Client.cpp 32 KB

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  1. #include "StdInc.h"
  2. #include "Client.h"
  3. #include <SDL.h>
  4. #include "CMusicHandler.h"
  5. #include "../lib/mapping/CCampaignHandler.h"
  6. #include "../CCallback.h"
  7. #include "../lib/CConsoleHandler.h"
  8. #include "CGameInfo.h"
  9. #include "../lib/CGameState.h"
  10. #include "CPlayerInterface.h"
  11. #include "../lib/StartInfo.h"
  12. #include "../lib/battle/BattleInfo.h"
  13. #include "../lib/CModHandler.h"
  14. #include "../lib/CArtHandler.h"
  15. #include "../lib/CGeneralTextHandler.h"
  16. #include "../lib/CHeroHandler.h"
  17. #include "../lib/CTownHandler.h"
  18. #include "../lib/CBuildingHandler.h"
  19. #include "../lib/spells/CSpellHandler.h"
  20. #include "../lib/serializer/CTypeList.h"
  21. #include "../lib/serializer/Connection.h"
  22. #include "../lib/serializer/CLoadIntegrityValidator.h"
  23. #ifndef VCMI_ANDROID
  24. #include "../lib/Interprocess.h"
  25. #endif
  26. #include "../lib/NetPacks.h"
  27. #include "../lib/VCMI_Lib.h"
  28. #include "../lib/VCMIDirs.h"
  29. #include "../lib/mapping/CMap.h"
  30. #include "../lib/JsonNode.h"
  31. #include "mapHandler.h"
  32. #include "../lib/CConfigHandler.h"
  33. #include "CPreGame.h"
  34. #include "battle/CBattleInterface.h"
  35. #include "../lib/CThreadHelper.h"
  36. #include "../lib/CScriptingModule.h"
  37. #include "../lib/registerTypes/RegisterTypes.h"
  38. #include "gui/CGuiHandler.h"
  39. #include "CMT.h"
  40. extern std::string NAME;
  41. #ifdef VCMI_ANDROID
  42. #include "lib/CAndroidVMHelper.h"
  43. #endif
  44. /*
  45. * Client.cpp, part of VCMI engine
  46. *
  47. * Authors: listed in file AUTHORS in main folder
  48. *
  49. * License: GNU General Public License v2.0 or later
  50. * Full text of license available in license.txt file, in main folder
  51. *
  52. */
  53. #ifdef VCMI_ANDROID
  54. std::atomic_bool androidTestServerReadyFlag;
  55. #endif
  56. template <typename T> class CApplyOnCL;
  57. class CBaseForCLApply
  58. {
  59. public:
  60. virtual void applyOnClAfter(CClient *cl, void *pack) const =0;
  61. virtual void applyOnClBefore(CClient *cl, void *pack) const =0;
  62. virtual ~CBaseForCLApply(){}
  63. template<typename U> static CBaseForCLApply *getApplier(const U * t=nullptr)
  64. {
  65. return new CApplyOnCL<U>;
  66. }
  67. };
  68. template <typename T> class CApplyOnCL : public CBaseForCLApply
  69. {
  70. public:
  71. void applyOnClAfter(CClient *cl, void *pack) const override
  72. {
  73. T *ptr = static_cast<T*>(pack);
  74. ptr->applyCl(cl);
  75. }
  76. void applyOnClBefore(CClient *cl, void *pack) const override
  77. {
  78. T *ptr = static_cast<T*>(pack);
  79. ptr->applyFirstCl(cl);
  80. }
  81. };
  82. template <> class CApplyOnCL<CPack> : public CBaseForCLApply
  83. {
  84. public:
  85. void applyOnClAfter(CClient *cl, void *pack) const override
  86. {
  87. logGlobal->errorStream() << "Cannot apply on CL plain CPack!";
  88. assert(0);
  89. }
  90. void applyOnClBefore(CClient *cl, void *pack) const override
  91. {
  92. logGlobal->errorStream() << "Cannot apply on CL plain CPack!";
  93. assert(0);
  94. }
  95. };
  96. static CApplier<CBaseForCLApply> *applier = nullptr;
  97. void CClient::init()
  98. {
  99. hotSeat = false;
  100. connectionHandler = nullptr;
  101. pathInfo = nullptr;
  102. applier = new CApplier<CBaseForCLApply>;
  103. registerTypesClientPacks1(*applier);
  104. registerTypesClientPacks2(*applier);
  105. IObjectInterface::cb = this;
  106. serv = nullptr;
  107. gs = nullptr;
  108. erm = nullptr;
  109. terminate = false;
  110. }
  111. CClient::CClient(void)
  112. {
  113. init();
  114. }
  115. CClient::CClient(CConnection *con, StartInfo *si)
  116. {
  117. init();
  118. newGame(con,si);
  119. }
  120. CClient::~CClient(void)
  121. {
  122. delete applier;
  123. }
  124. void CClient::waitForMoveAndSend(PlayerColor color)
  125. {
  126. try
  127. {
  128. setThreadName("CClient::waitForMoveAndSend");
  129. assert(vstd::contains(battleints, color));
  130. BattleAction ba = battleints[color]->activeStack(gs->curB->battleGetStackByID(gs->curB->activeStack, false));
  131. if(ba.actionType != Battle::CANCEL)
  132. {
  133. logNetwork->traceStream() << "Send battle action to server: " << ba;
  134. MakeAction temp_action(ba);
  135. sendRequest(&temp_action, color);
  136. }
  137. }
  138. catch(boost::thread_interrupted&)
  139. {
  140. logNetwork->debugStream() << "Wait for move thread was interrupted and no action will be send. Was a battle ended by spell?";
  141. }
  142. catch(...)
