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							- /*
 
-  * CVCMIServer.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/network/NetworkInterface.h"
 
- #include "../lib/StartInfo.h"
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- class CMapInfo;
 
- struct CPackForLobby;
 
- class CConnection;
 
- struct StartInfo;
 
- struct LobbyInfo;
 
- struct PlayerSettings;
 
- class PlayerColor;
 
- class MetaString;
 
- VCMI_LIB_NAMESPACE_END
 
- class CGameHandler;
 
- class CBaseForServerApply;
 
- class CBaseForGHApply;
 
- class GlobalLobbyProcessor;
 
- enum class EServerState : ui8
 
- {
 
- 	LOBBY,
 
- 	GAMEPLAY,
 
- 	SHUTDOWN
 
- };
 
- class CVCMIServer : public LobbyInfo, public INetworkServerListener, public INetworkTimerListener
 
- {
 
- 	/// Network server instance that receives and processes incoming connections on active socket
 
- 	std::unique_ptr<INetworkServer> networkServer;
 
- 	std::unique_ptr<GlobalLobbyProcessor> lobbyProcessor;
 
- 	std::chrono::steady_clock::time_point gameplayStartTime;
 
- 	std::chrono::steady_clock::time_point lastTimerUpdateTime;
 
- 	std::unique_ptr<INetworkHandler> networkHandler;
 
- 	EServerState state = EServerState::LOBBY;
 
- 	std::shared_ptr<CConnection> findConnection(const std::shared_ptr<INetworkConnection> &);
 
- 	int currentClientId;
 
- 	ui8 currentPlayerId;
 
- 	uint16_t port;
 
- 	bool runByClient;
 
- public:
 
- 	/// List of all active connections
 
- 	std::vector<std::shared_ptr<CConnection>> activeConnections;
 
- 	uint16_t prepare(bool connectToLobby, bool listenForConnections);
 
- 	// INetworkListener impl
 
- 	void onDisconnected(const std::shared_ptr<INetworkConnection> & connection, const std::string & errorMessage) override;
 
- 	void onPacketReceived(const std::shared_ptr<INetworkConnection> & connection, const std::vector<std::byte> & message) override;
 
- 	void onNewConnection(const std::shared_ptr<INetworkConnection> &) override;
 
- 	void onTimer() override;
 
- 	std::shared_ptr<CGameHandler> gh;
 
- 	CVCMIServer(uint16_t port, bool runByClient);
 
- 	~CVCMIServer();
 
- 	void run();
 
- 	bool wasStartedByClient() const;
 
- 	bool prepareToStartGame();
 
- 	void prepareToRestart();
 
- 	void startGameImmediately();
 
- 	uint16_t startAcceptingIncomingConnections(bool listenForConnections);
 
- 	void threadHandleClient(std::shared_ptr<CConnection> c);
 
- 	void announcePack(CPackForLobby & pack);
 
- 	bool passHost(int toConnectionId);
 
- 	void announceTxt(const MetaString & txt, const std::string & playerName = "system");
 
- 	void announceTxt(const std::string & txt, const std::string & playerName = "system");
 
- 	void setPlayerConnectedId(PlayerSettings & pset, ui8 player) const;
 
- 	void updateStartInfoOnMapChange(std::shared_ptr<CMapInfo> mapInfo, std::shared_ptr<CMapGenOptions> mapGenOpt = {});
 
- 	void clientConnected(std::shared_ptr<CConnection> c, std::vector<std::string> & names, const std::string & uuid, EStartMode mode);
 
- 	void clientDisconnected(std::shared_ptr<CConnection> c);
 
- 	void reconnectPlayer(int connId);
 
- 	void announceMessage(const MetaString & txt);
 
- 	void announceMessage(const std::string & txt);
 
- 	void handleReceivedPack(std::shared_ptr<CConnection> connection, CPackForLobby & pack);
 
- 	void updateAndPropagateLobbyState();
 
- 	INetworkHandler & getNetworkHandler();
 
- 	INetworkServer & getNetworkServer();
 
- 	void setState(EServerState value);
 
- 	EServerState getState() const;
 
- 	// Work with LobbyInfo
 
- 	void setPlayer(PlayerColor clickedColor);
 
- 	void setPlayerName(PlayerColor player, std::string name);
 
- 	void setPlayerHandicap(PlayerColor player, Handicap handicap);
 
- 	void optionNextHero(PlayerColor player, int dir); //dir == -1 or +1
 
- 	void optionSetHero(PlayerColor player, HeroTypeID id);
 
- 	HeroTypeID nextAllowedHero(PlayerColor player, HeroTypeID id, int direction);
 
- 	bool canUseThisHero(PlayerColor player, HeroTypeID ID);
 
- 	std::vector<HeroTypeID> getUsedHeroes();
 
- 	void optionNextBonus(PlayerColor player, int dir); //dir == -1 or +1
 
- 	void optionSetBonus(PlayerColor player, PlayerStartingBonus id);
 
- 	void optionNextCastle(PlayerColor player, int dir); //dir == -1 or +
 
- 	void optionSetCastle(PlayerColor player, FactionID id);
 
- 	// Campaigns
 
- 	void setCampaignMap(CampaignScenarioID mapId);
 
- 	void setCampaignBonus(int bonusId);
 
- 	ui8 getIdOfFirstUnallocatedPlayer() const;
 
- 	void multiplayerWelcomeMessage();
 
- };
 
 
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