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| /* * 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 * */#include "StdInc.h"#include "Client.h"#include <SDL.h>#include "CMusicHandler.h"#include "../lib/mapping/CCampaignHandler.h"#include "../CCallback.h"#include "../lib/CConsoleHandler.h"#include "CGameInfo.h"#include "../lib/CGameState.h"#include "CPlayerInterface.h"#include "../lib/StartInfo.h"#include "../lib/battle/BattleInfo.h"#include "../lib/CModHandler.h"#include "../lib/CArtHandler.h"#include "../lib/CGeneralTextHandler.h"#include "../lib/CHeroHandler.h"#include "../lib/CTownHandler.h"#include "../lib/CBuildingHandler.h"#include "../lib/spells/CSpellHandler.h"#include "../lib/serializer/CTypeList.h"#include "../lib/serializer/Connection.h"#include "../lib/serializer/CLoadIntegrityValidator.h"#include "../lib/NetPacks.h"#include "../lib/VCMI_Lib.h"#include "../lib/VCMIDirs.h"#include "../lib/mapping/CMap.h"#include "../lib/mapping/CMapService.h"#include "../lib/JsonNode.h"#include "mapHandler.h"#include "../lib/CConfigHandler.h"#include "mainmenu/CMainMenu.h"#include "mainmenu/CCampaignScreen.h"#include "lobby/CBonusSelection.h"#include "battle/CBattleInterface.h"#include "../lib/CThreadHelper.h"#include "../lib/registerTypes/RegisterTypes.h"#include "gui/CGuiHandler.h"#include "CMT.h"#include "CServerHandler.h"#include "../lib/ScriptHandler.h"#include <vcmi/events/EventBus.h>#ifdef VCMI_ANDROID#include "lib/CAndroidVMHelper.h"#endif#ifdef VCMI_ANDROIDstd::atomic_bool androidTestServerReadyFlag;#endifThreadSafeVector<int> CClient::waitingRequest;template<typename T> class CApplyOnCL;class CBaseForCLApply{public:	virtual void applyOnClAfter(CClient * cl, void * pack) const =0;	virtual void applyOnClBefore(CClient * cl, void * pack) const =0;	virtual ~CBaseForCLApply(){}	template<typename U> static CBaseForCLApply * getApplier(const U * t = nullptr)	{		return new CApplyOnCL<U>();	}};template<typename T> class CApplyOnCL : public CBaseForCLApply{public:	void applyOnClAfter(CClient * cl, void * pack) const override	{		T * ptr = static_cast<T *>(pack);		ptr->applyCl(cl);	}	void applyOnClBefore(CClient * cl, void * pack) const override	{		T * ptr = static_cast<T *>(pack);		ptr->applyFirstCl(cl);	}};template<> class CApplyOnCL<CPack>: public CBaseForCLApply{public:	void applyOnClAfter(CClient * cl, void * pack) const override	{		logGlobal->error("Cannot apply on CL plain CPack!");		assert(0);	}	void applyOnClBefore(CClient * cl, void * pack) const override	{		logGlobal->error("Cannot apply on CL plain CPack!");		assert(0);	}};CPlayerEnvironment::CPlayerEnvironment(PlayerColor player_, CClient * cl_, std::shared_ptr<CCallback> mainCallback_)	: player(player_),	cl(cl_),	mainCallback(mainCallback_){}const Services * CPlayerEnvironment::services() const{	return VLC;}vstd::CLoggerBase * CPlayerEnvironment::logger() const{	return logGlobal;}events::EventBus * CPlayerEnvironment::eventBus() const{	return cl->eventBus();//always get actual value}const CPlayerEnvironment::BattleCb * CPlayerEnvironment::battle() const{	return mainCallback.get();}const CPlayerEnvironment::GameCb * CPlayerEnvironment::game() const{	return mainCallback.get();}CClient::CClient(){	waitingRequest.clear();	applier = std::make_shared<CApplier<CBaseForCLApply>>();	registerTypesClientPacks1(*applier);	registerTypesClientPacks2(*applier);	IObjectInterface::cb = this;	gs = nullptr;}CClient::~CClient(){	IObjectInterface::cb = nullptr;}const Services * CClient::services() const{	return VLC; //todo: this should be CGI}const CClient::BattleCb * CClient::battle() const{	return this;}const CClient::GameCb * CClient::game() const{	return this;}vstd::CLoggerBase * CClient::logger() const{	return logGlobal;}events::EventBus * CClient::eventBus() const{	return clientEventBus.get();}void CClient::newGame(){	CSH->th->update();	CMapService mapService;	gs = new CGameState();	gs->preInit(VLC);	logNetwork->trace("\tCreating gamestate: %i", CSH->th->getDiff());	gs->init(&mapService, CSH->si.get(), settings["general"]["saveRandomMaps"].Bool());	logNetwork->trace("Initializing GameState (together): %d ms", CSH->th->getDiff());	initMapHandler();	reinitScripting();	initPlayerEnvironments();	initPlayerInterfaces();}void CClient::loadGame(){	logNetwork->info("Loading procedure started!");	std::unique_ptr<CLoadFile> loader;	try	{		boost::filesystem::path clientSaveName = *CResourceHandler::get("local")->getResourceName(ResourceID(CSH->si->mapname, EResType::CLIENT_SAVEGAME));		boost::filesystem::path controlServerSaveName;		if(CResourceHandler::get("local")->existsResource(ResourceID(CSH->si->mapname, EResType::SERVER_SAVEGAME)))		{			controlServerSaveName = *CResourceHandler::get("local")->getResourceName(ResourceID(CSH->si->mapname, EResType::SERVER_SAVEGAME));		}		else // create entry for server savegame. Triggered if save was made after launch and not yet present in res handler		{			controlServerSaveName = boost::filesystem::path(clientSaveName).replace_extension(".vsgm1");			CResourceHandler::get("local")->createResource(controlServerSaveName.string(), true);		}		if(clientSaveName.empty())			throw std::runtime_error("Cannot open client part of " + CSH->si->mapname);		if(controlServerSaveName.empty() || !boost::filesystem::exists(controlServerSaveName))			throw std::runtime_error("Cannot open server part of " + CSH->si->mapname);		{			CLoadIntegrityValidator checkingLoader(clientSaveName, controlServerSaveName, MINIMAL_SERIALIZATION_VERSION);			loadCommonState(checkingLoader);			loader = checkingLoader.decay();		}	}	catch(std::exception & e)	{		logGlobal->error("Cannot load game %s. Error: %s", CSH->si->mapname, e.what());		throw; //obviously we cannot continue here	}	logNetwork->trace("Loaded common part of save %d ms", CSH->th->getDiff());	gs->preInit(VLC);	gs->updateOnLoad(CSH->si.get());	initMapHandler();	reinitScripting();	initPlayerEnvironments();	serialize(loader->serializer, loader->serializer.fileVersion);	initPlayerInterfaces();}void CClient::serialize(BinarySerializer & h, const int version){	assert(h.saving);	ui8 players = static_cast<ui8>(playerint.size());	h & players;	for(auto i = playerint.begin(); i != playerint.end(); i++)	{		logGlobal->trace("Saving player %s interface", i->first);		assert(i->first == i->second->playerID);		h & i->first;		h & i->second->dllName;		h & i->second->human;		i->second->saveGame(h, version);	}	if(version >= 800)	{		JsonNode scriptsState;		clientScripts->serializeState(h.saving, scriptsState);		h & scriptsState;	}}void CClient::serialize(BinaryDeserializer & h, const int version){	assert(!h.saving);	if(version < 787)	{		bool hotSeat = false;		h & hotSeat;	}	ui8 players = 0;	h & players;	for(int i = 0; i < players; i++)	{		std::string dllname;		PlayerColor pid;		bool isHuman = false;		h & pid;		h & dllname;		h & isHuman;		assert(dllname.length() == 0 || !isHuman);		if(pid == PlayerColor::NEUTRAL)		{			logGlobal->trace("Neutral battle interfaces are not serialized.");			continue;		}		logGlobal->trace("Loading player %s interface", pid);		std::shared_ptr<CGameInterface> nInt;		if(dllname.length())			nInt = CDynLibHandler::getNewAI(dllname);		else			nInt = std::make_shared<CPlayerInterface>(pid);		nInt->dllName = dllname;		nInt->human = isHuman;		nInt->playerID = pid;		nInt->loadGame(h, version);		// Client no longer handle this player at all		if(!vstd::contains(CSH->getAllClientPlayers(CSH->c->connectionID), pid))		{			logGlobal->trace("Player %s is not belong to this client. Destroying interface", pid);		}		else if(isHuman && !vstd::contains(CSH->getHumanColors(), pid))		{			logGlobal->trace("Player %s is no longer controlled by human. Destroying interface", pid);		}		else if(!isHuman && vstd::contains(CSH->getHumanColors(), pid))		{			logGlobal->trace("Player %s is no longer controlled by AI. Destroying interface", pid);		}		else		{			installNewPlayerInterface(nInt, pid);			continue;		}		nInt.reset();	}	{		JsonNode scriptsState;		if(version >= 800)		{			h & scriptsState;		}		clientScripts->serializeState(h.saving, scriptsState);	}	logNetwork->trace("Loaded client part of save %d ms", CSH->th->getDiff());}void CClient::save(const std::string & fname){	if(gs->curB)	{		logNetwork->error("Game cannot be saved during battle!");		return;	}	SaveGame save_game(fname);	sendRequest(&save_game, PlayerColor::NEUTRAL);}void CClient::endGame(){	clientScripts.reset();	//suggest interfaces to finish their stuff (AI should interrupt any bg working threads)	for(auto & i : playerint)		i.second->finish();	GH.curInt = nullptr;	{		boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);		logNetwork->info("Ending current game!");		if(GH.topInt())		{			GH.topInt()->deactivate();		}		GH.listInt.clear();		GH.objsToBlit.clear();		GH.statusbar = nullptr;		logNetwork->info("Removed GUI.");		vstd::clear_pointer(const_cast<CGameInfo *>(CGI)->mh);		vstd::clear_pointer(gs);		logNetwork->info("Deleted mapHandler and gameState.");		LOCPLINT = nullptr;	}	playerint.clear();	battleints.clear();	battleCallbacks.clear();	playerEnvironments.clear();	logNetwork->info("Deleted playerInts.");	logNetwork->info("Client stopped.");}void CClient::initMapHandler(){	// TODO: CMapHandler initialization can probably go somewhere else	// It's can't be before initialization of interfaces	// During loading CPlayerInterface from serialized state it's depend on MH	if(!settings["session"]["headless"].Bool())	{		const_cast<CGameInfo *>(CGI)->mh = new CMapHandler();		CGI->mh->map = gs->map;		logNetwork->trace("Creating mapHandler: %d ms", CSH->th->getDiff());		CGI->mh->init();		logNetwork->trace("Initializing mapHandler (together): %d ms", CSH->th->getDiff());	}	pathCache.clear();}void CClient::initPlayerEnvironments(){	playerEnvironments.clear();	auto allPlayers = CSH->getAllClientPlayers(CSH->c->connectionID);	for(auto & color : allPlayers)	{		logNetwork->info("Preparing environment for player %s", color.getStr());		playerEnvironments[color] = std::make_shared<CPlayerEnvironment>(color, this, std::make_shared<CCallback>(gs, color, this));	}	if(settings["session"]["spectate"].Bool())	{		playerEnvironments[PlayerColor::SPECTATOR] = std::make_shared<CPlayerEnvironment>(PlayerColor::SPECTATOR, this, std::make_shared<CCallback>(gs, boost::none, this));	