Client.cpp 31 KB

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  1. #include "StdInc.h"
  2. #include "Client.h"
  3. #include <SDL.h>
  4. #include "CMusicHandler.h"
  5. #include "../lib/mapping/CCampaignHandler.h"
  6. #include "../CCallback.h"
  7. #include "../lib/CConsoleHandler.h"
  8. #include "CGameInfo.h"
  9. #include "../lib/CGameState.h"
  10. #include "CPlayerInterface.h"
  11. #include "../lib/StartInfo.h"
  12. #include "../lib/BattleInfo.h"
  13. #include "../lib/CModHandler.h"
  14. #include "../lib/CArtHandler.h"
  15. #include "../lib/CGeneralTextHandler.h"
  16. #include "../lib/CHeroHandler.h"
  17. #include "../lib/CTownHandler.h"
  18. #include "../lib/CBuildingHandler.h"
  19. #include "../lib/spells/CSpellHandler.h"
  20. #include "../lib/serializer/CTypeList.h"
  21. #include "../lib/serializer/Connection.h"
  22. #include "../lib/serializer/CLoadIntegrityValidator.h"
  23. #ifndef VCMI_ANDROID
  24. #include "../lib/Interprocess.h"
  25. #endif
  26. #include "../lib/NetPacks.h"
  27. #include "../lib/VCMI_Lib.h"
  28. #include "../lib/VCMIDirs.h"
  29. #include "../lib/mapping/CMap.h"
  30. #include "../lib/JsonNode.h"
  31. #include "mapHandler.h"
  32. #include "../lib/CConfigHandler.h"
  33. #include "CPreGame.h"
  34. #include "battle/CBattleInterface.h"
  35. #include "../lib/CThreadHelper.h"
  36. #include "../lib/CScriptingModule.h"
  37. #include "../lib/registerTypes/RegisterTypes.h"
  38. #include "gui/CGuiHandler.h"
  39. #include "CMT.h"
  40. extern std::string NAME;
  41. #ifndef VCMI_ANDROID
  42. namespace intpr = boost::interprocess;
  43. #else
  44. #include "lib/CAndroidVMHelper.h"
  45. #endif
  46. /*
  47. * Client.cpp, part of VCMI engine
  48. *
  49. * Authors: listed in file AUTHORS in main folder
  50. *
  51. * License: GNU General Public License v2.0 or later
  52. * Full text of license available in license.txt file, in main folder
  53. *
  54. */
  55. #ifdef VCMI_ANDROID
  56. std::atomic_bool androidTestServerReadyFlag;
  57. #endif
  58. template <typename T> class CApplyOnCL;
  59. class CBaseForCLApply
  60. {
  61. public:
  62. virtual void applyOnClAfter(CClient *cl, void *pack) const =0;
  63. virtual void applyOnClBefore(CClient *cl, void *pack) const =0;
  64. virtual ~CBaseForCLApply(){}
  65. template<typename U> static CBaseForCLApply *getApplier(const U * t=nullptr)
  66. {
  67. return new CApplyOnCL<U>;
  68. }
  69. };
  70. template <typename T> class CApplyOnCL : public CBaseForCLApply
  71. {
  72. public:
  73. void applyOnClAfter(CClient *cl, void *pack) const override
  74. {
  75. T *ptr = static_cast<T*>(pack);
  76. ptr->applyCl(cl);
  77. }
  78. void applyOnClBefore(CClient *cl, void *pack) const override
  79. {
  80. T *ptr = static_cast<T*>(pack);
  81. ptr->applyFirstCl(cl);
  82. }
  83. };
  84. template <> class CApplyOnCL<CPack> : public CBaseForCLApply
  85. {
  86. public:
  87. void applyOnClAfter(CClient *cl, void *pack) const override
  88. {
  89. logGlobal->errorStream() << "Cannot apply on CL plain CPack!";
  90. assert(0);
  91. }
  92. void applyOnClBefore(CClient *cl, void *pack) const override
  93. {
  94. logGlobal->errorStream() << "Cannot apply on CL plain CPack!";
  95. assert(0);
  96. }
  97. };
  98. static CApplier<CBaseForCLApply> *applier = nullptr;
  99. void CClient::init()
  100. {
  101. hotSeat = false;
  102. connectionHandler = nullptr;
  103. pathInfo = nullptr;
  104. applier = new CApplier<CBaseForCLApply>;
  105. registerTypesClientPacks1(*applier);
  106. registerTypesClientPacks2(*applier);
  107. IObjectInterface::cb = this;
  108. serv = nullptr;
  109. gs = nullptr;
  110. erm = nullptr;
  111. terminate = false;
  112. }
  113. CClient::CClient(void)
  114. {
  115. init();
  116. }
  117. CClient::CClient(CConnection *con, StartInfo *si)
  118. {
  119. init();
  120. newGame(con,si);
  121. }
  122. CClient::~CClient(void)
  123. {
  124. delete applier;
  125. }
  126. void CClient::waitForMoveAndSend(PlayerColor color)
  127. {
  128. try
  129. {
  130. setThreadName("CClient::waitForMoveAndSend");
  131. assert(vstd::contains(battleints, color));
  132. BattleAction ba = battleints[color]->activeStack(gs->curB->battleGetStackByID(gs->curB->activeStack, false));
  133. if(ba.actionType != Battle::CANCEL)
  134. {
  135. logNetwork->traceStream() << "Send battle action to server: " << ba;
  136. MakeAction temp_action(ba);
  137. sendRequest(&temp_action, color);
  138. }
  139. }
  140. catch(boost::thread_interrupted&)
  141. {
  142. logNetwork->debugStream() << "Wait for move thread was interrupted and no action will be send. Was a battle ended by spell?";
  143. }
  144. catch(...)