  143. {
  144. handleException();
  145. }
  146. }
  147. void CClient::run()
  148. {
  149. setThreadName("CClient::run");
  150. try
  151. {
  152. while(!terminate)
  153. {
  154. CPack *pack = serv->retreivePack(); //get the package from the server
  155. if (terminate)
  156. {
  157. vstd::clear_pointer(pack);
  158. break;
  159. }
  160. handlePack(pack);
  161. }
  162. }
  163. //catch only asio exceptions
  164. catch (const boost::system::system_error& e)
  165. {
  166. logNetwork->errorStream() << "Lost connection to server, ending listening thread!";
  167. logNetwork->errorStream() << e.what();
  168. if(!terminate) //rethrow (-> boom!) only if closing connection was unexpected
  169. {
  170. logNetwork->errorStream() << "Something wrong, lost connection while game is still ongoing...";
  171. throw;
  172. }
  173. }
  174. }
  175. void CClient::save(const std::string & fname)
  176. {
  177. if(gs->curB)
  178. {
  179. logNetwork->errorStream() << "Game cannot be saved during battle!";
  180. return;
  181. }
  182. SaveGame save_game(fname);
  183. sendRequest((CPackForClient*)&save_game, PlayerColor::NEUTRAL);
  184. }
  185. void CClient::endGame(bool closeConnection /*= true*/)
  186. {
  187. //suggest interfaces to finish their stuff (AI should interrupt any bg working threads)
  188. for (auto& i : playerint)
  189. i.second->finish();
  190. // Game is ending
  191. // Tell the network thread to reach a stable state
  192. if (closeConnection)
  193. stopConnection();
  194. logNetwork->infoStream() << "Closed connection.";
  195. GH.curInt = nullptr;
  196. {
  197. boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
  198. logNetwork->infoStream() << "Ending current game!";
  199. if(GH.topInt())
  200. {
  201. GH.topInt()->deactivate();
  202. }
  203. GH.listInt.clear();
  204. GH.objsToBlit.clear();
  205. GH.statusbar = nullptr;
  206. logNetwork->infoStream() << "Removed GUI.";
  207. vstd::clear_pointer(const_cast<CGameInfo*>(CGI)->mh);
  208. vstd::clear_pointer(gs);
  209. logNetwork->infoStream() << "Deleted mapHandler and gameState.";
  210. LOCPLINT = nullptr;
  211. }
  212. playerint.clear();
  213. battleints.clear();
  214. callbacks.clear();
  215. battleCallbacks.clear();
  216. CGKeys::reset();
  217. CGMagi::reset();
  218. CGObelisk::reset();
  219. logNetwork->infoStream() << "Deleted playerInts.";
  220. logNetwork->infoStream() << "Client stopped.";
  221. }
  222. #if 1
  223. void CClient::loadGame(const std::string & fname, const bool server, const std::vector<int>& humanplayerindices, const int loadNumPlayers, int player_, const std::string & ipaddr, const ui16 port)
  224. {
  225. PlayerColor player(player_); //intentional shadowing
  226. logNetwork->infoStream() << "Loading procedure started!";
  227. CServerHandler sh;
  228. if(server)
  229. sh.startServer();
  230. else
  231. serv = sh.justConnectToServer(ipaddr, port);
  232. CStopWatch tmh;
  233. std::unique_ptr<CLoadFile> loader;
  234. try
  235. {
  236. boost::filesystem::path clientSaveName = *CResourceHandler::get("local")->getResourceName(ResourceID(fname, EResType::CLIENT_SAVEGAME));
  237. boost::filesystem::path controlServerSaveName;
  238. if (CResourceHandler::get("local")->existsResource(ResourceID(fname, EResType::SERVER_SAVEGAME)))
  239. {
  240. controlServerSaveName = *CResourceHandler::get("local")->getResourceName(ResourceID(fname, EResType::SERVER_SAVEGAME));
  241. }
  242. else// create entry for server savegame. Triggered if save was made after launch and not yet present in res handler
  243. {
  244. controlServerSaveName = boost::filesystem::path(clientSaveName).replace_extension(".vsgm1");
  245. CResourceHandler::get("local")->createResource(controlServerSaveName.string(), true);
  246. }
  247. if(clientSaveName.empty())
  248. throw std::runtime_error("Cannot open client part of " + fname);
  249. if(controlServerSaveName.empty() || !boost::filesystem::exists(controlServerSaveName))
  250. throw std::runtime_error("Cannot open server part of " + fname);
  251. {
