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							- #include "../CCallback.h"
 
- #include "../CConsoleHandler.h"
 
- #include "CGameInfo.h"
 
- #include "../lib/CGameState.h"
 
- #include "CPlayerInterface.h"
 
- #include "../StartInfo.h"
 
- #include "../hch/CArtHandler.h"
 
- #include "../hch/CDefObjInfoHandler.h"
 
- #include "../hch/CGeneralTextHandler.h"
 
- #include "../hch/CHeroHandler.h"
 
- #include "../hch/CTownHandler.h"
 
- #include "../hch/CObjectHandler.h"
 
- #include "../hch/CBuildingHandler.h"
 
- #include "../hch/CSpellHandler.h"
 
- #include "../lib/Connection.h"
 
- #include "../lib/Interprocess.h"
 
- #include "../lib/NetPacks.h"
 
- #include "../lib/VCMI_Lib.h"
 
- #include "../lib/map.h"
 
- #include "../mapHandler.h"
 
- #include "CConfigHandler.h"
 
- #include "Client.h"
 
- #include <boost/bind.hpp>
 
- #include <boost/foreach.hpp>
 
- #include <boost/thread.hpp>
 
- #include <boost/thread/shared_mutex.hpp>
 
- #include <sstream>
 
- #undef DLL_EXPORT
 
- #define DLL_EXPORT
 
- #include "../lib/RegisterTypes.cpp"
 
- extern std::string NAME;
 
- namespace intpr = boost::interprocess;
 
- /*
 
-  * Client.cpp, 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
 
-  *
 
-  */
 
- class CBaseForCLApply
 
- {
 
- public:
 
- 	virtual void applyOnClAfter(CClient *cl, void *pack) const =0; 
 
- 	virtual void applyOnClBefore(CClient *cl, void *pack) const =0; 
 
- };
 
- template <typename T> class CApplyOnCL : public CBaseForCLApply
 
- {
 
- public:
 
- 	void applyOnClAfter(CClient *cl, void *pack) const
 
- 	{
 
- 		T *ptr = static_cast<T*>(pack);
 
- 		ptr->applyCl(cl);
 
- 	}
 
- 	void applyOnClBefore(CClient *cl, void *pack) const
 
- 	{
 
- 		T *ptr = static_cast<T*>(pack);
 
- 		ptr->applyFirstCl(cl);
 
- 	}
 
- };
 
- class CCLApplier
 
- {
 
- public:
 
- 	std::map<ui16,CBaseForCLApply*> apps; 
 
- 	CCLApplier()
 
- 	{
 
- 		registerTypes2(*this);
 
- 	}
 
- 	template<typename T> void registerType(const T * t=NULL)
 
- 	{
 
- 		ui16 ID = typeList.registerType(t);
 
- 		apps[ID] = new CApplyOnCL<T>;
 
- 	}
 
- } *applier = NULL;
 
- void CClient::init()
 
- {
 
- 	applier = new CCLApplier;
 
- 	IObjectInterface::cb = this;
 
- 	serv = NULL;
 
- 	gs = NULL;
 
- 	cb = NULL;
 
- 	must_close = false;
 
- 	try
 
- 	{
 
- 		shared = new SharedMem();
 
- 	} HANDLE_EXCEPTION
 
- }
 
- CClient::CClient(void)
 
- {
 
- 	init();
 
- }
 
- CClient::CClient(CConnection *con, StartInfo *si)
 
- {
 
- 	init();
 
- 	newGame(con,si);
 
- }
 
- CClient::~CClient(void)
 
- {
 
- 	delete applier;
 
- 	delete shared;
 
- }
 
- void CClient::waitForMoveAndSend(int color)
 
- {
 
- 	try
 
- 	{
 
- 		BattleAction ba = playerint[color]->activeStack(gs->curB->activeStack);
 
- 		*serv << &MakeAction(ba);
 
- 		return;
 
- 	}HANDLE_EXCEPTION
 
- 	tlog1 << "We should not be here!" << std::endl;
 
- }
 
- void CClient::run()
 
- {
 
- 	try
 
- 	{
 
- 		CPack *pack;
 
- 		while(1)
 
