CServerHandler.h 7.0 KB

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  1. /*
  2. * CServerHandler.h, 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. #pragma once
  11. #include "../lib/CStopWatch.h"
  12. #include "../lib/network/NetworkInterface.h"
  13. #include "../lib/StartInfo.h"
  14. #include "../lib/CondSh.h"
  15. VCMI_LIB_NAMESPACE_BEGIN
  16. class CConnection;
  17. class PlayerColor;
  18. struct StartInfo;
  19. struct TurnTimerInfo;
  20. class CMapInfo;
  21. class CGameState;
  22. struct ClientPlayer;
  23. struct CPack;
  24. struct CPackForLobby;
  25. struct CPackForClient;
  26. template<typename T> class CApplier;
  27. VCMI_LIB_NAMESPACE_END
  28. class CClient;
  29. class CBaseForLobbyApply;
  30. class GlobalLobbyClient;
  31. class HighScoreCalculation;
  32. class HighScoreParameter;
  33. // TODO: Add mutex so we can't set CONNECTION_CANCELLED if client already connected, but thread not setup yet
  34. enum class EClientState : ui8
  35. {
  36. NONE = 0,
  37. CONNECTING, // Trying to connect to server
  38. CONNECTION_CANCELLED, // Connection cancelled by player, stop attempts to connect
  39. LOBBY, // Client is connected to lobby
  40. LOBBY_CAMPAIGN, // Client is on scenario bonus selection screen
  41. STARTING, // Gameplay interfaces being created, we pause netpacks retrieving
  42. GAMEPLAY, // In-game, used by some UI
  43. DISCONNECTING, // We disconnecting, drop all netpacks
  44. CONNECTION_FAILED // We could not connect to server
  45. };
  46. class IServerAPI
  47. {
  48. protected:
  49. virtual void sendLobbyPack(const CPackForLobby & pack) const = 0;
  50. public:
  51. virtual ~IServerAPI() {}
  52. virtual void sendClientConnecting() const = 0;
  53. virtual void sendClientDisconnecting() = 0;
  54. virtual void setCampaignState(std::shared_ptr<CampaignState> newCampaign) = 0;
  55. virtual void setCampaignMap(CampaignScenarioID mapId) const = 0;
  56. virtual void setCampaignBonus(int bonusId) const = 0;
  57. virtual void setMapInfo(std::shared_ptr<CMapInfo> to, std::shared_ptr<CMapGenOptions> mapGenOpts = {}) const = 0;
  58. virtual void setPlayer(PlayerColor color) const = 0;
  59. virtual void setPlayerName(PlayerColor color, const std::string & name) const = 0;
  60. virtual void setPlayerOption(ui8 what, int32_t value, PlayerColor player) const = 0;
  61. virtual void setDifficulty(int to) const = 0;
  62. virtual void setTurnTimerInfo(const TurnTimerInfo &) const = 0;
  63. virtual void setSimturnsInfo(const SimturnsInfo &) const = 0;
  64. virtual void setExtraOptionsInfo(const ExtraOptionsInfo & info) const = 0;
  65. virtual void sendMessage(const std::string & txt) const = 0;
  66. virtual void sendGuiAction(ui8 action) const = 0; // TODO: possibly get rid of it?
