Client.cpp 16 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550
  1. /*
  2. * Client.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "Global.h"
  12. #include "Client.h"
  13. #include "CPlayerInterface.h"
  14. #include "PlayerLocalState.h"
  15. #include "CServerHandler.h"
  16. #include "ClientNetPackVisitors.h"
  17. #include "adventureMap/AdventureMapInterface.h"
  18. #include "battle/BattleInterface.h"
  19. #include "GameEngine.h"
  20. #include "GameInstance.h"
  21. #include "gui/WindowHandler.h"
  22. #include "mapView/mapHandler.h"
  23. #include "../CCallback.h"
  24. #include "../lib/CConfigHandler.h"
  25. #include "../lib/gameState/CGameState.h"
  26. #include "../lib/CPlayerState.h"
  27. #include "../lib/CThreadHelper.h"
  28. #include "../lib/VCMIDirs.h"
  29. #include "../lib/UnlockGuard.h"
  30. #include "../lib/battle/BattleInfo.h"
  31. #include "../lib/serializer/Connection.h"
  32. #include "../lib/mapping/CMapService.h"
  33. #include "../lib/pathfinder/CGPathNode.h"
  34. #include "../lib/filesystem/Filesystem.h"
  35. #include <memory>
  36. #include <vcmi/events/EventBus.h>
  37. #if SCRIPTING_ENABLED
  38. #include "../lib/ScriptHandler.h"
  39. #endif
  40. #ifdef VCMI_ANDROID
  41. #include "lib/CAndroidVMHelper.h"
  42. #endif
  43. ThreadSafeVector<int> CClient::waitingRequest;
  44. CPlayerEnvironment::CPlayerEnvironment(PlayerColor player_, CClient * cl_, std::shared_ptr<CCallback> mainCallback_)
  45. : player(player_),
  46. cl(cl_),
  47. mainCallback(mainCallback_)
  48. {
  49. }
  50. const Services * CPlayerEnvironment::services() const
  51. {
  52. return LIBRARY;
  53. }
  54. vstd::CLoggerBase * CPlayerEnvironment::logger() const
  55. {
  56. return logGlobal;
  57. }
  58. events::EventBus * CPlayerEnvironment::eventBus() const
  59. {
  60. return cl->eventBus();//always get actual value
  61. }
  62. const CPlayerEnvironment::BattleCb * CPlayerEnvironment::battle(const BattleID & battleID) const
  63. {
  64. return mainCallback->getBattle(battleID).get();
  65. }
  66. const CPlayerEnvironment::GameCb * CPlayerEnvironment::game() const
  67. {
  68. return mainCallback.get();
  69. }
  70. CClient::CClient()
  71. {
  72. waitingRequest.clear();
  73. gs = nullptr;
  74. }
  75. CClient::~CClient() = default;
  76. const Services * CClient::services() const
  77. {
  78. return LIBRARY; //todo: this should be LIBRARY
  79. }
  80. const CClient::BattleCb * CClient::battle(const BattleID & battleID) const
  81. {
  82. return nullptr; //todo?
