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							- /*
 
-  * CServerHandler.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
 
-  *
 
-  */
 
- #pragma once
 
- #include "../lib/CStopWatch.h"
 
- #include "../lib/network/NetworkInterface.h"
 
- #include "../lib/StartInfo.h"
 
- #include "../lib/CondSh.h"
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- class CConnection;
 
- class PlayerColor;
 
- struct StartInfo;
 
- struct TurnTimerInfo;
 
- class CMapInfo;
 
- class CGameState;
 
- struct ClientPlayer;
 
- struct CPack;
 
- struct CPackForLobby;
 
- struct CPackForClient;
 
- template<typename T> class CApplier;
 
- VCMI_LIB_NAMESPACE_END
 
- class CClient;
 
- class CBaseForLobbyApply;
 
- class GlobalLobbyClient;
 
- class GameChatHandler;
 
- class IServerRunner;
 
- class HighScoreCalculation;
 
- class HighScoreParameter;
 
- enum class ESelectionScreen : ui8;
 
- enum class ELoadMode : ui8;
 
- // TODO: Add mutex so we can't set CONNECTION_CANCELLED if client already connected, but thread not setup yet
 
- enum class EClientState : ui8
 
- {
 
- 	NONE = 0,
 
- 	CONNECTING, // Trying to connect to server
 
- 	CONNECTION_CANCELLED, // Connection cancelled by player, stop attempts to connect
 
- 	LOBBY, // Client is connected to lobby
 
- 	LOBBY_CAMPAIGN, // Client is on scenario bonus selection screen
 
- 	STARTING, // Gameplay interfaces being created, we pause netpacks retrieving
 
- 	GAMEPLAY, // In-game, used by some UI
 
- 	DISCONNECTING, // We disconnecting, drop all netpacks
 
- };
 
- enum class EServerMode : uint8_t
 
- {
 
- 	NONE = 0,
 
- 	LOCAL, // no global lobby
 
- 	LOBBY_HOST, // We are hosting global server available via global lobby
 
- 	LOBBY_GUEST // Connecting to a remote server via proxy provided by global lobby
 
- };
 
- class IServerAPI
 
- {
 
- protected:
 
- 	virtual void sendLobbyPack(const CPackForLobby & pack) const = 0;
 
- public:
 
- 	virtual ~IServerAPI() {}
 
- 	virtual void sendClientConnecting() const = 0;
 
- 	virtual void sendClientDisconnecting() = 0;
 
- 	virtual void setCampaignState(std::shared_ptr<CampaignState> newCampaign) = 0;
 
- 	virtual void setCampaignMap(CampaignScenarioID mapId) const = 0;
 
- 	virtual void setCampaignBonus(int bonusId) const = 0;
 
- 	virtual void setMapInfo(std::shared_ptr<CMapInfo> to, std::shared_ptr<CMapGenOptions> mapGenOpts = {}) const = 0;
 
- 	virtual void setPlayer(PlayerColor color) const = 0;
 
- 	virtual void setPlayerName(PlayerColor color, const std::string & name) const = 0;
 
- 	virtual void setPlayerOption(ui8 what, int32_t value, PlayerColor player) const = 0;
 
- 	virtual void setDifficulty(int to) const = 0;
 
- 	virtual void setTurnTimerInfo(const TurnTimerInfo &) const = 0;
 
- 	virtual void setSimturnsInfo(const SimturnsInfo &) const = 0;
 
- 	virtual void setExtraOptionsInfo(const ExtraOptionsInfo & info) const = 0;
 
- 	virtual void sendMessage(const std::string & txt) const = 0;
 
- 	virtual void sendGuiAction(ui8 action) const = 0; // TODO: possibly get rid of it?
 
- 	virtual void sendStartGame(bool allowOnlyAI = false) const = 0;
 
- 	virtual void sendRestartGame() const = 0;
 
- };
 
- /// structure to handle running server and connecting to it
 
- class CServerHandler final : public IServerAPI, public LobbyInfo, public INetworkClientListener, public INetworkTimerListener, boost::noncopyable
 
- {
 
- 	friend class ApplyOnLobbyHandlerNetPackVisitor;
 
- 	std::unique_ptr<INetworkHandler> networkHandler;
 
- 	std::shared_ptr<INetworkConnection> networkConnection;
 
- 	std::unique_ptr<GlobalLobbyClient> lobbyClient;
 
- 	std::unique_ptr<GameChatHandler> gameChat;
 
- 	std::unique_ptr<CApplier<CBaseForLobbyApply>> applier;
 
- 	std::unique_ptr<IServerRunner> serverRunner;
 
- 	std::shared_ptr<CMapInfo> mapToStart;
 
- 	std::vector<std::string> localPlayerNames;
 
- 	std::shared_ptr<HighScoreCalculation> highScoreCalc;
 
- 	boost::thread threadNetwork;
 
- 	std::atomic<EClientState> state;
 
- 	void threadRunNetwork();
 
- 	void waitForServerShutdown();
 
