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							- /*
 
-  * 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
 
-  *
 
-  */
 
- #include "StdInc.h"
 
- #include "Global.h"
 
- #include "Client.h"
 
- #include "CPlayerInterface.h"
 
- #include "PlayerLocalState.h"
 
- #include "CServerHandler.h"
 
- #include "ClientNetPackVisitors.h"
 
- #include "adventureMap/AdventureMapInterface.h"
 
- #include "battle/BattleInterface.h"
 
- #include "GameEngine.h"
 
- #include "GameInstance.h"
 
- #include "gui/WindowHandler.h"
 
- #include "mapView/mapHandler.h"
 
- #include "../lib/CConfigHandler.h"
 
- #include "../lib/GameLibrary.h"
 
- #include "../lib/battle/BattleInfo.h"
 
- #include "../lib/battle/CPlayerBattleCallback.h"
 
- #include "../lib/callback/CCallback.h"
 
- #include "../lib/callback/CDynLibHandler.h"
 
- #include "../lib/callback/CGlobalAI.h"
 
- #include "../lib/callback/IGameInfoCallback.h"
 
- #include "../lib/filesystem/Filesystem.h"
 
- #include "../lib/gameState/CGameState.h"
 
- #include "../lib/CPlayerState.h"
 
- #include "../lib/CThreadHelper.h"
 
- #include "../lib/VCMIDirs.h"
 
- #include "../lib/UnlockGuard.h"
 
- #include "../lib/mapObjects/army/CArmedInstance.h"
 
- #include "../lib/mapping/CMapService.h"
 
- #include "../lib/pathfinder/CGPathNode.h"
 
- #include "../lib/serializer/GameConnection.h"
 
- #include <memory>
 
- #include <vcmi/events/EventBus.h>
 
- #if SCRIPTING_ENABLED
 
- #include "../lib/ScriptHandler.h"
 
- #endif
 
- #ifdef VCMI_ANDROID
 
- #include "lib/CAndroidVMHelper.h"
 
- #endif
 
- CPlayerEnvironment::CPlayerEnvironment(PlayerColor player_, CClient * cl_, std::shared_ptr<CCallback> mainCallback_)
 
- 	: player(player_),
 
- 	cl(cl_),
 
- 	mainCallback(mainCallback_)
 
- {
 
- }
 
- const Services * CPlayerEnvironment::services() const
 
- {
 
- 	return LIBRARY;
 
- }
 
- vstd::CLoggerBase * CPlayerEnvironment::logger() const
 
- {
 
- 	return logGlobal;
 
- }
 
- events::EventBus * CPlayerEnvironment::eventBus() const
 
- {
 
- 	return cl->eventBus();//always get actual value
 
- }
 
- const CPlayerEnvironment::BattleCb * CPlayerEnvironment::battle(const BattleID & battleID) const
 
- {
 
- 	return mainCallback->getBattle(battleID).get();
 
- }
 
- const CPlayerEnvironment::GameCb * CPlayerEnvironment::game() const
 
- {
 
- 	return mainCallback.get();
 
- }
 
- CClient::CClient()
 
- {
 
- 	waitingRequest.clear();
 
- }
 
- CClient::~CClient() = default;
 
- IGameInfoCallback & CClient::gameInfo()
 
- {
 
- 	return *gamestate;
 
- }
 
- const Services * CClient::services() const
 
- {
 
- 	return LIBRARY; //todo: this should be LIBRARY
 
- }
 
- const CClient::BattleCb * CClient::battle(const BattleID & battleID) const
 
- {
 
- 	return nullptr; //todo?
 