  145. {
  146. handleException();
  147. }
  148. }
  149. void CClient::run()
  150. {
  151. setThreadName("CClient::run");
  152. try
  153. {
  154. while(!terminate)
  155. {
  156. CPack *pack = serv->retreivePack(); //get the package from the server
  157. if (terminate)
  158. {
  159. vstd::clear_pointer(pack);
  160. break;
  161. }
  162. handlePack(pack);
  163. }
  164. }
  165. //catch only asio exceptions
  166. catch (const boost::system::system_error& e)
  167. {
  168. logNetwork->errorStream() << "Lost connection to server, ending listening thread!";
  169. logNetwork->errorStream() << e.what();
  170. if(!terminate) //rethrow (-> boom!) only if closing connection was unexpected
  171. {
  172. logNetwork->errorStream() << "Something wrong, lost connection while game is still ongoing...";
  173. throw;
  174. }
  175. }
  176. }
  177. void CClient::save(const std::string & fname)
  178. {
  179. if(gs->curB)
  180. {
  181. logNetwork->errorStream() << "Game cannot be saved during battle!";
  182. return;
  183. }
  184. SaveGame save_game(fname);
  185. sendRequest((CPackForClient*)&save_game, PlayerColor::NEUTRAL);
  186. }
  187. void CClient::endGame(bool closeConnection /*= true*/)
  188. {
  189. //suggest interfaces to finish their stuff (AI should interrupt any bg working threads)
  190. for (auto& i : playerint)
  191. i.second->finish();
  192. // Game is ending
  193. // Tell the network thread to reach a stable state
  194. if (closeConnection)
  195. stopConnection();
  196. logNetwork->infoStream() << "Closed connection.";
  197. GH.curInt = nullptr;
  198. {
  199. boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
  200. logNetwork->infoStream() << "Ending current game!";
  201. if(GH.topInt())
  202. {
  203. GH.topInt()->deactivate();
  204. }
  205. GH.listInt.clear();
  206. GH.objsToBlit.clear();
  207. GH.statusbar = nullptr;
  208. logNetwork->infoStream() << "Removed GUI.";
  209. vstd::clear_pointer(const_cast<CGameInfo*>(CGI)->mh);
  210. vstd::clear_pointer(gs);
  211. logNetwork->infoStream() << "Deleted mapHandler and gameState.";
  212. LOCPLINT = nullptr;
  213. }
  214. playerint.clear();
  215. battleints.clear();
  216. callbacks.clear();
  217. battleCallbacks.clear();
  218. CGKeys::reset();
  219. CGMagi::reset();
  220. CGObelisk::reset();
  221. logNetwork->infoStream() << "Deleted playerInts.";
  222. logNetwork->infoStream() << "Client stopped.";
  223. }
  224. #if 1
  225. void CClient::loadGame(const std::string & fname, const bool server, const std::vector<int>& humanplayerindices, const int loadNumPlayers, int player_, const std::string & ipaddr, const ui16 port)
  226. {
  227. PlayerColor player(player_); //intentional shadowing
  228. logNetwork->infoStream() << "Loading procedure started!";
  229. CServerHandler sh;
  230. if(server)
  231. sh.startServer();
  232. else
  233. serv = sh.justConnectToServer(ipaddr, port);
  234. CStopWatch tmh;
  235. std::unique_ptr<CLoadFile> loader;
  236. try
  237. {
  238. boost::filesystem::path clientSaveName = *CResourceHandler::get("local")->getResourceName(ResourceID(fname, EResType::CLIENT_SAVEGAME));
  239. boost::filesystem::path controlServerSaveName;
  240. if (CResourceHandler::get("local")->existsResource(ResourceID(fname, EResType::SERVER_SAVEGAME)))
  241. {
  242. controlServerSaveName = *CResourceHandler::get("local")->getResourceName(ResourceID(fname, EResType::SERVER_SAVEGAME));
  243. }
  244. else// create entry for server savegame. Triggered if save was made after launch and not yet present in res handler
  245. {
  246. controlServerSaveName = boost::filesystem::path(clientSaveName).replace_extension(".vsgm1");
  247. CResourceHandler::get("local")->createResource(controlServerSaveName.string(), true);
  248. }
  249. if(clientSaveName.empty())
  250. throw std::runtime_error("Cannot open client part of " + fname);
  251. if(controlServerSaveName.empty() || !boost::filesystem::exists(controlServerSaveName))
  252. throw std::runtime_error("Cannot open server part of " + fname);
  253. {
