Client.cpp 22 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 "BattleInterface/CBattleInterface.h"
  32. #include "../lib/CThreadHelper.h"
  33. #include "../lib/CScriptingModule.h"
  34. #include "../lib/RegisterTypes.h"
  35. #include "UIFramework/CGuiHandler.h"
  36. extern std::string NAME;
  37. namespace intpr = boost::interprocess;
  38. /*
  39. * Client.cpp, part of VCMI engine
  40. *
  41. * Authors: listed in file AUTHORS in main folder
  42. *
  43. * License: GNU General Public License v2.0 or later
  44. * Full text of license available in license.txt file, in main folder
  45. *
  46. */
  47. template <typename T> class CApplyOnCL;
  48. class CBaseForCLApply
  49. {
  50. public:
  51. virtual void applyOnClAfter(CClient *cl, void *pack) const =0;
  52. virtual void applyOnClBefore(CClient *cl, void *pack) const =0;
  53. virtual ~CBaseForCLApply(){}
  54. template<typename U> static CBaseForCLApply *getApplier(const U * t=NULL)
  55. {
  56. return new CApplyOnCL<U>;
  57. }
  58. };
  59. template <typename T> class CApplyOnCL : public CBaseForCLApply
  60. {
  61. public:
  62. void applyOnClAfter(CClient *cl, void *pack) const
  63. {
  64. T *ptr = static_cast<T*>(pack);
  65. ptr->applyCl(cl);
  66. }
  67. void applyOnClBefore(CClient *cl, void *pack) const
  68. {
  69. T *ptr = static_cast<T*>(pack);
  70. ptr->applyFirstCl(cl);
  71. }
  72. };
  73. static CApplier<CBaseForCLApply> *applier = NULL;
  74. void CClient::init()
  75. {
  76. hotSeat = false;
  77. connectionHandler = NULL;
  78. pathInfo = NULL;
  79. applier = new CApplier<CBaseForCLApply>;
  80. registerTypes2(*applier);
  81. IObjectInterface::cb = this;
  82. serv = NULL;
  83. gs = NULL;
  84. cb = NULL;
  85. erm = NULL;
  86. terminate = false;
  87. }
  88. CClient::CClient(void)
  89. {
  90. init();
  91. }
  92. CClient::CClient(CConnection *con, StartInfo *si)
  93. {
  94. init();
  95. newGame(con,si);
  96. }
  97. CClient::~CClient(void)
  98. {
  99. delete pathInfo;
  100. delete applier;
  101. }
  102. void CClient::waitForMoveAndSend(TPlayerColor 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. tlog5 << "Wait for move thread was interrupted and no action will be send. Was a battle ended by spell?\n";
  116. return;
  117. }
  118. HANDLE_EXCEPTION
  119. tlog1 << "We should not be here!" << std::endl;
  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. tlog3 << "Lost connection to server, ending listening thread!\n";
  144. tlog1 << e.what() << std::endl;
  145. if(!terminate) //rethrow (-> boom!) only if closing connection was unexpected
  146. {
  147. tlog1 << "Something wrong, lost connection while game is still ongoing...\n";
  148. throw;
  149. }
  150. }
  151. }
  152. void CClient::save(const std::string & fname)
  153. {
  154. if(gs->curB)
  155. {
  156. tlog1 << "Game cannot be saved during battle!\n";
  157. return;
  158. }
  159. SaveGame save_game(fname);
  160. sendRequest((CPackForClient*)&save_game, 255);
  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. tlog0 << "Closed connection." << std::endl;
  172. GH.curInt = NULL;
  173. LOCPLINT->terminate_cond.setn(true);
  174. {
  175. boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
  176. tlog0 << "\n\nEnding current game!" << std::endl;
  177. if(GH.topInt())
  178. GH.topInt()->deactivate();
  179. GH.listInt.clear();
  180. GH.objsToBlit.clear();
  181. GH.statusbar = NULL;
  182. tlog0 << "Removed GUI." << std::endl;
  183. delete CGI->mh;
  184. const_cast<CGameInfo*>(CGI)->mh = NULL;
  185. const_cast<CGameInfo*>(CGI)->state.dellNull();
  186. tlog0 << "Deleted mapHandler and gameState." << std::endl;
  187. LOCPLINT = NULL;