- 		{
 
- 			if (must_close) {
 
- 				serv->close();
 
- 				tlog3 << "Our socket has been closed.\n";
 
- 				return;
 
- 			}
 
- 			//get the package from the server
 
- 			{
 
- 				boost::unique_lock<boost::mutex> lock(*serv->rmx);
 
- 				tlog5 << "Listening... ";
 
- 				*serv >> pack;
 
- 				tlog5 << "\treceived server message of type " << typeid(*pack).name() << std::endl;
 
- 			}
 
- 			CBaseForCLApply *apply = applier->apps[typeList.getTypeID(pack)]; //find the applier
 
- 			if(apply)
 
- 			{
 
- 				apply->applyOnClBefore(this,pack);
 
- 				tlog5 << "\tMade first apply on cl\n";
 
- 				gs->apply(pack);
 
- 				tlog5 << "\tApplied on gs\n";
 
- 				apply->applyOnClAfter(this,pack);
 
- 				tlog5 << "\tMade second apply on cl\n";
 
- 			}
 
- 			else
 
- 			{
 
- 				tlog1 << "Message cannot be applied, cannot find applier!\n";
 
- 			}
 
- 			delete pack;
 
- 			pack = NULL;
 
- 		}
 
- 	} HANDLE_EXCEPTION(tlog1 << "Lost connection to server, ending listening thread!\n");
 
- }
 
- void CClient::close()
 
- {
 
- 	if(!serv)
 
- 		return;
 
- 	tlog3 << "Connection has been requested to be closed.\n";
 
- 	boost::unique_lock<boost::mutex>(*serv->wmx);
 
- 	*serv << &CloseServer();
 
- 	tlog3 << "Sent closing signal to the server\n";
 
- 	must_close = true;
 
- }
 
- void CClient::save(const std::string & fname)
 
- {
 
- 	if(gs->curB)
 
- 	{
 
- 		tlog1 << "Game cannot be saved during battle!\n";
 
- 		return;
 
- 	}
 
- 	*serv << &SaveGame(fname);
 
- }
 
- void CClient::load( const std::string & fname )
 
- {
 
- 	tlog0 <<"\n\nLoading procedure started!\n\n";
 
- 	timeHandler tmh;
 
- 	close(); //kill server
 
- 	tlog0 <<"Sent kill signal to the server: "<<tmh.getDif()<<std::endl;
 
- 	delete CGI->mh;
 
- 	delete CGI->state;
 
- 	VLC->clear(); //delete old handlers
 
- 	for(std::map<ui8,CGameInterface *>::iterator i = playerint.begin(); i!=playerint.end(); i++)
 
- 	{
 
- 		delete i->second; //delete player interfaces
 
- 	}
 
- 	BOOST_FOREACH(CCallback *cb, callbacks)
 
- 	{
 
- 		delete cb;
 
- 	}
 
- 	tlog0 <<"Deleting old data: "<<tmh.getDif()<<std::endl;
 
- 	char portc[10];
 
- 	SDL_itoa(conf.cc.port,portc,10);
 
- 	runServer(portc); //create new server
 
- 	tlog0 <<"Restarting server: "<<tmh.getDif()<<std::endl;
 
- 	{
 
- 		ui32 ver;
 
- 		char sig[8];
 
- 		CMapHeader dum;
 
- 		CGI->mh = new CMapHandler();
 
- 		CLoadFile lf(fname + ".vlgm1");
 
- 		lf >> sig >> dum >> *sig;
 
- 		tlog0 <<"Reading save signature: "<<tmh.getDif()<<std::endl;
 
- 			
 
- 		lf >> *VLC;
 
- 		CGI->setFromLib();
 
- 		tlog0 <<"Reading handlers: "<<tmh.getDif()<<std::endl;
 
- 		lf >> gs;
 
- 		tlog0 <<"Reading gamestate: "<<tmh.getDif()<<std::endl;
 
- 		CGI->state = gs;
 
- 		CGI->mh->map = gs->map;
 
- 		CGI->mh->init();
 
- 		tlog0 <<"Initing maphandler: "<<tmh.getDif()<<std::endl;
 
- 	}
 
- 	waitForServer();
 
