| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029 | #include "StdInc.h"#include "Client.h"#include <SDL.h>#include "CMusicHandler.h"#include "../lib/mapping/CCampaignHandler.h"#include "../CCallback.h"#include "../lib/CConsoleHandler.h"#include "CGameInfo.h"#include "../lib/CGameState.h"#include "CPlayerInterface.h"#include "../lib/StartInfo.h"#include "../lib/BattleState.h"#include "../lib/CModHandler.h"#include "../lib/CArtHandler.h"#include "../lib/CGeneralTextHandler.h"#include "../lib/CHeroHandler.h"#include "../lib/CTownHandler.h"#include "../lib/CBuildingHandler.h"#include "../lib/spells/CSpellHandler.h"#include "../lib/Connection.h"#ifndef VCMI_ANDROID#include "../lib/Interprocess.h"#endif#include "../lib/NetPacks.h"#include "../lib/VCMI_Lib.h"#include "../lib/VCMIDirs.h"#include "../lib/mapping/CMap.h"#include "../lib/JsonNode.h"#include "mapHandler.h"#include "../lib/CConfigHandler.h"#include "Client.h"#include "CPreGame.h"#include "battle/CBattleInterface.h"#include "../lib/CThreadHelper.h"#include "../lib/CScriptingModule.h"#include "../lib/registerTypes/RegisterTypes.h"#include "gui/CGuiHandler.h"#include "CMT.h"extern std::string NAME;#ifndef VCMI_ANDROIDnamespace intpr = boost::interprocess;#endif/* * 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 * */template <typename T> class CApplyOnCL;class CBaseForCLApply{public:	virtual void applyOnClAfter(CClient *cl, void *pack) const =0; 	virtual void applyOnClBefore(CClient *cl, void *pack) const =0; 	virtual ~CBaseForCLApply(){}	template<typename U> static CBaseForCLApply *getApplier(const U * t=nullptr)	{		return new CApplyOnCL<U>;	}};template <typename T> class CApplyOnCL : public CBaseForCLApply{public:	void applyOnClAfter(CClient *cl, void *pack) const	{		T *ptr = static_cast<T*>(pack);		ptr->applyCl(cl);	}	void applyOnClBefore(CClient *cl, void *pack) const	{		T *ptr = static_cast<T*>(pack);		ptr->applyFirstCl(cl);	}};template <> class CApplyOnCL<CPack> : public CBaseForCLApply{public:	void applyOnClAfter(CClient *cl, void *pack) const	{		logGlobal->errorStream() << "Cannot apply on CL plain CPack!";		assert(0);	}	void applyOnClBefore(CClient *cl, void *pack) const	{		logGlobal->errorStream() << "Cannot apply on CL plain CPack!";		assert(0);	}};static CApplier<CBaseForCLApply> *applier = nullptr;void CClient::init(){	hotSeat = false;	connectionHandler = nullptr;	pathInfo = nullptr;	applier = new CApplier<CBaseForCLApply>;	registerTypesClientPacks1(*applier);	registerTypesClientPacks2(*applier);	IObjectInterface::cb = this;	serv = nullptr;	gs = nullptr;	erm = nullptr;	terminate = false;}CClient::CClient(void){	init();}CClient::CClient(CConnection *con, StartInfo *si){	init();	newGame(con,si);}CClient::~CClient(void){	delete applier;}void CClient::waitForMoveAndSend(PlayerColor color){	try	{		setThreadName("CClient::waitForMoveAndSend");		assert(vstd::contains(battleints, color));		BattleAction ba = battleints[color]->activeStack(gs->curB->battleGetStackByID(gs->curB->activeStack, false));		if(ba.actionType != Battle::CANCEL)		{			logNetwork->traceStream() << "Send battle action to server: " << ba;			MakeAction temp_action(ba);			sendRequest(&temp_action, color);					}		return;	}	catch(boost::thread_interrupted&)	{        logNetwork->debugStream() << "Wait for move thread was interrupted and no action will be send. Was a battle ended by spell?";		return;	}	catch(...)	