  188. }
  189. while (!playerint.empty())
  190. {
  191. CGameInterface *pint = playerint.begin()->second;
  192. playerint.erase(playerint.begin());
  193. delete pint;
  194. }
  195. callbacks.clear();
  196. tlog0 << "Deleted playerInts." << std::endl;
  197. tlog0 << "Client stopped." << std::endl;
  198. }
  199. void CClient::loadGame( const std::string & fname )
  200. {
  201. tlog0 <<"\n\nLoading procedure started!\n\n";
  202. CServerHandler sh;
  203. sh.startServer();
  204. CStopWatch tmh;
  205. {
  206. char sig[8];
  207. CMapHeader dum;
  208. const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
  209. StartInfo *si;
  210. CLoadFile lf(CResourceHandler::get()->getResourceName(ResourceID(fname, EResType::LIB_SAVEGAME)));
  211. lf >> sig >> dum >> si;
  212. tlog0 <<"Reading save signature: "<<tmh.getDiff()<<std::endl;
  213. lf >> *VLC;
  214. const_cast<CGameInfo*>(CGI)->setFromLib();
  215. tlog0 <<"Reading handlers: "<<tmh.getDiff()<<std::endl;
  216. lf >> gs;
  217. tlog0 <<"Reading gamestate: "<<tmh.getDiff()<<std::endl;
  218. const_cast<CGameInfo*>(CGI)->state = gs;
  219. const_cast<CGameInfo*>(CGI)->mh->map = gs->map;
  220. pathInfo = new CPathsInfo(int3(gs->map->width, gs->map->height, gs->map->twoLevel ? 2 : 1));
  221. CGI->mh->init();
  222. tlog0 <<"Initing maphandler: "<<tmh.getDiff()<<std::endl;
  223. }
  224. serv = sh.connectToServer();
  225. serv->addStdVecItems(gs);
  226. tmh.update();
  227. ui8 pom8;
  228. *serv << ui8(3) << ui8(1); //load game; one client
  229. *serv << fname;
  230. *serv >> pom8;
  231. if(pom8)
  232. throw std::runtime_error("Server cannot open the savegame!");
  233. else
  234. tlog0 << "Server opened savegame properly.\n";
  235. *serv << ui32(gs->scenarioOps->playerInfos.size()+1); //number of players + neutral
  236. for(auto it = gs->scenarioOps->playerInfos.begin();
  237. it != gs->scenarioOps->playerInfos.end(); ++it)
  238. {
  239. *serv << ui8(it->first); //players
  240. }
  241. *serv << ui8(GameConstants::NEUTRAL_PLAYER);
  242. tlog0 <<"Sent info to server: "<<tmh.getDiff()<<std::endl;
  243. serv->enableStackSendingByID();
  244. serv->disableSmartPointerSerialization();
  245. {
  246. CLoadFile lf(CResourceHandler::get()->getResourceName(ResourceID(fname, EResType::CLIENT_SAVEGAME)));
  247. lf >> *this;
  248. }
  249. }
  250. void CClient::newGame( CConnection *con, StartInfo *si )
  251. {
  252. enum {SINGLE, HOST, GUEST} networkMode = SINGLE;
  253. if (con == NULL)
  254. {
  255. CServerHandler sh;
  256. serv = sh.connectToServer();
  257. }
  258. else
  259. {
  260. serv = con;
  261. networkMode = (con->connectionID == 1) ? HOST : GUEST;
  262. }
  263. CStopWatch tmh;
  264. const_cast<CGameInfo*>(CGI)->state = new CGameState();
  265. tlog0 <<"\tGamestate: "<<tmh.getDiff()<<std::endl;
  266. CConnection &c(*serv);
  267. ////////////////////////////////////////////////////
  268. if(networkMode == SINGLE)
  269. {
  270. ui8 pom8;
  271. c << ui8(2) << ui8(1); //new game; one client
  272. c << *si;
  273. c >> pom8;
  274. if(pom8)
  275. throw std::runtime_error("Server cannot open the map!");
  276. else
  277. tlog0 << "Server opened map properly.\n";
  278. }
  279. c >> si;
  280. tlog0 <<"\tSending/Getting info to/from the server: "<<tmh.getDiff()<<std::endl;
  281. c.enableStackSendingByID();
  282. c.disableSmartPointerSerialization();
  283. // Initialize game state
  284. gs = const_cast<CGameInfo*>(CGI)->state;
  285. gs->scenarioOps = si;
  286. gs->init(si);
  287. tlog0 <<"Initializing GameState (together): "<<tmh.getDiff()<<std::endl;
  288. // Now after possible random map gen, we know exact player count.
