| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232 | 
							- #pragma once
 
- #include "../lib/IGameCallback.h"
 
- #include "../lib/CondSh.h"
 
- #include "../lib/CStopWatch.h"
 
- /*
 
-  * Client.h, 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
 
-  *
 
-  */
 
- class IGameEventsReceiver;
 
- class IBattleEventsReceiver;
 
- class CBattleGameInterface;
 
- struct StartInfo;
 
- class CGameState;
 
- class CGameInterface;
 
- class CConnection;
 
- class CCallback;
 
- struct BattleAction;
 
- struct SharedMem;
 
- class CClient;
 
- class CScriptingModule;
 
- struct CPathsInfo;
 
- namespace boost { class thread; }
 
- void processCommand(const std::string &message, CClient *&client);
 
- /// structure to handle running server and connecting to it
 
- class CServerHandler
 
- {
 
- private:
 
- 	void callServer(); //calls server via system(), should be called as thread
 
- public:
 
- 	CStopWatch th;
 
- 	boost::thread *serverThread; //thread that called system to run server
 
- 	SharedMem *shared; //interprocess memory (for waiting for server)
 
- 	bool verbose; //whether to print log msgs
 
- 	std::string port; //port number in text form
 
- 	//functions setting up local server
 
- 	void startServer(); //creates a thread with callServer
 
- 	void waitForServer(); //waits till server is ready
 
- 	CConnection * connectToServer(); //connects to server
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	static CConnection * justConnectToServer(const std::string &host = "", const std::string &port = ""); //connects to given host without taking any other actions (like setting up server)
 
- 	CServerHandler(bool runServer = false);
 
- 	~CServerHandler();
 
- };
 
- template<typename T>
 
- class ThreadSafeVector
 
- {
 
- 	typedef std::vector<T> TVector;
 
- 	typedef boost::unique_lock<boost::mutex> TLock;
 
- 	TVector items;
 
- 	boost::mutex mx;
 
- 	boost::condition_variable cond;
 
- public:
 
- 	void pushBack(const T &item)
 
- 	{
 
- 		TLock lock(mx);
 
- 		items.push_back(item);
 
- 		cond.notify_all();
 
- 	}
 
- // 	//to access list, caller must present a lock used to lock mx
 
- // 	TVector &getList(TLock &lockedLock)
 
- // 	{
 
- // 		assert(lockedLock.owns_lock() && lockedLock.mutex() == &mx);
 
- // 		return items;
 
- // 	}
 
- 	TLock getLock()
 
- 	{
 
- 		return TLock(mx);
 
- 	}
 
- 	void waitWhileContains(const T &item)
 
- 	{
 
- 		auto lock = getLock();
 
- 		while(vstd::contains(items, item))
 
- 			cond.wait(lock);
 
- 	}
 
- 	bool tryRemovingElement(const T&item) //returns false if element was not present
 
- 	{
 
- 		auto lock = getLock();
 
- 		auto itr = vstd::find(items, item);
 
- 		if(itr == items.end()) //not in container
 
- 		{
 
- 			return false;
 
- 		}
 
- 		items.erase(itr);
 
- 		cond.notify_all();
 
- 		return true;
 
- 	}
 
- };
 
- /// Class which handles client - server logic
 
- class CClient : public IGameCallback
 
- {
 
- public:
 
- 	CCallback *cb;
 
- 	std::map<TPlayerColor,shared_ptr<CCallback> > callbacks; //callbacks given to player interfaces
 
- 	std::map<TPlayerColor,shared_ptr<CBattleCallback> > battleCallbacks; //callbacks given to player interfaces
 
- 	std::vector<IGameEventsReceiver*> privilagedGameEventReceivers; //scripting modules, spectator interfaces
 
- 	std::vector<IBattleEventsReceiver*> privilagedBattleEventReceivers; //scripting modules, spectator interfaces
 
- 	std::map<TPlayerColor,CGameInterface *> playerint;
 
- 	std::map<TPlayerColor,CBattleGameInterface *> battleints;
 
- 	bool hotSeat;
 
- 	CConnection *serv;
 
- 	BattleAction *curbaction;
 
- 	CPathsInfo *pathInfo;
 
- 	boost::mutex pathMx; //protects the variable above
 
- 	CScriptingModule *erm;
 
- 	ThreadSafeVector<int> waitingRequest;
 
- 	std::queue<CPack *> packs;
 
- 	boost::mutex packsM;
 
- 	void waitForMoveAndSend(TPlayerColor color);
 
- 	//void sendRequest(const CPackForServer *request, bool waitForRealization);
 
- 	CClient(void);
 
- 	CClient(CConnection *con, StartInfo *si);
 
- 	~CClient(void);
 
- 	void init();
 
- 	void newGame(CConnection *con, StartInfo *si); //con - connection to server
 
- 	void loadNeutralBattleAI();
 
- 	void endGame(bool closeConnection = true);
 
- 	void stopConnection();
 
- 	void save(const std::string & fname);
 
- 	void loadGame(const std::string & fname);
 
- 	void run();
 
- 	void campaignMapFinished( shared_ptr<CCampaignState> camp );
 
- 	void finishCampaign( shared_ptr<CCampaignState> camp );
 
- 	void proposeNextMission(shared_ptr<CCampaignState> camp);
 