{		handleException();		return;	}    logNetwork->errorStream() << "We should not be here!";}void CClient::run(){	setThreadName("CClient::run");	try	{		while(!terminate)		{			CPack *pack = serv->retreivePack(); //get the package from the server						if (terminate) 			{				vstd::clear_pointer(pack);				break;			}			handlePack(pack);		}	} 	//catch only asio exceptions	catch (const boost::system::system_error& e)	{	        logNetwork->errorStream() << "Lost connection to server, ending listening thread!";        logNetwork->errorStream() << e.what();		if(!terminate) //rethrow (-> boom!) only if closing connection was unexpected		{            logNetwork->errorStream() << "Something wrong, lost connection while game is still ongoing...";			throw;		}	}}void CClient::save(const std::string & fname){	if(gs->curB)	{        logNetwork->errorStream() << "Game cannot be saved during battle!";		return;	}	SaveGame save_game(fname);	sendRequest((CPackForClient*)&save_game, PlayerColor::NEUTRAL);}void CClient::endGame( bool closeConnection /*= true*/ ){	//suggest interfaces to finish their stuff (AI should interrupt any bg working threads)	for(auto i : playerint)		i.second->finish();	// Game is ending	// Tell the network thread to reach a stable state	if(closeConnection)		stopConnection();    logNetwork->infoStream() << "Closed connection.";	GH.curInt = nullptr;	{		boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);        logNetwork->infoStream() << "Ending current game!";		if(GH.topInt())			GH.topInt()->deactivate();		GH.listInt.clear();		GH.objsToBlit.clear();		GH.statusbar = nullptr;        logNetwork->infoStream() << "Removed GUI.";		vstd::clear_pointer(const_cast<CGameInfo*>(CGI)->mh);		vstd::clear_pointer(gs);        logNetwork->infoStream() << "Deleted mapHandler and gameState.";		LOCPLINT = nullptr;	}	playerint.clear();	battleints.clear();	callbacks.clear();	battleCallbacks.clear();    logNetwork->infoStream() << "Deleted playerInts.";    logNetwork->infoStream() << "Client stopped.";}#if 1void CClient::loadGame(const std::string & fname, const bool server, const std::vector<int>& humanplayerindices, const int loadNumPlayers, int player_, const std::string & ipaddr, const std::string & port){    PlayerColor player(player_); //intentional shadowing    logNetwork->infoStream() <<"Loading procedure started!";	CServerHandler sh;    if(server)         sh.startServer();    else         serv = sh.justConnectToServer(ipaddr,port=="" ? "3030" : port);	CStopWatch tmh;    unique_ptr<CLoadFile> loader;	try	{		std::string clientSaveName = *CResourceHandler::get("local")->getResourceName(ResourceID(fname, EResType::CLIENT_SAVEGAME));		std::string controlServerSaveName;		if (CResourceHandler::get("local")->existsResource(ResourceID(fname, EResType::SERVER_SAVEGAME)))		{			controlServerSaveName = *CResourceHandler::get("local")->getResourceName(ResourceID(fname, EResType::SERVER_SAVEGAME));		}		else// create entry for server savegame. Triggered if save was made after launch and not yet present in res handler		{			controlServerSaveName = clientSaveName.substr(0, clientSaveName.find_last_of(".")) + ".vsgm1";			CResourceHandler::get("local")->createResource(controlServerSaveName, true);		}		if(clientSaveName.empty())			throw std::runtime_error("Cannot open client part of " + fname);		if(controlServerSaveName.empty())			throw std::runtime_error("Cannot open server part of " + fname);		{			CLoadIntegrityValidator checkingLoader(clientSaveName, controlServerSaveName, minSupportedVersion);			loadCommonState(checkingLoader);			loader = checkingLoader.decay();		}        logNetwork->infoStream() << "Loaded common part of save " << tmh.getDiff();		const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();		const_cast<CGameInfo*>(CGI)->mh->map = gs->map;		pathInfo = make_unique<CPathsInfo>(getMapSize());		CGI->mh->init();        logNetwork->infoStream() <<"Initing maphandler: "<<tmh.getDiff();	}	catch(std::exception &e)	{		logGlobal->errorStream() << "Cannot load game " << fname << ". Error: " << e.what();		throw; //obviously we cannot continue here	}/*    if(!server)         player = PlayerColor(player_);*/    std::set<PlayerColor> clientPlayers;    if(server)         serv = sh.connectToServer();    //*loader >> *this;    if(server)    {         tmh.update();         ui8 pom8;         *serv << ui8(3) << ui8(loadNumPlayers); //load game; one client if single-player         *serv << fname;         *serv >> pom8;         if(pom8)               throw std::runtime_error("Server cannot open the savegame!");         else              logNetwork->infoStream() << "Server opened savegame properly.";    }    if(server)    {         for(auto & elem : gs->scenarioOps->playerInfos)              if(!std::count(humanplayerindices.begin(),humanplayerindices.end(),elem.first.getNum()) || elem.first==player)              {                  clientPlayers.insert(elem.first);              }         clientPlayers.insert(PlayerColor::NEUTRAL);    }    else    {        clientPlayers.insert(player);    }    std::cout << "CLIENTPLAYERS:\n";    for(auto x : clientPlayers)         std::cout << x << std::endl;    std::cout << "ENDCLIENTPLAYERS\n";    serialize(loader->serializer,0,clientPlayers);    *serv << ui32(clientPlayers.size());    for(auto & elem : clientPlayers)        *serv << ui8(elem.getNum());    serv->addStdVecItems(gs); /*why is this here?*/    //*loader >> *this;    logNetwork->infoStream() << "Loaded client part of save " << tmh.getDiff();    logNetwork->infoStream() <<"Sent info to server: "<<tmh.getDiff();    //*serv << clientPlayers;	serv->enableStackSendingByID();	serv->disableSmartPointerSerialization();// 	logGlobal->traceStream() << "Objects:";// 	for(int i = 0; i < gs->map->objects.size(); i++)// 	{// 		auto o = gs->map->objects[i];// 		if(o)// 			logGlobal->traceStream() << boost::format("\tindex=%5d, id=%5d; address=%5d, pos=%s, name=%s") % i % o->id % (int)o.get() % o->pos % o->getHoverText();// 		else// 			logGlobal->traceStream() << boost::format("\tindex=%5d --- nullptr") % i;// 	}}#endifvoid CClient::newGame( CConnection *con, StartInfo *si ){	enum {SINGLE, HOST, GUEST} networkMode = SINGLE;	if (con == nullptr) 	{		CServerHandler sh;		serv = sh.connectToServer();	}	else	{		serv = con;		networkMode = (con->connectionID == 1) ? HOST : GUEST;	}	CConnection &c = *serv;	////////////////////////////////////////////////////	logNetwork->infoStream() <<"\tWill send info to server...";	CStopWatch tmh;	if(networkMode == SINGLE)	{		ui8 pom8;		c << ui8(2) << ui8(1); //new game; one client		c << *si;		c >> pom8;		if(pom8) throw std::runtime_error("Server cannot open the map!");	}	c >> si;    logNetwork->infoStream() <<"\tSending/Getting info to/from the server: "<<tmh.getDiff();	c.enableStackSendingByID();	c.disableSmartPointerSerialization();	// Initialize game state	gs = new CGameState();	logNetwork->infoStream() <<"\tCreating gamestate: "<<tmh.getDiff();	gs->scenarioOps = si;	gs->init(si);    logNetwork->infoStream() <<"Initializing GameState (together): "<<tmh.getDiff();	// Now after possible random map gen, we know exact player count.	// Inform server about how many players client handles	std::set<PlayerColor> myPlayers;	for(auto & elem : gs->scenarioOps->playerInfos)	{		if((networkMode == SINGLE)                                                      //single - one client has all player		   || (networkMode != SINGLE && serv->connectionID == elem.second.playerID)      //multi - client has only "its players"		   || (networkMode == HOST && elem.second.playerID == PlayerSettings::PLAYER_AI))//multi - host has all AI players		{			myPlayers.insert(elem.first); //add player		}	}	if(networkMode != GUEST)		myPlayers.insert(PlayerColor::NEUTRAL);	c << myPlayers;	// Init map handler	if(gs->map)	{		const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();		CGI->mh->map = gs->map;        logNetwork->infoStream() <<"Creating mapHandler: "<<tmh.getDiff();		CGI->mh->init();		pathInfo = make_unique<CPathsInfo>(getMapSize());        