  289. // Inform server about how many players client handles
  290. std::set<TPlayerColor> myPlayers;
  291. for(auto it = gs->scenarioOps->playerInfos.begin(); it != gs->scenarioOps->playerInfos.end(); ++it)
  292. {
  293. if((networkMode == SINGLE) //single - one client has all player
  294. || (networkMode != SINGLE && serv->connectionID == it->second.playerID) //multi - client has only "its players"
  295. || (networkMode == HOST && it->second.playerID == PlayerSettings::PLAYER_AI))//multi - host has all AI players
  296. {
  297. myPlayers.insert(it->first); //add player
  298. }
  299. }
  300. if(networkMode != GUEST)
  301. myPlayers.insert(GameConstants::NEUTRAL_PLAYER);
  302. c << myPlayers;
  303. // Init map handler
  304. if(gs->map)
  305. {
  306. const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
  307. CGI->mh->map = gs->map;
  308. tlog0 <<"Creating mapHandler: "<<tmh.getDiff()<<std::endl;
  309. CGI->mh->init();
  310. pathInfo = new CPathsInfo(int3(gs->map->width, gs->map->height, gs->map->twoLevel ? 2 : 1));
  311. tlog0 <<"Initializing mapHandler (together): "<<tmh.getDiff()<<std::endl;
  312. }
  313. int humanPlayers = 0;
  314. int sensibleAILimit = settings["session"]["oneGoodAI"].Bool() ? 1 : GameConstants::PLAYER_LIMIT;
  315. for(auto it = gs->scenarioOps->playerInfos.begin();
  316. it != gs->scenarioOps->playerInfos.end(); ++it)//initializing interfaces for players
  317. {
  318. TPlayerColor color = it->first;
  319. gs->currentPlayer = color;
  320. if(!vstd::contains(myPlayers, color))
  321. continue;
  322. if(si->mode != StartInfo::DUEL)
  323. {
  324. auto cb = make_shared<CCallback>(gs,color,this);
  325. if(it->second.playerID == PlayerSettings::PLAYER_AI)
  326. {
  327. std::string AItoGive = settings["server"]["playerAI"].String();
  328. if(!sensibleAILimit)
  329. AItoGive = "EmptyAI";
  330. else
  331. sensibleAILimit--;
  332. playerint[color] = static_cast<CGameInterface*>(CDynLibHandler::getNewAI(AItoGive));
  333. tlog1 << "Player " << (int)color << " will be lead by " << AItoGive << std::endl;
  334. }
  335. else
  336. {
  337. playerint[color] = new CPlayerInterface(color);
  338. humanPlayers++;
  339. }
  340. battleints[color] = playerint[color];
  341. playerint[color]->init(cb.get());
  342. battleCallbacks[color] = callbacks[color] = cb;
  343. }
  344. else
  345. {
  346. auto cbc = make_shared<CBattleCallback>(gs, color, this);
  347. battleCallbacks[color] = cbc;
  348. if(!color)
  349. battleints[color] = CDynLibHandler::getNewBattleAI(settings["server"]["neutralAI"].String());
  350. else
  351. battleints[color] = CDynLibHandler::getNewBattleAI("StupidAI");
  352. battleints[color]->init(cbc.get());
  353. }
  354. }
  355. if(si->mode == StartInfo::DUEL)
  356. {
  357. boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
  358. CPlayerInterface *p = new CPlayerInterface(-1);
  359. p->observerInDuelMode = true;
  360. battleints[254] = playerint[254] = p;
  361. privilagedBattleEventReceivers.push_back(p);
  362. GH.curInt = p;
  363. auto cb = make_shared<CCallback>(gs, -1, this);
  364. battleCallbacks[-1] = callbacks[-1] = cb;
  365. p->init(cb.get());
  366. battleStarted(gs->curB);