  252. CLoadIntegrityValidator checkingLoader(clientSaveName, controlServerSaveName, MINIMAL_SERIALIZATION_VERSION);
  253. loadCommonState(checkingLoader);
  254. loader = checkingLoader.decay();
  255. }
  256. logNetwork->infoStream() << "Loaded common part of save " << tmh.getDiff();
  257. const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
  258. const_cast<CGameInfo*>(CGI)->mh->map = gs->map;
  259. pathInfo = make_unique<CPathsInfo>(getMapSize());
  260. CGI->mh->init();
  261. logNetwork->infoStream() <<"Initing maphandler: "<<tmh.getDiff();
  262. }
  263. catch(std::exception &e)
  264. {
  265. logGlobal->errorStream() << "Cannot load game " << fname << ". Error: " << e.what();
  266. throw; //obviously we cannot continue here
  267. }
  268. /*
  269. if(!server)
  270. player = PlayerColor(player_);
  271. */
  272. std::set<PlayerColor> clientPlayers;
  273. if(server)
  274. serv = sh.connectToServer();
  275. //*loader >> *this;
  276. if(server)
  277. {
  278. tmh.update();
  279. ui8 pom8;
  280. *serv << ui8(3) << ui8(loadNumPlayers); //load game; one client if single-player
  281. *serv << fname;
  282. *serv >> pom8;
  283. if(pom8)
  284. throw std::runtime_error("Server cannot open the savegame!");
  285. else
  286. logNetwork->infoStream() << "Server opened savegame properly.";
  287. }
  288. if(server)
  289. {
  290. for(auto & elem : gs->scenarioOps->playerInfos)
  291. {
  292. if(!std::count(humanplayerindices.begin(),humanplayerindices.end(),elem.first.getNum()) || elem.first==player)
  293. clientPlayers.insert(elem.first);
  294. }
  295. clientPlayers.insert(PlayerColor::NEUTRAL);
  296. }
  297. else
  298. {
  299. clientPlayers.insert(player);
  300. }
  301. std::cout << "CLIENTPLAYERS:\n";
  302. for(auto x : clientPlayers)
  303. std::cout << x << std::endl;
  304. std::cout << "ENDCLIENTPLAYERS\n";
  305. serialize(loader->serializer, loader->serializer.fileVersion, clientPlayers);
  306. *serv << ui32(clientPlayers.size());
  307. for(auto & elem : clientPlayers)
  308. *serv << ui8(elem.getNum());
  309. serv->addStdVecItems(gs); /*why is this here?*/
  310. //*loader >> *this;
  311. logNetwork->infoStream() << "Loaded client part of save " << tmh.getDiff();
  312. logNetwork->infoStream() <<"Sent info to server: "<<tmh.getDiff();
  313. //*serv << clientPlayers;
  314. serv->enableStackSendingByID();
  315. serv->disableSmartPointerSerialization();
  316. // logGlobal->traceStream() << "Objects:";
  317. // for(int i = 0; i < gs->map->objects.size(); i++)
  318. // {
  319. // auto o = gs->map->objects[i];
  320. // if(o)
  321. // logGlobal->traceStream() << boost::format("\tindex=%5d, id=%5d; address=%5d, pos=%s, name=%s") % i % o->id % (int)o.get() % o->pos % o->getHoverText();
  322. // else
  323. // logGlobal->traceStream() << boost::format("\tindex=%5d --- nullptr") % i;
  324. // }
  325. }
  326. #endif
  327. void CClient::newGame( CConnection *con, StartInfo *si )
  328. {
  329. enum {SINGLE, HOST, GUEST} networkMode = SINGLE;
  330. if (con == nullptr)
  331. {
  332. CServerHandler sh;
  333. serv = sh.connectToServer();
  334. }
  335. else
  336. {
  337. serv = con;
  338. networkMode = con->isHost() ? HOST : GUEST;
  339. }
  340. CConnection &c = *serv;
  341. ////////////////////////////////////////////////////
  342. logNetwork->infoStream() <<"\tWill send info to server...";
  343. CStopWatch tmh;
  344. if(networkMode == SINGLE)
  345. {
  346. ui8 pom8;
  347. c << ui8(2) << ui8(1); //new game; one client
  348. c << *si;
  349. c >> pom8;
  350. if(pom8) throw std::runtime_error("Server cannot open the map!");
  351. }
  352. c >> si;
  353. logNetwork->infoStream() <<"\tSending/Getting info to/from the server: "<<tmh.getDiff();
  354. c.enableStackSendingByID();
  355. c.disableSmartPointerSerialization();
  356. // Initialize game state
  357. gs = new CGameState();
  358. logNetwork->info("\tCreating gamestate: %i",tmh.getDiff());
  359. gs->init(si, settings["general"]["saveRandomMaps"].Bool());
  360. logNetwork->infoStream() <<"Initializing GameState (together): "<<tmh.getDiff();
  361. // Now after possible random map gen, we know exact player count.