  83. }
  84. const CClient::GameCb * CClient::game() const
  85. {
  86. return this;
  87. }
  88. vstd::CLoggerBase * CClient::logger() const
  89. {
  90. return logGlobal;
  91. }
  92. events::EventBus * CClient::eventBus() const
  93. {
  94. return clientEventBus.get();
  95. }
  96. void CClient::newGame(CGameState * initializedGameState)
  97. {
  98. GAME->server().th->update();
  99. CMapService mapService;
  100. assert(initializedGameState);
  101. gs = initializedGameState;
  102. gs->preInit(LIBRARY, this);
  103. logNetwork->trace("\tCreating gamestate: %i", GAME->server().th->getDiff());
  104. if(!initializedGameState)
  105. {
  106. Load::ProgressAccumulator progressTracking;
  107. gs->init(&mapService, GAME->server().si.get(), progressTracking, settings["general"]["saveRandomMaps"].Bool());
  108. }
  109. logNetwork->trace("Initializing GameState (together): %d ms", GAME->server().th->getDiff());
  110. initMapHandler();
  111. reinitScripting();
  112. initPlayerEnvironments();
  113. initPlayerInterfaces();
  114. }
  115. void CClient::loadGame(CGameState * initializedGameState)
  116. {
  117. logNetwork->info("Loading procedure started!");
  118. logNetwork->info("Game state was transferred over network, loading.");
  119. gs = initializedGameState;
  120. gs->preInit(LIBRARY, this);
  121. gs->updateOnLoad(GAME->server().si.get());
  122. logNetwork->info("Game loaded, initialize interfaces.");
  123. initMapHandler();
  124. reinitScripting();
  125. initPlayerEnvironments();
  126. initPlayerInterfaces();
  127. }
  128. void CClient::save(const std::string & fname)
  129. {
  130. if(!gs->currentBattles.empty())
  131. {
  132. logNetwork->error("Game cannot be saved during battle!");
  133. return;
  134. }
  135. SaveGame save_game(fname);
  136. sendRequest(save_game, PlayerColor::NEUTRAL);
  137. }
  138. void CClient::endNetwork()
  139. {
  140. GAME->map().endNetwork();
  141. if (CPlayerInterface::battleInt)
  142. CPlayerInterface::battleInt->endNetwork();
  143. for(auto & i : playerint)
  144. {
  145. auto interface = std::dynamic_pointer_cast<CPlayerInterface>(i.second);
  146. if (interface)
  147. interface->endNetwork();
  148. }
  149. }
  150. void CClient::endGame()
  151. {
  152. #if SCRIPTING_ENABLED
  153. clientScripts.reset();
  154. #endif
  155. //suggest interfaces to finish their stuff (AI should interrupt any bg working threads)
  156. for(auto & i : playerint)
  157. i.second->finish();
  158. ENGINE->curInt = nullptr;
  159. {
  160. logNetwork->info("Ending current game!");
  161. removeGUI();
  162. GAME->setMapInstance(nullptr);
  163. vstd::clear_pointer(gs);
  164. logNetwork->info("Deleted mapHandler and gameState.");
  165. }
  166. CPlayerInterface::battleInt.reset();
  167. playerint.clear();
  168. battleints.clear();
  169. battleCallbacks.clear();
  170. playerEnvironments.clear();
  171. logNetwork->info("Deleted playerInts.");
  172. logNetwork->info("Client stopped.");
  173. }
  174. void CClient::initMapHandler()
  175. {
  176. // TODO: CMapHandler initialization can probably go somewhere else
  177. // It's can't be before initialization of interfaces
  178. // During loading CPlayerInterface from serialized state it's depend on MH
  179. if(!settings["session"]["headless"].Bool())
  180. {
  181. GAME->setMapInstance(std::make_unique<CMapHandler>(gs->map));
  182. logNetwork->trace("Creating mapHandler: %d ms", GAME->server().th->getDiff());
  183. }
  184. }
  185. void CClient::initPlayerEnvironments()
  186. {
  187. playerEnvironments.clear();
  188. auto allPlayers = GAME->server().getAllClientPlayers(GAME->server().logicConnection->connectionID);
  189. bool hasHumanPlayer = false;
  190. for(auto & color : allPlayers)
  191. {
  192. logNetwork->info("Preparing environment for player %s", color.toString());
  193. playerEnvironments[color] = std::make_shared<CPlayerEnvironment>(color, this, std::make_shared<CCallback>(gs, color, this));
