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Client.cpp 20 KB

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  1. #include "StdInc.h"
  2. #include "CMusicHandler.h"
  3. #include "../lib/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/CArtHandler.h"
  12. #include "../lib/CDefObjInfoHandler.h"
  13. #include "../lib/CGeneralTextHandler.h"
  14. #include "../lib/CHeroHandler.h"
  15. #include "../lib/CTownHandler.h"
  16. #include "../lib/CObjectHandler.h"
  17. #include "../lib/CBuildingHandler.h"
  18. #include "../lib/CSpellHandler.h"
  19. #include "../lib/Connection.h"
  20. #include "../lib/Interprocess.h"
  21. #include "../lib/NetPacks.h"
  22. #include "../lib/VCMI_Lib.h"
  23. #include "../lib/VCMIDirs.h"
  24. #include "../lib/map.h"
  25. #include "../lib/JsonNode.h"
  26. #include "mapHandler.h"
  27. #include "CConfigHandler.h"
  28. #include "Client.h"
  29. #include "CPreGame.h"
  30. #include "BattleInterface/CBattleInterface.h"
  31. #include "../lib/CThreadHelper.h"
  32. #include "../lib/CScriptingModule.h"
  33. #include "../lib/CFileUtility.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(int color)
  103. {
  104. try
  105. {
  106. assert(vstd::contains(battleints, color));
  107. BattleAction ba = battleints[color]->activeStack(gs->curB->getStack(gs->curB->activeStack, false));
  108. MakeAction temp_action(ba);
  109. sendRequest(&temp_action, color);
  110. return;
  111. }
  112. catch(boost::thread_interrupted&)
  113. {
  114. tlog5 << "Wait for move thread was interrupted and no action will be send. Was a battle ended by spell?\n";
  115. return;
  116. }
  117. HANDLE_EXCEPTION
  118. tlog1 << "We should not be here!" << std::endl;
  119. }
  120. void CClient::run()
  121. {
  122. setThreadName("CClient::run");
  123. try
  124. {
  125. CPack *pack = NULL;
  126. while(!terminate)
  127. {
  128. pack = serv->retreivePack(); //get the package from the server
  129. if (terminate)
  130. {
  131. delete pack;
  132. pack = NULL;
  133. break;
  134. }
  135. handlePack(pack);
  136. pack = NULL;
  137. }
  138. }
  139. //catch only asio exceptions
  140. catch (const boost::system::system_error& e)
  141. {
  142. tlog3 << "Lost connection to server, ending listening thread!\n";
  143. tlog1 << e.what() << std::endl;
  144. if(!terminate) //rethrow (-> boom!) only if closing connection was unexpected
  145. {
  146. tlog1 << "Something wrong, lost connection while game is still ongoing...\n";
  147. throw;
  148. }
  149. }
  150. }
  151. void CClient::save(const std::string & fname)
  152. {
  153. if(gs->curB)
  154. {
  155. tlog1 << "Game cannot be saved during battle!\n";
  156. return;
  157. }
  158. SaveGame save_game(fname);
  159. sendRequest((CPackForClient*)&save_game, 255);
  160. }
  161. void CClient::endGame( bool closeConnection /*= true*/ )
  162. {
  163. //suggest interfaces to finish their stuff (AI should interrupt any bg working threads)
  164. BOOST_FOREACH(auto i, playerint)
  165. i.second->finish();
  166. // Game is ending
  167. // Tell the network thread to reach a stable state
  168. if(closeConnection)
  169. stopConnection();
  170. tlog0 << "Closed connection." << std::endl;
  171. GH.curInt = NULL;
  172. LOCPLINT->terminate_cond.setn(true);
  173. {
  174. boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
  175. tlog0 << "\n\nEnding current game!" << std::endl;
  176. if(GH.topInt())
  177. GH.topInt()->deactivate();
  178. GH.listInt.clear();
  179. GH.objsToBlit.clear();
  180. GH.statusbar = NULL;
  181. tlog0 << "Removed GUI." << std::endl;
  182. delete CGI->mh;
  183. const_cast<CGameInfo*>(CGI)->mh = NULL;
  184. const_cast<CGameInfo*>(CGI)->state.dellNull();
  185. tlog0 << "Deleted mapHandler and gameState." << std::endl;