- }
 
- const CClient::GameCb * CClient::game() const
 
- {
 
- 	return gamestate.get();
 
- }
 
- vstd::CLoggerBase * CClient::logger() const
 
- {
 
- 	return logGlobal;
 
- }
 
- events::EventBus * CClient::eventBus() const
 
- {
 
- 	return clientEventBus.get();
 
- }
 
- void CClient::newGame(std::shared_ptr<CGameState> initializedGameState)
 
- {
 
- 	GAME->server().th->update();
 
- 	assert(initializedGameState);
 
- 	gamestate = initializedGameState;
 
- 	gamestate->preInit(LIBRARY);
 
- 	logNetwork->trace("\tCreating gamestate: %i", GAME->server().th->getDiff());
 
- 	initMapHandler();
 
- 	reinitScripting();
 
- 	initPlayerEnvironments();
 
- 	initPlayerInterfaces();
 
- }
 
- void CClient::loadGame(std::shared_ptr<CGameState> initializedGameState)
 
- {
 
- 	logNetwork->info("Loading procedure started!");
 
- 	logNetwork->info("Game state was transferred over network, loading.");
 
- 	gamestate = initializedGameState;
 
- 	gamestate->preInit(LIBRARY);
 
- 	gamestate->updateOnLoad(*GAME->server().si);
 
- 	logNetwork->info("Game loaded, initialize interfaces.");
 
- 	initMapHandler();
 
- 	reinitScripting();
 
- 	initPlayerEnvironments();
 
- 	initPlayerInterfaces();
 
- }
 
- void CClient::endNetwork()
 
- {
 
- 	GAME->map().endNetwork();
 
- 	if (CPlayerInterface::battleInt)
 
- 		CPlayerInterface::battleInt->endNetwork();
 
- 	for(auto & i : playerint)
 
- 	{
 
- 		auto interface = std::dynamic_pointer_cast<CPlayerInterface>(i.second);
 
- 		if (interface)
 
- 			interface->endNetwork();
 
- 	}
 
- }
 
- void CClient::finishGameplay()
 
- {
 
- 	waitingRequest.requestTermination();
 
- 	//suggest interfaces to finish their stuff (AI should interrupt any bg working threads)
 
- 	for(auto & i : playerint)
 
- 		i.second->finish();
 
- }
 
- void CClient::endGame()
 
- {
 
- #if SCRIPTING_ENABLED
 
- 	clientScripts.reset();
 
- #endif
 
- 	logNetwork->info("Ending current game!");
 
- 	removeGUI();
 
- 	GAME->setMapInstance(nullptr);
 
- 	logNetwork->info("Deleted mapHandler and gameState.");
 
- 	CPlayerInterface::battleInt.reset();
 
- 	playerint.clear();
 
- 	battleints.clear();
 
- 	battleCallbacks.clear();
 
- 	playerEnvironments.clear();
 
- 	//FIXME: gamestate->currentBattles.clear() will use gamestate. So it shoule be callded before gamestate.reset()
 
- 	gamestate->currentBattles.clear();
 
- 	gamestate.reset();
 
- 	logNetwork->info("Deleted playerInts.");
 
- 	logNetwork->info("Client stopped.");
 
- }
 
- void CClient::initMapHandler()
 
- {
 
- 	// TODO: CMapHandler initialization can probably go somewhere else
 
- 	// It's can't be before initialization of interfaces
 
- 	// During loading CPlayerInterface from serialized state it's depend on MH
 
- 	if(!settings["session"]["headless"].Bool())
 
- 	{
 
- 		GAME->setMapInstance(std::make_unique<CMapHandler>(&gameState().getMap()));
 
- 		logNetwork->trace("Creating mapHandler: %d ms", GAME->server().th->getDiff());
 
- 	}
 
- }
 
- void CClient::initPlayerEnvironments()
 
- {
 
- 	playerEnvironments.clear();
 
- 	auto allPlayers = GAME->server().getAllClientPlayers(GAME->server().logicConnection->connectionID);
 
- 	bool hasHumanPlayer = false;
 
- 	for(auto & color : allPlayers)
 
- 	{
 
- 		logNetwork->info("Preparing environment for player %s", color.toString());
 
- 		playerEnvironments[color] = std::make_shared<CPlayerEnvironment>(color, this, std::make_shared<CCallback>(gamestate, color, this));
 
