Client.cpp 24 KB

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  1. #include "StdInc.h"
  2. #include "CMusicHandler.h"
  3. #include "../lib/mapping/CCampaignHandler.h"
  4. #include "../CCallback.h"
  5. #include "../lib/CConsoleHandler.h"
  6. #include "CGameInfo.h"
  7. #include "../lib/CGameState.h"
  8. #include "CPlayerInterface.h"
  9. #include "../lib/StartInfo.h"
  10. #include "../lib/BattleState.h"
  11. #include "../lib/CModHandler.h"
  12. #include "../lib/CArtHandler.h"
  13. #include "../lib/CDefObjInfoHandler.h"
  14. #include "../lib/CGeneralTextHandler.h"
  15. #include "../lib/CHeroHandler.h"
  16. #include "../lib/CTownHandler.h"
  17. #include "../lib/CObjectHandler.h"
  18. #include "../lib/CBuildingHandler.h"
  19. #include "../lib/CSpellHandler.h"
  20. #include "../lib/Connection.h"
  21. #include "../lib/Interprocess.h"
  22. #include "../lib/NetPacks.h"
  23. #include "../lib/VCMI_Lib.h"
  24. #include "../lib/VCMIDirs.h"
  25. #include "../lib/mapping/CMap.h"
  26. #include "../lib/JsonNode.h"
  27. #include "mapHandler.h"
  28. #include "../lib/CConfigHandler.h"
  29. #include "Client.h"
  30. #include "CPreGame.h"
  31. #include "battle/CBattleInterface.h"
  32. #include "../lib/CThreadHelper.h"
  33. #include "../lib/CScriptingModule.h"
  34. #include "../lib/RegisterTypes.h"
  35. #include "gui/CGuiHandler.h"
  36. #include "CMT.h"
  37. extern std::string NAME;
  38. namespace intpr = boost::interprocess;
  39. /*
  40. * Client.cpp, part of VCMI engine
  41. *
  42. * Authors: listed in file AUTHORS in main folder
  43. *
  44. * License: GNU General Public License v2.0 or later
  45. * Full text of license available in license.txt file, in main folder
  46. *
  47. */
  48. template <typename T> class CApplyOnCL;
  49. class CBaseForCLApply
  50. {
  51. public:
  52. virtual void applyOnClAfter(CClient *cl, void *pack) const =0;
  53. virtual void applyOnClBefore(CClient *cl, void *pack) const =0;
  54. virtual ~CBaseForCLApply(){}
  55. template<typename U> static CBaseForCLApply *getApplier(const U * t=NULL)
  56. {
  57. return new CApplyOnCL<U>;
  58. }
  59. };
  60. template <typename T> class CApplyOnCL : public CBaseForCLApply
  61. {
  62. public:
  63. void applyOnClAfter(CClient *cl, void *pack) const
  64. {
  65. T *ptr = static_cast<T*>(pack);
  66. ptr->applyCl(cl);
  67. }
  68. void applyOnClBefore(CClient *cl, void *pack) const
  69. {
  70. T *ptr = static_cast<T*>(pack);
  71. ptr->applyFirstCl(cl);
  72. }
  73. };
  74. static CApplier<CBaseForCLApply> *applier = nullptr;
  75. void CClient::init()
  76. {
  77. hotSeat = false;
  78. connectionHandler = nullptr;
  79. pathInfo = nullptr;
  80. applier = new CApplier<CBaseForCLApply>;
  81. registerTypes2(*applier);
  82. IObjectInterface::cb = this;
  83. serv = nullptr;
  84. gs = nullptr;
  85. cb = nullptr;
  86. erm = nullptr;
  87. terminate = false;
  88. }
  89. CClient::CClient(void)
  90. {
  91. init();
  92. }
  93. CClient::CClient(CConnection *con, StartInfo *si)
  94. {
  95. init();
  96. newGame(con,si);
  97. }
  98. CClient::~CClient(void)
  99. {
  100. delete applier;
  101. }
  102. void CClient::waitForMoveAndSend(PlayerColor color)
  103. {
  104. try
  105. {
  106. setThreadName("CClient::waitForMoveAndSend");
  107. assert(vstd::contains(battleints, color));
  108. BattleAction ba = battleints[color]->activeStack(gs->curB->battleGetStackByID(gs->curB->activeStack, false));
  109. MakeAction temp_action(ba);
  110. sendRequest(&temp_action, color);