}}void CClient::initPlayerInterfaces(){	for(auto & elem : gs->scenarioOps->playerInfos)	{		PlayerColor color = elem.first;		if(!vstd::contains(CSH->getAllClientPlayers(CSH->c->connectionID), color))			continue;		if(!vstd::contains(playerint, color))		{			logNetwork->info("Preparing interface for player %s", color.getStr());			if(elem.second.isControlledByAI())			{				auto AiToGive = aiNameForPlayer(elem.second, false);				logNetwork->info("Player %s will be lead by %s", color.getStr(), AiToGive);				installNewPlayerInterface(CDynLibHandler::getNewAI(AiToGive), color);			}			else			{				logNetwork->info("Player %s will be lead by human", color.getStr());				installNewPlayerInterface(std::make_shared<CPlayerInterface>(color), color);			}		}	}	if(settings["session"]["spectate"].Bool())	{		installNewPlayerInterface(std::make_shared<CPlayerInterface>(PlayerColor::SPECTATOR), PlayerColor::SPECTATOR, true);	}	if(CSH->getAllClientPlayers(CSH->c->connectionID).count(PlayerColor::NEUTRAL))		installNewBattleInterface(CDynLibHandler::getNewBattleAI(settings["server"]["neutralAI"].String()), PlayerColor::NEUTRAL);	logNetwork->trace("Initialized player interfaces %d ms", CSH->th->getDiff());}std::string CClient::aiNameForPlayer(const PlayerSettings & ps, bool battleAI){	if(ps.name.size())	{		const boost::filesystem::path aiPath = VCMIDirs::get().fullLibraryPath("AI", ps.name);		if(boost::filesystem::exists(aiPath))			return ps.name;	}	return aiNameForPlayer(battleAI);}std::string CClient::aiNameForPlayer(bool battleAI){	const int sensibleAILimit = settings["session"]["oneGoodAI"].Bool() ? 1 : PlayerColor::PLAYER_LIMIT_I;	std::string goodAI = battleAI ? settings["server"]["neutralAI"].String() : settings["server"]["playerAI"].String();	std::string badAI = battleAI ? "StupidAI" : "EmptyAI";	//TODO what about human players	if(battleints.size() >= sensibleAILimit)		return badAI;	return goodAI;}void CClient::installNewPlayerInterface(std::shared_ptr<CGameInterface> gameInterface, PlayerColor color, bool battlecb){	boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);	playerint[color] = gameInterface;	logGlobal->trace("\tInitializing the interface for player %s", color.getStr());	auto cb = std::make_shared<CCallback>(gs, color, this);	battleCallbacks[color] = cb;	gameInterface->init(playerEnvironments.at(color), cb);	installNewBattleInterface(gameInterface, color, battlecb);}void CClient::installNewBattleInterface(std::shared_ptr<CBattleGameInterface> battleInterface, PlayerColor color, bool needCallback){	boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);	battleints[color] = battleInterface;	if(needCallback)	{		logGlobal->trace("\tInitializing the battle interface for player %s", color.getStr());		auto cbc = std::make_shared<CBattleCallback>(color, this);		battleCallbacks[color] = cbc;		battleInterface->init(playerEnvironments.at(color), cbc);	}}void CClient::handlePack(CPack * pack){	CBaseForCLApply * apply = applier->getApplier(typeList.getTypeID(pack)); //find the applier	if(apply)	{		boost::unique_lock<boost::recursive_mutex> guiLock(*CPlayerInterface::pim);		apply->applyOnClBefore(this, pack);		logNetwork->trace("\tMade first apply on cl: %s", typeList.getTypeInfo(pack)->name());		gs->apply(pack);		logNetwork->trace("\tApplied on gs: %s", typeList.getTypeInfo(pack)->name());		apply->applyOnClAfter(this, pack);		logNetwork->trace("\tMade second