Client.cpp 13 KB

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  1. #include "../CCallback.h"
  2. #include "../CConsoleHandler.h"
  3. #include "CGameInfo.h"
  4. #include "../lib/CGameState.h"
  5. #include "CPlayerInterface.h"
  6. #include "../StartInfo.h"
  7. #include "../hch/CArtHandler.h"
  8. #include "../hch/CDefObjInfoHandler.h"
  9. #include "../hch/CGeneralTextHandler.h"
  10. #include "../hch/CHeroHandler.h"
  11. #include "../hch/CTownHandler.h"
  12. #include "../hch/CObjectHandler.h"
  13. #include "../hch/CBuildingHandler.h"
  14. #include "../hch/CSpellHandler.h"
  15. #include "../lib/Connection.h"
  16. #include "../lib/Interprocess.h"
  17. #include "../lib/NetPacks.h"
  18. #include "../lib/VCMI_Lib.h"
  19. #include "../lib/map.h"
  20. #include "mapHandler.h"
  21. #include "CConfigHandler.h"
  22. #include "Client.h"
  23. #include "GUIBase.h"
  24. #include <boost/bind.hpp>
  25. #include <boost/foreach.hpp>
  26. #include <boost/thread.hpp>
  27. #include <boost/thread/shared_mutex.hpp>
  28. #include <sstream>
  29. #undef DLL_EXPORT
  30. #define DLL_EXPORT
  31. #include "../lib/RegisterTypes.cpp"
  32. extern std::string NAME;
  33. namespace intpr = boost::interprocess;
  34. /*
  35. * Client.cpp, part of VCMI engine
  36. *
  37. * Authors: listed in file AUTHORS in main folder
  38. *
  39. * License: GNU General Public License v2.0 or later
  40. * Full text of license available in license.txt file, in main folder
  41. *
  42. */
  43. class CBaseForCLApply
  44. {
  45. public:
  46. virtual void applyOnClAfter(CClient *cl, void *pack) const =0;
  47. virtual void applyOnClBefore(CClient *cl, void *pack) const =0;
  48. virtual ~CBaseForCLApply(){}
  49. };
  50. template <typename T> class CApplyOnCL : public CBaseForCLApply
  51. {
  52. public:
  53. void applyOnClAfter(CClient *cl, void *pack) const
  54. {
  55. T *ptr = static_cast<T*>(pack);
  56. ptr->applyCl(cl);
  57. }
  58. void applyOnClBefore(CClient *cl, void *pack) const
  59. {
  60. T *ptr = static_cast<T*>(pack);
  61. ptr->applyFirstCl(cl);
  62. }
  63. };
  64. class CCLApplier
  65. {
  66. public:
  67. std::map<ui16,CBaseForCLApply*> apps;
  68. CCLApplier()
  69. {
  70. registerTypes2(*this);
  71. }
  72. ~CCLApplier()
  73. {
  74. std::map<ui16,CBaseForCLApply*>::iterator iter;
  75. for(iter = apps.begin(); iter != apps.end(); iter++)
  76. delete iter->second;
  77. }
  78. template<typename T> void registerType(const T * t=NULL)
  79. {
  80. ui16 ID = typeList.registerType(t);
  81. apps[ID] = new CApplyOnCL<T>;
  82. }
  83. } *applier = NULL;
  84. void CClient::init()
  85. {
  86. hotSeat = false;
  87. connectionHandler = NULL;
  88. pathInfo = NULL;
  89. applier = new CCLApplier;
  90. IObjectInterface::cb = this;
  91. serv = NULL;
  92. gs = NULL;
  93. cb = NULL;
  94. terminate = false;
  95. 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
  96. try
  97. {
  98. shared = new SharedMem();
  99. } HANDLE_EXCEPTIONC(tlog1 << "Cannot open interprocess memory: ";)
  100. }
  101. CClient::CClient(void)
  102. :waitingRequest(false)
  103. {
  104. init();
  105. }
  106. CClient::CClient(CConnection *con, StartInfo *si)
  107. :waitingRequest(false)
  108. {
  109. init();
  110. newGame(con,si);
  111. }
  112. CClient::~CClient(void)
  113. {
  114. delete pathInfo;
  115. delete applier;
  116. delete shared;
  117. }
  118. void CClient::waitForMoveAndSend(int color)
  119. {
  120. try
  121. {
  122. BattleAction ba = playerint[color]->activeStack(gs->curB->activeStack);
  123. *serv << &MakeAction(ba);
  124. return;
  125. }HANDLE_EXCEPTION
  126. tlog1 << "We should not be here!" << std::endl;
  127. }