  111. return;
  112. }
  113. catch(boost::thread_interrupted&)
  114. {
  115. logNetwork->debugStream() << "Wait for move thread was interrupted and no action will be send. Was a battle ended by spell?";
  116. return;
  117. }
  118. HANDLE_EXCEPTION
  119. logNetwork->errorStream() << "We should not be here!";
  120. }
  121. void CClient::run()
  122. {
  123. setThreadName("CClient::run");
  124. try
  125. {
  126. CPack *pack = NULL;
  127. while(!terminate)
  128. {
  129. pack = serv->retreivePack(); //get the package from the server
  130. if (terminate)
  131. {
  132. delete pack;
  133. pack = NULL;
  134. break;
  135. }
  136. handlePack(pack);
  137. pack = NULL;
  138. }
  139. }
  140. //catch only asio exceptions
  141. catch (const boost::system::system_error& e)
  142. {
  143. logNetwork->errorStream() << "Lost connection to server, ending listening thread!";
  144. logNetwork->errorStream() << e.what();
  145. if(!terminate) //rethrow (-> boom!) only if closing connection was unexpected
  146. {
  147. logNetwork->errorStream() << "Something wrong, lost connection while game is still ongoing...";
  148. throw;
  149. }
  150. }
  151. }
  152. void CClient::save(const std::string & fname)
  153. {
  154. if(gs->curB)
  155. {
  156. logNetwork->errorStream() << "Game cannot be saved during battle!";
  157. return;
  158. }
  159. SaveGame save_game(fname);
  160. sendRequest((CPackForClient*)&save_game, PlayerColor::NEUTRAL);
  161. }
  162. void CClient::endGame( bool closeConnection /*= true*/ )
  163. {
  164. //suggest interfaces to finish their stuff (AI should interrupt any bg working threads)
  165. BOOST_FOREACH(auto i, playerint)
  166. i.second->finish();
  167. // Game is ending
  168. // Tell the network thread to reach a stable state
  169. if(closeConnection)
  170. stopConnection();
  171. logNetwork->infoStream() << "Closed connection.";
  172. GH.curInt = NULL;
  173. LOCPLINT->terminate_cond.setn(true);
  174. {
  175. boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
  176. logNetwork->infoStream() << "Ending current game!";
  177. if(GH.topInt())
  178. GH.topInt()->deactivate();
  179. GH.listInt.clear();
  180. GH.objsToBlit.clear();
  181. GH.statusbar = NULL;
  182. logNetwork->infoStream() << "Removed GUI.";
  183. vstd::clear_pointer(const_cast<CGameInfo*>(CGI)->mh);
  184. vstd::clear_pointer(gs);
  185. logNetwork->infoStream() << "Deleted mapHandler and gameState.";
  186. LOCPLINT = NULL;
  187. }
  188. while (!playerint.empty())
  189. {
  190. CGameInterface *pint = playerint.begin()->second;
  191. playerint.erase(playerint.begin());
  192. delete pint;
  193. }
  194. callbacks.clear();
  195. logNetwork->infoStream() << "Deleted playerInts.";
  196. logNetwork->infoStream() << "Client stopped.";
  197. }
  198. void CClient::loadGame( const std::string & fname )
  199. {
  200. logNetwork->infoStream() <<"Loading procedure started!";
  201. CServerHandler sh;
  202. sh.startServer();
  203. CStopWatch tmh;
  204. try
  205. {
  206. std::string clientSaveName = CResourceHandler::get()->getResourceName(ResourceID(fname, EResType::CLIENT_SAVEGAME));
  207. std::string controlServerSaveName;
  208. if (CResourceHandler::get()->existsResource(ResourceID(fname, EResType::SERVER_SAVEGAME)))
  209. {
  210. controlServerSaveName = CResourceHandler::get()->getResourceName(ResourceID(fname, EResType::SERVER_SAVEGAME));
  211. }
  212. else// create entry for server savegame. Triggered if save was made after launch and not yet present in res handler
