisitors.h"
  17. #include "adventureMap/AdventureMapInterface.h"
  18. #include "battle/BattleInterface.h"
  19. #include "GameEngine.h"
  20. #include "GameInstance.h"
  21. #include "gui/WindowHandler.h"
  22. #include "mapView/mapHandler.h"
  23. #include "../CCallback.h"
  24. #include "../lib/CConfigHandler.h"
  25. #include "../lib/gameState/CGameState.h"
  26. #include "../lib/CPlayerState.h"
  27. #include "../lib/CThreadHelper.h"
  28. #include "../lib/VCMIDirs.h"
  29. #include "../lib/UnlockGuard.h"
  30. #include "../lib/battle/BattleInfo.h"
  31. #include "../lib/serializer/Connection.h"
  32. #include "../lib/mapping/CMapService.h"
  33. #include "../lib/mapObjects/CArmedInstance.h"
  34. #include "../lib/pathfinder/CGPathNode.h"
  35. #include "../lib/filesystem/Filesystem.h"
  36. #include <memory>
  37. #include <vcmi/events/EventBus.h>
  38. #if SCRIPTING_ENABLED
  39. #include "../lib/ScriptHandler.h"
  40. #endif
  41. #ifdef VCMI_ANDROID
  42. #include "lib/CAndroidVMHelper.h"
  43. #endif
  44. CPlayerEnvironment::CPlayerEnvironment(PlayerColor player_, CClient * cl_, std::shared_ptr<CCallback> mainCallback_)
  45. : player(player_),
  46. cl(cl_),
  47. mainCallback(mainCallback_)
  48. {
  49. }
  50. const Services * CPlayerEnvironment::services() const
  51. {
  52. return LIBRARY;
  53. }
  54. vstd::CLoggerBase * CPlayerEnvironment::logger() const
  55. {
  56. return logGlobal;
  57. }
  58. events::EventBus * CPlayerEnvironment::eventBus() const
  59. {
  60. return cl->eventBus();//always get actual value
  61. }
  62. const CPlayerEnvironment::BattleCb * CPlayerEnvironment::battle(const BattleID & battleID) const
  63. {
  64. return mainCallback->getBattle(battleID).get();
  65. }
  66. const CPlayerEnvironment::GameCb * CPlayerEnvironment::game() const
  67. {
  68. return mainCallback.get();
  69. }
  70. CClient::CClient()
  71. {
  72. waitingRequest.clear();
  73. }
  74. CClient::~CClient() = default;
  75. const Services * CClient::services() const
  76. {
  77. return LIBRARY; //todo: this should be LIBRARY
  78. }
  79. const CClient::BattleCb * CClient::battle(const BattleID & battleID) const
  80. {
  81. return nullptr; //todo?
  82. }
  83. const CClient::GameCb * CClient::game() const
  84. {
  85. return this;
  86. }
  87. vstd::CLoggerBase * CClient::logger() const
  88. {
  89. return logGlobal;
  90. }
  91. events::EventBus * CClient::eventBus() const
  92. {
  93. return clientEventBus.get();
  94. }
  95. void CClient::newGame(std::shared_ptr<CGameState> initializedGameState)
  96. {
  97. GAME->server().th->update();
  98. CMapService mapService;
  99. assert(initializedGameState);
  100. gamestate = initializedGameState;
  101. gamestate->preInit(LIBRARY);
  102. logNetwork->trace("\tCreating gamestate: %i", GAME->server().th->getDiff());
  103. initMapHandler();
  104. reinitScripting();
  105. initPlayerEnvironments();
  106. initPlayerInterfaces();
  107. }
  108. void CClient::loadGame(std::shared_ptr<CGameState> initializedGameState)
  109. {
  110. logNetwork->info("Loading procedure started!");
  111. logNetwork->info("Game state was transferred over network, loading.");
  112. gamestate = initializedGameState;
  113. gamestate->preInit(LIBRARY);
  114. gamestate->updateOnLoad(GAME->server().si.get());
  115. logNetwork->info("Game loaded, initialize interfaces.");
  116. initMapHandler();
  117. reinitScripting();
  118. initPlayerEnvironments();
  119. initPlayerInterfaces();
  120. }
  121. void CClient::save(const std::string & fname)
  122. {
  123. if(!gameState().currentBattles.empty())
  124. {
  125. logNetwork->error("Game cannot be saved during battle!");