- 	tlog0 <<"Waiting for server: "<<tmh.getDif()<<std::endl;
 
- 	serv = new CConnection(conf.cc.server,portc,NAME);
 
- 	tlog0 <<"Setting up connection: "<<tmh.getDif()<<std::endl;
 
- 	ui8 pom8;
 
- 	*serv << ui8(3) << ui8(1); //load game; one client
 
- 	*serv << fname;
 
- 	*serv >> pom8;
 
- 	if(pom8) 
 
- 		throw "Server cannot open the savegame!";
 
- 	else
 
- 		tlog0 << "Server opened savegame properly.\n";
 
- 	*serv << ui8(gs->scenarioOps->playerInfos.size()+1); //number of players + neutral
 
- 	for(size_t i=0;i<gs->scenarioOps->playerInfos.size();i++) 
 
- 	{
 
- 		*serv << ui8(gs->scenarioOps->playerInfos[i].color); //players
 
- 	}
 
- 	*serv << ui8(255); // neutrals
 
- 	tlog0 <<"Sent info to server: "<<tmh.getDif()<<std::endl;
 
- 	
 
- 	{
 
- 		CLoadFile lf(fname + ".vcgm1");
 
- 		lf >> *this;
 
- 	}
 
- 	//for (size_t i=0; i<gs->scenarioOps->playerInfos.size();++i) //initializing interfaces for players
 
- 	//{ 
 
- 	//	ui8 color = gs->scenarioOps->playerInfos[i].color;
 
- 	//	CCallback *cb = new CCallback(gs,color,this);
 
- 	//	if(!gs->scenarioOps->playerInfos[i].human) {
 
- 	//		playerint[color] = static_cast<CGameInterface*>(CAIHandler::getNewAI(cb,conf.cc.defaultAI));
 
- 	//	}
 
- 	//	else {
 
- 	//		playerint[color] = new CPlayerInterface(color,i);
 
- 	//	}
 
- 	//	gs->currentPlayer = color;
 
- 	//	playerint[color]->init(cb);
 
- 	//	tlog0 <<"Setting up interface for player "<< (int)color <<": "<<tmh.getDif()<<std::endl;
 
- 	//}
 
- 	//playerint[255] =  CAIHandler::getNewAI(cb,conf.cc.defaultAI);
 
- 	//playerint[255]->init(new CCallback(gs,255,this));
 
- 	//tlog0 <<"Setting up interface for neutral \"player\"" << tmh.getDif() << std::endl;
 
- }
 
- int CClient::getCurrentPlayer()
 
- {
 
- 	return gs->currentPlayer;
 
- }
 
- int CClient::getSelectedHero()
 
- {
 
- 	return IGameCallback::getSelectedHero(getCurrentPlayer())->id;
 
- }
 
- void CClient::newGame( CConnection *con, StartInfo *si )
 
- {
 
- 	timeHandler tmh;
 
- 	CGI->state = new CGameState();
 
- 	tlog0 <<"\tGamestate: "<<tmh.getDif()<<std::endl;
 
- 	serv = con;
 
- 	CConnection &c(*con);
 
- 	////////////////////////////////////////////////////
 
- 	ui8 pom8;
 
- 	c << ui8(2) << ui8(1); //new game; one client
 
- 	c << *si;
 
- 	c >> pom8;
 
- 	if(pom8) 
 
- 		throw "Server cannot open the map!";
 
- 	else
 
- 		tlog0 << "Server opened map properly.\n";
 
- 	c << ui8(si->playerInfos.size()+1); //number of players + neutral
 
- 	for(size_t i=0;i<si->playerInfos.size();i++) 
 
- 	{
 
- 		c << ui8(si->playerInfos[i].color); //players
 
- 	}
 
- 	c << ui8(255); // neutrals
 
- 	ui32 seed, sum;
 
- 	std::string mapname;
 
- 	c >> mapname >> sum >> seed;
 
- 	tlog0 <<"\tSending/Getting info to/from the server: "<<tmh.getDif()<<std::endl;
 
- 	Mapa * mapa = new Mapa(mapname);
 
- 	tlog0 <<"Reading and detecting map file (together): "<<tmh.getDif()<<std::endl;
 