  254. CLoadIntegrityValidator checkingLoader(clientSaveName, controlServerSaveName, MINIMAL_SERIALIZATION_VERSION);
  255. loadCommonState(checkingLoader);
  256. loader = checkingLoader.decay();
  257. }
  258. logNetwork->infoStream() << "Loaded common part of save " << tmh.getDiff();
  259. const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
  260. const_cast<CGameInfo*>(CGI)->mh->map = gs->map;
  261. pathInfo = make_unique<CPathsInfo>(getMapSize());
  262. CGI->mh->init();
  263. logNetwork->infoStream() <<"Initing maphandler: "<<tmh.getDiff();
  264. }
  265. catch(std::exception &e)
  266. {
  267. logGlobal->errorStream() << "Cannot load game " << fname << ". Error: " << e.what();
  268. throw; //obviously we cannot continue here
  269. }
  270. /*
  271. if(!server)
  272. player = PlayerColor(player_);
  273. */
  274. std::set<PlayerColor> clientPlayers;
  275. if(server)
  276. serv = sh.connectToServer();
  277. //*loader >> *this;
  278. if(server)
  279. {
  280. tmh.update();
  281. ui8 pom8;
  282. *serv << ui8(3) << ui8(loadNumPlayers); //load game; one client if single-player
  283. *serv << fname;
  284. *serv >> pom8;
  285. if(pom8)
  286. throw std::runtime_error("Server cannot open the savegame!");
  287. else
  288. logNetwork->infoStream() << "Server opened savegame properly.";
  289. }
  290. if(server)
  291. {
  292. for(auto & elem : gs->scenarioOps->playerInfos)
  293. {
  294. if(!std::count(humanplayerindices.begin(),humanplayerindices.end(),elem.first.getNum()) || elem.first==player)
  295. clientPlayers.insert(elem.first);
  296. }
  297. clientPlayers.insert(PlayerColor::NEUTRAL);
  298. }
  299. else
  300. {
  301. clientPlayers.insert(player);
  302. }
  303. std::cout << "CLIENTPLAYERS:\n";
  304. for(auto x : clientPlayers)
  305. std::cout << x << std::endl;
  306. std::cout << "ENDCLIENTPLAYERS\n";
  307. serialize(loader->serializer,0,clientPlayers);
  308. *serv << ui32(clientPlayers.size());
  309. for(auto & elem : clientPlayers)
  310. *serv << ui8(elem.getNum());
  311. serv->addStdVecItems(gs); /*why is this here?*/
  312. //*loader >> *this;
  313. logNetwork->infoStream() << "Loaded client part of save " << tmh.getDiff();
  314. logNetwork->infoStream() <<"Sent info to server: "<<tmh.getDiff();
  315. //*serv << clientPlayers;
  316. serv->enableStackSendingByID();
  317. serv->disableSmartPointerSerialization();
  318. // logGlobal->traceStream() << "Objects:";
  319. // for(int i = 0; i < gs->map->objects.size(); i++)
  320. // {
  321. // auto o = gs->map->objects[i];
  322. // if(o)
  323. // logGlobal->traceStream() << boost::format("\tindex=%5d, id=%5d; address=%5d, pos=%s, name=%s") % i % o->id % (int)o.get() % o->pos % o->getHoverText();
  324. // else
  325. // logGlobal->traceStream() << boost::format("\tindex=%5d --- nullptr") % i;
  326. // }
  327. }
  328. #endif
  329. void CClient::newGame( CConnection *con, StartInfo *si )
  330. {
  331. enum {SINGLE, HOST, GUEST} networkMode = SINGLE;
  332. if (con == nullptr)
  333. {
  334. CServerHandler sh;
  335. serv = sh.connectToServer();
  336. }
  337. else
  338. {
  339. serv = con;
  340. networkMode = con->isHost() ? HOST : GUEST;
  341. }
  342. CConnection &c = *serv;
  343. ////////////////////////////////////////////////////
  344. logNetwork->infoStream() <<"\tWill send info to server...";
  345. CStopWatch tmh;
  346. if(networkMode == SINGLE)
  347. {
  348. ui8 pom8;
  349. c << ui8(2) << ui8(1); //new game; one client
  350. c << *si;
  351. c >> pom8;
  352. if(pom8) throw std::runtime_error("Server cannot open the map!");
  353. }
  354. c >> si;
  355. logNetwork->infoStream() <<"\tSending/Getting info to/from the server: "<<tmh.getDiff();
  356. c.enableStackSendingByID();
  357. c.disableSmartPointerSerialization();
  358. // Initialize game state
  359. gs = new CGameState();
  360. logNetwork->info("\tCreating gamestate: %i",tmh.getDiff());
  361. gs->init(si, settings["general"]["saveRandomMaps"].Bool());
  362. logNetwork->infoStream() <<"Initializing GameState (together): "<<tmh.getDiff();
  363. // Now after possible random map gen, we know exact player count.