  213. {
  214. controlServerSaveName = clientSaveName.substr(0, clientSaveName.find_last_of(".")) + ".vsgm1";
  215. CResourceHandler::get()->createResource(controlServerSaveName, true);
  216. }
  217. if(clientSaveName.empty())
  218. throw std::runtime_error("Cannot open client part of " + fname);
  219. if(controlServerSaveName.empty())
  220. throw std::runtime_error("Cannot open server part of " + fname);
  221. unique_ptr<CLoadFile> loader;
  222. {
  223. CLoadIntegrityValidator checkingLoader(clientSaveName, controlServerSaveName);
  224. loadCommonState(checkingLoader);
  225. loader = checkingLoader.decay();
  226. }
  227. logNetwork->infoStream() << "Loaded common part of save " << tmh.getDiff();
  228. const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
  229. const_cast<CGameInfo*>(CGI)->mh->map = gs->map;
  230. pathInfo = make_unique<CPathsInfo>(getMapSize());
  231. CGI->mh->init();
  232. logNetwork->infoStream() <<"Initing maphandler: "<<tmh.getDiff();
  233. *loader >> *this;
  234. logNetwork->infoStream() << "Loaded client part of save " << tmh.getDiff();
  235. }
  236. catch(std::exception &e)
  237. {
  238. logGlobal->errorStream() << "Cannot load game " << fname << ". Error: " << e.what();
  239. throw; //obviously we cannot continue here
  240. }
  241. serv = sh.connectToServer();
  242. serv->addStdVecItems(gs);
  243. tmh.update();
  244. ui8 pom8;
  245. *serv << ui8(3) << ui8(1); //load game; one client
  246. *serv << fname;
  247. *serv >> pom8;
  248. if(pom8)
  249. throw std::runtime_error("Server cannot open the savegame!");
  250. else
  251. logNetwork->infoStream() << "Server opened savegame properly.";
  252. *serv << ui32(gs->scenarioOps->playerInfos.size()+1); //number of players + neutral
  253. for(auto it = gs->scenarioOps->playerInfos.begin();
  254. it != gs->scenarioOps->playerInfos.end(); ++it)
  255. {
  256. *serv << ui8(it->first.getNum()); //players
  257. }
  258. *serv << ui8(PlayerColor::NEUTRAL.getNum());
  259. logNetwork->infoStream() <<"Sent info to server: "<<tmh.getDiff();
  260. serv->enableStackSendingByID();
  261. serv->disableSmartPointerSerialization();
  262. }
  263. void CClient::newGame( CConnection *con, StartInfo *si )
  264. {
  265. enum {SINGLE, HOST, GUEST} networkMode = SINGLE;
  266. if (con == NULL)
  267. {
  268. CServerHandler sh;
  269. serv = sh.connectToServer();
  270. }
  271. else
  272. {
  273. serv = con;
  274. networkMode = (con->connectionID == 1) ? HOST : GUEST;
  275. }
  276. CConnection &c = *serv;
  277. ////////////////////////////////////////////////////
  278. logNetwork->infoStream() <<"\tWill send info to server...";
  279. CStopWatch tmh;
  280. if(networkMode == SINGLE)
  281. {
  282. ui8 pom8;
  283. c << ui8(2) << ui8(1); //new game; one client
  284. c << *si;
  285. c >> pom8;
  286. if(pom8)
  287. throw std::runtime_error("Server cannot open the map!");
  288. else
  289. logNetwork->infoStream() << "Server opened map properly.";
  290. }
  291. c >> si;
  292. logNetwork->infoStream() <<"\tSending/Getting info to/from the server: "<<tmh.getDiff();
  293. c.enableStackSendingByID();
  294. c.disableSmartPointerSerialization();
  295. // Initialize game state
  296. gs = new CGameState();
  297. logNetwork->infoStream() <<"\tCreating gamestate: "<<tmh.getDiff();
  298. gs->scenarioOps = si;
  299. gs->init(si);
  300. logNetwork->infoStream() <<"Initializing GameState (together): "<<tmh.getDiff();
  301. // Now after possible random map gen, we know exact player count.