  367. }
  368. else
  369. {
  370. loadNeutralBattleAI();
  371. }
  372. serv->addStdVecItems(const_cast<CGameInfo*>(CGI)->state);
  373. hotSeat = (humanPlayers > 1);
  374. // std::vector<FileInfo> scriptModules;
  375. // CFileUtility::getFilesWithExt(scriptModules, LIB_DIR "/Scripting", "." LIB_EXT);
  376. // BOOST_FOREACH(FileInfo &m, scriptModules)
  377. // {
  378. // CScriptingModule * nm = CDynLibHandler::getNewScriptingModule(m.name);
  379. // privilagedGameEventReceivers.push_back(nm);
  380. // privilagedBattleEventReceivers.push_back(nm);
  381. // nm->giveActionCB(this);
  382. // nm->giveInfoCB(this);
  383. // nm->init();
  384. //
  385. // erm = nm; //something tells me that there'll at most one module and it'll be ERM
  386. // }
  387. }
  388. template <typename Handler>
  389. void CClient::serialize( Handler &h, const int version )
  390. {
  391. h & hotSeat;
  392. if(h.saving)
  393. {
  394. ui8 players = playerint.size();
  395. h & players;
  396. for(std::map<ui8,CGameInterface *>::iterator i = playerint.begin(); i != playerint.end(); i++)
  397. {
  398. h & i->first & i->second->dllName;
  399. i->second->serialize(h,version);
  400. }
  401. }
  402. else
  403. {
  404. ui8 players = 0; //fix for uninitialized warning
  405. h & players;
  406. for(int i=0; i < players; i++)
  407. {
  408. std::string dllname;
  409. ui8 pid = 0; //fix for uninitialized warning
  410. h & pid & dllname;
  411. CGameInterface *nInt = NULL;
  412. if(dllname.length())
  413. {
  414. if(pid == GameConstants::NEUTRAL_PLAYER)
  415. {
  416. //CBattleCallback * cbc = new CBattleCallback(gs, pid, this);//FIXME: unused?
  417. CBattleGameInterface *cbgi = CDynLibHandler::getNewBattleAI(dllname);
  418. battleints[pid] = cbgi;
  419. cbgi->init(cb);
  420. //TODO? consider serialization
  421. continue;
  422. }
  423. else
  424. nInt = CDynLibHandler::getNewAI(dllname);
  425. }
  426. else
  427. nInt = new CPlayerInterface(pid);
  428. battleCallbacks[pid] = callbacks[pid] = make_shared<CCallback>(gs,pid,this);
  429. battleints[pid] = playerint[pid] = nInt;
  430. nInt->init(callbacks[pid].get());
  431. nInt->serialize(h, version);
  432. }
  433. if(!vstd::contains(battleints, GameConstants::NEUTRAL_PLAYER))
  434. loadNeutralBattleAI();
  435. }
  436. }
  437. void CClient::handlePack( CPack * pack )
  438. {
  439. CBaseForCLApply *apply = applier->apps[typeList.getTypeID(pack)]; //find the applier
  440. if(apply)
  441. {
  442. boost::unique_lock<boost::recursive_mutex> guiLock(*LOCPLINT->pim);
  443. apply->applyOnClBefore(this,pack);
  444. tlog5 << "\tMade first apply on cl\n";
  445. gs->apply(pack);
  446. tlog5 << "\tApplied on gs\n";
  447. apply->applyOnClAfter(this,pack);
  448. tlog5 << "\tMade second apply on cl\n";
  449. }
  450. else
  451. {
  452. tlog1 << "Message cannot be applied, cannot find applier! TypeID " << typeList.getTypeID(pack) << std::endl;
  453. }
  454. delete pack;
  455. }
  456. void CClient::updatePaths()
  457. {
  458. //TODO? lazy evaluation? paths now can get recalculated multiple times upon various game events
  459. const CGHeroInstance *h = getSelectedHero();
  460. if (h)//if we have selected hero...