  364. // Inform server about how many players client handles
  365. std::set<PlayerColor> myPlayers;
  366. for(auto & elem : gs->scenarioOps->playerInfos)
  367. {
  368. if((networkMode == SINGLE) //single - one client has all player
  369. || (networkMode != SINGLE && serv->connectionID == elem.second.playerID) //multi - client has only "its players"
  370. || (networkMode == HOST && elem.second.playerID == PlayerSettings::PLAYER_AI))//multi - host has all AI players
  371. {
  372. myPlayers.insert(elem.first); //add player
  373. }
  374. }
  375. if(networkMode != GUEST)
  376. myPlayers.insert(PlayerColor::NEUTRAL);
  377. c << myPlayers;
  378. // Init map handler
  379. if(gs->map)
  380. {
  381. const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
  382. CGI->mh->map = gs->map;
  383. logNetwork->infoStream() << "Creating mapHandler: " << tmh.getDiff();
  384. CGI->mh->init();
  385. pathInfo = make_unique<CPathsInfo>(getMapSize());
  386. logNetwork->infoStream() << "Initializing mapHandler (together): " << tmh.getDiff();
  387. }
  388. int humanPlayers = 0;
  389. for(auto & elem : gs->scenarioOps->playerInfos)//initializing interfaces for players
  390. {
  391. PlayerColor color = elem.first;
  392. gs->currentPlayer = color;
  393. if(!vstd::contains(myPlayers, color))
  394. continue;
  395. logNetwork->traceStream() << "Preparing interface for player " << color;
  396. if(si->mode != StartInfo::DUEL)
  397. {
  398. if(elem.second.playerID == PlayerSettings::PLAYER_AI)
  399. {
  400. auto AiToGive = aiNameForPlayer(elem.second, false);
  401. logNetwork->infoStream() << boost::format("Player %s will be lead by %s") % color % AiToGive;
  402. installNewPlayerInterface(CDynLibHandler::getNewAI(AiToGive), color);
  403. }
  404. else
  405. {
  406. installNewPlayerInterface(std::make_shared<CPlayerInterface>(color), color);
  407. humanPlayers++;
  408. }
  409. }
  410. else
  411. {
  412. std::string AItoGive = aiNameForPlayer(elem.second, true);
  413. installNewBattleInterface(CDynLibHandler::getNewBattleAI(AItoGive), color);
  414. }
  415. }
  416. if(si->mode == StartInfo::DUEL)
  417. {
  418. if(!gNoGUI)
  419. {
  420. boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
  421. auto p = std::make_shared<CPlayerInterface>(PlayerColor::NEUTRAL);
  422. p->observerInDuelMode = true;
  423. installNewPlayerInterface(p, boost::none);
  424. GH.curInt = p.get();
  425. }
  426. battleStarted(gs->curB);
  427. }
  428. else
  429. {
  430. loadNeutralBattleAI();
  431. }
  432. serv->addStdVecItems(gs);
  433. hotSeat = (humanPlayers > 1);
  434. // std::vector<FileInfo> scriptModules;
  435. // CFileUtility::getFilesWithExt(scriptModules, LIB_DIR "/scripting", "." LIB_EXT);
  436. // for(FileInfo &m : scriptModules)
  437. // {
  438. // CScriptingModule * nm = CDynLibHandler::getNewScriptingModule(m.name);
  439. // privilagedGameEventReceivers.push_back(nm);
  440. // privilagedBattleEventReceivers.push_back(nm);
  441. // nm->giveActionCB(this);
  442. // nm->giveInfoCB(this);
  443. // nm->init();
  444. //
  445. // erm = nm; //something tells me that there'll at most one module and it'll be ERM
  446. // }
  447. }
  448. void CClient::serialize(BinarySerializer & h, const int version)
  449. {
  450. assert(h.saving);
  451. h & hotSeat;
  452. {
  453. ui8 players = playerint.size();
  454. h & players;
  455. for(auto i = playerint.begin(); i != playerint.end(); i++)
  456. {
  457. LOG_TRACE_PARAMS(logGlobal, "Saving player %s interface", i->first);
  458. assert(i->first == i->second->playerID);
  459. h & i->first & i->second->dllName & i->second->human;
  460. i->second->saveGame(h, version);
  461. }
  462. }
  463. }
  464. void CClient::serialize(BinaryDeserializer & h, const int version)
  465. {
  466. assert(!h.saving);
  467. h & hotSeat;
  468. {
  469. ui8 players = 0; //fix for uninitialized warning
  470. h & players;
  471. for(int i=0; i < players; i++)
  472. {
  473. std::string dllname;
  474. PlayerColor pid;
  475. bool isHuman = false;
  476. h & pid & dllname & isHuman;
  477. LOG_TRACE_PARAMS(logGlobal, "Loading player %s interface", pid);
  478. std::shared_ptr<CGameInterface> nInt;
  479. if(dllname.length())
  480. {
  481. if(pid == PlayerColor::NEUTRAL)
  482. {
  483. installNewBattleInterface(CDynLibHandler::getNewBattleAI(dllname), pid);
  484. //TODO? consider serialization
  485. continue;
  486. }
  487. else
  488. {