- 		
 
- 		if(color.isValidPlayer() && !hasHumanPlayer && gameState().players.at(color).isHuman())
 
- 			hasHumanPlayer = true;
 
- 	}
 
- 	if(!hasHumanPlayer && !settings["session"]["headless"].Bool())
 
- 	{
 
- 		Settings session = settings.write["session"];
 
- 		session["spectate"].Bool() = true;
 
- 		session["spectate-skip-battle-result"].Bool() = true;
 
- 		session["spectate-ignore-hero"].Bool() = true;
 
- 	}
 
- 	
 
- 	if(settings["session"]["spectate"].Bool())
 
- 	{
 
- 		playerEnvironments[PlayerColor::SPECTATOR] = std::make_shared<CPlayerEnvironment>(PlayerColor::SPECTATOR, this, std::make_shared<CCallback>(gamestate, std::nullopt, this));
 
- 	}
 
- }
 
- void CClient::initPlayerInterfaces()
 
- {
 
- 	for(const auto & playerInfo : gameState().getStartInfo()->playerInfos)
 
- 	{
 
- 		PlayerColor color = playerInfo.first;
 
- 		if(!vstd::contains(GAME->server().getAllClientPlayers(GAME->server().logicConnection->connectionID), color))
 
- 			continue;
 
- 		if(!vstd::contains(playerint, color))
 
- 		{
 
- 			logNetwork->info("Preparing interface for player %s", color.toString());
 
- 			if(playerInfo.second.isControlledByAI() || settings["session"]["onlyai"].Bool())
 
- 			{
 
- 				bool alliedToHuman = false;
 
- 				for(const auto & allyInfo : gameState().getStartInfo()->playerInfos)
 
- 					if (gameState().getPlayerTeam(allyInfo.first) == gameState().getPlayerTeam(playerInfo.first) && allyInfo.second.isControlledByHuman())
 
- 						alliedToHuman = true;
 
- 				auto AiToGive = aiNameForPlayer(playerInfo.second, false, alliedToHuman);
 
- 				logNetwork->info("Player %s will be lead by %s", color.toString(), AiToGive);
 
- 				installNewPlayerInterface(CDynLibHandler::getNewAI(AiToGive), color);
 
- 			}
 
- 			else
 
- 			{
 
- 				logNetwork->info("Player %s will be lead by human", color.toString());
 
- 				installNewPlayerInterface(std::make_shared<CPlayerInterface>(color), color);
 
- 			}
 
- 		}
 
- 	}
 
- 	if(settings["session"]["spectate"].Bool())
 
- 	{
 
- 		installNewPlayerInterface(std::make_shared<CPlayerInterface>(PlayerColor::SPECTATOR), PlayerColor::SPECTATOR, true);
 
- 	}
 
- 	if(GAME->server().getAllClientPlayers(GAME->server().logicConnection->connectionID).count(PlayerColor::NEUTRAL))
 
- 		installNewBattleInterface(CDynLibHandler::getNewBattleAI(settings["server"]["neutralAI"].String()), PlayerColor::NEUTRAL);
 
- 	logNetwork->trace("Initialized player interfaces %d ms", GAME->server().th->getDiff());
 
- }
 
- std::string CClient::aiNameForPlayer(const PlayerSettings & ps, bool battleAI, bool alliedToHuman) const
 
- {
 
- 	if(ps.name.size())
 
- 	{
 
- 		const boost::filesystem::path aiPath = VCMIDirs::get().fullLibraryPath("AI", ps.name);
 
- 		if(boost::filesystem::exists(aiPath))
 
- 			return ps.name;
 
- 	}
 
- 	return aiNameForPlayer(battleAI, alliedToHuman);
 
- }
 
- std::string CClient::aiNameForPlayer(bool battleAI, bool alliedToHuman) const
 
- {
 
- 	const int sensibleAILimit = settings["session"]["oneGoodAI"].Bool() ? 1 : PlayerColor::PLAYER_LIMIT_I;
 