- 	tlog0 << "\tServer checksum for "<<mapname <<": "<<sum << std::endl;
 
- 	tlog0 << "\tOur checksum for the map: "<< mapa->checksum << std::endl;
 
- 	if(mapa->checksum != sum)
 
- 	{
 
- 		tlog1 << "Wrong map checksum!!!" << std::endl;
 
- 		throw std::string("Wrong checksum");
 
- 	}
 
- 	tlog0 << "\tUsing random seed: "<<seed << std::endl;
 
- 	gs = CGI->state;
 
- 	gs->scenarioOps = si;
 
- 	gs->init(si,mapa,seed);
 
- 	CGI->mh = new CMapHandler();
 
- 	tlog0 <<"Initializing GameState (together): "<<tmh.getDif()<<std::endl;
 
- 	CGI->mh->map = mapa;
 
- 	tlog0 <<"Creating mapHandler: "<<tmh.getDif()<<std::endl;
 
- 	CGI->mh->init();
 
- 	tlog0 <<"Initializing mapHandler (together): "<<tmh.getDif()<<std::endl;
 
- 	for (size_t i=0; i<CGI->state->scenarioOps->playerInfos.size();++i) //initializing interfaces for players
 
- 	{ 
 
- 		ui8 color = gs->scenarioOps->playerInfos[i].color;
 
- 		CCallback *cb = new CCallback(gs,color,this);
 
- 		if(!gs->scenarioOps->playerInfos[i].human) {
 
- 			playerint[color] = static_cast<CGameInterface*>(CAIHandler::getNewAI(cb,conf.cc.defaultAI));
 
- 		}
 
- 		else {
 
- 			playerint[color] = new CPlayerInterface(color,i);
 
- 		}
 
- 		gs->currentPlayer = color;
 
- 		playerint[color]->init(cb);
 
- 	}
 
- 	playerint[255] =  CAIHandler::getNewAI(cb,conf.cc.defaultAI);
 
- 	playerint[255]->init(new CCallback(gs,255,this));
 
- }
 
- void CClient::runServer(const char * portc)
 
- {
 
- 	static std::string comm = std::string(SERVER_NAME) + " " + portc + " > server_log.txt"; //needs to be static, if not - will be probably destroyed before new thread reads it
 
- 	boost::thread servthr(boost::bind(system,comm.c_str())); //runs server executable; 	//TODO: will it work on non-windows platforms?
 
- }
 
- void CClient::waitForServer()
 
- {
 
- 	intpr::scoped_lock<intpr::interprocess_mutex> slock(shared->sr->mutex);
 
- 	while(!shared->sr->ready)
 
- 	{
 
- 		shared->sr->cond.wait(slock);
 
- 	}
 
- }
 
- template <typename Handler>
 
- void CClient::serialize( Handler &h, const int version )
 
- {
 
- 	if(h.saving)
 
- 	{
 
- 		ui8 players = playerint.size();
 
- 		h & players;
 
- 		for(std::map<ui8,CGameInterface *>::iterator i = playerint.begin(); i != playerint.end(); i++)
 
- 		{
 
- 			h & i->first & i->second->dllName;
 
- 			i->second->serialize(h,version);
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		ui8 players;
 
- 		h & players;
 
- 		for(int i=0; i < players; i++)
 
- 		{
 
- 			std::string dllname;
 
- 			ui8 pid;
 
- 			h & pid & dllname;
 
- 			CCallback *callback = new CCallback(gs,pid,this);
 
- 			callbacks.insert(callback);
 
- 			CGameInterface *nInt = NULL;
 
- 			if(dllname.length())
 
- 				nInt = CAIHandler::getNewAI(callback,dllname);
 
- 			else
 
- 				nInt = new CPlayerInterface(pid,i);
 
- 			playerint[pid] = nInt;
 
- 			nInt->init(callback);
 
- 			nInt->serialize(h, version);
 
- 		}
 
- 	}
 
- }
 
- template void CClient::serialize( CISer<CLoadFile> &h, const int version );
 
- template void CClient::serialize( COSer<CSaveFile> &h, const int version );
 
 
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