Client.cpp 25 KB

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  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. logNetwork->traceStream() << "Send battle action to server: " << ba;
  109. MakeAction temp_action(ba);
  110. sendRequest(&temp_action, color);
  111. return;
  112. }
  113. catch(boost::thread_interrupted&)
  114. {
  115. logNetwork->debugStream() << "Wait for move thread was interrupted and no action will be send. Was a battle ended by spell?";
  116. return;
  117. }
  118. HANDLE_EXCEPTION
  119. logNetwork->errorStream() << "We should not be here!";
  120. }
  121. void CClient::run()
  122. {
  123. setThreadName("CClient::run");
  124. try
  125. {
  126. while(!terminate)
  127. {
  128. CPack *pack = serv->retreivePack(); //get the package from the server
  129. if (terminate)
  130. {
  131. vstd::clear_pointer(pack);
  132. break;
  133. }
  134. handlePack(pack);
  135. }
  136. }
  137. //catch only asio exceptions
  138. catch (const boost::system::system_error& e)
  139. {
  140. logNetwork->errorStream() << "Lost connection to server, ending listening thread!";
  141. logNetwork->errorStream() << e.what();
  142. if(!terminate) //rethrow (-> boom!) only if closing connection was unexpected
  143. {
  144. logNetwork->errorStream() << "Something wrong, lost connection while game is still ongoing...";
  145. throw;
  146. }
  147. }
  148. }
  149. void CClient::save(const std::string & fname)
  150. {
  151. if(gs->curB)
  152. {
  153. logNetwork->errorStream() << "Game cannot be saved during battle!";
  154. return;
  155. }
  156. SaveGame save_game(fname);
  157. sendRequest((CPackForClient*)&save_game, PlayerColor::NEUTRAL);
  158. }
  159. void CClient::endGame( bool closeConnection /*= true*/ )
  160. {
  161. //suggest interfaces to finish their stuff (AI should interrupt any bg working threads)
  162. for(auto i : playerint)
  163. i.second->finish();
  164. // Game is ending
  165. // Tell the network thread to reach a stable state
  166. if(closeConnection)
  167. stopConnection();
  168. logNetwork->infoStream() << "Closed connection.";
  169. GH.curInt = nullptr;
  170. {
  171. boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
  172. logNetwork->infoStream() << "Ending current game!";
  173. if(GH.topInt())
  174. GH.topInt()->deactivate();
  175. GH.listInt.clear();
  176. GH.objsToBlit.clear();
  177. GH.statusbar = nullptr;
  178. logNetwork->infoStream() << "Removed GUI.";
  179. vstd::clear_pointer(const_cast<CGameInfo*>(CGI)->mh);
  180. vstd::clear_pointer(gs);
  181. logNetwork->infoStream() << "Deleted mapHandler and gameState.";
  182. LOCPLINT = nullptr;
  183. }
  184. playerint.clear();
  185. battleints.clear();
  186. callbacks.clear();
  187. battleCallbacks.clear();
  188. logNetwork->infoStream() << "Deleted playerInts.";
  189. logNetwork->infoStream() << "Client stopped.";
  190. }
  191. void CClient::loadGame( const std::string & fname )
  192. {
  193. logNetwork->infoStream() <<"Loading procedure started!";
  194. CServerHandler sh;
  195. sh.startServer();
  196. CStopWatch tmh;
  197. try
  198. {
  199. std::string clientSaveName = *CResourceHandler::get()->getResourceName(ResourceID(fname, EResType::CLIENT_SAVEGAME));
  200. std::string controlServerSaveName;
  201. if (CResourceHandler::get()->existsResource(ResourceID(fname, EResType::SERVER_SAVEGAME)))
  202. {
  203. controlServerSaveName = *CResourceHandler::get()->getResourceName(ResourceID(fname, EResType::SERVER_SAVEGAME));
  204. }
  205. else// create entry for server savegame. Triggered if save was made after launch and not yet present in res handler
  206. {
  207. controlServerSaveName = clientSaveName.substr(0, clientSaveName.find_last_of(".")) + ".vsgm1";