  186. LOCPLINT = NULL;
  187. }
  188. while (!playerint.empty())
  189. {
  190. CGameInterface *pint = playerint.begin()->second;
  191. playerint.erase(playerint.begin());
  192. delete pint;
  193. }
  194. callbacks.clear();
  195. tlog0 << "Deleted playerInts." << std::endl;
  196. tlog0 << "Client stopped." << std::endl;
  197. }
  198. void CClient::loadGame( const std::string & fname )
  199. {
  200. tlog0 <<"\n\nLoading procedure started!\n\n";
  201. CServerHandler sh;
  202. sh.startServer();
  203. CStopWatch tmh;
  204. {
  205. char sig[8];
  206. CMapHeader dum;
  207. const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
  208. StartInfo *si;
  209. CLoadFile lf(fname + ".vlgm1");
  210. lf >> sig >> dum >> si;
  211. tlog0 <<"Reading save signature: "<<tmh.getDiff()<<std::endl;
  212. lf >> *VLC;
  213. const_cast<CGameInfo*>(CGI)->setFromLib();
  214. tlog0 <<"Reading handlers: "<<tmh.getDiff()<<std::endl;
  215. lf >> gs;
  216. tlog0 <<"Reading gamestate: "<<tmh.getDiff()<<std::endl;
  217. const_cast<CGameInfo*>(CGI)->state = gs;
  218. const_cast<CGameInfo*>(CGI)->mh->map = gs->map;
  219. pathInfo = new CPathsInfo(int3(gs->map->width, gs->map->height, gs->map->twoLevel+1));
  220. CGI->mh->init();
  221. tlog0 <<"Initing maphandler: "<<tmh.getDiff()<<std::endl;
  222. }
  223. serv = sh.connectToServer();
  224. serv->addStdVecItems(gs);
  225. tmh.update();
  226. ui8 pom8;
  227. *serv << ui8(3) << ui8(1); //load game; one client
  228. *serv << fname;
  229. *serv >> pom8;
  230. if(pom8)
  231. throw std::runtime_error("Server cannot open the savegame!");
  232. else
  233. tlog0 << "Server opened savegame properly.\n";
  234. *serv << ui32(gs->scenarioOps->playerInfos.size()+1); //number of players + neutral
  235. for(std::map<int, PlayerSettings>::iterator it = gs->scenarioOps->playerInfos.begin();
  236. it != gs->scenarioOps->playerInfos.end(); ++it)
  237. {
  238. *serv << ui8(it->first); //players
  239. }
  240. *serv << ui8(255); // neutrals
  241. tlog0 <<"Sent info to server: "<<tmh.getDiff()<<std::endl;
  242. {
  243. CLoadFile lf(fname + ".vcgm1");
  244. lf >> *this;
  245. }
  246. }
  247. void CClient::newGame( CConnection *con, StartInfo *si )
  248. {
  249. enum {SINGLE, HOST, GUEST} networkMode = SINGLE;
  250. std::set<ui8> myPlayers;
  251. if (con == NULL)
  252. {
  253. CServerHandler sh;
  254. serv = sh.connectToServer();
  255. }
  256. else
  257. {
  258. serv = con;
  259. networkMode = (con->connectionID == 1) ? HOST : GUEST;
  260. }
  261. for(std::map<int, PlayerSettings>::iterator it =si->playerInfos.begin();
  262. it != si->playerInfos.end(); ++it)
  263. {
  264. if((networkMode == SINGLE) //single - one client has all player
  265. || (networkMode != SINGLE && serv->connectionID == it->second.human) //multi - client has only "its players"
  266. || (networkMode == HOST && it->second.human == false)) //multi - host has all AI players
  267. {
  268. myPlayers.insert(ui8(it->first)); //add player
  269. }
  270. }
  271. if(networkMode != GUEST)
  272. myPlayers.insert(255); //neutral
  273. CStopWatch tmh;
  274. const_cast<CGameInfo*>(CGI)->state = new CGameState();
  275. tlog0 <<"\tGamestate: "<<tmh.getDiff()<<std::endl;
  276. CConnection &c(*serv);
  277. ////////////////////////////////////////////////////
  278. if(networkMode == SINGLE)
  279. {
  280. ui8 pom8;
  281. c << ui8(2) << ui8(1); //new game; one client
  282. c << *si;
  283. c >> pom8;
  284. if(pom8)
  285. throw std::runtime_error("Server cannot open the map!");
  286. else
  287. tlog0 << "Server opened map properly.\n";
  288. }
  289. c << myPlayers;
  290. c >> si;
  291. tlog0 <<"\tSending/Getting info to/from the server: "<<tmh.getDiff()<<std::endl;
  292. gs = const_cast<CGameInfo*>(CGI)->state;