  126. return;
  127. }
  128. SaveGame save_game(fname);
  129. sendRequest(save_game, PlayerColor::NEUTRAL);
  130. }
  131. void CClient::endNetwork()
  132. {
  133. GAME->map().endNetwork();
  134. if (CPlayerInterface::battleInt)
  135. CPlayerInterface::battleInt->endNetwork();
  136. for(auto & i : playerint)
  137. {
  138. auto interface = std::dynamic_pointer_cast<CPlayerInterface>(i.second);
  139. if (interface)
  140. interface->endNetwork();
  141. }
  142. }
  143. void CClient::finishGameplay()
  144. {
  145. waitingRequest.requestTermination();
  146. //suggest interfaces to finish their stuff (AI should interrupt any bg working threads)
  147. for(auto & i : playerint)
  148. i.second->finish();
  149. }
  150. void CClient::endGame()
  151. {
  152. #if SCRIPTING_ENABLED
  153. clientScripts.reset();
  154. #endif
  155. logNetwork->info("Ending current game!");
  156. removeGUI();
  157. GAME->setMapInstance(nullptr);
  158. gamestate.reset();
  159. logNetwork->info("Deleted mapHandler and gameState.");
  160. CPlayerInterface::battleInt.reset();
  161. playerint.clear();
  162. battleints.clear();
  163. battleCallbacks.clear();
  164. playerEnvironments.clear();
  165. logNetwork->info("Deleted playerInts.");
  166. logNetwork->info("Client stopped.");
  167. }
  168. void CClient::initMapHandler()
  169. {
  170. // TODO: CMapHandler initialization can probably go somewhere else
  171. // It's can't be before initialization of interfaces
  172. // During loading CPlayerInterface from serialized state it's depend on MH
  173. if(!settings["session"]["headless"].Bool())
  174. {
  175. GAME->setMapInstance(std::make_unique<CMapHandler>(&gameState().getMap()));
  176. logNetwork->trace("Creating mapHandler: %d ms", GAME->server().th->getDiff());
  177. }
  178. }
  179. void CClient::initPlayerEnvironments()
  180. {
  181. playerEnvironments.clear();
  182. auto allPlayers = GAME->server().getAllClientPlayers(GAME->server().logicConnection->connectionID);
  183. bool hasHumanPlayer = false;
  184. for(auto & color : allPlayers)
  185. {
  186. logNetwork->info("Preparing environment for player %s", color.toString());
  187. playerEnvironments[color] = std::make_shared<CPlayerEnvironment>(color, this, std::make_shared<CCallback>(gamestate, color, this));
  188. if(color.isValidPlayer() && !hasHumanPlayer && gameState().players.at(color).isHuman())
  189. hasHumanPlayer = true;
  190. }
  191. if(!hasHumanPlayer && !settings["session"]["headless"].Bool())
  192. {
  193. Settings session = settings.write["session"];
  194. session["spectate"].Bool() = true;
  195. session["spectate-skip-battle-result"].Bool() = true;
  196. session["spectate-ignore-hero"].Bool() = true;
  197. }
  198. if(settings["session"]["spectate"].Bool())
  199. {
  200. playerEnvironments[PlayerColor::SPECTATOR] = std::make_shared<CPlayerEnvironment>(PlayerColor::SPECTATOR, this, std::make_shared<CCallback>(gamestate, std::nullopt, this));
  201. }
  202. }
  203. void CClient::initPlayerInterfaces()
  204. {
  205. for(const auto & playerInfo : gameState().getStartInfo()->playerInfos)
  206. {
  207. PlayerColor color = playerInfo.first;
  208. if(!vstd::contains(GAME->server().getAllClientPlayers(GAME->server().logicConnection->connectionID), color))
  209. continue;
  210. if(!vstd::contains(playerint, color))
  211. {
  212. logNetwork->info("Preparing interface for player %s", color.toString());
  213. if(playerInfo.second.isControlledByAI() || settings["session"]["onlyai"].Bool())
  214. {
  215. bool alliedToHuman = false;
  216. for(const auto & allyInfo : gameState().getStartInfo()->playerInfos)