  208. CResourceHandler::get()->createResource(controlServerSaveName, true);
  209. }
  210. if(clientSaveName.empty())
  211. throw std::runtime_error("Cannot open client part of " + fname);
  212. if(controlServerSaveName.empty())
  213. throw std::runtime_error("Cannot open server part of " + fname);
  214. unique_ptr<CLoadFile> loader;
  215. {
  216. CLoadIntegrityValidator checkingLoader(clientSaveName, controlServerSaveName, minSupportedVersion);
  217. loadCommonState(checkingLoader);
  218. loader = checkingLoader.decay();
  219. }
  220. logNetwork->infoStream() << "Loaded common part of save " << tmh.getDiff();
  221. const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
  222. const_cast<CGameInfo*>(CGI)->mh->map = gs->map;
  223. pathInfo = make_unique<CPathsInfo>(getMapSize());
  224. CGI->mh->init();
  225. logNetwork->infoStream() <<"Initing maphandler: "<<tmh.getDiff();
  226. *loader >> *this;
  227. logNetwork->infoStream() << "Loaded client part of save " << tmh.getDiff();
  228. }
  229. catch(std::exception &e)
  230. {
  231. logGlobal->errorStream() << "Cannot load game " << fname << ". Error: " << e.what();
  232. throw; //obviously we cannot continue here
  233. }
  234. serv = sh.connectToServer();
  235. serv->addStdVecItems(gs);
  236. tmh.update();
  237. ui8 pom8;
  238. *serv << ui8(3) << ui8(1); //load game; one client
  239. *serv << fname;
  240. *serv >> pom8;
  241. if(pom8)
  242. throw std::runtime_error("Server cannot open the savegame!");
  243. else
  244. logNetwork->infoStream() << "Server opened savegame properly.";
  245. *serv << ui32(gs->scenarioOps->playerInfos.size()+1); //number of players + neutral
  246. for(auto & elem : gs->scenarioOps->playerInfos)
  247. {
  248. *serv << ui8(elem.first.getNum()); //players
  249. }
  250. *serv << ui8(PlayerColor::NEUTRAL.getNum());
  251. logNetwork->infoStream() <<"Sent info to server: "<<tmh.getDiff();
  252. serv->enableStackSendingByID();
  253. serv->disableSmartPointerSerialization();
  254. // logGlobal->traceStream() << "Objects:";
  255. // for(int i = 0; i < gs->map->objects.size(); i++)
  256. // {
  257. // auto o = gs->map->objects[i];
  258. // if(o)
  259. // logGlobal->traceStream() << boost::format("\tindex=%5d, id=%5d; address=%5d, pos=%s, name=%s") % i % o->id % (int)o.get() % o->pos % o->getHoverText();
  260. // else
  261. // logGlobal->traceStream() << boost::format("\tindex=%5d --- nullptr") % i;
  262. // }
  263. }
  264. void CClient::newGame( CConnection *con, StartInfo *si )
  265. {
  266. enum {SINGLE, HOST, GUEST} networkMode = SINGLE;
  267. if (con == nullptr)
  268. {
  269. CServerHandler sh;
  270. serv = sh.connectToServer();
  271. }
  272. else
  273. {
  274. serv = con;
  275. networkMode = (con->connectionID == 1) ? HOST : GUEST;
  276. }
  277. CConnection &c = *serv;
  278. ////////////////////////////////////////////////////
  279. logNetwork->infoStream() <<"\tWill send info to server...";
  280. CStopWatch tmh;
  281. if(networkMode == SINGLE)
  282. {
  283. ui8 pom8;
  284. c << ui8(2) << ui8(1); //new game; one client
  285. c << *si;
  286. c >> pom8;
  287. if(pom8) throw std::runtime_error("Server cannot open the map!");
  288. }
  289. c >> si;
  290. logNetwork->infoStream() <<"\tSending/Getting info to/from the server: "<<tmh.getDiff();
  291. c.enableStackSendingByID();
  292. c.disableSmartPointerSerialization();
  293. // Initialize game state
  294. gs = new CGameState();
  295. logNetwork->infoStream() <<"\tCreating gamestate: "<<tmh.getDiff();
  296. gs->scenarioOps = si;
  297. gs->init(si);
  298. logNetwork->infoStream() <<"Initializing GameState (together): "<<tmh.getDiff();
  299. // Now after possible random map gen, we know exact player count.