  362. // Inform server about how many players client handles
  363. std::set<PlayerColor> myPlayers;
  364. for(auto & elem : gs->scenarioOps->playerInfos)
  365. {
  366. if((networkMode == SINGLE) //single - one client has all player
  367. || (networkMode != SINGLE && serv->connectionID == elem.second.playerID) //multi - client has only "its players"
  368. || (networkMode == HOST && elem.second.playerID == PlayerSettings::PLAYER_AI))//multi - host has all AI players
  369. {
  370. myPlayers.insert(elem.first); //add player
  371. }
  372. }
  373. if(networkMode != GUEST)
  374. myPlayers.insert(PlayerColor::NEUTRAL);
  375. c << myPlayers;
  376. // Init map handler
  377. if(gs->map)
  378. {
  379. if(!settings["session"]["headless"].Bool())
  380. {
  381. const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
  382. CGI->mh->map = gs->map;
  383. logNetwork->infoStream() << "Creating mapHandler: " << tmh.getDiff();
  384. CGI->mh->init();
  385. }
  386. pathInfo = make_unique<CPathsInfo>(getMapSize());
  387. logNetwork->infoStream() << "Initializing mapHandler (together): " << tmh.getDiff();
  388. }
  389. int humanPlayers = 0;
  390. for(auto & elem : gs->scenarioOps->playerInfos)//initializing interfaces for players
  391. {
  392. PlayerColor color = elem.first;
  393. gs->currentPlayer = color;
  394. if(!vstd::contains(myPlayers, color))
  395. continue;
  396. logNetwork->traceStream() << "Preparing interface for player " << color;
  397. if(elem.second.playerID == PlayerSettings::PLAYER_AI)
  398. {
  399. auto AiToGive = aiNameForPlayer(elem.second, false);
  400. logNetwork->info("Player %s will be lead by %s", color, AiToGive);
  401. installNewPlayerInterface(CDynLibHandler::getNewAI(AiToGive), color);
  402. }
  403. else
  404. {
  405. installNewPlayerInterface(std::make_shared<CPlayerInterface>(color), color);
  406. humanPlayers++;
  407. }
  408. }
  409. if(settings["session"]["spectate"].Bool())
  410. {
  411. installNewPlayerInterface(std::make_shared<CPlayerInterface>(PlayerColor::SPECTATOR), PlayerColor::SPECTATOR, true);
  412. }
  413. loadNeutralBattleAI();
  414. serv->addStdVecItems(gs);
  415. hotSeat = (humanPlayers > 1);
  416. // std::vector<FileInfo> scriptModules;
  417. // CFileUtility::getFilesWithExt(scriptModules, LIB_DIR "/scripting", "." LIB_EXT);
  418. // for(FileInfo &m : scriptModules)
  419. // {
  420. // CScriptingModule * nm = CDynLibHandler::getNewScriptingModule(m.name);
  421. // privilagedGameEventReceivers.push_back(nm);
  422. // privilagedBattleEventReceivers.push_back(nm);
  423. // nm->giveActionCB(this);
  424. // nm->giveInfoCB(this);
  425. // nm->init();
  426. //
  427. // erm = nm; //something tells me that there'll at most one module and it'll be ERM
  428. // }
  429. }
  430. void CClient::serialize(BinarySerializer & h, const int version)
  431. {
  432. assert(h.saving);
  433. h & hotSeat;
  434. {
  435. ui8 players = playerint.size();
  436. h & players;
  437. for(auto i = playerint.begin(); i != playerint.end(); i++)
  438. {
  439. LOG_TRACE_PARAMS(logGlobal, "Saving player %s interface", i->first);
  440. assert(i->first == i->second->playerID);
  441. h & i->first & i->second->dllName & i->second->human;
  442. i->second->saveGame(h, version);
  443. }
  444. }
  445. }
  446. void CClient::serialize(BinaryDeserializer & h, const int version)
  447. {
  448. assert(!h.saving);
  449. h & hotSeat;
  450. {
  451. ui8 players = 0; //fix for uninitialized warning
  452. h & players;
  453. for(int i=0; i < players; i++)
  454. {
  455. std::string dllname;
  456. PlayerColor pid;
  457. bool isHuman = false;
  458. h & pid & dllname & isHuman;
  459. LOG_TRACE_PARAMS(logGlobal, "Loading player %s interface", pid);
  460. std::shared_ptr<CGameInterface> nInt;
  461. if(dllname.length())
  462. {
  463. if(pid == PlayerColor::NEUTRAL)
  464. {
  465. installNewBattleInterface(CDynLibHandler::getNewBattleAI(dllname), pid);
  466. //TODO? consider serialization
  467. continue;
  468. }
  469. else
  470. {
  471. assert(!isHuman);
  472. nInt = CDynLibHandler::getNewAI(dllname);
  473. }
  474. }
  475. else
  476. {
  477. assert(isHuman);
  478. nInt = std::make_shared<CPlayerInterface>(pid);
  479. }
  480. nInt->dllName = dllname;
  481. nInt->human = isHuman;
  482. nInt->playerID = pid;
  483. installNewPlayerInterface(nInt, pid);
  484. nInt->loadGame(h, version); //another evil cast, check above
  485. }
  486. if(!vstd::contains(battleints, PlayerColor::NEUTRAL))
  487. loadNeutralBattleAI();
  488. }
  489. }
  490. void CClient::serialize(BinarySerializer & h, const int version, const std::set<PlayerColor> & playerIDs)
  491. {
  492. assert(h.saving);
  493. h & hotSeat;
  494. {
  495. ui8 players = playerint.size();
  496. h & players;
  497. for(auto i = playerint.begin(); i != playerint.end(); i++)