apply on cl: %s", typeList.getTypeInfo(pack)->name());	}	else	{		logNetwork->error("Message %s cannot be applied, cannot find applier!", typeList.getTypeInfo(pack)->name());	}	delete pack;}int CClient::sendRequest(const CPackForServer * request, PlayerColor player){	static ui32 requestCounter = 0;	ui32 requestID = requestCounter++;	logNetwork->trace("Sending a request \"%s\". It'll have an ID=%d.", typeid(*request).name(), requestID);	waitingRequest.pushBack(requestID);	request->requestID = requestID;	request->player = player;	CSH->c->sendPack(request);	if(vstd::contains(playerint, player))		playerint[player]->requestSent(request, requestID);	return requestID;}void CClient::battleStarted(const BattleInfo * info){	setBattle(info);	for(auto & battleCb : battleCallbacks)	{		if(vstd::contains_if(info->sides, [&](const SideInBattle& side) {return side.color == battleCb.first; })			|| battleCb.first >= PlayerColor::PLAYER_LIMIT)		{			battleCb.second->setBattle(info);		}	}	std::shared_ptr<CPlayerInterface> att, def;	auto & leftSide = info->sides[0], & rightSide = info->sides[1];	//If quick combat is not, do not prepare interfaces for battleint	if(!settings["adventure"]["quickCombat"].Bool())	{		if(vstd::contains(playerint, leftSide.color) && playerint[leftSide.color]->human)			att = std::dynamic_pointer_cast<CPlayerInterface>(playerint[leftSide.color]);		if(vstd::contains(playerint, rightSide.color) && playerint[rightSide.color]->human)			def = std::dynamic_pointer_cast<CPlayerInterface>(playerint[rightSide.color]);	}	if(!settings["session"]["headless"].Bool())	{		Rect battleIntRect((screen->w - 800)/2, (screen->h - 600)/2, 800, 600);		if(!!att || !!def)		{			boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);			GH.pushIntT<CBattleInterface>(leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero, battleIntRect, att, def);		}		else if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())		{			//TODO: This certainly need improvement			auto spectratorInt = std::dynamic_pointer_cast<CPlayerInterface>(playerint[PlayerColor::SPECTATOR]);			spectratorInt->cb->setBattle(info);			boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);			GH.pushIntT<CBattleInterface>(leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero, battleIntRect, att, def, spectratorInt);		}	}	auto callBattleStart = [&](PlayerColor color, ui8 side)	{		if(vstd::contains(battleints, color))			battleints[color]->battleStart(leftSide.armyObject, rightSide.armyObject, info->tile, leftSide.hero, rightSide.hero, side);	};	callBattleStart(leftSide.color, 0);	callBattleStart(rightSide.color, 1);	callBattleStart(PlayerColor::UNFLAGGABLE, 1);	if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())		callBattleStart(PlayerColor::SPECTATOR, 1);	if(info->tacticDistance && vstd::contains(battleints, info->sides[info->tacticsSide].color))	{		boost::thread(&CClient::commenceTacticPhaseForInt, this, battleints[info->sides[info->tacticsSide].color]);	}}void CClient::commenceTacticPhaseForInt(std::shared_ptr<CBattleGameInterface> battleInt){	setThreadName("CClient::commenceTacticPhaseForInt");	try	{		battleInt->yourTacticPhase(gs->curB->tacticDistance);		if(gs && !!gs->curB && gs->curB->tacticDistance) //while awaiting for end of tactics phase, many things can happen (end of battle... or game)		{			MakeAction ma(BattleAction::makeEndOFTacticPhase(gs->curB->playerToSide(battleInt->playerID).get()));			sendRequest(&ma, battleInt->playerID);		}	}	catch(...)	