  300. // Inform server about how many players client handles
  301. std::set<PlayerColor> myPlayers;
  302. for(auto & elem : gs->scenarioOps->playerInfos)
  303. {
  304. if((networkMode == SINGLE) //single - one client has all player
  305. || (networkMode != SINGLE && serv->connectionID == elem.second.playerID) //multi - client has only "its players"
  306. || (networkMode == HOST && elem.second.playerID == PlayerSettings::PLAYER_AI))//multi - host has all AI players
  307. {
  308. myPlayers.insert(elem.first); //add player
  309. }
  310. }
  311. if(networkMode != GUEST)
  312. myPlayers.insert(PlayerColor::NEUTRAL);
  313. c << myPlayers;
  314. // Init map handler
  315. if(gs->map)
  316. {
  317. const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
  318. CGI->mh->map = gs->map;
  319. logNetwork->infoStream() <<"Creating mapHandler: "<<tmh.getDiff();
  320. CGI->mh->init();
  321. pathInfo = make_unique<CPathsInfo>(getMapSize());
  322. logNetwork->infoStream() <<"Initializing mapHandler (together): "<<tmh.getDiff();
  323. }
  324. int humanPlayers = 0;
  325. for(auto & elem : gs->scenarioOps->playerInfos)//initializing interfaces for players
  326. {
  327. PlayerColor color = elem.first;
  328. gs->currentPlayer = color;
  329. if(!vstd::contains(myPlayers, color))
  330. continue;
  331. logNetwork->traceStream() << "Preparing interface for player " << color;
  332. if(si->mode != StartInfo::DUEL)
  333. {
  334. if(elem.second.playerID == PlayerSettings::PLAYER_AI)
  335. {
  336. auto AiToGive = aiNameForPlayer(elem.second, false);
  337. logNetwork->infoStream() << boost::format("Player %s will be lead by %s") % color % AiToGive;
  338. installNewPlayerInterface(CDynLibHandler::getNewAI(AiToGive), color);
  339. }
  340. else
  341. {
  342. installNewPlayerInterface(make_shared<CPlayerInterface>(color), color);
  343. humanPlayers++;
  344. }
  345. }
  346. else
  347. {
  348. std::string AItoGive = aiNameForPlayer(elem.second, true);
  349. installNewBattleInterface(CDynLibHandler::getNewBattleAI(AItoGive), color);
  350. }
  351. }
  352. if(si->mode == StartInfo::DUEL)
  353. {
  354. if(!gNoGUI)
  355. {
  356. boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
  357. auto p = make_shared<CPlayerInterface>(PlayerColor::NEUTRAL);
  358. p->observerInDuelMode = true;
  359. installNewPlayerInterface(p, boost::none);
  360. GH.curInt = p.get();
  361. }
  362. battleStarted(gs->curB);
  363. }
  364. else
  365. {
  366. loadNeutralBattleAI();
  367. }
  368. serv->addStdVecItems(gs);
  369. hotSeat = (humanPlayers > 1);
  370. // std::vector<FileInfo> scriptModules;
  371. // CFileUtility::getFilesWithExt(scriptModules, LIB_DIR "/scripting", "." LIB_EXT);
  372. // for(FileInfo &m : scriptModules)
  373. // {
  374. // CScriptingModule * nm = CDynLibHandler::getNewScriptingModule(m.name);
  375. // privilagedGameEventReceivers.push_back(nm);
  376. // privilagedBattleEventReceivers.push_back(nm);
  377. // nm->giveActionCB(this);
  378. // nm->giveInfoCB(this);
  379. // nm->init();
  380. //
  381. // erm = nm; //something tells me that there'll at most one module and it'll be ERM
  382. // }
  383. }
  384. template <typename Handler>
  385. void CClient::serialize( Handler &h, const int version )
  386. {
  387. h & hotSeat;
  388. if(h.saving)
  389. {
  390. ui8 players = playerint.size();
  391. h & players;
  392. for(auto i = playerint.begin(); i != playerint.end(); i++)
  393. {
  394. LOG_TRACE_PARAMS(logGlobal, "Saving player %s interface", i->first);
  395. assert(i->first == i->second->playerID);
  396. h & i->first & i->second->dllName & i->second->human;
  397. i->second->saveGame(dynamic_cast<COSer<CSaveFile>&>(h), version);
  398. //evil cast that i still like better than sfinae-magic. If I had a "static if"...