  217. if (gameState().getPlayerTeam(allyInfo.first) == gameState().getPlayerTeam(playerInfo.first) && allyInfo.second.isControlledByHuman())
  218. alliedToHuman = true;
  219. auto AiToGive = aiNameForPlayer(playerInfo.second, false, alliedToHuman);
  220. logNetwork->info("Player %s will be lead by %s", color.toString(), AiToGive);
  221. installNewPlayerInterface(CDynLibHandler::getNewAI(AiToGive), color);
  222. }
  223. else
  224. {
  225. logNetwork->info("Player %s will be lead by human", color.toString());
  226. installNewPlayerInterface(std::make_shared<CPlayerInterface>(color), color);
  227. }
  228. }
  229. }
  230. if(settings["session"]["spectate"].Bool())
  231. {
  232. installNewPlayerInterface(std::make_shared<CPlayerInterface>(PlayerColor::SPECTATOR), PlayerColor::SPECTATOR, true);
  233. }
  234. if(GAME->server().getAllClientPlayers(GAME->server().logicConnection->connectionID).count(PlayerColor::NEUTRAL))
  235. installNewBattleInterface(CDynLibHandler::getNewBattleAI(settings["server"]["neutralAI"].String()), PlayerColor::NEUTRAL);
  236. logNetwork->trace("Initialized player interfaces %d ms", GAME->server().th->getDiff());
  237. }
  238. std::string CClient::aiNameForPlayer(const PlayerSettings & ps, bool battleAI, bool alliedToHuman) const
  239. {
  240. if(ps.name.size())
  241. {
  242. const boost::filesystem::path aiPath = VCMIDirs::get().fullLibraryPath("AI", ps.name);
  243. if(boost::filesystem::exists(aiPath))
  244. return ps.name;
  245. }
  246. return aiNameForPlayer(battleAI, alliedToHuman);
  247. }
  248. std::string CClient::aiNameForPlayer(bool battleAI, bool alliedToHuman) const
  249. {
  250. const int sensibleAILimit = settings["session"]["oneGoodAI"].Bool() ? 1 : PlayerColor::PLAYER_LIMIT_I;
  251. std::string goodAdventureAI = alliedToHuman ? settings["server"]["alliedAI"].String() : settings["server"]["playerAI"].String();
  252. std::string goodBattleAI = settings["server"]["neutralAI"].String();
  253. std::string goodAI = battleAI ? goodBattleAI : goodAdventureAI;
  254. std::string badAI = battleAI ? "StupidAI" : "EmptyAI";
  255. //TODO what about human players
  256. if(battleints.size() >= sensibleAILimit)
  257. return badAI;
  258. return goodAI;
  259. }
  260. void CClient::installNewPlayerInterface(std::shared_ptr<CGameInterface> gameInterface, PlayerColor color, bool battlecb)
  261. {
  262. playerint[color] = gameInterface;
  263. logGlobal->trace("\tInitializing the interface for player %s", color.toString());
  264. auto cb = std::make_shared<CCallback>(gamestate, color, this);
  265. battleCallbacks[color] = cb;
  266. gameInterface->initGameInterface(playerEnvironments.at(color), cb);
  267. installNewBattleInterface(gameInterface, color, battlecb);
  268. }
  269. void CClient::installNewBattleInterface(std::shared_ptr<CBattleGameInterface> battleInterface, PlayerColor color, bool needCallback)
  270. {
  271. battleints[color] = battleInterface;
  272. if(needCallback)
  273. {
  274. logGlobal->trace("\tInitializing the battle interface for player %s", color.toString());
  275. auto cbc = std::make_shared<CBattleCallback>(color, this);
  276. battleCallbacks[color] = cbc;
  277. battleInterface->initBattleInterface(playerEnvironments.at(color), cbc);
  278. }
  279. }
  280. void CClient::handlePack(CPackForClient & pack)
  281. {
  282. ApplyClientNetPackVisitor afterVisitor(*this, gameState());
  283. ApplyFirstClientNetPackVisitor beforeVisitor(*this, gameState());
  284. pack.visit(beforeVisitor);
  285. logNetwork->trace("\tMade first apply on cl: %s", typeid(pack).name());
  286. {
