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- #pragma once
- #include "../lib/IGameCallback.h"
- #include "../lib/CondSh.h"
- #include "../lib/CStopWatch.h"
- /*
- * Client.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
- *
- */
- class IGameEventsReceiver;
- class IBattleEventsReceiver;
- class CBattleGameInterface;
- struct StartInfo;
- class CGameState;
- class CGameInterface;
- class CConnection;
- class CCallback;
- struct BattleAction;
- struct SharedMem;
- class CClient;
- class CScriptingModule;
- struct CPathsInfo;
- namespace boost { class thread; }
- void processCommand(const std::string &message, CClient *&client);
- /// structure to handle running server and connecting to it
- class CServerHandler
- {
- private:
- void callServer(); //calls server via system(), should be called as thread
- public:
- CStopWatch th;
- boost::thread *serverThread; //thread that called system to run server
- SharedMem *shared; //interprocess memory (for waiting for server)
- bool verbose; //whether to print log msgs
- std::string port; //port number in text form
- //functions setting up local server
- void startServer(); //creates a thread with callServer
- void waitForServer(); //waits till server is ready
- CConnection * connectToServer(); //connects to server
- //////////////////////////////////////////////////////////////////////////
- static CConnection * justConnectToServer(const std::string &host = "", const std::string &port = ""); //connects to given host without taking any other actions (like setting up server)
- CServerHandler(bool runServer = false);
- ~CServerHandler();
- };
- template<typename T>
- class ThreadSafeVector
- {
- typedef std::vector<T> TVector;
- typedef boost::unique_lock<boost::mutex> TLock;
- TVector items;
- boost::mutex mx;
- boost::condition_variable cond;
- public:
- void pushBack(const T &item)
- {
- TLock lock(mx);
- items.push_back(item);
- cond.notify_all();
- }
- // //to access list, caller must present a lock used to lock mx
- // TVector &getList(TLock &lockedLock)
- // {
- // assert(lockedLock.owns_lock() && lockedLock.mutex() == &mx);
- // return items;
- // }
- TLock getLock()
- {
- return TLock(mx);
- }
- void waitWhileContains(const T &item)
- {
- auto lock = getLock();
- while(vstd::contains(items, item))
- cond.wait(lock);
- }
- bool tryRemovingElement(const T&item) //returns false if element was not present
- {
- auto lock = getLock();
- auto itr = vstd::find(items, item);
- if(itr == items.end()) //not in container
- {
- return false;
- }
- items.erase(itr);
- cond.notify_all();
- return true;
- }
- };
- /// Class which handles client - server logic
- class CClient : public IGameCallback
- {
- public:
- CCallback *cb;
- std::map<PlayerColor,shared_ptr<CCallback> > callbacks; //callbacks given to player interfaces
- std::map<PlayerColor,shared_ptr<CBattleCallback> > battleCallbacks; //callbacks given to player interfaces
- std::vector<IGameEventsReceiver*> privilagedGameEventReceivers; //scripting modules, spectator interfaces
- std::vector<IBattleEventsReceiver*> privilagedBattleEventReceivers; //scripting modules, spectator interfaces
- std::map<PlayerColor,CGameInterface *> playerint;
- std::map<PlayerColor,CBattleGameInterface *> battleints;
- bool hotSeat;
- CConnection *serv;
- BattleAction *curbaction;
- CPathsInfo *pathInfo;
- boost::mutex pathMx; //protects the variable above
- CScriptingModule *erm;
- ThreadSafeVector<int> waitingRequest;
- std::queue<CPack *> packs;
- boost::mutex packsM;
- void waitForMoveAndSend(PlayerColor color);
- //void sendRequest(const CPackForServer *request, bool waitForRealization);
- CClient(void);
- CClient(CConnection *con, StartInfo *si);
- ~CClient(void);
- void init();
- void newGame(CConnection *con, StartInfo *si); //con - connection to server
- void loadNeutralBattleAI();
- void endGame(bool closeConnection = true);
- void stopConnection();
- void save(const std::string & fname);
- void loadGame(const std::string & fname);
- void run();
- void campaignMapFinished( shared_ptr<CCampaignState> camp );
- void finishCampaign( shared_ptr<CCampaignState> camp );
- void proposeNextMission(shared_ptr<CCampaignState> camp);
- void invalidatePaths(const CGHeroInstance *h = NULL); //invalidates paths for hero h or for any hero if h is NULL => they'll got recalculated when the next query comes
- void calculatePaths(const CGHeroInstance *h);
- void updatePaths(); //calls calculatePaths for same hero for which we previously calculated paths
- bool terminate; // tell to terminate
- boost::thread *connectionHandler; //thread running run() method
- //////////////////////////////////////////////////////////////////////////
- virtual PlayerColor getLocalPlayer() const OVERRIDE;
- //////////////////////////////////////////////////////////////////////////