  498. {
  499. LOG_TRACE_PARAMS(logGlobal, "Saving player %s interface", i->first);
  500. assert(i->first == i->second->playerID);
  501. h & i->first & i->second->dllName & i->second->human;
  502. i->second->saveGame(h, version);
  503. }
  504. }
  505. }
  506. void CClient::serialize(BinaryDeserializer & h, const int version, const std::set<PlayerColor> & playerIDs)
  507. {
  508. assert(!h.saving);
  509. h & hotSeat;
  510. {
  511. ui8 players = 0; //fix for uninitialized warning
  512. h & players;
  513. for(int i=0; i < players; i++)
  514. {
  515. std::string dllname;
  516. PlayerColor pid;
  517. bool isHuman = false;
  518. h & pid & dllname & isHuman;
  519. LOG_TRACE_PARAMS(logGlobal, "Loading player %s interface", pid);
  520. std::shared_ptr<CGameInterface> nInt;
  521. if(dllname.length())
  522. {
  523. if(pid == PlayerColor::NEUTRAL)
  524. {
  525. if(playerIDs.count(pid))
  526. installNewBattleInterface(CDynLibHandler::getNewBattleAI(dllname), pid);
  527. //TODO? consider serialization
  528. continue;
  529. }
  530. else
  531. {
  532. assert(!isHuman);
  533. nInt = CDynLibHandler::getNewAI(dllname);
  534. }
  535. }
  536. else
  537. {
  538. assert(isHuman);
  539. nInt = std::make_shared<CPlayerInterface>(pid);
  540. }
  541. nInt->dllName = dllname;
  542. nInt->human = isHuman;
  543. nInt->playerID = pid;
  544. nInt->loadGame(h, version);
  545. if(settings["session"]["onlyai"].Bool() && isHuman)
  546. {
  547. removeGUI();
  548. nInt.reset();
  549. dllname = aiNameForPlayer(false);
  550. nInt = CDynLibHandler::getNewAI(dllname);
  551. nInt->dllName = dllname;
  552. nInt->human = false;
  553. nInt->playerID = pid;
  554. installNewPlayerInterface(nInt, pid);
  555. GH.totalRedraw();
  556. }
  557. else
  558. {
  559. if(playerIDs.count(pid))
  560. installNewPlayerInterface(nInt, pid);
  561. }
  562. }
  563. if(settings["session"]["spectate"].Bool())
  564. {
  565. removeGUI();
  566. auto p = std::make_shared<CPlayerInterface>(PlayerColor::SPECTATOR);
  567. installNewPlayerInterface(p, PlayerColor::SPECTATOR, true);
  568. GH.curInt = p.get();
  569. LOCPLINT->activateForSpectator();
  570. GH.totalRedraw();
  571. }
  572. if(playerIDs.count(PlayerColor::NEUTRAL))
  573. loadNeutralBattleAI();
  574. }
  575. }
  576. void CClient::handlePack( CPack * pack )
  577. {
  578. if(pack == nullptr)
  579. {
  580. logNetwork->error("Dropping nullptr CPack! You should check whether client and server ABI matches.");
  581. return;
  582. }
  583. CBaseForCLApply *apply = applier->getApplier(typeList.getTypeID(pack)); //find the applier
  584. if(apply)
  585. {
  586. boost::unique_lock<boost::recursive_mutex> guiLock(*CPlayerInterface::pim);
  587. apply->applyOnClBefore(this, pack);
  588. logNetwork->trace("\tMade first apply on cl");
  589. gs->apply(pack);
  590. logNetwork->trace("\tApplied on gs");
  591. apply->applyOnClAfter(this, pack);
  592. logNetwork->trace("\tMade second apply on cl");
  593. }
  594. else
  595. {
  596. logNetwork->error("Message %s cannot be applied, cannot find applier!", typeList.getTypeInfo(pack)->name());
  597. }
  598. delete pack;
  599. }
  600. void CClient::finishCampaign( std::shared_ptr<CCampaignState> camp )
  601. {
  602. }
  603. void CClient::proposeNextMission(std::shared_ptr<CCampaignState> camp)
  604. {
  605. GH.pushInt(new CBonusSelection(camp));
  606. }
  607. void CClient::stopConnection()
  608. {
  609. terminate = true;
  610. if(serv)
  611. {
  612. boost::unique_lock<boost::mutex>(*serv->wmx);
  613. if(serv->isHost()) //request closing connection
  614. {
  615. logNetwork->infoStream() << "Connection has been requested to be closed.";
  616. CloseServer close_server;
  617. sendRequest(&close_server, PlayerColor::NEUTRAL);
  618. logNetwork->infoStream() << "Sent closing signal to the server";
  619. }
  620. else
  621. {
  622. LeaveGame leave_Game;
  623. sendRequest(&leave_Game, PlayerColor::NEUTRAL);
  624. logNetwork->infoStream() << "Sent leaving signal to the server";
  625. }
  626. }
  627. if(connectionHandler)//end connection handler
  628. {
  629. if(connectionHandler->get_id() != boost::this_thread::get_id())
  630. connectionHandler->join();
  631. logNetwork->infoStream() << "Connection handler thread joined";
  632. vstd::clear_pointer(connectionHandler);
  633. }
  634. if (serv) //and delete connection
  635. {
  636. serv->close();
  637. vstd::clear_pointer(serv);
  638. logNetwork->warnStream() << "Our socket has been closed.";
  639. }
  640. }
  641. void CClient::battleStarted(const BattleInfo * info)
  642. {
  643. for(auto &battleCb : battleCallbacks)
  644. {
  645. if(vstd::contains_if(info->sides, [&](const SideInBattle& side) {return side.color == battleCb.first; })
  646. || battleCb.first >= PlayerColor::PLAYER_LIMIT)