  128. void CClient::run()
  129. {
  130. try
  131. {
  132. CPack *pack = NULL;
  133. while(!terminate)
  134. {
  135. pack = retreivePack(); //get the package from the server
  136. if (terminate)
  137. {
  138. delete pack;
  139. pack = NULL;
  140. break;
  141. }
  142. handlePack(pack);
  143. pack = NULL;
  144. }
  145. }
  146. catch (const std::exception& e)
  147. {
  148. tlog3 << "Lost connection to server, ending listening thread!\n";
  149. tlog1 << e.what() << std::endl;
  150. if(!terminate) //rethrow (-> boom!) only if closing connection was unexpected
  151. {
  152. tlog1 << "Something wrong, lost connection while game is still ongoing...\n";
  153. throw;
  154. }
  155. }
  156. }
  157. void CClient::stop()
  158. {
  159. // Game is ending
  160. // Tell the network thread to reach a stable state
  161. terminate = true;
  162. GH.curInt = NULL;
  163. LOCPLINT->terminate_cond.setn(true);
  164. LOCPLINT->pim->lock();
  165. endGame();
  166. tlog0 << "Client stopped." << std::endl;
  167. }
  168. void CClient::save(const std::string & fname)
  169. {
  170. if(gs->curB)
  171. {
  172. tlog1 << "Game cannot be saved during battle!\n";
  173. return;
  174. }
  175. *serv << &SaveGame(fname);
  176. }
  177. void CClient::endGame()
  178. {
  179. tlog0 << "\n\nEnding current game!" << std::endl;
  180. if(GH.topInt())
  181. GH.topInt()->deactivate();
  182. GH.listInt.clear();
  183. GH.objsToBlit.clear();
  184. GH.statusbar = NULL;
  185. tlog0 << "Removed GUI." << std::endl;
  186. delete CGI->mh;
  187. CGI->mh = NULL;
  188. delete CGI->state;
  189. CGI->state = NULL;
  190. tlog0 << "Deleted mapHandler and gameState." << std::endl;
  191. LOCPLINT = NULL;
  192. while (!playerint.empty())
  193. {
  194. delete playerint.begin()->second;
  195. playerint.erase(playerint.begin());
  196. }
  197. BOOST_FOREACH(CCallback *cb, callbacks)
  198. {
  199. delete cb;
  200. }
  201. tlog0 << "Deleted playerInts." << std::endl;
  202. if (serv)
  203. {
  204. tlog0 << "Connection has been requested to be closed.\n";
  205. boost::unique_lock<boost::mutex>(*serv->wmx);
  206. *serv << &CloseServer();
  207. tlog0 << "Sent closing signal to the server\n";
  208. serv->close();
  209. delete serv;
  210. serv = NULL;
  211. tlog3 << "Our socket has been closed." << std::endl;
  212. }
  213. connectionHandler->join();
  214. tlog0 << "Connection handler thread joined" << std::endl;
  215. delete connectionHandler;
  216. connectionHandler = NULL;
  217. }
  218. void CClient::loadGame( const std::string & fname )
  219. {
  220. tlog0 <<"\n\nLoading procedure started!\n\n";
  221. timeHandler tmh;
  222. char portc[10];
  223. SDL_itoa(conf.cc.port,portc,10);
  224. runServer(portc); //create new server
  225. tlog0 <<"Restarting server: "<<tmh.getDif()<<std::endl;
  226. {
  227. ui32 ver;
  228. char sig[8];
  229. CMapHeader dum;
  230. CGI->mh = new CMapHandler();
  231. StartInfo *si;
  232. CLoadFile lf(fname + ".vlgm1");
  233. lf >> sig >> dum >> si;
  234. tlog0 <<"Reading save signature: "<<tmh.getDif()<<std::endl;
  235. lf >> *VLC;
  236. CGI->setFromLib();
  237. tlog0 <<"Reading handlers: "<<tmh.getDif()<<std::endl;
  238. lf >> gs;
  239. tlog0 <<"Reading gamestate: "<<tmh.getDif()<<std::endl;
  240. CGI->state = gs;
  241. CGI->mh->map = gs->map;
  242. pathInfo = new CPathsInfo(int3(gs->map->width, gs->map->height, gs->map->twoLevel+1));
  243. CGI->mh->init();
  244. tlog0 <<"Initing maphandler: "<<tmh.getDif()<<std::endl;
  245. }
  246. waitForServer();
  247. tlog0 <<"Waiting for server: "<<tmh.getDif()<<std::endl;
  248. serv = new CConnection(conf.cc.server,portc,NAME);
  249. serv->setGS(gs);