  194. if(!hasHumanPlayer && gs->players[color].isHuman())
  195. hasHumanPlayer = true;
  196. }
  197. if(!hasHumanPlayer && !settings["session"]["headless"].Bool())
  198. {
  199. Settings session = settings.write["session"];
  200. session["spectate"].Bool() = true;
  201. session["spectate-skip-battle-result"].Bool() = true;
  202. session["spectate-ignore-hero"].Bool() = true;
  203. }
  204. if(settings["session"]["spectate"].Bool())
  205. {
  206. playerEnvironments[PlayerColor::SPECTATOR] = std::make_shared<CPlayerEnvironment>(PlayerColor::SPECTATOR, this, std::make_shared<CCallback>(gs, std::nullopt, this));
  207. }
  208. }
  209. void CClient::initPlayerInterfaces()
  210. {
  211. for(auto & playerInfo : gs->scenarioOps->playerInfos)
  212. {
  213. PlayerColor color = playerInfo.first;
  214. if(!vstd::contains(GAME->server().getAllClientPlayers(GAME->server().logicConnection->connectionID), color))
  215. continue;
  216. if(!vstd::contains(playerint, color))
  217. {
  218. logNetwork->info("Preparing interface for player %s", color.toString());
  219. if(playerInfo.second.isControlledByAI() || settings["session"]["onlyai"].Bool())
  220. {
  221. bool alliedToHuman = false;
  222. for(auto & allyInfo : gs->scenarioOps->playerInfos)
  223. if (gs->getPlayerTeam(allyInfo.first) == gs->getPlayerTeam(playerInfo.first) && allyInfo.second.isControlledByHuman())
  224. alliedToHuman = true;
  225. auto AiToGive = aiNameForPlayer(playerInfo.second, false, alliedToHuman);
  226. logNetwork->info("Player %s will be lead by %s", color.toString(), AiToGive);
  227. installNewPlayerInterface(CDynLibHandler::getNewAI(AiToGive), color);
  228. }
  229. else
  230. {
  231. logNetwork->info("Player %s will be lead by human", color.toString());
  232. installNewPlayerInterface(std::make_shared<CPlayerInterface>(color), color);
  233. }
  234. }
  235. }
  236. if(settings["session"]["spectate"].Bool())
  237. {
  238. installNewPlayerInterface(std::make_shared<CPlayerInterface>(PlayerColor::SPECTATOR), PlayerColor::SPECTATOR, true);
  239. }
  240. if(GAME->server().getAllClientPlayers(GAME->server().logicConnection->connectionID).count(PlayerColor::NEUTRAL))
  241. installNewBattleInterface(CDynLibHandler::getNewBattleAI(settings["server"]["neutralAI"].String()), PlayerColor::NEUTRAL);
  242. logNetwork->trace("Initialized player interfaces %d ms", GAME->server().th->getDiff());
  243. }
  244. std::string CClient::aiNameForPlayer(const PlayerSettings & ps, bool battleAI, bool alliedToHuman) const
  245. {
  246. if(ps.name.size())
  247. {
  248. const boost::filesystem::path aiPath = VCMIDirs::get().fullLibraryPath("AI", ps.name);
  249. if(boost::filesystem::exists(aiPath))
  250. return ps.name;
  251. }
  252. return aiNameForPlayer(battleAI, alliedToHuman);
  253. }
  254. std::string CClient::aiNameForPlayer(bool battleAI, bool alliedToHuman) const
  255. {
  256. const int sensibleAILimit = settings["session"]["oneGoodAI"].Bool() ? 1 : PlayerColor::PLAYER_LIMIT_I;
  257. std::string goodAdventureAI = alliedToHuman ? settings["server"]["alliedAI"].String() : settings["server"]["playerAI"].String();
  258. std::string goodBattleAI = settings["server"]["neutralAI"].String();
  259. std::string goodAI = battleAI ? goodBattleAI : goodAdventureAI;
  260. std::string badAI = battleAI ? "StupidAI" : "EmptyAI";
  261. //TODO what about human players
  262. if(battleints.size() >= sensibleAILimit)
  263. return badAI;
  264. return goodAI;
  265. }
  266. void CClient::installNewPlayerInterface(std::shared_ptr<CGameInterface> gameInterface, PlayerColor color, bool battlecb)
  267. {
  268. playerint[color] = gameInterface;
  269. logGlobal->trace("\tInitializing the interface for player %s", color.toString());
  270. auto cb = std::make_shared<CCallback>(gs, color, this);
  271. battleCallbacks[color] = cb;
  272. gameInterface->initGameInterface(playerEnvironments.at(color), cb);
  273. installNewBattleInterface(gameInterface, color, battlecb);
  274. }