  489. assert(!isHuman);
  490. nInt = CDynLibHandler::getNewAI(dllname);
  491. }
  492. }
  493. else
  494. {
  495. assert(isHuman);
  496. nInt = std::make_shared<CPlayerInterface>(pid);
  497. }
  498. nInt->dllName = dllname;
  499. nInt->human = isHuman;
  500. nInt->playerID = pid;
  501. installNewPlayerInterface(nInt, pid);
  502. nInt->loadGame(h, version); //another evil cast, check above
  503. }
  504. if(!vstd::contains(battleints, PlayerColor::NEUTRAL))
  505. loadNeutralBattleAI();
  506. }
  507. }
  508. void CClient::serialize(BinarySerializer & h, const int version, const std::set<PlayerColor> & playerIDs)
  509. {
  510. assert(h.saving);
  511. h & hotSeat;
  512. {
  513. ui8 players = playerint.size();
  514. h & players;
  515. for(auto i = playerint.begin(); i != playerint.end(); i++)
  516. {
  517. LOG_TRACE_PARAMS(logGlobal, "Saving player %s interface", i->first);
  518. assert(i->first == i->second->playerID);
  519. h & i->first & i->second->dllName & i->second->human;
  520. i->second->saveGame(h, version);
  521. }
  522. }
  523. }
  524. void CClient::serialize(BinaryDeserializer & h, const int version, const std::set<PlayerColor> & playerIDs)
  525. {
  526. assert(!h.saving);
  527. h & hotSeat;
  528. {
  529. ui8 players = 0; //fix for uninitialized warning
  530. h & players;
  531. for(int i=0; i < players; i++)
  532. {
  533. std::string dllname;
  534. PlayerColor pid;
  535. bool isHuman = false;
  536. h & pid & dllname & isHuman;
  537. LOG_TRACE_PARAMS(logGlobal, "Loading player %s interface", pid);
  538. std::shared_ptr<CGameInterface> nInt;
  539. if(dllname.length())
  540. {
  541. if(pid == PlayerColor::NEUTRAL)
  542. {
  543. if(playerIDs.count(pid))
  544. installNewBattleInterface(CDynLibHandler::getNewBattleAI(dllname), pid);
  545. //TODO? consider serialization
  546. continue;
  547. }
  548. else
  549. {
  550. assert(!isHuman);
  551. nInt = CDynLibHandler::getNewAI(dllname);
  552. }
  553. }
  554. else
  555. {
  556. assert(isHuman);
  557. nInt = std::make_shared<CPlayerInterface>(pid);
  558. }
  559. nInt->dllName = dllname;
  560. nInt->human = isHuman;
  561. nInt->playerID = pid;
  562. if(playerIDs.count(pid))
  563. installNewPlayerInterface(nInt, pid);
  564. nInt->loadGame(h, version);
  565. }
  566. if(playerIDs.count(PlayerColor::NEUTRAL))
  567. loadNeutralBattleAI();
  568. }
  569. }
  570. void CClient::handlePack( CPack * pack )
  571. {
  572. if(pack == nullptr)
  573. {
  574. logNetwork->error("Dropping nullptr CPack! You should check whether client and server ABI matches.");
  575. return;
  576. }
  577. CBaseForCLApply *apply = applier->getApplier(typeList.getTypeID(pack)); //find the applier
  578. if(apply)
  579. {
  580. boost::unique_lock<boost::recursive_mutex> guiLock(*CPlayerInterface::pim);
  581. apply->applyOnClBefore(this, pack);
  582. logNetwork->trace("\tMade first apply on cl");
  583. gs->apply(pack);
  584. logNetwork->trace("\tApplied on gs");
  585. apply->applyOnClAfter(this, pack);
  586. logNetwork->trace("\tMade second apply on cl");
  587. }
  588. else
  589. {
  590. logNetwork->error("Message %s cannot be applied, cannot find applier!", typeList.getTypeInfo(pack)->name());
  591. }
  592. delete pack;
  593. }
  594. void CClient::finishCampaign( std::shared_ptr<CCampaignState> camp )
  595. {
  596. }
  597. void CClient::proposeNextMission(std::shared_ptr<CCampaignState> camp)
  598. {
  599. GH.pushInt(new CBonusSelection(camp));
  600. }
  601. void CClient::stopConnection()
  602. {
  603. terminate = true;
  604. if (serv && serv->isHost()) //request closing connection
  605. {
  606. logNetwork->infoStream() << "Connection has been requested to be closed.";
  607. boost::unique_lock<boost::mutex>(*serv->wmx);
  608. CloseServer close_server;
  609. sendRequest(&close_server, PlayerColor::NEUTRAL);
  610. logNetwork->infoStream() << "Sent closing signal to the server";
  611. }
  612. else
  613. {
  614. LeaveGame leave_Game;
  615. sendRequest(&leave_Game, PlayerColor::NEUTRAL);
  616. logNetwork->infoStream() << "Sent leaving signal to the server";
  617. }
  618. if(connectionHandler)//end connection handler
  619. {
  620. if(connectionHandler->get_id() != boost::this_thread::get_id())
  621. connectionHandler->join();
  622. logNetwork->infoStream() << "Connection handler thread joined";
  623. vstd::clear_pointer(connectionHandler);
  624. }