{		handleException();	}}void CClient::battleFinished(){	stopAllBattleActions();	for(auto & side : gs->curB->sides)		if(battleCallbacks.count(side.color))			battleCallbacks[side.color]->setBattle(nullptr);	if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())		battleCallbacks[PlayerColor::SPECTATOR]->setBattle(nullptr);	setBattle(nullptr);}void CClient::startPlayerBattleAction(PlayerColor color){	stopPlayerBattleAction(color);	if(vstd::contains(battleints, color))	{		auto thread = std::make_shared<boost::thread>(std::bind(&CClient::waitForMoveAndSend, this, color));		playerActionThreads[color] = thread;	}}void CClient::stopPlayerBattleAction(PlayerColor color){	if(vstd::contains(playerActionThreads, color))	{		auto thread = playerActionThreads.at(color);		if(thread->joinable())		{			thread->interrupt();			thread->join();		}		playerActionThreads.erase(color);	}}void CClient::stopAllBattleActions(){	while(!playerActionThreads.empty())		stopPlayerBattleAction(playerActionThreads.begin()->first);}void CClient::waitForMoveAndSend(PlayerColor color){	try	{		setThreadName("CClient::waitForMoveAndSend");		assert(vstd::contains(battleints, color));		BattleAction ba = battleints[color]->activeStack(gs->curB->battleGetStackByID(gs->curB->activeStack, false));		if(ba.actionType != EActionType::CANCEL)		{			logNetwork->trace("Send battle action to server: %s", ba.toString());			MakeAction temp_action(ba);			sendRequest(&temp_action, color);		}	}	catch(boost::thread_interrupted &)	{		logNetwork->debug("Wait for move thread was interrupted and no action will be send. Was a battle ended by spell?");	}	catch(...)	{		handleException();	}}void CClient::invalidatePaths(){	boost::unique_lock<boost::mutex> pathLock(pathCacheMutex);	pathCache.clear();}std::shared_ptr<const CPathsInfo> CClient::getPathsInfo(const CGHeroInstance * h){	assert(h);	boost::unique_lock<boost::mutex> pathLock(pathCacheMutex);	auto iter = pathCache.find(h);	if(iter == std::end(pathCache))	{		std::shared_ptr<CPathsInfo> paths = std::make_shared<CPathsInfo>(getMapSize(), h);		gs->calculatePaths(h, *paths.get());		pathCache[h] = paths;		return paths;	}	else	{		return iter->second;	}}PlayerColor CClient::getLocalPlayer() const{	if(LOCPLINT)		return LOCPLINT->playerID;	return getCurrentPlayer();}scripting::Pool * CClient::getGlobalContextPool() const{	return clientScripts.get();}scripting::Pool * CClient::getContextPool() const{	return clientScripts.get();}void CClient::reinitScripting(){	clientEventBus = make_unique<events::EventBus>();	clientScripts.reset(new scripting::PoolImpl(this));}#ifdef VCMI_ANDROIDextern "C" JNIEXPORT void JNICALL Java_eu_vcmi_vcmi_NativeMethods_notifyServerClosed(JNIEnv * env, jobject cls){	logNetwork->info("Received server closed signal");	if (CSH) {		CSH->campaignServerRestartLock.setn(false);	}}extern "C" JNIEXPORT void JNICALL Java_eu_vcmi_vcmi_NativeMethods_notifyServerReady(JNIEnv * env, jobject cls){	logNetwork->info("Received server ready signal");	androidTestServerReadyFlag.store(true);}extern "C" JNIEXPORT bool JNICALL Java_eu_vcmi_vcmi_NativeMethods_tryToSaveTheGame(JNIEnv * env, jobject cls){	logGlobal->info("Received emergency save game request");	if(!LOCPLINT || !LOCPLINT->cb)	{		return false;	}	LOCPLINT->cb->save("Saves/_Android_Autosave");	return true;}#endif
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