  275. void CClient::installNewBattleInterface(std::shared_ptr<CBattleGameInterface> battleInterface, PlayerColor color, bool needCallback)
  276. {
  277. battleints[color] = battleInterface;
  278. if(needCallback)
  279. {
  280. logGlobal->trace("\tInitializing the battle interface for player %s", color.toString());
  281. auto cbc = std::make_shared<CBattleCallback>(color, this);
  282. battleCallbacks[color] = cbc;
  283. battleInterface->initBattleInterface(playerEnvironments.at(color), cbc);
  284. }
  285. }
  286. void CClient::handlePack(CPackForClient & pack)
  287. {
  288. ApplyClientNetPackVisitor afterVisitor(*this, *gameState());
  289. ApplyFirstClientNetPackVisitor beforeVisitor(*this, *gameState());
  290. pack.visit(beforeVisitor);
  291. logNetwork->trace("\tMade first apply on cl: %s", typeid(pack).name());
  292. {
  293. boost::unique_lock lock(CGameState::mutex);
  294. gs->apply(pack);
  295. }
  296. logNetwork->trace("\tApplied on gs: %s", typeid(pack).name());
  297. pack.visit(afterVisitor);
  298. logNetwork->trace("\tMade second apply on cl: %s", typeid(pack).name());
  299. }
  300. int CClient::sendRequest(const CPackForServer & request, PlayerColor player)
  301. {
  302. static ui32 requestCounter = 1;
  303. ui32 requestID = requestCounter++;
  304. logNetwork->trace("Sending a request \"%s\". It'll have an ID=%d.", typeid(request).name(), requestID);
  305. waitingRequest.pushBack(requestID);
  306. request.requestID = requestID;
  307. request.player = player;
  308. GAME->server().logicConnection->sendPack(request);
  309. if(vstd::contains(playerint, player))
  310. playerint[player]->requestSent(&request, requestID);
  311. return requestID;
  312. }
  313. void CClient::battleStarted(const BattleInfo * info)
  314. {
  315. std::shared_ptr<CPlayerInterface> att;
  316. std::shared_ptr<CPlayerInterface> def;
  317. const auto & leftSide = info->getSide(BattleSide::LEFT_SIDE);
  318. const auto & rightSide = info->getSide(BattleSide::RIGHT_SIDE);
  319. for(auto & battleCb : battleCallbacks)
  320. {
  321. if(!battleCb.first.isValidPlayer() || battleCb.first == leftSide.color || battleCb.first == rightSide.color)
  322. battleCb.second->onBattleStarted(info);
  323. }
  324. //If quick combat is not, do not prepare interfaces for battleint
  325. auto callBattleStart = [&](PlayerColor color, BattleSide side)
  326. {
  327. if(vstd::contains(battleints, color))
  328. battleints[color]->battleStart(info->battleID, leftSide.armyObject, rightSide.armyObject, info->tile, leftSide.hero, rightSide.hero, side, info->replayAllowed);
  329. };
  330. callBattleStart(leftSide.color, BattleSide::LEFT_SIDE);
  331. callBattleStart(rightSide.color, BattleSide::RIGHT_SIDE);
  332. callBattleStart(PlayerColor::UNFLAGGABLE, BattleSide::RIGHT_SIDE);
  333. if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
  334. callBattleStart(PlayerColor::SPECTATOR, BattleSide::RIGHT_SIDE);
  335. if(vstd::contains(playerint, leftSide.color) && playerint[leftSide.color]->human)
  336. att = std::dynamic_pointer_cast<CPlayerInterface>(playerint[leftSide.color]);
  337. if(vstd::contains(playerint, rightSide.color) && playerint[rightSide.color]->human)
  338. def = std::dynamic_pointer_cast<CPlayerInterface>(playerint[rightSide.color]);
  339. //Remove player interfaces for auto battle (quickCombat option)
  340. if((att && att->isAutoFightOn) || (def && def->isAutoFightOn))
  341. {
  342. auto endTacticPhaseIfEligible = [info](const CPlayerInterface * interface)
  343. {
  344. if (interface->cb->getBattle(info->battleID)->battleGetTacticDist())
  345. {
  346. auto side = interface->cb->getBattle(info->battleID)->playerToSide(interface->playerID);
  347. if(interface->playerID == info->getSide(info->tacticsSide).color)
  348. {
  349. auto action = BattleAction::makeEndOFTacticPhase(side);
  350. interface->cb->battleMakeTacticAction(info->battleID, action);
  351. }
  352. }
  353. };
  354. if(att && att->isAutoFightOn)
  355. endTacticPhaseIfEligible(att.get());