  625. if (serv) //and delete connection
  626. {
  627. serv->close();
  628. vstd::clear_pointer(serv);
  629. logNetwork->warnStream() << "Our socket has been closed.";
  630. }
  631. }
  632. void CClient::battleStarted(const BattleInfo * info)
  633. {
  634. for(auto &battleCb : battleCallbacks)
  635. {
  636. if(vstd::contains_if(info->sides, [&](const SideInBattle& side) {return side.color == battleCb.first; })
  637. || battleCb.first >= PlayerColor::PLAYER_LIMIT)
  638. {
  639. battleCb.second->setBattle(info);
  640. }
  641. }
  642. // for(ui8 side : info->sides)
  643. // if(battleCallbacks.count(side))
  644. // battleCallbacks[side]->setBattle(info);
  645. std::shared_ptr<CPlayerInterface> att, def;
  646. auto &leftSide = info->sides[0], &rightSide = info->sides[1];
  647. //If quick combat is not, do not prepare interfaces for battleint
  648. if(!settings["adventure"]["quickCombat"].Bool())
  649. {
  650. if(vstd::contains(playerint, leftSide.color) && playerint[leftSide.color]->human)
  651. att = std::dynamic_pointer_cast<CPlayerInterface>( playerint[leftSide.color] );
  652. if(vstd::contains(playerint, rightSide.color) && playerint[rightSide.color]->human)
  653. def = std::dynamic_pointer_cast<CPlayerInterface>( playerint[rightSide.color] );
  654. }
  655. if(!gNoGUI && (!!att || !!def || gs->scenarioOps->mode == StartInfo::DUEL))
  656. {
  657. boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
  658. auto bi = new CBattleInterface(leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero,
  659. Rect((screen->w - 800)/2,
  660. (screen->h - 600)/2, 800, 600), att, def);
  661. GH.pushInt(bi);
  662. }
  663. auto callBattleStart = [&](PlayerColor color, ui8 side){
  664. if(vstd::contains(battleints, color))
  665. battleints[color]->battleStart(leftSide.armyObject, rightSide.armyObject, info->tile, leftSide.hero, rightSide.hero, side);
  666. };
  667. callBattleStart(leftSide.color, 0);
  668. callBattleStart(rightSide.color, 1);
  669. callBattleStart(PlayerColor::UNFLAGGABLE, 1);
  670. if(info->tacticDistance && vstd::contains(battleints,info->sides[info->tacticsSide].color))
  671. {
  672. boost::thread(&CClient::commenceTacticPhaseForInt, this, battleints[info->sides[info->tacticsSide].color]);
  673. }
  674. }
  675. void CClient::battleFinished()
  676. {
  677. for(auto & side : gs->curB->sides)
  678. if(battleCallbacks.count(side.color))
  679. battleCallbacks[side.color]->setBattle(nullptr);
  680. }
  681. void CClient::loadNeutralBattleAI()
  682. {
  683. installNewBattleInterface(CDynLibHandler::getNewBattleAI(settings["server"]["neutralAI"].String()), PlayerColor::NEUTRAL);
  684. }
  685. void CClient::commitPackage( CPackForClient *pack )
  686. {
  687. CommitPackage cp;
  688. cp.freePack = false;
  689. cp.packToCommit = pack;
  690. sendRequest(&cp, PlayerColor::NEUTRAL);
  691. }
  692. PlayerColor CClient::getLocalPlayer() const
  693. {
  694. if(LOCPLINT)
  695. return LOCPLINT->playerID;
  696. return getCurrentPlayer();
  697. }
  698. void CClient::commenceTacticPhaseForInt(std::shared_ptr<CBattleGameInterface> battleInt)
  699. {
  700. setThreadName("CClient::commenceTacticPhaseForInt");
  701. try
  702. {
  703. battleInt->yourTacticPhase(gs->curB->tacticDistance);
  704. if(gs && !!gs->curB && gs->curB->tacticDistance) //while awaiting for end of tactics phase, many things can happen (end of battle... or game)
  705. {
  706. MakeAction ma(BattleAction::makeEndOFTacticPhase(gs->curB->playerToSide(battleInt->playerID)));
  707. sendRequest(&ma, battleInt->playerID);
  708. }
  709. }
  710. catch(...)
  711. {
  712. handleException();
  713. }
  714. }
  715. void CClient::invalidatePaths()
  716. {
  717. // turn pathfinding info into invalid. It will be regenerated later
  718. boost::unique_lock<boost::mutex> pathLock(pathInfo->pathMx);
  719. pathInfo->hero = nullptr;
  720. }
  721. const CPathsInfo * CClient::getPathsInfo(const CGHeroInstance *h)
  722. {
  723. assert(h);
  724. boost::unique_lock<boost::mutex> pathLock(pathInfo->pathMx);
  725. if (pathInfo->hero != h)
  726. {
  727. gs->calculatePaths(h, *pathInfo.get());
  728. }
  729. return pathInfo.get();
  730. }
  731. int CClient::sendRequest(const CPack *request, PlayerColor player)
  732. {
  733. static ui32 requestCounter = 0;
  734. ui32 requestID = requestCounter++;
  735. logNetwork->traceStream() << boost::format("Sending a request \"%s\". It'll have an ID=%d.")