  399. }
  400. }
  401. else
  402. {
  403. ui8 players = 0; //fix for uninitialized warning
  404. h & players;
  405. for(int i=0; i < players; i++)
  406. {
  407. std::string dllname;
  408. PlayerColor pid;
  409. bool isHuman = false;
  410. h & pid & dllname & isHuman;
  411. LOG_TRACE_PARAMS(logGlobal, "Loading player %s interface", pid);
  412. shared_ptr<CGameInterface> nInt;
  413. if(dllname.length())
  414. {
  415. if(pid == PlayerColor::NEUTRAL)
  416. {
  417. installNewBattleInterface(CDynLibHandler::getNewBattleAI(dllname), pid);
  418. //TODO? consider serialization
  419. continue;
  420. }
  421. else
  422. {
  423. assert(!isHuman);
  424. nInt = CDynLibHandler::getNewAI(dllname);
  425. }
  426. }
  427. else
  428. {
  429. assert(isHuman);
  430. nInt = make_shared<CPlayerInterface>(pid);
  431. }
  432. nInt->dllName = dllname;
  433. nInt->human = isHuman;
  434. nInt->playerID = pid;
  435. installNewPlayerInterface(nInt, pid);
  436. nInt->loadGame(dynamic_cast<CISer<CLoadFile>&>(h), version); //another evil cast, check above
  437. }
  438. if(!vstd::contains(battleints, PlayerColor::NEUTRAL))
  439. loadNeutralBattleAI();
  440. }
  441. }
  442. void CClient::handlePack( CPack * pack )
  443. {
  444. CBaseForCLApply *apply = applier->apps[typeList.getTypeID(pack)]; //find the applier
  445. if(apply)
  446. {
  447. boost::unique_lock<boost::recursive_mutex> guiLock(*LOCPLINT->pim);
  448. apply->applyOnClBefore(this,pack);
  449. logNetwork->traceStream() << "\tMade first apply on cl";
  450. gs->apply(pack);
  451. logNetwork->traceStream() << "\tApplied on gs";
  452. apply->applyOnClAfter(this,pack);
  453. logNetwork->traceStream() << "\tMade second apply on cl";
  454. }
  455. else
  456. {
  457. logNetwork->errorStream() << "Message cannot be applied, cannot find applier! TypeID " << typeList.getTypeID(pack);
  458. }
  459. delete pack;
  460. }
  461. void CClient::updatePaths()
  462. {
  463. //TODO? lazy evaluation? paths now can get recalculated multiple times upon various game events
  464. const CGHeroInstance *h = getSelectedHero();
  465. if (h)//if we have selected hero...