- 	std::string goodAdventureAI = alliedToHuman ? settings["server"]["alliedAI"].String() : settings["server"]["playerAI"].String();
 
- 	std::string goodBattleAI = settings["server"]["neutralAI"].String();
 
- 	std::string goodAI = battleAI ? goodBattleAI : goodAdventureAI;
 
- 	std::string badAI = battleAI ? "StupidAI" : "EmptyAI";
 
- 	//TODO what about human players
 
- 	if(battleints.size() >= sensibleAILimit)
 
- 		return badAI;
 
- 	return goodAI;
 
- }
 
- void CClient::installNewPlayerInterface(std::shared_ptr<CGameInterface> gameInterface, PlayerColor color, bool battlecb)
 
- {
 
- 	playerint[color] = gameInterface;
 
- 	logGlobal->trace("\tInitializing the interface for player %s", color.toString());
 
- 	auto cb = std::make_shared<CCallback>(gamestate, color, this);
 
- 	battleCallbacks[color] = cb;
 
- 	gameInterface->initGameInterface(playerEnvironments.at(color), cb);
 
- 	installNewBattleInterface(gameInterface, color, battlecb);
 
- }
 
- void CClient::installNewBattleInterface(std::shared_ptr<CBattleGameInterface> battleInterface, PlayerColor color, bool needCallback)
 
- {
 
- 	battleints[color] = battleInterface;
 
- 	if(needCallback)
 
- 	{
 
- 		logGlobal->trace("\tInitializing the battle interface for player %s", color.toString());
 
- 		auto cbc = std::make_shared<CBattleCallback>(color, this);
 
- 		battleCallbacks[color] = cbc;
 
- 		battleInterface->initBattleInterface(playerEnvironments.at(color), cbc);
 
- 	}
 
- }
 
- void CClient::handlePack(CPackForClient & pack)
 
- {
 
- 	ApplyClientNetPackVisitor afterVisitor(*this, gameState());
 
- 	ApplyFirstClientNetPackVisitor beforeVisitor(*this, gameState());
 
- 	pack.visit(beforeVisitor);
 
- 	logNetwork->trace("\tMade first apply on cl: %s", typeid(pack).name());
 
- 	{
 
- 		std::unique_lock lock(CGameState::mutex);
 
- 		gameState().apply(pack);
 
- 	}
 
- 	logNetwork->trace("\tApplied on gs: %s", typeid(pack).name());
 
- 	pack.visit(afterVisitor);
 
- 	logNetwork->trace("\tMade second apply on cl: %s", typeid(pack).name());
 
- }
 
- std::optional<BattleAction> CClient::makeSurrenderRetreatDecision(PlayerColor player, const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
 
- {
 
- 	return playerint[player]->makeSurrenderRetreatDecision(battleID, battleState);
 
- }
 
- int CClient::sendRequest(const CPackForServer & request, PlayerColor player, bool waitTillRealize)
 
- {
 
- 	ui32 requestID = requestCounter++;
 
- 	logNetwork->trace("Sending a request \"%s\". It'll have an ID=%d.", typeid(request).name(), requestID);
 
- 	waitingRequest.pushBack(requestID);
 
- 	request.requestID = requestID;
 
- 	request.player = player;
 
- 	GAME->server().sendGamePack(request);
 
- 	if(vstd::contains(playerint, player))
 
- 		playerint[player]->requestSent(&request, requestID);
 
- 	if(waitTillRealize)
 
- 	{
 
- 		logGlobal->trace("We'll wait till request %d is answered.\n", requestID);
 
- 		auto gsUnlocker = vstd::makeUnlockSharedGuard(CGameState::mutex);
 
- 		waitingRequest.waitWhileContains(requestID);
 
- 	}
 
- 	return requestID;
 
- }
 
- void CClient::battleStarted(const BattleID & battleID)
 