  250. tlog0 <<"Setting up connection: "<<tmh.getDif()<<std::endl;
  251. ui8 pom8;
  252. *serv << ui8(3) << ui8(1); //load game; one client
  253. *serv << fname;
  254. *serv >> pom8;
  255. if(pom8)
  256. throw "Server cannot open the savegame!";
  257. else
  258. tlog0 << "Server opened savegame properly.\n";
  259. *serv << ui8(gs->scenarioOps->playerInfos.size()+1); //number of players + neutral
  260. for(size_t i=0;i<gs->scenarioOps->playerInfos.size();i++)
  261. {
  262. *serv << ui8(gs->scenarioOps->playerInfos[i].color); //players
  263. }
  264. *serv << ui8(255); // neutrals
  265. tlog0 <<"Sent info to server: "<<tmh.getDif()<<std::endl;
  266. {
  267. CLoadFile lf(fname + ".vcgm1");
  268. lf >> *this;
  269. }
  270. }
  271. int CClient::getCurrentPlayer()
  272. {
  273. return gs->currentPlayer;
  274. }
  275. int CClient::getSelectedHero()
  276. {
  277. if(const CGHeroInstance *selHero = IGameCallback::getSelectedHero(getCurrentPlayer()))
  278. return selHero->id;
  279. else
  280. return -1;
  281. }
  282. void CClient::newGame( CConnection *con, StartInfo *si )
  283. {
  284. if (con == NULL)
  285. {
  286. timeHandler pomtime;
  287. char portc[10];
  288. SDL_itoa(conf.cc.port,portc,10);
  289. CClient::runServer(portc);
  290. tlog0<<"Preparing shared memory and starting server: "<<pomtime.getDif()<<std::endl;
  291. pomtime.getDif();//reset timers
  292. //wait until server is ready
  293. tlog0<<"Waiting for server... ";
  294. waitForServer();
  295. tlog0 << pomtime.getDif()<<std::endl;
  296. while(!con)
  297. {
  298. try
  299. {
  300. tlog0 << "Establishing connection...\n";
  301. con = new CConnection(conf.cc.server,portc,NAME);
  302. }
  303. catch(...)
  304. {
  305. tlog1 << "\nCannot establish connection! Retrying within 2 seconds" <<std::endl;
  306. SDL_Delay(2000);
  307. }
  308. }
  309. THC tlog0<<"\tConnecting to the server: "<<pomtime.getDif()<<std::endl;
  310. }
  311. timeHandler tmh;
  312. CGI->state = new CGameState();
  313. tlog0 <<"\tGamestate: "<<tmh.getDif()<<std::endl;
  314. serv = con;
  315. serv->setGS(CGI->state);
  316. CConnection &c(*con);
  317. ////////////////////////////////////////////////////
  318. ui8 pom8;
  319. c << ui8(2) << ui8(1); //new game; one client
  320. c << *si;
  321. c >> pom8;
  322. if(pom8)
  323. throw "Server cannot open the map!";
  324. else
  325. tlog0 << "Server opened map properly.\n";
  326. c << ui8(si->playerInfos.size()+1); //number of players + neutral
  327. for(size_t i=0;i<si->playerInfos.size();i++)
  328. {
  329. c << ui8(si->playerInfos[i].color); //players
  330. }
  331. c << ui8(255); // neutrals
  332. ui32 seed, sum;
  333. std::string mapname;
  334. c >> mapname >> sum >> seed;
  335. tlog0 <<"\tSending/Getting info to/from the server: "<<tmh.getDif()<<std::endl;
  336. Mapa * mapa = new Mapa(mapname);
  337. tlog0 <<"Reading and detecting map file (together): "<<tmh.getDif()<<std::endl;
  338. tlog0 << "\tServer checksum for "<<mapname <<": "<<sum << std::endl;
  339. tlog0 << "\tOur checksum for the map: "<< mapa->checksum << std::endl;
  340. if(mapa->checksum != sum)
  341. {
  342. tlog1 << "Wrong map checksum!!!" << std::endl;
  343. throw std::string("Wrong checksum");
  344. }
  345. tlog0 << "\tUsing random seed: "<<seed << std::endl;
  346. gs = CGI->state;
  347. gs->scenarioOps = si;
  348. gs->init(si,mapa,seed);
  349. CGI->mh = new CMapHandler();
  350. tlog0 <<"Initializing GameState (together): "<<tmh.getDif()<<std::endl;
  351. CGI->mh->map = mapa;
  352. tlog0 <<"Creating mapHandler: "<<tmh.getDif()<<std::endl;
  353. CGI->mh->init();
  354. pathInfo = new CPathsInfo(int3(mapa->width, mapa->height, mapa->twoLevel+1));