  466. calculatePaths(h);
  467. }
  468. void CClient::finishCampaign( shared_ptr<CCampaignState> camp )
  469. {
  470. }
  471. void CClient::proposeNextMission(shared_ptr<CCampaignState> camp)
  472. {
  473. GH.pushInt(new CBonusSelection(camp));
  474. }
  475. void CClient::stopConnection()
  476. {
  477. terminate = true;
  478. if (serv) //request closing connection
  479. {
  480. logNetwork->infoStream() << "Connection has been requested to be closed.";
  481. boost::unique_lock<boost::mutex>(*serv->wmx);
  482. CloseServer close_server;
  483. sendRequest(&close_server, PlayerColor::NEUTRAL);
  484. logNetwork->infoStream() << "Sent closing signal to the server";
  485. }
  486. if(connectionHandler)//end connection handler
  487. {
  488. if(connectionHandler->get_id() != boost::this_thread::get_id())
  489. connectionHandler->join();
  490. logNetwork->infoStream() << "Connection handler thread joined";
  491. delete connectionHandler;
  492. connectionHandler = nullptr;
  493. }
  494. if (serv) //and delete connection
  495. {
  496. serv->close();
  497. delete serv;
  498. serv = nullptr;
  499. logNetwork->warnStream() << "Our socket has been closed.";
  500. }
  501. }
  502. void CClient::battleStarted(const BattleInfo * info)
  503. {
  504. for(auto &battleCb : battleCallbacks)
  505. {
  506. if(vstd::contains_if(info->sides, [&](const SideInBattle& side) {return side.color == battleCb.first; })
  507. || battleCb.first >= PlayerColor::PLAYER_LIMIT)
  508. {
  509. battleCb.second->setBattle(info);
  510. }
  511. }
  512. // for(ui8 side : info->sides)
  513. // if(battleCallbacks.count(side))
  514. // battleCallbacks[side]->setBattle(info);
  515. shared_ptr<CPlayerInterface> att, def;
  516. auto &leftSide = info->sides[0], &rightSide = info->sides[1];
  517. //If quick combat is not, do not prepare interfaces for battleint
  518. if(!settings["adventure"]["quickCombat"].Bool())
  519. {
  520. if(vstd::contains(playerint, leftSide.color) && playerint[leftSide.color]->human)
  521. att = std::dynamic_pointer_cast<CPlayerInterface>( playerint[leftSide.color] );
  522. if(vstd::contains(playerint, rightSide.color) && playerint[rightSide.color]->human)
  523. def = std::dynamic_pointer_cast<CPlayerInterface>( playerint[rightSide.color] );
  524. }
  525. if(!gNoGUI && (!!att || !!def || gs->scenarioOps->mode == StartInfo::DUEL))
  526. {
  527. boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
  528. auto bi = new CBattleInterface(leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero,
  529. Rect((screen->w - 800)/2,
  530. (screen->h - 600)/2, 800, 600), att, def);
  531. GH.pushInt(bi);
  532. }
  533. auto callBattleStart = [&](PlayerColor color, ui8 side){
  534. if(vstd::contains(battleints, color))
  535. battleints[color]->battleStart(leftSide.armyObject, rightSide.armyObject, info->tile, leftSide.hero, rightSide.hero, side);
  536. };
  537. callBattleStart(leftSide.color, 0);
  538. callBattleStart(rightSide.color, 1);
  539. callBattleStart(PlayerColor::UNFLAGGABLE, 1);
  540. if(info->tacticDistance && vstd::contains(battleints,info->sides[info->tacticsSide].color))
  541. {
  542. boost::thread(&CClient::commenceTacticPhaseForInt, this, battleints[info->sides[info->tacticsSide].color]);
  543. }
  544. }
  545. void CClient::battleFinished()
  546. {
  547. for(auto & side : gs->curB->sides)
  548. if(battleCallbacks.count(side.color))
  549. battleCallbacks[side.color]->setBattle(nullptr);
  550. }
  551. void CClient::loadNeutralBattleAI()
  552. {
  553. installNewBattleInterface(CDynLibHandler::getNewBattleAI(settings["server"]["neutralAI"].String()), PlayerColor::NEUTRAL);
  554. }
  555. void CClient::commitPackage( CPackForClient *pack )
  556. {
  557. CommitPackage cp;
  558. cp.freePack = false;
  559. cp.packToCommit = pack;
  560. sendRequest(&cp, PlayerColor::NEUTRAL);
  561. }
  562. PlayerColor CClient::getLocalPlayer() const
  563. {
  564. if(LOCPLINT)
  565. return LOCPLINT->playerID;
  566. return getCurrentPlayer();
  567. }
  568. void CClient::calculatePaths(const CGHeroInstance *h)
  569. {
  570. assert(h);
  571. boost::unique_lock<boost::mutex> pathLock(pathMx);
  572. gs->calculatePaths(h, *pathInfo);
  573. }
  574. void CClient::commenceTacticPhaseForInt(shared_ptr<CBattleGameInterface> battleInt)
  575. {
  576. setThreadName("CClient::commenceTacticPhaseForInt");
  577. try
  578. {
  579. battleInt->yourTacticPhase(gs->curB->tacticDistance);
  580. if(gs && !!gs->curB && gs->curB->tacticDistance) //while awaiting for end of tactics phase, many things can happen (end of battle... or game)
  581. {
  582. MakeAction ma(BattleAction::makeEndOFTacticPhase(gs->curB->playerToSide(battleInt->playerID)));
  583. sendRequest(&ma, battleInt->playerID);
  584. }
  585. } HANDLE_EXCEPTION
  586. }
  587. void CClient::invalidatePaths(const CGHeroInstance *h /*= nullptr*/)
  588. {
  589. if(!h || pathInfo->hero == h)
  590. pathInfo->isValid = false;
  591. }
  592. int CClient::sendRequest(const CPack *request, PlayerColor player)
  593. {
  594. static ui32 requestCounter = 0;
  595. ui32 requestID = requestCounter++;
  596. logNetwork->traceStream() << boost::format("Sending a request \"%s\". It'll have an ID=%d.")