  647. {
  648. battleCb.second->setBattle(info);
  649. }
  650. }
  651. // for(ui8 side : info->sides)
  652. // if(battleCallbacks.count(side))
  653. // battleCallbacks[side]->setBattle(info);
  654. std::shared_ptr<CPlayerInterface> att, def;
  655. auto &leftSide = info->sides[0], &rightSide = info->sides[1];
  656. //If quick combat is not, do not prepare interfaces for battleint
  657. if(!settings["adventure"]["quickCombat"].Bool())
  658. {
  659. if(vstd::contains(playerint, leftSide.color) && playerint[leftSide.color]->human)
  660. att = std::dynamic_pointer_cast<CPlayerInterface>( playerint[leftSide.color] );
  661. if(vstd::contains(playerint, rightSide.color) && playerint[rightSide.color]->human)
  662. def = std::dynamic_pointer_cast<CPlayerInterface>( playerint[rightSide.color] );
  663. }
  664. if(!settings["session"]["headless"].Bool())
  665. {
  666. if(!!att || !!def)
  667. {
  668. boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
  669. auto bi = new CBattleInterface(leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero,
  670. Rect((screen->w - 800)/2,
  671. (screen->h - 600)/2, 800, 600), att, def);
  672. GH.pushInt(bi);
  673. }
  674. else if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
  675. {
  676. //TODO: This certainly need improvement
  677. auto spectratorInt = std::dynamic_pointer_cast<CPlayerInterface>(playerint[PlayerColor::SPECTATOR]);
  678. spectratorInt->cb->setBattle(info);
  679. boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
  680. auto bi = new CBattleInterface(leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero,
  681. Rect((screen->w - 800)/2,
  682. (screen->h - 600)/2, 800, 600), att, def, spectratorInt);
  683. GH.pushInt(bi);
  684. }
  685. }
  686. auto callBattleStart = [&](PlayerColor color, ui8 side){
  687. if(vstd::contains(battleints, color))
  688. battleints[color]->battleStart(leftSide.armyObject, rightSide.armyObject, info->tile, leftSide.hero, rightSide.hero, side);
  689. };
  690. callBattleStart(leftSide.color, 0);
  691. callBattleStart(rightSide.color, 1);
  692. callBattleStart(PlayerColor::UNFLAGGABLE, 1);
  693. if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
  694. callBattleStart(PlayerColor::SPECTATOR, 1);
  695. if(info->tacticDistance && vstd::contains(battleints,info->sides[info->tacticsSide].color))
  696. {
  697. boost::thread(&CClient::commenceTacticPhaseForInt, this, battleints[info->sides[info->tacticsSide].color]);
  698. }
  699. }
  700. void CClient::battleFinished()
  701. {
  702. for(auto & side : gs->curB->sides)
  703. if(battleCallbacks.count(side.color))
  704. battleCallbacks[side.color]->setBattle(nullptr);
  705. if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
  706. battleCallbacks[PlayerColor::SPECTATOR]->setBattle(nullptr);
  707. }
  708. void CClient::loadNeutralBattleAI()
  709. {
  710. installNewBattleInterface(CDynLibHandler::getNewBattleAI(settings["server"]["neutralAI"].String()), PlayerColor::NEUTRAL);
  711. }
  712. void CClient::commitPackage( CPackForClient *pack )
  713. {
  714. CommitPackage cp;
  715. cp.freePack = false;
  716. cp.packToCommit = pack;
  717. sendRequest(&cp, PlayerColor::NEUTRAL);
  718. }
  719. PlayerColor CClient::getLocalPlayer() const
  720. {
  721. if(LOCPLINT)
  722. return LOCPLINT->playerID;
  723. return getCurrentPlayer();
  724. }
  725. void CClient::commenceTacticPhaseForInt(std::shared_ptr<CBattleGameInterface> battleInt)
  726. {
  727. setThreadName("CClient::commenceTacticPhaseForInt");
  728. try
  729. {
  730. battleInt->yourTacticPhase(gs->curB->tacticDistance);
  731. if(gs && !!gs->curB && gs->curB->tacticDistance) //while awaiting for end of tactics phase, many things can happen (end of battle... or game)
  732. {
  733. MakeAction ma(BattleAction::makeEndOFTacticPhase(gs->curB->playerToSide(battleInt->playerID).get()));
  734. sendRequest(&ma, battleInt->playerID);
  735. }
  736. }
  737. catch(...)
  738. {
  739. handleException();
  740. }
  741. }
  742. void CClient::invalidatePaths()
  743. {
  744. // turn pathfinding info into invalid. It will be regenerated later
  745. boost::unique_lock<boost::mutex> pathLock(pathInfo->pathMx);
  746. pathInfo->hero = nullptr;
  747. }
  748. const CPathsInfo * CClient::getPathsInfo(const CGHeroInstance *h)
  749. {
  750. assert(h);
  751. boost::unique_lock<boost::mutex> pathLock(pathInfo->pathMx);
  752. if (pathInfo->hero != h)
  753. {
  754. gs->calculatePaths(h, *pathInfo.get());
  755. }
  756. return pathInfo.get();
  757. }
  758. int CClient::sendRequest(const CPack *request, PlayerColor player)
  759. {
  760. static ui32 requestCounter = 0;
  761. ui32 requestID = requestCounter++;
  762. logNetwork->traceStream() << boost::format("Sending a request \"%s\". It'll have an ID=%d.")