logNetwork->infoStream() <<"Initializing mapHandler (together): "<<tmh.getDiff();	}	int humanPlayers = 0;	for(auto & elem : gs->scenarioOps->playerInfos)//initializing interfaces for players	{		PlayerColor color = elem.first;		gs->currentPlayer = color;		if(!vstd::contains(myPlayers, color))			continue;        logNetwork->traceStream() << "Preparing interface for player " << color;		if(si->mode != StartInfo::DUEL)		{			if(elem.second.playerID == PlayerSettings::PLAYER_AI)			{				auto AiToGive = aiNameForPlayer(elem.second, false);				logNetwork->infoStream() << boost::format("Player %s will be lead by %s") % color % AiToGive;				installNewPlayerInterface(CDynLibHandler::getNewAI(AiToGive), color);			}			else 			{				installNewPlayerInterface(make_shared<CPlayerInterface>(color), color);				humanPlayers++;			}		}		else		{			std::string AItoGive = aiNameForPlayer(elem.second, true);			installNewBattleInterface(CDynLibHandler::getNewBattleAI(AItoGive), color);		}	}	if(si->mode == StartInfo::DUEL)	{		if(!gNoGUI)		{			boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);			auto p = make_shared<CPlayerInterface>(PlayerColor::NEUTRAL);			p->observerInDuelMode = true;			installNewPlayerInterface(p, boost::none);			GH.curInt = p.get();		}		battleStarted(gs->curB);	}	else	{		loadNeutralBattleAI();	}	serv->addStdVecItems(gs);	hotSeat = (humanPlayers > 1);// 	std::vector<FileInfo> scriptModules;// 	CFileUtility::getFilesWithExt(scriptModules, LIB_DIR "/scripting", "." LIB_EXT);// 	for(FileInfo &m : scriptModules)// 	{// 		CScriptingModule * nm = CDynLibHandler::getNewScriptingModule(m.name);// 		privilagedGameEventReceivers.push_back(nm);// 		privilagedBattleEventReceivers.push_back(nm);// 		nm->giveActionCB(this);// 		nm->giveInfoCB(this);// 		nm->init();// // 		erm = nm; //something tells me that there'll at most one module and it'll be ERM// 	}}void CClient::serialize(COSer & h, const int version){	assert(h.saving);	h & hotSeat;		{		ui8 players = playerint.size();		h & players;		for(auto i = playerint.begin(); i != playerint.end(); i++)		{			LOG_TRACE_PARAMS(logGlobal, "Saving player %s interface", i->first);			assert(i->first == i->second->playerID);			h & i->first & i->second->dllName & i->second->human;			i->second->saveGame(h, version); 					}	}}void CClient::serialize(CISer & h, const int version){	assert(!h.saving);	h & hotSeat;	{		ui8 players = 0; //fix for uninitialized warning		h & players;		for(int i=0; i < players; i++)		{			std::string dllname;			PlayerColor pid; 			bool isHuman = false;			h & pid & dllname & isHuman;			LOG_TRACE_PARAMS(logGlobal, "Loading player %s interface", pid);			shared_ptr<CGameInterface> nInt;			if(dllname.length())			{				if(pid == PlayerColor::NEUTRAL)				{					installNewBattleInterface(CDynLibHandler::getNewBattleAI(dllname), pid);					//TODO? consider serialization 					continue;				}				else				{					assert(!isHuman);					nInt = CDynLibHandler::getNewAI(dllname);				}			}			else			{				assert(isHuman);				nInt = make_shared<CPlayerInterface>(pid);			}			nInt->dllName = dllname;			nInt->human = isHuman;			nInt->playerID = pid;			installNewPlayerInterface(nInt, pid);			nInt->loadGame(h, version); //another evil cast, check above		}		if(!vstd::contains(battleints, PlayerColor::NEUTRAL))			loadNeutralBattleAI();	}}void CClient::serialize(COSer & h, const int version, const std::set<PlayerColor> & playerIDs){	assert(h.saving);	h & hotSeat;	{		ui8 players = playerint.size();		h & players;		for(auto i = playerint.begin(); i != playerint.end(); i++)		{			LOG_TRACE_PARAMS(logGlobal, "Saving player %s interface", i->first);			assert(i->first == i->second->playerID);			h & i->first & i->second->dllName & i->second->human;			i->second->saveGame(h, version); 					}	}}void CClient::serialize(CISer & h, const int version, const