  293. gs->scenarioOps = si;
  294. gs->init(si);
  295. tlog0 <<"Initializing GameState (together): "<<tmh.getDiff()<<std::endl;
  296. if(gs->map)
  297. {
  298. const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
  299. CGI->mh->map = gs->map;
  300. tlog0 <<"Creating mapHandler: "<<tmh.getDiff()<<std::endl;
  301. CGI->mh->init();
  302. pathInfo = new CPathsInfo(int3(gs->map->width, gs->map->height, gs->map->twoLevel+1));
  303. tlog0 <<"Initializing mapHandler (together): "<<tmh.getDiff()<<std::endl;
  304. }
  305. int humanPlayers = 0;
  306. int sensibleAILimit = settings["session"]["oneGoodAI"].Bool() ? 1 : GameConstants::PLAYER_LIMIT;
  307. for(std::map<int, PlayerSettings>::iterator it = gs->scenarioOps->playerInfos.begin();
  308. it != gs->scenarioOps->playerInfos.end(); ++it)//initializing interfaces for players
  309. {
  310. ui8 color = it->first;
  311. gs->currentPlayer = color;
  312. if(!vstd::contains(myPlayers, color))
  313. continue;
  314. if(si->mode != StartInfo::DUEL)
  315. {
  316. auto cb = make_shared<CCallback>(gs,color,this);
  317. if(!it->second.human)
  318. {
  319. std::string AItoGive = settings["server"]["playerAI"].String();
  320. if(!sensibleAILimit)
  321. AItoGive = "EmptyAI";
  322. else
  323. sensibleAILimit--;
  324. playerint[color] = static_cast<CGameInterface*>(CDynLibHandler::getNewAI(AItoGive));
  325. tlog1 << "Player " << (int)color << " will be lead by " << AItoGive << std::endl;
  326. }
  327. else
  328. {
  329. playerint[color] = new CPlayerInterface(color);
  330. humanPlayers++;
  331. }
  332. battleints[color] = playerint[color];
  333. playerint[color]->init(cb.get());
  334. callbacks[color] = cb;
  335. }
  336. else
  337. {
  338. CBattleCallback * cbc = new CBattleCallback(gs, color, this);
  339. battleints[color] = CDynLibHandler::getNewBattleAI("StupidAI");
  340. battleints[color]->init(cbc);
  341. }
  342. }
  343. if(si->mode == StartInfo::DUEL)
  344. {
  345. CPlayerInterface *p = new CPlayerInterface(-1);
  346. p->observerInDuelMode = true;
  347. battleints[254] = playerint[254] = p;
  348. GH.curInt = p;
  349. p->init(new CCallback(gs, -1, this));
  350. battleStarted(gs->curB);
  351. }
  352. else
  353. {
  354. loadNeutralBattleAI();
  355. }
  356. serv->addStdVecItems(const_cast<CGameInfo*>(CGI)->state);
  357. hotSeat = (humanPlayers > 1);
  358. // std::vector<FileInfo> scriptModules;
  359. // CFileUtility::getFilesWithExt(scriptModules, LIB_DIR "/Scripting", "." LIB_EXT);
  360. // BOOST_FOREACH(FileInfo &m, scriptModules)
  361. // {
  362. // CScriptingModule * nm = CDynLibHandler::getNewScriptingModule(m.name);
  363. // privilagedGameEventReceivers.push_back(nm);
  364. // privilagedBattleEventReceivers.push_back(nm);
  365. // nm->giveActionCB(this);
  366. // nm->giveInfoCB(this);
  367. // nm->init();
  368. //
  369. // erm = nm; //something tells me that there'll at most one module and it'll be ERM
  370. // }
  371. }
  372. template <typename Handler>
  373. void CClient::serialize( Handler &h, const int version )
  374. {
  375. h & hotSeat;
  376. if(h.saving)
  377. {
  378. ui8 players = playerint.size();
  379. h & players;
  380. for(std::map<ui8,CGameInterface *>::iterator i = playerint.begin(); i != playerint.end(); i++)
  381. {
  382. h & i->first & i->second->dllName;
  383. i->second->serialize(h,version);
  384. }
  385. }
  386. else
  387. {
  388. ui8 players;
  389. h & players;
  390. for(int i=0; i < players; i++)
  391. {
  392. std::string dllname;
  393. ui8 pid;
  394. h & pid & dllname;
  395. CGameInterface *nInt = NULL;
  396. if(dllname.length())
  397. {
  398. if(pid == 255)
  399. {
  400. //CBattleCallback * cbc = new CBattleCallback(gs, pid, this);//FIXME: unused?