  67. virtual void sendStartGame(bool allowOnlyAI = false) const = 0;
  68. virtual void sendRestartGame() const = 0;
  69. };
  70. /// structure to handle running server and connecting to it
  71. class CServerHandler : public IServerAPI, public LobbyInfo, public INetworkClientListener, public INetworkTimerListener, boost::noncopyable
  72. {
  73. friend class ApplyOnLobbyHandlerNetPackVisitor;
  74. std::unique_ptr<INetworkHandler> networkHandler;
  75. std::unique_ptr<INetworkClient> networkClient;
  76. std::unique_ptr<GlobalLobbyClient> lobbyClient;
  77. std::unique_ptr<CApplier<CBaseForLobbyApply>> applier;
  78. std::shared_ptr<CMapInfo> mapToStart;
  79. std::vector<std::string> myNames;
  80. std::shared_ptr<HighScoreCalculation> highScoreCalc;
  81. void threadRunNetwork();
  82. void threadRunServer(bool connectToLobby);
  83. void onServerFinished();
  84. void sendLobbyPack(const CPackForLobby & pack) const override;
  85. void onPacketReceived(const std::shared_ptr<INetworkConnection> &, const std::vector<uint8_t> & message) override;
  86. void onConnectionFailed(const std::string & errorMessage) override;
  87. void onConnectionEstablished(const std::shared_ptr<INetworkConnection> &) override;
  88. void onDisconnected(const std::shared_ptr<INetworkConnection> &) override;
  89. void onTimer() override;
  90. void applyPackOnLobbyScreen(CPackForLobby & pack);
  91. std::string serverHostname;
  92. ui16 serverPort;
  93. bool isServerLocal() const;
  94. public:
  95. std::shared_ptr<CConnection> c;
  96. std::atomic<EClientState> state;
  97. ////////////////////
  98. // FIXME: Bunch of crutches to glue it all together
  99. // For starting non-custom campaign and continue to next mission
  100. std::shared_ptr<CampaignState> campaignStateToSend;
  101. ui8 screenType; // To create lobby UI only after server is setup
  102. ui8 loadMode; // For saves filtering in SelectionTab
  103. ////////////////////
  104. std::unique_ptr<CStopWatch> th;
  105. std::unique_ptr<boost::thread> threadRunLocalServer;
  106. std::unique_ptr<boost::thread> threadNetwork;
  107. CClient * client;
  108. CondSh<bool> campaignServerRestartLock;
  109. CServerHandler();
  110. ~CServerHandler();
  111. void resetStateForLobby(const StartInfo::EMode mode, const std::vector<std::string> * names = nullptr);
  112. void startLocalServerAndConnect(bool connectToLobby);
  113. void connectToServer(const std::string & addr, const ui16 port);
  114. GlobalLobbyClient & getGlobalLobby();
  115. // Helpers for lobby state access
  116. std::set<PlayerColor> getHumanColors();
  117. PlayerColor myFirstColor() const;
  118. bool isMyColor(PlayerColor color) const;
  119. ui8 myFirstId() const; // Used by chat only!
  120. bool isHost() const;
  121. bool isGuest() const;
  122. const std::string & getCurrentHostname() const;
  123. const std::string & getLocalHostname() const;
  124. const std::string & getRemoteHostname() const;
  125. ui16 getCurrentPort() const;
  126. ui16 getLocalPort() const;
  127. ui16 getRemotePort() const;
  128. // Lobby server API for UI
  129. void sendClientConnecting() const override;
  130. void sendClientDisconnecting() override;
  131. void setCampaignState(std::shared_ptr<CampaignState> newCampaign) override;
  132. void setCampaignMap(CampaignScenarioID mapId) const override;
  133. void setCampaignBonus(int bonusId) const override;
  134. void setMapInfo(std::shared_ptr<CMapInfo> to, std::shared_ptr<CMapGenOptions> mapGenOpts = {}) const override;
  135. void setPlayer(PlayerColor color) const override;
  136. void setPlayerName(PlayerColor color, const std::string & name) const override;
  137. void setPlayerOption(ui8 what, int32_t value, PlayerColor player) const override;
  138. void setDifficulty(int to) const override;
  139. void setTurnTimerInfo(const TurnTimerInfo &) const override;
  140. void setSimturnsInfo(const SimturnsInfo &) const override;
  141. void setExtraOptionsInfo(const ExtraOptionsInfo &) const override;
  142. void sendMessage(const std::string & txt) const override;
  143. void sendGuiAction(ui8 action) const override;
  144. void sendRestartGame() const override;
  145. void sendStartGame(bool allowOnlyAI = false) const override;
  146. void startMapAfterConnection(std::shared_ptr<CMapInfo> to);
  147. bool validateGameStart(bool allowOnlyAI = false) const;
  148. void debugStartTest(std::string filename, bool save = false);
  149. void startGameplay(VCMI_LIB_WRAP_NAMESPACE(CGameState) * gameState = nullptr);
  150. void endGameplay(bool closeConnection = true, bool restart = false);
  151. void startCampaignScenario(HighScoreParameter param, std::shared_ptr<CampaignState> cs = {});
  152. void showServerError(const std::string & txt) const;
  153. // TODO: LobbyState must be updated within game so we should always know how many player interfaces our client handle
  154. int howManyPlayerInterfaces();
  155. ui8 getLoadMode();
  156. void visitForLobby(CPackForLobby & lobbyPack);
  157. void visitForClient(CPackForClient & clientPack);
  158. };
  159. extern CServerHandler * CSH;