std::set<PlayerColor> & playerIDs){	assert(!h.saving);	h & hotSeat;	{		ui8 players = 0; //fix for uninitialized warning		h & players;		for(int i=0; i < players; i++)		{			std::string dllname;			PlayerColor pid; 			bool isHuman = false;			h & pid & dllname & isHuman;			LOG_TRACE_PARAMS(logGlobal, "Loading player %s interface", pid);			shared_ptr<CGameInterface> nInt;			if(dllname.length())			{				if(pid == PlayerColor::NEUTRAL)				{                    if(playerIDs.count(pid))                       installNewBattleInterface(CDynLibHandler::getNewBattleAI(dllname), pid);					//TODO? consider serialization 					continue;				}				else				{					assert(!isHuman);					nInt = CDynLibHandler::getNewAI(dllname);				}			}			else			{				assert(isHuman);				nInt = make_shared<CPlayerInterface>(pid);			}			nInt->dllName = dllname;			nInt->human = isHuman;			nInt->playerID = pid;            if(playerIDs.count(pid))                 installNewPlayerInterface(nInt, pid);            nInt->loadGame(h, version);       		}		if(playerIDs.count(PlayerColor::NEUTRAL))            loadNeutralBattleAI();	}}void CClient::handlePack( CPack * pack ){	CBaseForCLApply *apply = applier->apps[typeList.getTypeID(pack)]; //find the applier	if(apply)	{		boost::unique_lock<boost::recursive_mutex> guiLock(*LOCPLINT->pim);		apply->applyOnClBefore(this,pack);        logNetwork->traceStream() << "\tMade first apply on cl";		gs->apply(pack);        logNetwork->traceStream() << "\tApplied on gs";		apply->applyOnClAfter(this,pack);        logNetwork->traceStream() << "\tMade second apply on cl";	}	else	{        logNetwork->errorStream() << "Message cannot be applied, cannot find applier! TypeID " << typeList.getTypeID(pack);	}	delete pack;}void CClient::finishCampaign( shared_ptr<CCampaignState> camp ){}void CClient::proposeNextMission(shared_ptr<CCampaignState> camp){	GH.pushInt(new CBonusSelection(camp));}void CClient::stopConnection(){	terminate = true;	if (serv) //request closing connection	{        logNetwork->infoStream() << "Connection has been requested to be closed.";		boost::unique_lock<boost::mutex>(*serv->wmx);		CloseServer close_server;		sendRequest(&close_server, PlayerColor::NEUTRAL);        logNetwork->infoStream() << "Sent closing signal to the server";	}	if(connectionHandler)//end connection handler	{		if(connectionHandler->get_id() != boost::this_thread::get_id())			connectionHandler->join();        logNetwork->infoStream() << "Connection handler thread joined";		delete connectionHandler;		connectionHandler = nullptr;	}	if (serv) //and delete connection	{		serv->close();		delete serv;		serv = nullptr;        logNetwork->warnStream() << "Our socket has been closed.";	}}void CClient::battleStarted(const BattleInfo * info){	for(auto &battleCb : battleCallbacks)	{		if(vstd::contains_if(info->sides, [&](const SideInBattle& side) {return side.color == battleCb.first; })  			||  battleCb.first >= PlayerColor::PLAYER_LIMIT)		{			battleCb.second->setBattle(info);		}	}// 	for(ui8 side : info->sides)// 		if(battleCallbacks.count(side))// 			battleCallbacks[side]->setBattle(info);	shared_ptr<CPlayerInterface> att, def;	auto &leftSide = info->sides[0], &rightSide = info->sides[1];	//If quick combat is not, do not prepare interfaces for battleint	if(!settings["adventure"]["quickCombat"].Bool())	{		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] );	}	if(!gNoGUI && (!!att || !!def || gs->scenarioOps->mode == StartInfo::DUEL))	{		boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);		auto bi = new CBattleInterface(leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero,			Rect((screen->w - 800)/2, 			     (screen->h - 600)/2, 800, 600), att, def);		GH.pushInt(bi);	}	auto callBattleStart = [&](PlayerColor color, ui8 side){		if(vstd::contains(battleints, color))			