- {
 
- 	const BattleInfo * info = gameState().getBattle(battleID);
 
- 	std::shared_ptr<CPlayerInterface> att;
 
- 	std::shared_ptr<CPlayerInterface> def;
 
- 	const auto & leftSide = info->getSide(BattleSide::LEFT_SIDE);
 
- 	const auto & rightSide = info->getSide(BattleSide::RIGHT_SIDE);
 
- 	for(auto & battleCb : battleCallbacks)
 
- 	{
 
- 		if(!battleCb.first.isValidPlayer() || battleCb.first == leftSide.color || battleCb.first == rightSide.color)
 
- 			battleCb.second->onBattleStarted(info);
 
- 	}
 
- 	//If quick combat is not, do not prepare interfaces for battleint
 
- 	auto callBattleStart = [&](PlayerColor color, BattleSide side)
 
- 	{
 
- 		if(vstd::contains(battleints, color))
 
- 			battleints[color]->battleStart(info->battleID, leftSide.getArmy(), rightSide.getArmy(), info->tile, leftSide.getHero(), rightSide.getHero(), side, info->replayAllowed);
 
- 	};
 
- 	
 
- 	callBattleStart(leftSide.color, BattleSide::LEFT_SIDE);
 
- 	callBattleStart(rightSide.color, BattleSide::RIGHT_SIDE);
 
- 	callBattleStart(PlayerColor::UNFLAGGABLE, BattleSide::RIGHT_SIDE);
 
- 	if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
 
- 		callBattleStart(PlayerColor::SPECTATOR, BattleSide::RIGHT_SIDE);
 
- 	
 
- 	if(vstd::contains(playerint, leftSide.color) && playerint[leftSide.color]->human)
 
- 		att = std::dynamic_pointer_cast<CPlayerInterface>(playerint[leftSide.color]);
 
- 	if(vstd::contains(playerint, rightSide.color) && playerint[rightSide.color]->human)
 
- 		def = std::dynamic_pointer_cast<CPlayerInterface>(playerint[rightSide.color]);
 
- 	
 
- 	//Remove player interfaces for auto battle (quickCombat option)
 
- 	if((att && att->isAutoFightOn) || (def && def->isAutoFightOn))
 
- 	{
 
- 		auto endTacticPhaseIfEligible = [info](const CPlayerInterface * interface)
 
- 		{
 
- 			if (interface->cb->getBattle(info->battleID)->battleGetTacticDist())
 
- 			{
 
- 				auto side = interface->cb->getBattle(info->battleID)->playerToSide(interface->playerID);
 
- 				if(interface->playerID == info->getSide(info->tacticsSide).color)
 
- 				{
 
- 					auto action = BattleAction::makeEndOFTacticPhase(side);
 
- 					interface->cb->battleMakeTacticAction(info->battleID, action);
 
- 				}
 
- 			}
 
- 		};
 
- 		if(att && att->isAutoFightOn)
 
- 			endTacticPhaseIfEligible(att.get());
 
- 		else // def && def->isAutoFightOn
 
- 			endTacticPhaseIfEligible(def.get());
 
- 		att.reset();
 
- 		def.reset();
 
- 	}
 
- 	if(!settings["session"]["headless"].Bool())
 
- 	{
 
- 		if(att || def)
 
- 		{
 
- 			CPlayerInterface::battleInt = std::make_shared<BattleInterface>(info->getBattleID(), leftSide.getArmy(), rightSide.getArmy(), leftSide.getHero(), rightSide.getHero(), att, def);
 
- 		}
 
- 		else if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
 
- 		{
 
- 			//TODO: This certainly need improvement
 
- 			auto spectratorInt = std::dynamic_pointer_cast<CPlayerInterface>(playerint[PlayerColor::SPECTATOR]);
 
- 			spectratorInt->cb->onBattleStarted(info);
 