- 	void invalidatePaths(const CGHeroInstance *h = NULL); //invalidates paths for hero h or for any hero if h is NULL => they'll got recalculated when the next query comes
 
- 	void calculatePaths(const CGHeroInstance *h);
 
- 	void updatePaths(); //calls calculatePaths for same hero for which we previously calculated paths
 
- 	bool terminate;	// tell to terminate
 
- 	boost::thread *connectionHandler; //thread running run() method
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	virtual int getLocalPlayer() const OVERRIDE;
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	//not working yet, will be implement somewhen later with support for local-sim-based gameplay
 
- 	void changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells) OVERRIDE {};
 
- 	bool removeObject(const CGObjectInstance * obj) OVERRIDE {return false;};
 
- 	void setBlockVis(ObjectInstanceID objid, bool bv) OVERRIDE {};
 
- 	void setOwner(const CGObjectInstance * obj, TPlayerColor owner) OVERRIDE {};
 
- 	void setHoverName(const CGObjectInstance * obj, MetaString * name) OVERRIDE {};
 
- 	void changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs=false) OVERRIDE {};
 
- 	void changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs=false) OVERRIDE {}; 
 
- 	void showBlockingDialog(BlockingDialog *iw, const CFunctionList<void(ui32)> &callback) OVERRIDE {};
 
- 	ui32 showBlockingDialog(BlockingDialog *iw) OVERRIDE {return 0;}; //synchronous version of above
 
- 	void showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits, const boost::function<void()> &cb) OVERRIDE {};
 
- 	void showThievesGuildWindow(TPlayerColor player, ObjectInstanceID requestingObjId) OVERRIDE {};
 
- 	void giveResource(TPlayerColor player, Res::ERes which, int val) OVERRIDE {};
 
- 	void giveCreatures(const CArmedInstance * objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) OVERRIDE {};
 
- 	void takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures) OVERRIDE {};
 
- 	bool changeStackType(const StackLocation &sl, CCreature *c) OVERRIDE {return false;};
 
- 	bool changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue = false) OVERRIDE {return false;};
 
- 	bool insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count) OVERRIDE {return false;};
 
- 	bool eraseStack(const StackLocation &sl, bool forceRemoval = false){return false;};
 
- 	bool swapStacks(const StackLocation &sl1, const StackLocation &sl2) OVERRIDE {return false;}
 
- 	bool addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count) OVERRIDE {return false;}
 
- 	void tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging) OVERRIDE {}
 
- 	bool moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count = -1) OVERRIDE {return false;}
 
- 	void giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos) OVERRIDE {};
 
- 	void giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos) OVERRIDE {};
 
- 	void putArtifact(const ArtifactLocation &al, const CArtifactInstance *a) OVERRIDE {}; 
 
- 	void removeArtifact(const ArtifactLocation &al) OVERRIDE {};
 
- 	bool moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2) OVERRIDE {return false;};
 
- 	void synchronizeArtifactHandlerLists() OVERRIDE {};
 
- 	void showCompInfo(ShowInInfobox * comp) OVERRIDE {};
 
- 	void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) OVERRIDE {};
 
- 	void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) OVERRIDE {};
 
- 	//void giveHeroArtifact(int artid, int hid, int position){}; 
 
- 	//void giveNewArtifact(int hid, int position){};
 
- 	void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, boost::function<void(BattleResult*)> cb = 0, const CGTownInstance *town = NULL) OVERRIDE {}; //use hero=NULL for no hero
 
- 	void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false) OVERRIDE {}; //if any of armies is hero, hero will be used
 
- 	void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false) OVERRIDE {}; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
 
- 	void setAmount(ObjectInstanceID objid, ui32 val) OVERRIDE {};
 
- 	bool moveHero(ObjectInstanceID hid, int3 dst, ui8 instant, TPlayerColor asker = GameConstants::NEUTRAL_PLAYER) OVERRIDE {return false;};
 
- 	void giveHeroBonus(GiveBonus * bonus) OVERRIDE {};
 
- 	void setMovePoints(SetMovePoints * smp) OVERRIDE {};
 
- 	void setManaPoints(ObjectInstanceID hid, int val) OVERRIDE {};
 
- 	void giveHero(ObjectInstanceID id, TPlayerColor player) OVERRIDE {};
 
- 	void changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags) OVERRIDE {};
 
- 	void sendAndApply(CPackForClient * info) OVERRIDE {};
 
- 	void heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2) OVERRIDE {};
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	friend class CCallback; //handling players actions
 
- 	friend class CBattleCallback; //handling players actions
 
- 	friend void processCommand(const std::string &message, CClient *&client); //handling console
 
- 	
 
- 	int sendRequest(const CPack *request, TPlayerColor player); //returns ID given to that request
 
- 	void handlePack( CPack * pack ); //applies the given pack and deletes it
 
- 	void battleStarted(const BattleInfo * info);
 
- 	void commenceTacticPhaseForInt(CBattleGameInterface *battleInt); //will be called as separate thread
 
- 	void commitPackage(CPackForClient *pack) OVERRIDE;
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	template <typename Handler> void serialize(Handler &h, const int version);
 
- 	void battleFinished();
 
- };
 
 
  |