  736. % typeid(*request).name() % requestID;
  737. waitingRequest.pushBack(requestID);
  738. serv->sendPackToServer(*request, player, requestID);
  739. if(vstd::contains(playerint, player))
  740. playerint[player]->requestSent(dynamic_cast<const CPackForServer*>(request), requestID);
  741. return requestID;
  742. }
  743. void CClient::campaignMapFinished( std::shared_ptr<CCampaignState> camp )
  744. {
  745. endGame(false);
  746. GH.curInt = CGPreGame::create();
  747. auto & epilogue = camp->camp->scenarios[camp->mapsConquered.back()].epilog;
  748. auto finisher = [=]()
  749. {
  750. if(camp->mapsRemaining.size())
  751. proposeNextMission(camp);
  752. else
  753. finishCampaign(camp);
  754. };
  755. if(epilogue.hasPrologEpilog)
  756. {
  757. GH.pushInt(new CPrologEpilogVideo(epilogue, finisher));
  758. }
  759. else
  760. {
  761. finisher();
  762. }
  763. }
  764. void CClient::installNewPlayerInterface(std::shared_ptr<CGameInterface> gameInterface, boost::optional<PlayerColor> color)
  765. {
  766. boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
  767. PlayerColor colorUsed = color.get_value_or(PlayerColor::UNFLAGGABLE);
  768. if(!color)
  769. privilagedGameEventReceivers.push_back(gameInterface);
  770. playerint[colorUsed] = gameInterface;
  771. logGlobal->traceStream() << boost::format("\tInitializing the interface for player %s") % colorUsed;
  772. auto cb = std::make_shared<CCallback>(gs, color, this);
  773. callbacks[colorUsed] = cb;
  774. battleCallbacks[colorUsed] = cb;
  775. gameInterface->init(cb);
  776. installNewBattleInterface(gameInterface, color, false);
  777. }
  778. void CClient::installNewBattleInterface(std::shared_ptr<CBattleGameInterface> battleInterface, boost::optional<PlayerColor> color, bool needCallback /*= true*/)
  779. {
  780. boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
  781. PlayerColor colorUsed = color.get_value_or(PlayerColor::UNFLAGGABLE);
  782. if(!color)
  783. privilagedBattleEventReceivers.push_back(battleInterface);
  784. battleints[colorUsed] = battleInterface;
  785. if(needCallback)
  786. {
  787. logGlobal->traceStream() << boost::format("\tInitializing the battle interface for player %s") % *color;
  788. auto cbc = std::make_shared<CBattleCallback>(gs, color, this);
  789. battleCallbacks[colorUsed] = cbc;
  790. battleInterface->init(cbc);
  791. }
  792. }
  793. std::string CClient::aiNameForPlayer(const PlayerSettings &ps, bool battleAI)
  794. {
  795. if(ps.name.size())
  796. {
  797. const boost::filesystem::path aiPath = VCMIDirs::get().fullLibraryPath("AI", ps.name);
  798. if (boost::filesystem::exists(aiPath))
  799. return ps.name;
  800. }
  801. const int sensibleAILimit = settings["session"]["oneGoodAI"].Bool() ? 1 : PlayerColor::PLAYER_LIMIT_I;
  802. std::string goodAI = battleAI ? settings["server"]["neutralAI"].String() : settings["server"]["playerAI"].String();
  803. std::string badAI = battleAI ? "StupidAI" : "EmptyAI";
  804. //TODO what about human players
  805. if(battleints.size() >= sensibleAILimit)
  806. return badAI;
  807. return goodAI;
  808. }
  809. bool CServerHandler::DO_NOT_START_SERVER = false;
  810. void CServerHandler::startServer()
  811. {
  812. if(DO_NOT_START_SERVER)
  813. return;
  814. th.update();
  815. #ifdef VCMI_ANDROID
  816. CAndroidVMHelper envHelper;
  817. envHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "startServer", true);
  818. #else
  819. serverThread = new boost::thread(&CServerHandler::callServer, this); //runs server executable;
  820. #endif
  821. if(verbose)
  822. logNetwork->infoStream() << "Setting up thread calling server: " << th.getDiff();
  823. }
  824. void CServerHandler::waitForServer()
  825. {
  826. if(DO_NOT_START_SERVER)
  827. return;
  828. if(!serverThread)
  829. startServer();
  830. th.update();
  831. #ifndef VCMI_ANDROID
  832. if(shared)
  833. {
  834. intpr::scoped_lock<intpr::interprocess_mutex> slock(shared->sr->mutex);
  835. while(!shared->sr->ready)
  836. {
  837. shared->sr->cond.wait(slock);
  838. }
  839. }
  840. #else
  841. logNetwork->infoStream() << "waiting for server";
  842. while (!androidTestServerReadyFlag.load())
  843. {
  844. logNetwork->infoStream() << "still waiting...";
  845. boost::this_thread::sleep(boost::posix_time::milliseconds(1000));