  763. % typeid(*request).name() % requestID;
  764. waitingRequest.pushBack(requestID);
  765. serv->sendPackToServer(*request, player, requestID);
  766. if(vstd::contains(playerint, player))
  767. playerint[player]->requestSent(dynamic_cast<const CPackForServer*>(request), requestID);
  768. return requestID;
  769. }
  770. void CClient::campaignMapFinished( std::shared_ptr<CCampaignState> camp )
  771. {
  772. endGame(false);
  773. GH.curInt = CGPreGame::create();
  774. auto & epilogue = camp->camp->scenarios[camp->mapsConquered.back()].epilog;
  775. auto finisher = [=]()
  776. {
  777. if(camp->mapsRemaining.size())
  778. proposeNextMission(camp);
  779. else
  780. finishCampaign(camp);
  781. };
  782. if(epilogue.hasPrologEpilog)
  783. {
  784. GH.pushInt(new CPrologEpilogVideo(epilogue, finisher));
  785. }
  786. else
  787. {
  788. finisher();
  789. }
  790. }
  791. void CClient::installNewPlayerInterface(std::shared_ptr<CGameInterface> gameInterface, boost::optional<PlayerColor> color, bool battlecb)
  792. {
  793. boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
  794. PlayerColor colorUsed = color.get_value_or(PlayerColor::UNFLAGGABLE);
  795. if(!color)
  796. privilagedGameEventReceivers.push_back(gameInterface);
  797. playerint[colorUsed] = gameInterface;
  798. logGlobal->traceStream() << boost::format("\tInitializing the interface for player %s") % colorUsed;
  799. auto cb = std::make_shared<CCallback>(gs, color, this);
  800. callbacks[colorUsed] = cb;
  801. battleCallbacks[colorUsed] = cb;
  802. gameInterface->init(cb);
  803. installNewBattleInterface(gameInterface, color, battlecb);
  804. }
  805. void CClient::installNewBattleInterface(std::shared_ptr<CBattleGameInterface> battleInterface, boost::optional<PlayerColor> color, bool needCallback /*= true*/)
  806. {
  807. boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
  808. PlayerColor colorUsed = color.get_value_or(PlayerColor::UNFLAGGABLE);
  809. if(!color)
  810. privilagedBattleEventReceivers.push_back(battleInterface);
  811. battleints[colorUsed] = battleInterface;
  812. if(needCallback)
  813. {
  814. logGlobal->traceStream() << boost::format("\tInitializing the battle interface for player %s") % *color;
  815. auto cbc = std::make_shared<CBattleCallback>(gs, color, this);
  816. battleCallbacks[colorUsed] = cbc;
  817. battleInterface->init(cbc);
  818. }
  819. }
  820. std::string CClient::aiNameForPlayer(const PlayerSettings &ps, bool battleAI)
  821. {
  822. if(ps.name.size())
  823. {
  824. const boost::filesystem::path aiPath = VCMIDirs::get().fullLibraryPath("AI", ps.name);
  825. if (boost::filesystem::exists(aiPath))
  826. return ps.name;
  827. }
  828. return aiNameForPlayer(battleAI);
  829. }
  830. std::string CClient::aiNameForPlayer(bool battleAI)
  831. {
  832. const int sensibleAILimit = settings["session"]["oneGoodAI"].Bool() ? 1 : PlayerColor::PLAYER_LIMIT_I;
  833. std::string goodAI = battleAI ? settings["server"]["neutralAI"].String() : settings["server"]["playerAI"].String();
  834. std::string badAI = battleAI ? "StupidAI" : "EmptyAI";
  835. //TODO what about human players
  836. if(battleints.size() >= sensibleAILimit)
  837. return badAI;
  838. return goodAI;
  839. }
  840. void CServerHandler::startServer()
  841. {
  842. if(settings["session"]["donotstartserver"].Bool())
  843. return;
  844. th.update();
  845. #ifdef VCMI_ANDROID
  846. CAndroidVMHelper envHelper;
  847. envHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "startServer", true);
  848. #else
  849. serverThread = new boost::thread(&CServerHandler::callServer, this); //runs server executable;
  850. #endif
  851. if(verbose)
  852. logNetwork->infoStream() << "Setting up thread calling server: " << th.getDiff();
  853. }
  854. void CServerHandler::waitForServer()
  855. {
  856. if(settings["session"]["donotstartserver"].Bool())
  857. return;
  858. if(!serverThread)
  859. startServer();
  860. th.update();
  861. #ifndef VCMI_ANDROID
  862. if(shared)
  863. shared->sr->waitTillReady();
  864. #else
  865. logNetwork->infoStream() << "waiting for server";
  866. while (!androidTestServerReadyFlag.load())
  867. {
  868. logNetwork->infoStream() << "still waiting...";
  869. boost::this_thread::sleep(boost::posix_time::milliseconds(1000));
  870. }
  871. logNetwork->infoStream() << "waiting for server finished...";
  872. androidTestServerReadyFlag = false;
  873. #endif
  874. if(verbose)