  401. CBattleGameInterface *cbgi = CDynLibHandler::getNewBattleAI(dllname);
  402. battleints[pid] = cbgi;
  403. cbgi->init(cb);
  404. //TODO? consider serialization
  405. continue;
  406. }
  407. else
  408. nInt = CDynLibHandler::getNewAI(dllname);
  409. }
  410. else
  411. nInt = new CPlayerInterface(pid);
  412. callbacks[pid] = make_shared<CCallback>(gs,pid,this);
  413. battleints[pid] = playerint[pid] = nInt;
  414. nInt->init(callbacks[pid].get());
  415. nInt->serialize(h, version);
  416. }
  417. if(!vstd::contains(battleints, GameConstants::NEUTRAL_PLAYER))
  418. loadNeutralBattleAI();
  419. }
  420. }
  421. void CClient::handlePack( CPack * pack )
  422. {
  423. CBaseForCLApply *apply = applier->apps[typeList.getTypeID(pack)]; //find the applier
  424. if(apply)
  425. {
  426. boost::unique_lock<boost::recursive_mutex> guiLock(*LOCPLINT->pim);
  427. apply->applyOnClBefore(this,pack);
  428. tlog5 << "\tMade first apply on cl\n";
  429. gs->apply(pack);
  430. tlog5 << "\tApplied on gs\n";
  431. apply->applyOnClAfter(this,pack);
  432. tlog5 << "\tMade second apply on cl\n";
  433. }
  434. else
  435. {
  436. tlog1 << "Message cannot be applied, cannot find applier! TypeID " << typeList.getTypeID(pack) << std::endl;
  437. }
  438. delete pack;
  439. }
  440. void CClient::updatePaths()
  441. {
  442. //TODO? lazy evaluation? paths now can get recalculated multiple times upon various game events
  443. const CGHeroInstance *h = getSelectedHero();
  444. if (h)//if we have selected hero...
  445. calculatePaths(h);
  446. }
  447. void CClient::finishCampaign( CCampaignState * camp )
  448. {
  449. }
  450. void CClient::proposeNextMission( CCampaignState * camp )
  451. {
  452. GH.pushInt(new CBonusSelection(camp));
  453. GH.curInt = CGP;
  454. }
  455. void CClient::stopConnection()
  456. {
  457. terminate = true;
  458. if (serv) //request closing connection
  459. {
  460. tlog0 << "Connection has been requested to be closed.\n";
  461. boost::unique_lock<boost::mutex>(*serv->wmx);
  462. CloseServer close_server;
  463. sendRequest(&close_server, 255);
  464. tlog0 << "Sent closing signal to the server\n";
  465. }
  466. if(connectionHandler)//end connection handler
  467. {
  468. if(connectionHandler->get_id() != boost::this_thread::get_id())
  469. connectionHandler->join();
  470. tlog0 << "Connection handler thread joined" << std::endl;
  471. delete connectionHandler;
  472. connectionHandler = NULL;
  473. }
  474. if (serv) //and delete connection
  475. {
  476. serv->close();
  477. delete serv;
  478. serv = NULL;
  479. tlog3 << "Our socket has been closed." << std::endl;
  480. }
  481. }
  482. void CClient::battleStarted(const BattleInfo * info)
  483. {
  484. CPlayerInterface * att, * def;
  485. if(vstd::contains(playerint, info->sides[0]) && playerint[info->sides[0]]->human)
  486. att = static_cast<CPlayerInterface*>( playerint[info->sides[0]] );
  487. else
  488. att = NULL;
  489. if(vstd::contains(playerint, info->sides[1]) && playerint[info->sides[1]]->human)
  490. def = static_cast<CPlayerInterface*>( playerint[info->sides[1]] );
  491. else
  492. def = NULL;
  493. if(att || def || gs->scenarioOps->mode == StartInfo::DUEL)
  494. {
  495. boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
  496. new CBattleInterface(info->belligerents[0], info->belligerents[1], info->heroes[0], info->heroes[1],
  497. Rect((screen->w - 800)/2,
  498. (screen->h - 600)/2, 800, 600), att, def);
  499. }
  500. if(vstd::contains(battleints,info->sides[0]))
  501. battleints[info->sides[0]]->battleStart(info->belligerents[0], info->belligerents[1], info->tile, info->heroes[0], info->heroes[1], 0);
  502. if(vstd::contains(battleints,info->sides[1]))
  503. battleints[info->sides[1]]->battleStart(info->belligerents[0], info->belligerents[1], info->tile, info->heroes[0], info->heroes[1], 1);