  302. // Inform server about how many players client handles
  303. std::set<PlayerColor> myPlayers;
  304. for(auto it = gs->scenarioOps->playerInfos.begin(); it != gs->scenarioOps->playerInfos.end(); ++it)
  305. {
  306. if((networkMode == SINGLE) //single - one client has all player
  307. || (networkMode != SINGLE && serv->connectionID == it->second.playerID) //multi - client has only "its players"
  308. || (networkMode == HOST && it->second.playerID == PlayerSettings::PLAYER_AI))//multi - host has all AI players
  309. {
  310. myPlayers.insert(it->first); //add player
  311. }
  312. }
  313. if(networkMode != GUEST)
  314. myPlayers.insert(PlayerColor::NEUTRAL);
  315. c << myPlayers;
  316. // Init map handler
  317. if(gs->map)
  318. {
  319. const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
  320. CGI->mh->map = gs->map;
  321. logNetwork->infoStream() <<"Creating mapHandler: "<<tmh.getDiff();
  322. CGI->mh->init();
  323. pathInfo = make_unique<CPathsInfo>(getMapSize());
  324. logNetwork->infoStream() <<"Initializing mapHandler (together): "<<tmh.getDiff();
  325. }
  326. int humanPlayers = 0;
  327. int sensibleAILimit = settings["session"]["oneGoodAI"].Bool() ? 1 : PlayerColor::PLAYER_LIMIT_I;
  328. for(auto it = gs->scenarioOps->playerInfos.begin();
  329. it != gs->scenarioOps->playerInfos.end(); ++it)//initializing interfaces for players
  330. {
  331. PlayerColor color = it->first;
  332. gs->currentPlayer = color;
  333. if(!vstd::contains(myPlayers, color))
  334. continue;
  335. logNetwork->traceStream() << "Preparing interface for player " << color;
  336. if(si->mode != StartInfo::DUEL)
  337. {
  338. auto cb = make_shared<CCallback>(gs,color,this);
  339. if(it->second.playerID == PlayerSettings::PLAYER_AI)
  340. {
  341. std::string AItoGive = settings["server"]["playerAI"].String();
  342. if(!sensibleAILimit)
  343. AItoGive = "EmptyAI";
  344. else
  345. sensibleAILimit--;
  346. playerint[color] = static_cast<CGameInterface*>(CDynLibHandler::getNewAI(AItoGive));
  347. logNetwork->infoStream() << "Player " << static_cast<int>(color.getNum()) << " will be lead by " << AItoGive;
  348. }
  349. else
  350. {
  351. playerint[color] = new CPlayerInterface(color);
  352. humanPlayers++;
  353. }
  354. battleints[color] = playerint[color];
  355. logNetwork->traceStream() << "\tInitializing the interface";
  356. playerint[color]->init(cb.get());
  357. battleCallbacks[color] = callbacks[color] = cb;
  358. }
  359. else
  360. {
  361. auto cbc = make_shared<CBattleCallback>(gs, color, this);
  362. battleCallbacks[color] = cbc;
  363. if(color == PlayerColor(0))
  364. battleints[color] = CDynLibHandler::getNewBattleAI(settings["server"]["neutralAI"].String());
  365. else
  366. battleints[color] = CDynLibHandler::getNewBattleAI("StupidAI");
  367. battleints[color]->init(cbc.get());
  368. }
  369. }
  370. if(si->mode == StartInfo::DUEL)
  371. {
  372. if(!gNoGUI)
  373. {
  374. boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
  375. CPlayerInterface *p = new CPlayerInterface(PlayerColor::NEUTRAL);
  376. p->observerInDuelMode = true;
  377. battleints[PlayerColor::UNFLAGGABLE] = playerint[PlayerColor::UNFLAGGABLE] = p;
  378. privilagedBattleEventReceivers.push_back(p);
  379. GH.curInt = p;
  380. auto cb = make_shared<CCallback>(gs, boost::optional<PlayerColor>(), this);
  381. battleCallbacks[PlayerColor::NEUTRAL] = callbacks[PlayerColor::NEUTRAL] = cb;
  382. p->init(cb.get());
  383. }
  384. battleStarted(gs->curB);
  385. }
  386. else
  387. {
  388. loadNeutralBattleAI();
  389. }
  390. serv->addStdVecItems(gs);
  391. hotSeat = (humanPlayers > 1);