  461. calculatePaths(h);
  462. }
  463. void CClient::finishCampaign( shared_ptr<CCampaignState> camp )
  464. {
  465. }
  466. void CClient::proposeNextMission(shared_ptr<CCampaignState> camp)
  467. {
  468. endGame(false);
  469. LOCPLINT = nullptr; //TODO free res
  470. GH.pushInt(new CBonusSelection(camp));
  471. GH.curInt = CGP;
  472. }
  473. void CClient::stopConnection()
  474. {
  475. terminate = true;
  476. if (serv) //request closing connection
  477. {
  478. tlog0 << "Connection has been requested to be closed.\n";
  479. boost::unique_lock<boost::mutex>(*serv->wmx);
  480. CloseServer close_server;
  481. sendRequest(&close_server, 255);
  482. tlog0 << "Sent closing signal to the server\n";
  483. }
  484. if(connectionHandler)//end connection handler
  485. {
  486. if(connectionHandler->get_id() != boost::this_thread::get_id())
  487. connectionHandler->join();
  488. tlog0 << "Connection handler thread joined" << std::endl;
  489. delete connectionHandler;
  490. connectionHandler = NULL;
  491. }
  492. if (serv) //and delete connection
  493. {
  494. serv->close();
  495. delete serv;
  496. serv = NULL;
  497. tlog3 << "Our socket has been closed." << std::endl;
  498. }
  499. }
  500. void CClient::battleStarted(const BattleInfo * info)
  501. {
  502. BOOST_FOREACH(auto &battleCb, battleCallbacks)
  503. {
  504. if(vstd::contains(info->sides, battleCb.first) || battleCb.first >= GameConstants::PLAYER_LIMIT)
  505. battleCb.second->setBattle(info);
  506. }
  507. // BOOST_FOREACH(ui8 side, info->sides)
  508. // if(battleCallbacks.count(side))
  509. // battleCallbacks[side]->setBattle(info);
  510. CPlayerInterface * att, * def;
  511. if(vstd::contains(playerint, info->sides[0]) && playerint[info->sides[0]]->human)
  512. att = static_cast<CPlayerInterface*>( playerint[info->sides[0]] );
  513. else
  514. att = NULL;
  515. if(vstd::contains(playerint, info->sides[1]) && playerint[info->sides[1]]->human)
  516. def = static_cast<CPlayerInterface*>( playerint[info->sides[1]] );
  517. else
  518. def = NULL;
  519. if(att || def || gs->scenarioOps->mode == StartInfo::DUEL)
  520. {
  521. boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
  522. new CBattleInterface(info->belligerents[0], info->belligerents[1], info->heroes[0], info->heroes[1],
  523. Rect((screen->w - 800)/2,
  524. (screen->h - 600)/2, 800, 600), att, def);
  525. }
  526. if(vstd::contains(battleints,info->sides[0]))
  527. battleints[info->sides[0]]->battleStart(info->belligerents[0], info->belligerents[1], info->tile, info->heroes[0], info->heroes[1], 0);
  528. if(vstd::contains(battleints,info->sides[1]))
  529. battleints[info->sides[1]]->battleStart(info->belligerents[0], info->belligerents[1], info->tile, info->heroes[0], info->heroes[1], 1);
  530. if(vstd::contains(battleints,254))
  531. battleints[254]->battleStart(info->belligerents[0], info->belligerents[1], info->tile, info->heroes[0], info->heroes[1], 1);
  532. if(info->tacticDistance && vstd::contains(battleints,info->sides[info->tacticsSide]))
  533. {
  534. boost::thread(&CClient::commenceTacticPhaseForInt, this, battleints[info->sides[info->tacticsSide]]);
  535. }
  536. }
  537. void CClient::battleFinished()
  538. {
  539. BOOST_FOREACH(ui8 side, gs->curB->sides)
  540. if(battleCallbacks.count(side))
  541. battleCallbacks[side]->setBattle(nullptr);
  542. }
  543. void CClient::loadNeutralBattleAI()
  544. {
  545. battleints[GameConstants::NEUTRAL_PLAYER] = CDynLibHandler::getNewBattleAI(settings["server"]["neutralAI"].String());
  546. auto cbc = make_shared<CBattleCallback>(gs, GameConstants::NEUTRAL_PLAYER, this);
  547. battleCallbacks[GameConstants::NEUTRAL_PLAYER] = cbc;
  548. battleints[GameConstants::NEUTRAL_PLAYER]->init(cbc.get());
  549. }
  550. void CClient::commitPackage( CPackForClient *pack )
  551. {
  552. CommitPackage cp;
  553. cp.freePack = false;
  554. cp.packToCommit = pack;
  555. sendRequest(&cp, 255);
  556. }
  557. int CClient::getLocalPlayer() const
  558. {
  559. if(LOCPLINT)
  560. return LOCPLINT->playerID;
  561. return getCurrentPlayer();
  562. }
  563. void CClient::calculatePaths(const CGHeroInstance *h)
  564. {
  565. assert(h);
  566. boost::unique_lock<boost::mutex> pathLock(pathMx);
  567. gs->calculatePaths(h, *pathInfo);
  568. }
  569. void CClient::commenceTacticPhaseForInt(CBattleGameInterface *battleInt)