  355. tlog0 <<"Initializing mapHandler (together): "<<tmh.getDif()<<std::endl;
  356. int humanPlayers = 0;
  357. for (size_t i=0; i<gs->scenarioOps->playerInfos.size();++i) //initializing interfaces for players
  358. {
  359. ui8 color = gs->scenarioOps->playerInfos[i].color;
  360. CCallback *cb = new CCallback(gs,color,this);
  361. if(!gs->scenarioOps->playerInfos[i].human)
  362. {
  363. playerint[color] = static_cast<CGameInterface*>(CAIHandler::getNewAI(cb,conf.cc.defaultAI));
  364. }
  365. else
  366. {
  367. playerint[color] = new CPlayerInterface(color,i);
  368. humanPlayers++;
  369. }
  370. gs->currentPlayer = color;
  371. playerint[color]->init(cb);
  372. }
  373. hotSeat = (humanPlayers > 1);
  374. playerint[255] = CAIHandler::getNewAI(cb,conf.cc.defaultAI);
  375. playerint[255]->init(new CCallback(gs,255,this));
  376. }
  377. void CClient::runServer(const char * portc)
  378. {
  379. static std::string comm = std::string(BIN_DIR PATH_SEPARATOR SERVER_NAME " ") + portc + " > server_log.txt"; //needs to be static, if not - will be probably destroyed before new thread reads it
  380. boost::thread servthr(boost::bind(system,comm.c_str())); //runs server executable; //TODO: will it work on non-windows platforms?
  381. }
  382. void CClient::waitForServer()
  383. {
  384. intpr::scoped_lock<intpr::interprocess_mutex> slock(shared->sr->mutex);
  385. while(!shared->sr->ready)
  386. {
  387. shared->sr->cond.wait(slock);
  388. }
  389. }
  390. template <typename Handler>
  391. void CClient::serialize( Handler &h, const int version )
  392. {
  393. h & hotSeat;
  394. if(h.saving)
  395. {
  396. ui8 players = playerint.size();
  397. h & players;
  398. for(std::map<ui8,CGameInterface *>::iterator i = playerint.begin(); i != playerint.end(); i++)
  399. {
  400. h & i->first & i->second->dllName;
  401. i->second->serialize(h,version);
  402. }
  403. }
  404. else
  405. {
  406. ui8 players;
  407. h & players;
  408. for(int i=0; i < players; i++)
  409. {
  410. std::string dllname;
  411. ui8 pid;
  412. h & pid & dllname;
  413. CCallback *callback = new CCallback(gs,pid,this);
  414. callbacks.insert(callback);
  415. CGameInterface *nInt = NULL;
  416. if(dllname.length())
  417. nInt = CAIHandler::getNewAI(callback,dllname);
  418. else
  419. nInt = new CPlayerInterface(pid,i);
  420. playerint[pid] = nInt;
  421. nInt->init(callback);
  422. nInt->serialize(h, version);
  423. }
  424. }
  425. }
  426. CPack * CClient::retreivePack()
  427. {
  428. CPack *ret = NULL;
  429. boost::unique_lock<boost::mutex> lock(*serv->rmx);
  430. tlog5 << "Listening... ";
  431. *serv >> ret;
  432. tlog5 << "\treceived server message of type " << typeid(*ret).name() << std::endl;
  433. return ret;
  434. }
  435. void CClient::handlePack( CPack * pack )
  436. {
  437. CBaseForCLApply *apply = applier->apps[typeList.getTypeID(pack)]; //find the applier
  438. if(apply)
  439. {
  440. apply->applyOnClBefore(this,pack);
  441. tlog5 << "\tMade first apply on cl\n";
  442. gs->apply(pack);
  443. tlog5 << "\tApplied on gs\n";
  444. apply->applyOnClAfter(this,pack);
  445. tlog5 << "\tMade second apply on cl\n";
  446. }
  447. else
  448. {
  449. tlog1 << "Message cannot be applied, cannot find applier!\n";
  450. }
  451. delete pack;
  452. }
  453. void CClient::updatePaths()
  454. {
  455. const CGHeroInstance *h = getHero(getSelectedHero());
  456. if (h)//if we have selected hero...
  457. gs->calculatePaths(h, *pathInfo);
  458. }
  459. template void CClient::serialize( CISer<CLoadFile> &h, const int version );
  460. template void CClient::serialize( COSer<CSaveFile> &h, const int version );