  392. // std::vector<FileInfo> scriptModules;
  393. // CFileUtility::getFilesWithExt(scriptModules, LIB_DIR "/scripting", "." LIB_EXT);
  394. // BOOST_FOREACH(FileInfo &m, scriptModules)
  395. // {
  396. // CScriptingModule * nm = CDynLibHandler::getNewScriptingModule(m.name);
  397. // privilagedGameEventReceivers.push_back(nm);
  398. // privilagedBattleEventReceivers.push_back(nm);
  399. // nm->giveActionCB(this);
  400. // nm->giveInfoCB(this);
  401. // nm->init();
  402. //
  403. // erm = nm; //something tells me that there'll at most one module and it'll be ERM
  404. // }
  405. }
  406. template <typename Handler>
  407. void CClient::serialize( Handler &h, const int version )
  408. {
  409. h & hotSeat;
  410. if(h.saving)
  411. {
  412. ui8 players = playerint.size();
  413. h & players;
  414. for(auto i = playerint.begin(); i != playerint.end(); i++)
  415. {
  416. LOG_TRACE_PARAMS(logGlobal, "Saving player %s interface", i->first);
  417. assert(i->first == i->second->playerID);
  418. h & i->first & i->second->dllName & i->second->human;
  419. i->second->saveGame(dynamic_cast<COSer<CSaveFile>&>(h), version);
  420. //evil cast that i still like better than sfinae-magic. If I had a "static if"...
  421. }
  422. }
  423. else
  424. {
  425. ui8 players = 0; //fix for uninitialized warning
  426. h & players;
  427. for(int i=0; i < players; i++)
  428. {
  429. std::string dllname;
  430. PlayerColor pid;
  431. bool isHuman = false;
  432. h & pid & dllname & isHuman;
  433. LOG_TRACE_PARAMS(logGlobal, "Loading player %s interface", pid);
  434. CGameInterface *nInt = nullptr;
  435. if(dllname.length())
  436. {
  437. if(pid == PlayerColor::NEUTRAL)
  438. {
  439. //CBattleCallback * cbc = new CBattleCallback(gs, pid, this);//FIXME: unused?
  440. CBattleGameInterface *cbgi = CDynLibHandler::getNewBattleAI(dllname);
  441. battleints[pid] = cbgi;
  442. cbgi->init(cb);
  443. //TODO? consider serialization
  444. continue;
  445. }
  446. else
  447. {
  448. assert(!isHuman);
  449. nInt = CDynLibHandler::getNewAI(dllname);
  450. }
  451. }
  452. else
  453. {
  454. assert(isHuman);
  455. nInt = new CPlayerInterface(pid);
  456. }
  457. nInt->dllName = dllname;
  458. nInt->human = isHuman;
  459. nInt->playerID = pid;
  460. battleCallbacks[pid] = callbacks[pid] = make_shared<CCallback>(gs,pid,this);
  461. battleints[pid] = playerint[pid] = nInt;
  462. nInt->init(callbacks[pid].get());
  463. nInt->loadGame(dynamic_cast<CISer<CLoadFile>&>(h), version); //another evil cast, check above
  464. }
  465. if(!vstd::contains(battleints, PlayerColor::NEUTRAL))
  466. loadNeutralBattleAI();
  467. }
  468. }
  469. void CClient::handlePack( CPack * pack )
  470. {
  471. CBaseForCLApply *apply = applier->apps[typeList.getTypeID(pack)]; //find the applier
  472. if(apply)
  473. {
  474. boost::unique_lock<boost::recursive_mutex> guiLock(*LOCPLINT->pim);
  475. apply->applyOnClBefore(this,pack);
  476. logNetwork->traceStream() << "\tMade first apply on cl";
  477. gs->apply(pack);
  478. logNetwork->traceStream() << "\tApplied on gs";
  479. apply->applyOnClAfter(this,pack);
  480. logNetwork->traceStream() << "\tMade second apply on cl";
  481. }
  482. else
  483. {
  484. logNetwork->errorStream() << "Message cannot be applied, cannot find applier! TypeID " << typeList.getTypeID(pack);
  485. }
  486. delete pack;
  487. }
  488. void CClient::updatePaths()
  489. {
  490. //TODO? lazy evaluation? paths now can get recalculated multiple times upon various game events
  491. const CGHeroInstance *h = getSelectedHero();
  492. if (h)//if we have selected hero...