  875. logNetwork->infoStream() << "Waiting for server: " << th.getDiff();
  876. }
  877. CConnection * CServerHandler::connectToServer()
  878. {
  879. waitForServer();
  880. th.update(); //put breakpoint here to attach to server before it does something stupid
  881. #ifndef VCMI_ANDROID
  882. CConnection *ret = justConnectToServer(settings["server"]["server"].String(), shared ? shared->sr->port : 0);
  883. #else
  884. CConnection *ret = justConnectToServer(settings["server"]["server"].String());
  885. #endif
  886. if(verbose)
  887. logNetwork->infoStream()<<"\tConnecting to the server: "<<th.getDiff();
  888. return ret;
  889. }
  890. ui16 CServerHandler::getDefaultPort()
  891. {
  892. if(settings["session"]["serverport"].Integer())
  893. return settings["session"]["serverport"].Integer();
  894. else
  895. return settings["server"]["port"].Integer();
  896. }
  897. std::string CServerHandler::getDefaultPortStr()
  898. {
  899. return boost::lexical_cast<std::string>(getDefaultPort());
  900. }
  901. CServerHandler::CServerHandler(bool runServer /*= false*/)
  902. {
  903. serverThread = nullptr;
  904. shared = nullptr;
  905. verbose = true;
  906. uuid = boost::uuids::to_string(boost::uuids::random_generator()());
  907. #ifndef VCMI_ANDROID
  908. if(settings["session"]["donotstartserver"].Bool() || settings["session"]["disable-shm"].Bool())
  909. return;
  910. std::string sharedMemoryName = "vcmi_memory";
  911. if(settings["session"]["enable-shm-uuid"].Bool())
  912. {
  913. //used or automated testing when multiple clients start simultaneously
  914. sharedMemoryName += "_" + uuid;
  915. }
  916. try
  917. {
  918. shared = new SharedMemory(sharedMemoryName, true);
  919. }
  920. catch(...)
  921. {
  922. vstd::clear_pointer(shared);
  923. logNetwork->error("Cannot open interprocess memory.");
  924. handleException();
  925. throw;
  926. }
  927. #endif
  928. }
  929. CServerHandler::~CServerHandler()
  930. {
  931. delete shared;
  932. delete serverThread; //detaches, not kills thread
  933. }
  934. void CServerHandler::callServer()
  935. {
  936. #ifndef VCMI_ANDROID
  937. setThreadName("CServerHandler::callServer");
  938. const std::string logName = (VCMIDirs::get().userCachePath() / "server_log.txt").string();
  939. std::string comm = VCMIDirs::get().serverPath().string()
  940. + " --port=" + getDefaultPortStr()
  941. + " --run-by-client"
  942. + " --uuid=" + uuid;
  943. if(shared)
  944. {
  945. comm += " --enable-shm";
  946. if(settings["session"]["enable-shm-uuid"].Bool())
  947. comm += " --enable-shm-uuid";
  948. }
  949. comm += " > \"" + logName + '\"';
  950. int result = std::system(comm.c_str());
  951. if (result == 0)
  952. {
  953. logNetwork->infoStream() << "Server closed correctly";
  954. serverAlive.setn(false);
  955. }
  956. else
  957. {
  958. logNetwork->errorStream() << "Error: server failed to close correctly or crashed!";
  959. logNetwork->errorStream() << "Check " << logName << " for more info";
  960. exit(1);// exit in case of error. Othervice without working server VCMI will hang
  961. }
  962. #endif
  963. }
  964. CConnection * CServerHandler::justConnectToServer(const std::string &host, const ui16 port)
  965. {
  966. CConnection *ret = nullptr;
  967. while(!ret)
  968. {
  969. try
  970. {
  971. logNetwork->infoStream() << "Establishing connection...";
  972. ret = new CConnection( host.size() ? host : settings["server"]["server"].String(),
  973. port ? port : getDefaultPort(),
  974. NAME);
  975. ret->connectionID = 1; // TODO: Refactoring for the server so IDs set outside of CConnection
  976. }
  977. catch(...)
  978. {
  979. logNetwork->errorStream() << "\nCannot establish connection! Retrying within 2 seconds";
  980. SDL_Delay(2000);
  981. }
  982. }
  983. return ret;
  984. }
  985. #ifdef VCMI_ANDROID
  986. extern "C" JNIEXPORT void JNICALL Java_eu_vcmi_vcmi_NativeMethods_notifyServerReady(JNIEnv * env, jobject cls)
  987. {
  988. logNetwork->infoStream() << "Received server ready signal";
  989. androidTestServerReadyFlag.store(true);
  990. }
  991. extern "C" JNIEXPORT bool JNICALL Java_eu_vcmi_vcmi_NativeMethods_tryToSaveTheGame(JNIEnv * env, jobject cls)
  992. {
  993. logGlobal->infoStream() << "Received emergency save game request";
  994. if(!LOCPLINT || !LOCPLINT->cb)
  995. {
  996. return false;
  997. }
  998. LOCPLINT->cb->save("Saves/_Android_Autosave");
  999. return true;
  1000. }
  1001. #endif