  846. }
  847. logNetwork->infoStream() << "waiting for server finished...";
  848. androidTestServerReadyFlag = false;
  849. #endif
  850. if(verbose)
  851. logNetwork->infoStream() << "Waiting for server: " << th.getDiff();
  852. }
  853. CConnection * CServerHandler::connectToServer()
  854. {
  855. #ifndef VCMI_ANDROID
  856. if(shared)
  857. {
  858. if(!shared->sr->ready)
  859. waitForServer();
  860. }
  861. #else
  862. waitForServer();
  863. #endif
  864. th.update(); //put breakpoint here to attach to server before it does something stupid
  865. #ifndef VCMI_ANDROID
  866. CConnection *ret = justConnectToServer(settings["server"]["server"].String(), shared ? shared->sr->port : 0);
  867. #else
  868. CConnection *ret = justConnectToServer(settings["server"]["server"].String());
  869. #endif
  870. if(verbose)
  871. logNetwork->infoStream()<<"\tConnecting to the server: "<<th.getDiff();
  872. return ret;
  873. }
  874. ui16 CServerHandler::getDefaultPort()
  875. {
  876. if(settings["session"]["serverport"].Integer())
  877. return settings["session"]["serverport"].Integer();
  878. else
  879. return settings["server"]["port"].Integer();
  880. }
  881. std::string CServerHandler::getDefaultPortStr()
  882. {
  883. return boost::lexical_cast<std::string>(getDefaultPort());
  884. }
  885. CServerHandler::CServerHandler(bool runServer /*= false*/)
  886. {
  887. serverThread = nullptr;
  888. shared = nullptr;
  889. verbose = true;
  890. #ifndef VCMI_ANDROID
  891. if(DO_NOT_START_SERVER)
  892. return;
  893. 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
  894. try
  895. {
  896. shared = new SharedMem();
  897. }
  898. catch(...)
  899. {
  900. vstd::clear_pointer(shared);
  901. logNetwork->error("Cannot open interprocess memory.");
  902. handleException();
  903. throw;
  904. }
  905. #endif
  906. }
  907. CServerHandler::~CServerHandler()
  908. {
  909. delete shared;
  910. delete serverThread; //detaches, not kills thread
  911. }
  912. void CServerHandler::callServer()
  913. {
  914. #ifndef VCMI_ANDROID
  915. setThreadName("CServerHandler::callServer");
  916. const std::string logName = (VCMIDirs::get().userCachePath() / "server_log.txt").string();
  917. const std::string comm = VCMIDirs::get().serverPath().string()
  918. + " --port=" + getDefaultPortStr()
  919. + " --run-by-client"
  920. + (shared ? " --use-shm" : "")
  921. + " > \"" + logName + '\"';
  922. int result = std::system(comm.c_str());
  923. if (result == 0)
  924. {
  925. logNetwork->infoStream() << "Server closed correctly";
  926. serverAlive.setn(false);
  927. }
  928. else
  929. {
  930. logNetwork->errorStream() << "Error: server failed to close correctly or crashed!";
  931. logNetwork->errorStream() << "Check " << logName << " for more info";
  932. exit(1);// exit in case of error. Othervice without working server VCMI will hang
  933. }
  934. #endif
  935. }
  936. CConnection * CServerHandler::justConnectToServer(const std::string &host, const ui16 port)
  937. {
  938. CConnection *ret = nullptr;
  939. while(!ret)
  940. {
  941. try
  942. {
  943. logNetwork->infoStream() << "Establishing connection...";
  944. ret = new CConnection( host.size() ? host : settings["server"]["server"].String(),
  945. port ? port : getDefaultPort(),
  946. NAME);
  947. ret->connectionID = 1; // TODO: Refactoring for the server so IDs set outside of CConnection
  948. }
  949. catch(...)
  950. {
  951. logNetwork->errorStream() << "\nCannot establish connection! Retrying within 2 seconds";
  952. SDL_Delay(2000);
  953. }
  954. }
  955. return ret;
  956. }
  957. #ifdef VCMI_ANDROID
  958. extern "C" JNIEXPORT void JNICALL Java_eu_vcmi_vcmi_NativeMethods_notifyServerReady(JNIEnv * env, jobject cls)
  959. {
  960. logNetwork->infoStream() << "Received server ready signal";
  961. androidTestServerReadyFlag.store(true);
  962. }
  963. extern "C" JNIEXPORT bool JNICALL Java_eu_vcmi_vcmi_NativeMethods_tryToSaveTheGame(JNIEnv * env, jobject cls)
  964. {
  965. logGlobal->infoStream() << "Received emergency save game request";
  966. if(!LOCPLINT || !LOCPLINT->cb)
  967. {
  968. return false;
  969. }
  970. LOCPLINT->cb->save("Saves/_Android_Autosave");
  971. return true;
  972. }
  973. #endif