  493. calculatePaths(h);
  494. }
  495. void CClient::finishCampaign( shared_ptr<CCampaignState> camp )
  496. {
  497. }
  498. void CClient::proposeNextMission(shared_ptr<CCampaignState> camp)
  499. {
  500. GH.pushInt(new CBonusSelection(camp));
  501. }
  502. void CClient::stopConnection()
  503. {
  504. terminate = true;
  505. if (serv) //request closing connection
  506. {
  507. logNetwork->infoStream() << "Connection has been requested to be closed.";
  508. boost::unique_lock<boost::mutex>(*serv->wmx);
  509. CloseServer close_server;
  510. sendRequest(&close_server, PlayerColor::NEUTRAL);
  511. logNetwork->infoStream() << "Sent closing signal to the server";
  512. }
  513. if(connectionHandler)//end connection handler
  514. {
  515. if(connectionHandler->get_id() != boost::this_thread::get_id())
  516. connectionHandler->join();
  517. logNetwork->infoStream() << "Connection handler thread joined";
  518. delete connectionHandler;
  519. connectionHandler = NULL;
  520. }
  521. if (serv) //and delete connection
  522. {
  523. serv->close();
  524. delete serv;
  525. serv = NULL;
  526. logNetwork->warnStream() << "Our socket has been closed.";
  527. }
  528. }
  529. void CClient::battleStarted(const BattleInfo * info)
  530. {
  531. BOOST_FOREACH(auto &battleCb, battleCallbacks)
  532. {
  533. if(vstd::contains(info->sides, battleCb.first) || battleCb.first >= PlayerColor::PLAYER_LIMIT)
  534. battleCb.second->setBattle(info);
  535. }
  536. // BOOST_FOREACH(ui8 side, info->sides)
  537. // if(battleCallbacks.count(side))
  538. // battleCallbacks[side]->setBattle(info);
  539. CPlayerInterface * att, * def;
  540. if(vstd::contains(playerint, info->sides[0]) && playerint[info->sides[0]]->human)
  541. att = static_cast<CPlayerInterface*>( playerint[info->sides[0]] );
  542. else
  543. att = NULL;
  544. if(vstd::contains(playerint, info->sides[1]) && playerint[info->sides[1]]->human)
  545. def = static_cast<CPlayerInterface*>( playerint[info->sides[1]] );
  546. else
  547. def = NULL;
  548. if(!gNoGUI && (att || def || gs->scenarioOps->mode == StartInfo::DUEL))
  549. {
  550. boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
  551. new CBattleInterface(info->belligerents[0], info->belligerents[1], info->heroes[0], info->heroes[1],
  552. Rect((screen->w - 800)/2,
  553. (screen->h - 600)/2, 800, 600), att, def);
  554. }
  555. if(vstd::contains(battleints,info->sides[0]))
  556. battleints[info->sides[0]]->battleStart(info->belligerents[0], info->belligerents[1], info->tile, info->heroes[0], info->heroes[1], 0);
  557. if(vstd::contains(battleints,info->sides[1]))