- //not working yet, will be implement somewhen later with support for local-sim-based gameplay
- void changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells) OVERRIDE {};
- bool removeObject(const CGObjectInstance * obj) OVERRIDE {return false;};
- void setBlockVis(ObjectInstanceID objid, bool bv) OVERRIDE {};
- void setOwner(const CGObjectInstance * obj, PlayerColor owner) OVERRIDE {};
- void setHoverName(const CGObjectInstance * obj, MetaString * name) OVERRIDE {};
- void changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs=false) OVERRIDE {};
- void changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs=false) OVERRIDE {};
- void showBlockingDialog(BlockingDialog *iw, const CFunctionList<void(ui32)> &callback) OVERRIDE {};
- ui32 showBlockingDialog(BlockingDialog *iw) OVERRIDE {return 0;}; //synchronous version of above
- void showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits, const boost::function<void()> &cb) OVERRIDE {};
- void showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId) OVERRIDE {};
- void giveResource(PlayerColor player, Res::ERes which, int val) OVERRIDE {};
- void giveCreatures(const CArmedInstance * objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) OVERRIDE {};
- void takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures) OVERRIDE {};
- bool changeStackType(const StackLocation &sl, CCreature *c) OVERRIDE {return false;};
- bool changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue = false) OVERRIDE {return false;};
- bool insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count) OVERRIDE {return false;};
- bool eraseStack(const StackLocation &sl, bool forceRemoval = false){return false;};
- bool swapStacks(const StackLocation &sl1, const StackLocation &sl2) OVERRIDE {return false;}
- bool addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count) OVERRIDE {return false;}
- void tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging) OVERRIDE {}
- bool moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count = -1) OVERRIDE {return false;}
- void giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos) OVERRIDE {};
- void giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos) OVERRIDE {};
- void putArtifact(const ArtifactLocation &al, const CArtifactInstance *a) OVERRIDE {};
- void removeArtifact(const ArtifactLocation &al) OVERRIDE {};
- bool moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2) OVERRIDE {return false;};
- void synchronizeArtifactHandlerLists() OVERRIDE {};
- void showCompInfo(ShowInInfobox * comp) OVERRIDE {};
- void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) OVERRIDE {};
- void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) OVERRIDE {};
- //void giveHeroArtifact(int artid, int hid, int position){};
- //void giveNewArtifact(int hid, int position){};
- void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, boost::function<void(BattleResult*)> cb = 0, const CGTownInstance *town = NULL) OVERRIDE {}; //use hero=NULL for no hero
- void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false) OVERRIDE {}; //if any of armies is hero, hero will be used
- void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false) OVERRIDE {}; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
- void setAmount(ObjectInstanceID objid, ui32 val) OVERRIDE {};
- bool moveHero(ObjectInstanceID hid, int3 dst, ui8 instant, PlayerColor asker = PlayerColor::NEUTRAL) OVERRIDE {return false;};
- void giveHeroBonus(GiveBonus * bonus) OVERRIDE {};
- void setMovePoints(SetMovePoints * smp) OVERRIDE {};
- void setManaPoints(ObjectInstanceID hid, int val) OVERRIDE {};
- void giveHero(ObjectInstanceID id, PlayerColor player) OVERRIDE {};
- void changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags) OVERRIDE {};
- void sendAndApply(CPackForClient * info) OVERRIDE {};
- void heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2) OVERRIDE {};
- //////////////////////////////////////////////////////////////////////////
- friend class CCallback; //handling players actions
- friend class CBattleCallback; //handling players actions
- friend void processCommand(const std::string &message, CClient *&client); //handling console
-
- int sendRequest(const CPack *request, PlayerColor player); //returns ID given to that request
- void handlePack( CPack * pack ); //applies the given pack and deletes it
- void battleStarted(const BattleInfo * info);
- void commenceTacticPhaseForInt(CBattleGameInterface *battleInt); //will be called as separate thread
- void commitPackage(CPackForClient *pack) OVERRIDE;
- //////////////////////////////////////////////////////////////////////////
- template <typename Handler> void serialize(Handler &h, const int version);
- void battleFinished();
- };
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