  287. std::unique_lock lock(CGameState::mutex);
  288. gameState().apply(pack);
  289. }
  290. logNetwork->trace("\tApplied on gs: %s", typeid(pack).name());
  291. pack.visit(afterVisitor);
  292. logNetwork->trace("\tMade second apply on cl: %s", typeid(pack).name());
  293. }
  294. int CClient::sendRequest(const CPackForServer & request, PlayerColor player)
  295. {
  296. static ui32 requestCounter = 1;
  297. ui32 requestID = requestCounter++;
  298. logNetwork->trace("Sending a request \"%s\". It'll have an ID=%d.", typeid(request).name(), requestID);
  299. waitingRequest.pushBack(requestID);
  300. request.requestID = requestID;
  301. request.player = player;
  302. GAME->server().logicConnection->sendPack(request);
  303. if(vstd::contains(playerint, player))
  304. playerint[player]->requestSent(&request, requestID);
  305. return requestID;
  306. }
  307. void CClient::battleStarted(const BattleID & battleID)
  308. {
  309. const BattleInfo * info = gameState().getBattle(battleID);
  310. std::shared_ptr<CPlayerInterface> att;
  311. std::shared_ptr<CPlayerInterface> def;
  312. const auto & leftSide = info->getSide(BattleSide::LEFT_SIDE);
  313. const auto & rightSide = info->getSide(BattleSide::RIGHT_SIDE);
  314. for(auto & battleCb : battleCallbacks)
  315. {
  316. if(!battleCb.first.isValidPlayer() || battleCb.first == leftSide.color || battleCb.first == rightSide.color)
  317. battleCb.second->onBattleStarted(info);
  318. }
  319. //If quick combat is not, do not prepare interfaces for battleint
  320. auto callBattleStart = [&](PlayerColor color, BattleSide side)
  321. {
  322. if(vstd::contains(battleints, color))
  323. battleints[color]->battleStart(info->battleID, leftSide.getArmy(), rightSide.getArmy(), info->tile, leftSide.getHero(), rightSide.getHero(), side, info->replayAllowed);
  324. };
  325. callBattleStart(leftSide.color, BattleSide::LEFT_SIDE);
  326. callBattleStart(rightSide.color, BattleSide::RIGHT_SIDE);
  327. callBattleStart(PlayerColor::UNFLAGGABLE, BattleSide::RIGHT_SIDE);
  328. if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
  329. callBattleStart(PlayerColor::SPECTATOR, BattleSide::RIGHT_SIDE);
  330. if(vstd::contains(playerint, leftSide.color) && playerint[leftSide.color]->human)
  331. att = std::dynamic_pointer_cast<CPlayerInterface>(playerint[leftSide.color]);
  332. if(vstd::contains(playerint, rightSide.color) && playerint[rightSide.color]->human)
  333. def = std::dynamic_pointer_cast<CPlayerInterface>(playerint[rightSide.color]);
  334. //Remove player interfaces for auto battle (quickCombat option)
  335. if((att && att->isAutoFightOn) || (def && def->isAutoFightOn))
  336. {
  337. auto endTacticPhaseIfEligible = [info](const CPlayerInterface * interface)
  338. {
  339. if (interface->cb->getBattle(info->battleID)->battleGetTacticDist())
  340. {
  341. auto side = interface->cb->getBattle(info->battleID)->playerToSide(interface->playerID);
  342. if(interface->playerID == info->getSide(info->tacticsSide).color)
  343. {
  344. auto action = BattleAction::makeEndOFTacticPhase(side);
  345. interface->cb->battleMakeTacticAction(info->battleID, action);
  346. }
  347. }
  348. };
  349. if(att && att->isAutoFightOn)
  350. endTacticPhaseIfEligible(att.get());
  351. else // def && def->isAutoFightOn
  352. endTacticPhaseIfEligible(def.get());
  353. att.reset();
  354. def.reset();
  355. }
  356. if(!settings["session"]["headless"].Bool())
  357. {
  358. if(att || def)
  359. {
  360. CPlayerInterface::battleInt = std::make_shared<BattleInterface>(info->getBattleID(), leftSide.getArmy(), rightSide.getArmy(), leftSide.getHero(), rightSide.getHero(), att, def);