  558. battleints[info->sides[1]]->battleStart(info->belligerents[0], info->belligerents[1], info->tile, info->heroes[0], info->heroes[1], 1);
  559. if(vstd::contains(battleints,PlayerColor::UNFLAGGABLE))
  560. battleints[PlayerColor::UNFLAGGABLE]->battleStart(info->belligerents[0], info->belligerents[1], info->tile, info->heroes[0], info->heroes[1], 1);
  561. if(info->tacticDistance && vstd::contains(battleints,info->sides[info->tacticsSide]))
  562. {
  563. boost::thread(&CClient::commenceTacticPhaseForInt, this, battleints[info->sides[info->tacticsSide]]);
  564. }
  565. }
  566. void CClient::battleFinished()
  567. {
  568. BOOST_FOREACH(PlayerColor side, gs->curB->sides)
  569. if(battleCallbacks.count(side))
  570. battleCallbacks[side]->setBattle(nullptr);
  571. }
  572. void CClient::loadNeutralBattleAI()
  573. {
  574. battleints[PlayerColor::NEUTRAL] = CDynLibHandler::getNewBattleAI(settings["server"]["neutralAI"].String());
  575. auto cbc = make_shared<CBattleCallback>(gs, PlayerColor::NEUTRAL, this);
  576. battleCallbacks[PlayerColor::NEUTRAL] = cbc;
  577. battleints[PlayerColor::NEUTRAL]->init(cbc.get());
  578. }
  579. void CClient::commitPackage( CPackForClient *pack )
  580. {
  581. CommitPackage cp;
  582. cp.freePack = false;
  583. cp.packToCommit = pack;
  584. sendRequest(&cp, PlayerColor::NEUTRAL);
  585. }
  586. PlayerColor CClient::getLocalPlayer() const
  587. {
  588. if(LOCPLINT)
  589. return LOCPLINT->playerID;
  590. return getCurrentPlayer();
  591. }
  592. void CClient::calculatePaths(const CGHeroInstance *h)
  593. {
  594. assert(h);
  595. boost::unique_lock<boost::mutex> pathLock(pathMx);
  596. gs->calculatePaths(h, *pathInfo);
  597. }
  598. void CClient::commenceTacticPhaseForInt(CBattleGameInterface *battleInt)
  599. {
  600. setThreadName("CClient::commenceTacticPhaseForInt");
  601. try
  602. {
  603. battleInt->yourTacticPhase(gs->curB->tacticDistance);
  604. if(gs && !!gs->curB && gs->curB->tacticDistance) //while awaiting for end of tactics phase, many things can happen (end of battle... or game)
  605. {
  606. MakeAction ma(BattleAction::makeEndOFTacticPhase(gs->curB->playerToSide(battleInt->playerID)));
  607. sendRequest(&ma, battleInt->playerID);
  608. }
  609. } HANDLE_EXCEPTION
  610. }
  611. void CClient::invalidatePaths(const CGHeroInstance *h /*= NULL*/)
  612. {
  613. if(!h || pathInfo->hero == h)
  614. pathInfo->isValid = false;
  615. }
  616. int CClient::sendRequest(const CPack *request, PlayerColor player)
  617. {
  618. static ui32 requestCounter = 0;
  619. ui32 requestID = requestCounter++;
  620. logNetwork->traceStream() << boost::format("Sending a request \"%s\". It'll have an ID=%d.")