- 			CPlayerInterface::battleInt = std::make_shared<BattleInterface>(info->getBattleID(), leftSide.getArmy(), rightSide.getArmy(), leftSide.getHero(), rightSide.getHero(), att, def, spectratorInt);
 
- 		}
 
- 	}
 
- 	if(info->tacticDistance)
 
- 	{
 
- 		auto tacticianColor = info->getSide(info->tacticsSide).color;
 
- 		if (vstd::contains(battleints, tacticianColor))
 
- 			battleints[tacticianColor]->yourTacticPhase(info->battleID, info->tacticDistance);
 
- 	}
 
- }
 
- void CClient::battleFinished(const BattleID & battleID)
 
- {
 
- 	for(auto side : { BattleSide::ATTACKER, BattleSide::DEFENDER })
 
- 	{
 
- 		if(battleCallbacks.count(gameState().getBattle(battleID)->getSide(side).color))
 
- 			battleCallbacks[gameState().getBattle(battleID)->getSide(side).color]->onBattleEnded(battleID);
 
- 	}
 
- 	if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
 
- 		battleCallbacks[PlayerColor::SPECTATOR]->onBattleEnded(battleID);
 
- }
 
- void CClient::startPlayerBattleAction(const BattleID & battleID, PlayerColor color)
 
- {
 
- 	if (battleints.count(color) == 0)
 
- 		return; // not our combat in MP
 
- 	auto battleint = battleints.at(color);
 
- 	if (!battleint->human)
 
- 	{
 
- 		// we want to avoid locking gamestate and causing UI to freeze while AI is making turn
 
- 		auto unlockInterface = vstd::makeUnlockGuard(ENGINE->interfaceMutex);
 
- 		battleint->activeStack(battleID, gameState().getBattle(battleID)->battleGetStackByID(gameState().getBattle(battleID)->activeStack, false));
 
- 	}
 
- 	else
 
- 	{
 
- 		battleint->activeStack(battleID, gameState().getBattle(battleID)->battleGetStackByID(gameState().getBattle(battleID)->activeStack, false));
 
- 	}
 
- }
 
- void CClient::reinitScripting()
 
- {
 
- 	clientEventBus = std::make_unique<events::EventBus>();
 
- #if SCRIPTING_ENABLED
 
- 	clientScripts.reset(new scripting::PoolImpl(this));
 
- #endif
 
- }
 
- void CClient::removeGUI() const
 
- {
 
- 	// CClient::endGame
 
- 	ENGINE->windows().clear();
 
- 	adventureInt.reset();
 
- 	logGlobal->info("Removed GUI.");
 
- 	GAME->setInterfaceInstance(nullptr);
 
- }
 
- #ifdef VCMI_ANDROID
 
- extern "C" JNIEXPORT jboolean JNICALL Java_eu_vcmi_vcmi_NativeMethods_tryToSaveTheGame(JNIEnv * env, jclass cls)
 
- {
 
- 	std::scoped_lock interfaceLock(ENGINE->interfaceMutex);
 
- 	logGlobal->info("Received emergency save game request");
 
- 	if(!GAME->interface() || !GAME->interface()->cb)
 
- 	{
 
- 		logGlobal->info("... but no active player interface found!");
 
- 		return false;
 
- 	}
 
- 	if (!GAME->server().logicConnection)
 
- 	{
 
- 		logGlobal->info("... but no active connection found!");
 
- 		return false;
 
- 	}
 
- 	GAME->interface()->cb->save("Saves/_Android_Autosave");
 
- 	return true;
 
- }
 
- #endif
 
- void CClient::registerBattleInterface(std::shared_ptr<IBattleEventsReceiver> battleEvents, PlayerColor color)
 
- {
 
- 	additionalBattleInts[color].push_back(battleEvents);
 
- }
 
- void CClient::unregisterBattleInterface(std::shared_ptr<IBattleEventsReceiver> battleEvents, PlayerColor color)
 
- {
 
- 	additionalBattleInts[color] -= battleEvents;
 
- }
 
 
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