  597. % typeid(*request).name() % requestID;
  598. waitingRequest.pushBack(requestID);
  599. serv->sendPackToServer(*request, player, requestID);
  600. if(vstd::contains(playerint, player))
  601. playerint[player]->requestSent(dynamic_cast<const CPackForServer*>(request), requestID);
  602. return requestID;
  603. }
  604. void CClient::campaignMapFinished( shared_ptr<CCampaignState> camp )
  605. {
  606. endGame(false);
  607. GH.curInt = CGPreGame::create();
  608. auto & epilogue = camp->camp->scenarios[camp->mapsConquered.back()].epilog;
  609. auto finisher = [=]()
  610. {
  611. if(camp->mapsRemaining.size())
  612. proposeNextMission(camp);
  613. else
  614. finishCampaign(camp);
  615. };
  616. if(epilogue.hasPrologEpilog)
  617. {
  618. GH.pushInt(new CPrologEpilogVideo(epilogue, finisher));
  619. }
  620. else
  621. {
  622. finisher();
  623. }
  624. }
  625. void CClient::installNewPlayerInterface(shared_ptr<CGameInterface> gameInterface, boost::optional<PlayerColor> color)
  626. {
  627. boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
  628. PlayerColor colorUsed = color.get_value_or(PlayerColor::UNFLAGGABLE);
  629. if(!color)
  630. privilagedGameEventReceivers.push_back(gameInterface);
  631. playerint[colorUsed] = gameInterface;
  632. logGlobal->traceStream() << boost::format("\tInitializing the interface for player %s") % colorUsed;
  633. auto cb = make_shared<CCallback>(gs, color, this);
  634. callbacks[colorUsed] = cb;
  635. battleCallbacks[colorUsed] = cb;
  636. gameInterface->init(cb);
  637. installNewBattleInterface(gameInterface, color, false);
  638. }
  639. void CClient::installNewBattleInterface(shared_ptr<CBattleGameInterface> battleInterface, boost::optional<PlayerColor> color, bool needCallback /*= true*/)
  640. {
  641. boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
  642. PlayerColor colorUsed = color.get_value_or(PlayerColor::UNFLAGGABLE);
  643. if(!color)
  644. privilagedBattleEventReceivers.push_back(battleInterface);
  645. battleints[colorUsed] = battleInterface;
  646. if(needCallback)
  647. {
  648. logGlobal->traceStream() << boost::format("\tInitializing the battle interface for player %s") % *color;
  649. auto cbc = make_shared<CBattleCallback>(gs, color, this);
  650. battleCallbacks[colorUsed] = cbc;
  651. battleInterface->init(cbc);
  652. }
  653. }
  654. std::string CClient::aiNameForPlayer(const PlayerSettings &ps, bool battleAI)
  655. {
  656. if(ps.name.size())
  657. {
  658. std::string filename = VCMIDirs::get().libraryPath() + "/AI/" + VCMIDirs::get().libraryName(ps.name);
  659. if(boost::filesystem::exists(filename))
  660. return ps.name;
  661. }
  662. const int sensibleAILimit = settings["session"]["oneGoodAI"].Bool() ? 1 : PlayerColor::PLAYER_LIMIT_I;
  663. std::string goodAI = battleAI ? settings["server"]["neutralAI"].String() : settings["server"]["playerAI"].String();
  664. std::string badAI = battleAI ? "StupidAI" : "EmptyAI";
  665. //TODO what about human players
  666. if(battleints.size() >= sensibleAILimit)
  667. return badAI;
  668. return goodAI;
  669. }
  670. template void CClient::serialize( CISer<CLoadFile> &h, const int version );