  361. }
  362. else if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
  363. {
  364. //TODO: This certainly need improvement
  365. auto spectratorInt = std::dynamic_pointer_cast<CPlayerInterface>(playerint[PlayerColor::SPECTATOR]);
  366. spectratorInt->cb->onBattleStarted(info);
  367. CPlayerInterface::battleInt = std::make_shared<BattleInterface>(info->getBattleID(), leftSide.getArmy(), rightSide.getArmy(), leftSide.getHero(), rightSide.getHero(), att, def, spectratorInt);
  368. }
  369. }
  370. if(info->tacticDistance)
  371. {
  372. auto tacticianColor = info->getSide(info->tacticsSide).color;
  373. if (vstd::contains(battleints, tacticianColor))
  374. battleints[tacticianColor]->yourTacticPhase(info->battleID, info->tacticDistance);
  375. }
  376. }
  377. void CClient::battleFinished(const BattleID & battleID)
  378. {
  379. for(auto side : { BattleSide::ATTACKER, BattleSide::DEFENDER })
  380. {
  381. if(battleCallbacks.count(gameState().getBattle(battleID)->getSide(side).color))
  382. battleCallbacks[gameState().getBattle(battleID)->getSide(side).color]->onBattleEnded(battleID);
  383. }
  384. if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
  385. battleCallbacks[PlayerColor::SPECTATOR]->onBattleEnded(battleID);
  386. }
  387. void CClient::startPlayerBattleAction(const BattleID & battleID, PlayerColor color)
  388. {
  389. if (battleints.count(color) == 0)
  390. return; // not our combat in MP
  391. auto battleint = battleints.at(color);
  392. if (!battleint->human)
  393. {
  394. // we want to avoid locking gamestate and causing UI to freeze while AI is making turn
  395. auto unlockInterface = vstd::makeUnlockGuard(ENGINE->interfaceMutex);
  396. battleint->activeStack(battleID, gameState().getBattle(battleID)->battleGetStackByID(gameState().getBattle(battleID)->activeStack, false));
  397. }
  398. else
  399. {
  400. battleint->activeStack(battleID, gameState().getBattle(battleID)->battleGetStackByID(gameState().getBattle(battleID)->activeStack, false));
  401. }
  402. }
  403. vstd::RNG & CClient::getRandomGenerator()
  404. {
  405. // Client should use CRandomGenerator::getDefault() for UI logic
  406. // Gamestate should never call this method on client!
  407. throw std::runtime_error("Illegal access to random number generator from client code!");
  408. }
  409. #if SCRIPTING_ENABLED
  410. scripting::Pool * CClient::getGlobalContextPool() const
  411. {
  412. return clientScripts.get();
  413. }
  414. #endif
  415. void CClient::reinitScripting()
  416. {
  417. clientEventBus = std::make_unique<events::EventBus>();
  418. #if SCRIPTING_ENABLED
  419. clientScripts.reset(new scripting::PoolImpl(this));
  420. #endif
  421. }
  422. void CClient::removeGUI() const
  423. {
  424. // CClient::endGame
  425. ENGINE->windows().clear();
  426. adventureInt.reset();
  427. logGlobal->info("Removed GUI.");
  428. GAME->setInterfaceInstance(nullptr);
  429. }
  430. #ifdef VCMI_ANDROID
  431. extern "C" JNIEXPORT jboolean JNICALL Java_eu_vcmi_vcmi_NativeMethods_tryToSaveTheGame(JNIEnv * env, jclass cls)
  432. {
  433. std::scoped_lock interfaceLock(ENGINE->interfaceMutex);
  434. logGlobal->info("Received emergency save game request");
  435. if(!GAME->interface() || !GAME->interface()->cb)
  436. {
  437. logGlobal->info("... but no active player interface found!");
  438. return false;
  439. }
  440. if (!GAME->server().logicConnection)
  441. {
  442. logGlobal->info("... but no active connection found!");
  443. return false;
  444. }
  445. GAME->interface()->cb->save("Saves/_Android_Autosave");
  446. return true;
  447. }
  448. #endif