  570. {
  571. setThreadName("CClient::commenceTacticPhaseForInt");
  572. try
  573. {
  574. battleInt->yourTacticPhase(gs->curB->tacticDistance);
  575. if(gs && !!gs->curB && gs->curB->tacticDistance) //while awaiting for end of tactics phase, many things can happen (end of battle... or game)
  576. {
  577. MakeAction ma(BattleAction::makeEndOFTacticPhase(battleInt->playerID));
  578. sendRequest(&ma, battleInt->playerID);
  579. }
  580. } HANDLE_EXCEPTION
  581. }
  582. void CClient::invalidatePaths(const CGHeroInstance *h /*= NULL*/)
  583. {
  584. if(!h || pathInfo->hero == h)
  585. pathInfo->isValid = false;
  586. }
  587. int CClient::sendRequest(const CPack *request, TPlayerColor player)
  588. {
  589. static ui32 requestCounter = 0;
  590. ui32 requestID = requestCounter++;
  591. tlog5 << boost::format("Sending a request \"%s\". It'll have an ID=%d.\n")
  592. % typeid(*request).name() % requestID;
  593. waitingRequest.pushBack(requestID);
  594. serv->sendPackToServer(*request, player, requestID);
  595. if(vstd::contains(playerint, player))
  596. playerint[player]->requestSent(dynamic_cast<const CPackForServer*>(request), requestID);
  597. return requestID;
  598. }
  599. template void CClient::serialize( CISer<CLoadFile> &h, const int version );
  600. template void CClient::serialize( COSer<CSaveFile> &h, const int version );
  601. void CServerHandler::startServer()
  602. {
  603. th.update();
  604. serverThread = new boost::thread(&CServerHandler::callServer, this); //runs server executable;
  605. if(verbose)
  606. tlog0 << "Setting up thread calling server: " << th.getDiff() << std::endl;
  607. }
  608. void CServerHandler::waitForServer()
  609. {
  610. if(!serverThread)
  611. startServer();
  612. th.update();
  613. intpr::scoped_lock<intpr::interprocess_mutex> slock(shared->sr->mutex);
  614. while(!shared->sr->ready)
  615. {
  616. shared->sr->cond.wait(slock);
  617. }
  618. if(verbose)
  619. tlog0 << "Waiting for server: " << th.getDiff() << std::endl;
  620. }
  621. CConnection * CServerHandler::connectToServer()
  622. {
  623. if(!shared->sr->ready)
  624. waitForServer();
  625. th.update(); //put breakpoint here to attach to server before it does something stupid
  626. CConnection *ret = justConnectToServer(settings["server"]["server"].String(), port);
  627. if(verbose)
  628. tlog0<<"\tConnecting to the server: "<<th.getDiff()<<std::endl;
  629. return ret;
  630. }
  631. CServerHandler::CServerHandler(bool runServer /*= false*/)
  632. {
  633. serverThread = NULL;
  634. shared = NULL;
  635. port = boost::lexical_cast<std::string>(settings["server"]["port"].Float());
  636. verbose = false;
  637. 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
  638. try
  639. {
  640. shared = new SharedMem();
  641. } HANDLE_EXCEPTIONC(tlog1 << "Cannot open interprocess memory: ";)
  642. }
  643. CServerHandler::~CServerHandler()
  644. {
  645. delete shared;
  646. delete serverThread; //detaches, not kills thread
  647. }
  648. void CServerHandler::callServer()
  649. {
  650. setThreadName("CServerHandler::callServer");
  651. std::string logName = GVCMIDirs.UserPath + "/server_log.txt";
  652. std::string comm = GameConstants::BIN_DIR + GameConstants::PATH_SEPARATOR + GameConstants::SERVER_NAME + " " + port + " > " + logName;
  653. int result = std::system(comm.c_str());
  654. if (result == 0)
  655. tlog1 << "Server closed correctly\n";
  656. else
  657. {
  658. tlog0 << "Error: server failed to close correctly or crashed!\n";
  659. tlog0 << "Check " << logName << " for more info\n";
  660. exit(1);// exit in case of error. Othervice without working server VCMI will hang
  661. }
  662. }
  663. CConnection * CServerHandler::justConnectToServer(const std::string &host, const std::string &port)
  664. {
  665. CConnection *ret = NULL;
  666. while(!ret)
  667. {
  668. try
  669. {
  670. tlog0 << "Establishing connection...\n";
  671. ret = new CConnection( host.size() ? host : settings["server"]["server"].String(),
  672. port.size() ? port : boost::lexical_cast<std::string>(settings["server"]["port"].Float()),
  673. NAME);
  674. }
  675. catch(...)
  676. {
  677. tlog1 << "\nCannot establish connection! Retrying within 2 seconds" << std::endl;
  678. SDL_Delay(2000);
  679. }
  680. }
  681. return ret;
  682. }