  671. template void CClient::serialize( COSer<CSaveFile> &h, const int version );
  672. void CServerHandler::startServer()
  673. {
  674. th.update();
  675. serverThread = new boost::thread(&CServerHandler::callServer, this); //runs server executable;
  676. if(verbose)
  677. logNetwork->infoStream() << "Setting up thread calling server: " << th.getDiff();
  678. }
  679. void CServerHandler::waitForServer()
  680. {
  681. if(!serverThread)
  682. startServer();
  683. th.update();
  684. intpr::scoped_lock<intpr::interprocess_mutex> slock(shared->sr->mutex);
  685. while(!shared->sr->ready)
  686. {
  687. shared->sr->cond.wait(slock);
  688. }
  689. if(verbose)
  690. logNetwork->infoStream() << "Waiting for server: " << th.getDiff();
  691. }
  692. CConnection * CServerHandler::connectToServer()
  693. {
  694. if(!shared->sr->ready)
  695. waitForServer();
  696. th.update(); //put breakpoint here to attach to server before it does something stupid
  697. CConnection *ret = justConnectToServer(settings["server"]["server"].String(), port);
  698. if(verbose)
  699. logNetwork->infoStream()<<"\tConnecting to the server: "<<th.getDiff();
  700. return ret;
  701. }
  702. CServerHandler::CServerHandler(bool runServer /*= false*/)
  703. {
  704. serverThread = nullptr;
  705. shared = nullptr;
  706. port = boost::lexical_cast<std::string>(settings["server"]["port"].Float());
  707. verbose = true;
  708. 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
  709. try
  710. {
  711. shared = new SharedMem();
  712. } HANDLE_EXCEPTIONC(logNetwork->errorStream() << "Cannot open interprocess memory: ";)
  713. }
  714. CServerHandler::~CServerHandler()
  715. {
  716. delete shared;
  717. delete serverThread; //detaches, not kills thread
  718. }
  719. void CServerHandler::callServer()
  720. {
  721. setThreadName("CServerHandler::callServer");
  722. std::string logName = VCMIDirs::get().userCachePath() + "/server_log.txt";
  723. std::string comm = VCMIDirs::get().serverPath() + " --port=" + port + " > " + logName;
  724. int result = std::system(comm.c_str());
  725. if (result == 0)
  726. logNetwork->infoStream() << "Server closed correctly";
  727. else
  728. {
  729. logNetwork->errorStream() << "Error: server failed to close correctly or crashed!";
  730. logNetwork->errorStream() << "Check " << logName << " for more info";
  731. exit(1);// exit in case of error. Othervice without working server VCMI will hang
  732. }
  733. }
  734. CConnection * CServerHandler::justConnectToServer(const std::string &host, const std::string &port)
  735. {
  736. CConnection *ret = nullptr;
  737. while(!ret)
  738. {
  739. try
  740. {
  741. logNetwork->infoStream() << "Establishing connection...";
  742. ret = new CConnection( host.size() ? host : settings["server"]["server"].String(),
  743. port.size() ? port : boost::lexical_cast<std::string>(settings["server"]["port"].Float()),
  744. NAME);
  745. }
  746. catch(...)
  747. {
  748. logNetwork->errorStream() << "\nCannot establish connection! Retrying within 2 seconds";
  749. SDL_Delay(2000);
  750. }
  751. }
  752. return ret;
  753. }