battleints[color]->battleStart(leftSide.armyObject, rightSide.armyObject, info->tile, leftSide.hero, rightSide.hero, side);	};	callBattleStart(leftSide.color, 0);	callBattleStart(rightSide.color, 1);	callBattleStart(PlayerColor::UNFLAGGABLE, 1);	if(info->tacticDistance && vstd::contains(battleints,info->sides[info->tacticsSide].color))	{		boost::thread(&CClient::commenceTacticPhaseForInt, this, battleints[info->sides[info->tacticsSide].color]);	}}void CClient::battleFinished(){	for(auto & side : gs->curB->sides)		if(battleCallbacks.count(side.color))			battleCallbacks[side.color]->setBattle(nullptr);}void CClient::loadNeutralBattleAI(){	installNewBattleInterface(CDynLibHandler::getNewBattleAI(settings["server"]["neutralAI"].String()), PlayerColor::NEUTRAL);}void CClient::commitPackage( CPackForClient *pack ){	CommitPackage cp;	cp.freePack = false;	cp.packToCommit = pack;	sendRequest(&cp, PlayerColor::NEUTRAL);}PlayerColor CClient::getLocalPlayer() const{	if(LOCPLINT)		return LOCPLINT->playerID;	return getCurrentPlayer();}void CClient::commenceTacticPhaseForInt(shared_ptr<CBattleGameInterface> battleInt){	setThreadName("CClient::commenceTacticPhaseForInt");	try	{		battleInt->yourTacticPhase(gs->curB->tacticDistance);		if(gs && !!gs->curB && gs->curB->tacticDistance) //while awaiting for end of tactics phase, many things can happen (end of battle... or game)		{			MakeAction ma(BattleAction::makeEndOFTacticPhase(gs->curB->playerToSide(battleInt->playerID)));			sendRequest(&ma, battleInt->playerID);		}	}	catch(...)	{		handleException();	}	}void CClient::invalidatePaths(){	// turn pathfinding info into invalid. It will be regenerated later	boost::unique_lock<boost::mutex> pathLock(pathInfo->pathMx);	pathInfo->hero = nullptr;}const CPathsInfo * CClient::getPathsInfo(const CGHeroInstance *h){	assert(h);	boost::unique_lock<boost::mutex> pathLock(pathInfo->pathMx);	if (pathInfo->hero != h)	{		gs->calculatePaths(h, *pathInfo.get());	}	return pathInfo.get();}int CClient::sendRequest(const CPack *request, PlayerColor player){	static ui32 requestCounter = 0;	ui32 requestID = requestCounter++;    logNetwork->traceStream() << boost::format("Sending a request \"%s\". It'll have an ID=%d.")				% typeid(*request).name() % requestID;	waitingRequest.pushBack(requestID);	serv->sendPackToServer(*request, player, requestID);	if(vstd::contains(playerint, player))		playerint[player]->requestSent(dynamic_cast<const CPackForServer*>(request), requestID);	return requestID;}void CClient::campaignMapFinished( shared_ptr<CCampaignState> camp ){	endGame(false);	GH.curInt = CGPreGame::create();	auto & epilogue = camp->camp->scenarios[camp->mapsConquered.back()].epilog;	auto finisher = [=]()	{		if(camp->mapsRemaining.size())			proposeNextMission(camp);		else			finishCampaign(camp);	};	if(epilogue.hasPrologEpilog)	{		GH.pushInt(new CPrologEpilogVideo(epilogue, finisher));	}	else	{		finisher();	}}void CClient::installNewPlayerInterface(shared_ptr<CGameInterface> gameInterface, boost::optional<PlayerColor> color){	boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);	PlayerColor colorUsed = color.get_value_or(PlayerColor::UNFLAGGABLE);	if(!color)		privilagedGameEventReceivers.push_back(gameInterface);	playerint[colorUsed] = gameInterface;	logGlobal->traceStream() << boost::format("\tInitializing the interface for player %s") % colorUsed;	auto cb = make_shared<CCallback>(gs, color, this);	callbacks[colorUsed] = cb;	battleCallbacks[colorUsed] = cb;	gameInterface->init(cb);	installNewBattleInterface(gameInterface, color, false);}void CClient::installNewBattleInterface(shared_ptr<CBattleGameInterface> battleInterface, boost::optional<PlayerColor> color, bool needCallback /*= true*/){	boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);	PlayerColor colorUsed = color.get_value_or(PlayerColor::UNFLAGGABLE);	if(!color) 		