  356. else // def && def->isAutoFightOn
  357. endTacticPhaseIfEligible(def.get());
  358. att.reset();
  359. def.reset();
  360. }
  361. if(!settings["session"]["headless"].Bool())
  362. {
  363. if(att || def)
  364. {
  365. CPlayerInterface::battleInt = std::make_shared<BattleInterface>(info->getBattleID(), leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero, att, def);
  366. }
  367. else if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
  368. {
  369. //TODO: This certainly need improvement
  370. auto spectratorInt = std::dynamic_pointer_cast<CPlayerInterface>(playerint[PlayerColor::SPECTATOR]);
  371. spectratorInt->cb->onBattleStarted(info);
  372. CPlayerInterface::battleInt = std::make_shared<BattleInterface>(info->getBattleID(), leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero, att, def, spectratorInt);
  373. }
  374. }
  375. if(info->tacticDistance)
  376. {
  377. auto tacticianColor = info->getSide(info->tacticsSide).color;
  378. if (vstd::contains(battleints, tacticianColor))
  379. battleints[tacticianColor]->yourTacticPhase(info->battleID, info->tacticDistance);
  380. }
  381. }
  382. void CClient::battleFinished(const BattleID & battleID)
  383. {
  384. for(auto side : { BattleSide::ATTACKER, BattleSide::DEFENDER })
  385. {
  386. if(battleCallbacks.count(gs->getBattle(battleID)->getSide(side).color))
  387. battleCallbacks[gs->getBattle(battleID)->getSide(side).color]->onBattleEnded(battleID);
  388. }
  389. if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
  390. battleCallbacks[PlayerColor::SPECTATOR]->onBattleEnded(battleID);
  391. }
  392. void CClient::startPlayerBattleAction(const BattleID & battleID, PlayerColor color)
  393. {
  394. if (battleints.count(color) == 0)
  395. return; // not our combat in MP
  396. auto battleint = battleints.at(color);
  397. if (!battleint->human)
  398. {
  399. // we want to avoid locking gamestate and causing UI to freeze while AI is making turn
  400. auto unlockInterface = vstd::makeUnlockGuard(ENGINE->interfaceMutex);
  401. battleint->activeStack(battleID, gs->getBattle(battleID)->battleGetStackByID(gs->getBattle(battleID)->activeStack, false));
  402. }
  403. else
  404. {
  405. battleint->activeStack(battleID, gs->getBattle(battleID)->battleGetStackByID(gs->getBattle(battleID)->activeStack, false));
  406. }
  407. }
  408. vstd::RNG & CClient::getRandomGenerator()
  409. {
  410. // Client should use CRandomGenerator::getDefault() for UI logic
  411. // Gamestate should never call this method on client!
  412. throw std::runtime_error("Illegal access to random number generator from client code!");
  413. }
  414. #if SCRIPTING_ENABLED
  415. scripting::Pool * CClient::getGlobalContextPool() const
  416. {
  417. return clientScripts.get();
  418. }
  419. #endif
  420. void CClient::reinitScripting()
  421. {
  422. clientEventBus = std::make_unique<events::EventBus>();
  423. #if SCRIPTING_ENABLED
  424. clientScripts.reset(new scripting::PoolImpl(this));
  425. #endif
  426. }
  427. void CClient::removeGUI() const
  428. {
  429. // CClient::endGame
  430. ENGINE->curInt = nullptr;
  431. ENGINE->windows().clear();
  432. adventureInt.reset();
  433. logGlobal->info("Removed GUI.");
  434. GAME->setInterfaceInstance(nullptr);
  435. }
  436. #ifdef VCMI_ANDROID
  437. extern "C" JNIEXPORT jboolean JNICALL Java_eu_vcmi_vcmi_NativeMethods_tryToSaveTheGame(JNIEnv * env, jclass cls)
  438. {
  439. boost::mutex::scoped_lock interfaceLock(ENGINE->interfaceMutex);
  440. logGlobal->info("Received emergency save game request");
  441. if(!GAME->interface() || !GAME->interface()->cb)
  442. {
  443. logGlobal->info("... but no active player interface found!");
  444. return false;
  445. }
  446. if (!GAME->server().logicConnection)
  447. {
  448. logGlobal->info("... but no active connection found!");
  449. return false;
  450. }
  451. GAME->interface()->cb->save("Saves/_Android_Autosave");
  452. return true;
  453. }
  454. #endif