  621. % typeid(*request).name() % requestID;
  622. waitingRequest.pushBack(requestID);
  623. serv->sendPackToServer(*request, player, requestID);
  624. if(vstd::contains(playerint, player))
  625. playerint[player]->requestSent(dynamic_cast<const CPackForServer*>(request), requestID);
  626. return requestID;
  627. }
  628. void CClient::campaignMapFinished( shared_ptr<CCampaignState> camp )
  629. {
  630. endGame(false);
  631. LOCPLINT = nullptr; //TODO free res
  632. GH.curInt = CGPreGame::create();
  633. auto & epilogue = camp->camp->scenarios[camp->mapsConquered.back()].epilog;
  634. auto finisher = [&]()
  635. {
  636. if(camp->mapsRemaining.size())
  637. proposeNextMission(camp);
  638. else
  639. finishCampaign(camp);
  640. };
  641. if(epilogue.hasPrologEpilog)
  642. {
  643. GH.pushInt(new CPrologEpilogVideo(epilogue, finisher));
  644. }
  645. else
  646. {
  647. finisher();
  648. }
  649. }
  650. template void CClient::serialize( CISer<CLoadFile> &h, const int version );
  651. template void CClient::serialize( COSer<CSaveFile> &h, const int version );
  652. void CServerHandler::startServer()
  653. {
  654. th.update();
  655. serverThread = new boost::thread(&CServerHandler::callServer, this); //runs server executable;
  656. if(verbose)
  657. logNetwork->infoStream() << "Setting up thread calling server: " << th.getDiff();
  658. }
  659. void CServerHandler::waitForServer()
  660. {
  661. if(!serverThread)
  662. startServer();
  663. th.update();
  664. intpr::scoped_lock<intpr::interprocess_mutex> slock(shared->sr->mutex);
  665. while(!shared->sr->ready)
  666. {
  667. shared->sr->cond.wait(slock);
  668. }
  669. if(verbose)
  670. logNetwork->infoStream() << "Waiting for server: " << th.getDiff();
  671. }
  672. CConnection * CServerHandler::connectToServer()
  673. {
  674. if(!shared->sr->ready)
  675. waitForServer();
  676. th.update(); //put breakpoint here to attach to server before it does something stupid
  677. CConnection *ret = justConnectToServer(settings["server"]["server"].String(), port);
  678. if(verbose)
  679. logNetwork->infoStream()<<"\tConnecting to the server: "<<th.getDiff();
  680. return ret;
  681. }
  682. CServerHandler::CServerHandler(bool runServer /*= false*/)
  683. {
  684. serverThread = NULL;
  685. shared = NULL;
  686. port = boost::lexical_cast<std::string>(settings["server"]["port"].Float());
  687. verbose = true;
  688. 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
  689. try
  690. {
  691. shared = new SharedMem();
  692. } HANDLE_EXCEPTIONC(logNetwork->errorStream() << "Cannot open interprocess memory: ";)
  693. }
  694. CServerHandler::~CServerHandler()
  695. {
  696. delete shared;
  697. delete serverThread; //detaches, not kills thread
  698. }
  699. void CServerHandler::callServer()
  700. {
  701. setThreadName("CServerHandler::callServer");
  702. std::string logName = VCMIDirs::get().localPath() + "/server_log.txt";
  703. std::string comm = VCMIDirs::get().serverPath() + " " + port + " > " + logName;
  704. int result = std::system(comm.c_str());
  705. if (result == 0)
  706. logNetwork->infoStream() << "Server closed correctly";
  707. else
  708. {
  709. logNetwork->errorStream() << "Error: server failed to close correctly or crashed!";
  710. logNetwork->errorStream() << "Check " << logName << " for more info";
  711. exit(1);// exit in case of error. Othervice without working server VCMI will hang
  712. }
  713. }
  714. CConnection * CServerHandler::justConnectToServer(const std::string &host, const std::string &port)
  715. {
  716. CConnection *ret = NULL;
  717. while(!ret)
  718. {
  719. try
  720. {
  721. logNetwork->infoStream() << "Establishing connection...";
  722. ret = new CConnection( host.size() ? host : settings["server"]["server"].String(),
  723. port.size() ? port : boost::lexical_cast<std::string>(settings["server"]["port"].Float()),
  724. NAME);
  725. }
  726. catch(...)
  727. {
  728. logNetwork->errorStream() << "\nCannot establish connection! Retrying within 2 seconds";
  729. SDL_Delay(2000);
  730. }
  731. }
  732. return ret;
  733. }