- 	void onPacketReceived(const NetworkConnectionPtr &, const std::vector<std::byte> & message) override;
 
- 	void onConnectionFailed(const std::string & errorMessage) override;
 
- 	void onConnectionEstablished(const NetworkConnectionPtr &) override;
 
- 	void onDisconnected(const NetworkConnectionPtr &, const std::string & errorMessage) override;
 
- 	void onTimer() override;
 
- 	void applyPackOnLobbyScreen(CPackForLobby & pack);
 
- 	std::string serverHostname;
 
- 	ui16 serverPort;
 
- 	bool isServerLocal() const;
 
- public:
 
- 	/// High-level connection overlay that is capable of (de)serializing network data
 
- 	std::shared_ptr<CConnection> logicConnection;
 
- 	////////////////////
 
- 	// FIXME: Bunch of crutches to glue it all together
 
- 	// For starting non-custom campaign and continue to next mission
 
- 	std::shared_ptr<CampaignState> campaignStateToSend;
 
- 	ESelectionScreen screenType; // To create lobby UI only after server is setup
 
- 	EServerMode serverMode;
 
- 	ELoadMode loadMode; // For saves filtering in SelectionTab
 
- 	////////////////////
 
- 	std::unique_ptr<CStopWatch> th;
 
- 	std::unique_ptr<CClient> client;
 
- 	CServerHandler();
 
- 	~CServerHandler();
 
- 	
 
- 	void resetStateForLobby(EStartMode mode, ESelectionScreen screen, EServerMode serverMode, const std::vector<std::string> & playerNames);
 
- 	void startLocalServerAndConnect(bool connectToLobby);
 
- 	void connectToServer(const std::string & addr, const ui16 port);
 
- 	GameChatHandler & getGameChat();
 
- 	GlobalLobbyClient & getGlobalLobby();
 
- 	INetworkHandler & getNetworkHandler();
 
- 	// Helpers for lobby state access
 
- 	std::set<PlayerColor> getHumanColors();
 
- 	PlayerColor myFirstColor() const;
 
- 	bool isMyColor(PlayerColor color) const;
 
- 	ui8 myFirstId() const; // Used by chat only!
 
- 	EClientState getState() const;
 
- 	void setState(EClientState newState);
 
- 	bool isHost() const;
 
- 	bool isGuest() const;
 
- 	bool inLobbyRoom() const;
 
- 	bool inGame() const;
 
- 	const std::string & getCurrentHostname() const;
 
- 	const std::string & getLocalHostname() const;
 
- 	const std::string & getRemoteHostname() const;
 
- 	ui16 getCurrentPort() const;
 
- 	ui16 getLocalPort() const;
 
- 	ui16 getRemotePort() const;
 
- 	// Lobby server API for UI
 
- 	void sendLobbyPack(const CPackForLobby & pack) const override;
 
- 	void sendClientConnecting() const override;
 
- 	void sendClientDisconnecting() override;
 
- 	void setCampaignState(std::shared_ptr<CampaignState> newCampaign) override;
 
- 	void setCampaignMap(CampaignScenarioID mapId) const override;
 
- 	void setCampaignBonus(int bonusId) const override;
 
- 	void setMapInfo(std::shared_ptr<CMapInfo> to, std::shared_ptr<CMapGenOptions> mapGenOpts = {}) const override;
 
- 	void setPlayer(PlayerColor color) const override;
 
- 	void setPlayerName(PlayerColor color, const std::string & name) const override;
 
- 	void setPlayerOption(ui8 what, int32_t value, PlayerColor player) const override;
 
- 	void setDifficulty(int to) const override;
 
- 	void setTurnTimerInfo(const TurnTimerInfo &) const override;
 
- 	void setSimturnsInfo(const SimturnsInfo &) const override;
 
- 	void setExtraOptionsInfo(const ExtraOptionsInfo &) const override;
 
- 	void sendMessage(const std::string & txt) const override;
 
- 	void sendGuiAction(ui8 action) const override;
 
- 	void sendRestartGame() const override;
 
- 	void sendStartGame(bool allowOnlyAI = false) const override;
 
- 	void startMapAfterConnection(std::shared_ptr<CMapInfo> to);
 
- 	bool validateGameStart(bool allowOnlyAI = false) const;
 
- 	void debugStartTest(std::string filename, bool save = false);
 
- 	void startGameplay(VCMI_LIB_WRAP_NAMESPACE(CGameState) * gameState = nullptr);
 
- 	void endGameplay();
 
- 	void restartGameplay();
 
- 	void startCampaignScenario(HighScoreParameter param, std::shared_ptr<CampaignState> cs = {});
 
- 	void showServerError(const std::string & txt) const;
 
- 	// TODO: LobbyState must be updated within game so we should always know how many player interfaces our client handle
 
- 	int howManyPlayerInterfaces();
 
- 	ELoadMode getLoadMode();
 
- 	void visitForLobby(CPackForLobby & lobbyPack);
 
- 	void visitForClient(CPackForClient & clientPack);
 
- };
 
- extern CServerHandler * CSH;
 
 
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