privilagedBattleEventReceivers.push_back(battleInterface);	battleints[colorUsed] = battleInterface;	if(needCallback)	{		logGlobal->traceStream() << boost::format("\tInitializing the battle interface for player %s") % *color;		auto cbc = make_shared<CBattleCallback>(gs, color, this);		battleCallbacks[colorUsed] = cbc;		battleInterface->init(cbc);	}}std::string CClient::aiNameForPlayer(const PlayerSettings &ps, bool battleAI){	if(ps.name.size())	{		const boost::filesystem::path aiPath =			VCMIDirs::get().libraryPath() / "AI" / VCMIDirs::get().libraryName(ps.name);		if (boost::filesystem::exists(aiPath))			return ps.name;	}	const int sensibleAILimit = settings["session"]["oneGoodAI"].Bool() ? 1 : PlayerColor::PLAYER_LIMIT_I;	std::string goodAI = battleAI ? settings["server"]["neutralAI"].String() : settings["server"]["playerAI"].String();	std::string badAI = battleAI ? "StupidAI" : "EmptyAI";	//TODO what about human players	if(battleints.size() >= sensibleAILimit)		return badAI;	return goodAI;}void CServerHandler::startServer(){	th.update();	serverThread = new boost::thread(&CServerHandler::callServer, this); //runs server executable;	if(verbose)        logNetwork->infoStream() << "Setting up thread calling server: " << th.getDiff();}void CServerHandler::waitForServer(){	if(!serverThread)		startServer();	th.update();#ifndef VCMI_ANDROID	intpr::scoped_lock<intpr::interprocess_mutex> slock(shared->sr->mutex);	while(!shared->sr->ready)	{		shared->sr->cond.wait(slock);	}#endif	if(verbose)        logNetwork->infoStream() << "Waiting for server: " << th.getDiff();}CConnection * CServerHandler::connectToServer(){#ifndef VCMI_ANDROID	if(!shared->sr->ready)		waitForServer();#else	waitForServer();#endif	th.update(); //put breakpoint here to attach to server before it does something stupid    	CConnection *ret = justConnectToServer(settings["server"]["server"].String(), port);	if(verbose)        logNetwork->infoStream()<<"\tConnecting to the server: "<<th.getDiff();	return ret;}CServerHandler::CServerHandler(bool runServer /*= false*/){	serverThread = nullptr;	shared = nullptr;	port = boost::lexical_cast<std::string>(settings["server"]["port"].Float());	verbose = true;#ifndef VCMI_ANDROID	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	try	{		shared = new SharedMem();    }    catch(...)    {    	logNetwork->error("Cannot open interprocess memory.");    	handleException();    	throw;    }#endif}CServerHandler::~CServerHandler(){	delete shared;	delete serverThread; //detaches, not kills thread}void CServerHandler::callServer(){	setThreadName("CServerHandler::callServer");	const std::string logName = (VCMIDirs::get().userCachePath() / "server_log.txt").string();	const std::string comm = VCMIDirs::get().serverPath().string() + " --port=" + port + " > \"" + logName + '\"';	int result = std::system(comm.c_str());	if (result == 0)        logNetwork->infoStream() << "Server closed correctly";	else	{        logNetwork->errorStream() << "Error: server failed to close correctly or crashed!";        logNetwork->errorStream() << "Check " << logName << " for more info";		exit(1);// exit in case of error. Othervice without working server VCMI will hang	}}CConnection * CServerHandler::justConnectToServer(const std::string &host, const std::string &port){	CConnection *ret = nullptr;	while(!ret)	{		try		{            logNetwork->infoStream() << "Establishing connection...";			ret = new CConnection(	host.size() ? host : settings["server"]["server"].String(), 									port.size() ? port : boost::lexical_cast<std::string>(settings["server"]["port"].Float()), 									NAME);		}		catch(...)		{            logNetwork->errorStream() << "\nCannot establish connection! Retrying within 2 seconds";			SDL_Delay(2000);		}	}	return ret;}
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