  504. if(vstd::contains(battleints,254))
  505. battleints[254]->battleStart(info->belligerents[0], info->belligerents[1], info->tile, info->heroes[0], info->heroes[1], 1);
  506. if(info->tacticDistance && vstd::contains(battleints,info->sides[info->tacticsSide]))
  507. {
  508. boost::thread(&CClient::commenceTacticPhaseForInt, this, battleints[info->sides[info->tacticsSide]]);
  509. }
  510. }
  511. void CClient::loadNeutralBattleAI()
  512. {
  513. battleints[255] = CDynLibHandler::getNewBattleAI(settings["server"]["neutralAI"].String());
  514. battleints[255]->init(new CBattleCallback(gs, 255, this));
  515. }
  516. void CClient::commitPackage( CPackForClient *pack )
  517. {
  518. CommitPackage cp;
  519. cp.freePack = false;
  520. cp.packToCommit = pack;
  521. sendRequest(&cp, 255);
  522. }
  523. int CClient::getLocalPlayer() const
  524. {
  525. if(LOCPLINT)
  526. return LOCPLINT->playerID;
  527. return getCurrentPlayer();
  528. }
  529. void CClient::calculatePaths(const CGHeroInstance *h)
  530. {
  531. assert(h);
  532. boost::unique_lock<boost::mutex> pathLock(pathMx);
  533. gs->calculatePaths(h, *pathInfo);
  534. }
  535. void CClient::commenceTacticPhaseForInt(CBattleGameInterface *battleInt)
  536. {
  537. setThreadName("CClient::commenceTacticPhaseForInt");
  538. try
  539. {
  540. battleInt->yourTacticPhase(gs->curB->tacticDistance);
  541. if(gs && !!gs->curB && gs->curB->tacticDistance) //while awaiting for end of tactics phase, many things can happen (end of battle... or game)
  542. {
  543. MakeAction ma(BattleAction::makeEndOFTacticPhase(battleInt->playerID));
  544. sendRequest(&ma, battleInt->playerID);
  545. }
  546. } HANDLE_EXCEPTION
  547. }
  548. void CClient::invalidatePaths(const CGHeroInstance *h /*= NULL*/)
  549. {
  550. if(!h || pathInfo->hero == h)
  551. pathInfo->isValid = false;
  552. }
  553. int CClient::sendRequest(const CPack *request, int player)
  554. {
  555. static ui32 requestCounter = 0;
  556. ui32 requestID = requestCounter++;
  557. tlog5 << boost::format("Sending a request \"%s\". It'll have an ID=%d.\n")
  558. % typeid(*request).name() % requestID;
  559. waitingRequest.pushBack(requestID);
  560. serv->sendPackToServer(*request, player, requestID);
  561. return requestID;
  562. }
  563. template void CClient::serialize( CISer<CLoadFile> &h, const int version );
  564. template void CClient::serialize( COSer<CSaveFile> &h, const int version );
  565. void CServerHandler::startServer()
  566. {
  567. th.update();
  568. serverThread = new boost::thread(&CServerHandler::callServer, this); //runs server executable;
  569. if(verbose)
  570. tlog0 << "Setting up thread calling server: " << th.getDiff() << std::endl;
  571. }
  572. void CServerHandler::waitForServer()
  573. {
  574. if(!serverThread)
  575. startServer();
  576. th.update();
  577. intpr::scoped_lock<intpr::interprocess_mutex> slock(shared->sr->mutex);
  578. while(!shared->sr->ready)
  579. {
  580. shared->sr->cond.wait(slock);
  581. }
  582. if(verbose)
  583. tlog0 << "Waiting for server: " << th.getDiff() << std::endl;
  584. }
  585. CConnection * CServerHandler::connectToServer()
  586. {
  587. if(!shared->sr->ready)
  588. waitForServer();
  589. th.update();
  590. CConnection *ret = justConnectToServer(settings["server"]["server"].String(), port);
  591. if(verbose)
  592. tlog0<<"\tConnecting to the server: "<<th.getDiff()<<std::endl;
  593. return ret;
  594. }
  595. CServerHandler::CServerHandler(bool runServer /*= false*/)
  596. {
  597. serverThread = NULL;
  598. shared = NULL;
  599. port = boost::lexical_cast<std::string>(settings["server"]["port"].Float());
  600. verbose = false;
  601. 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
  602. try
  603. {
  604. shared = new SharedMem();
  605. } HANDLE_EXCEPTIONC(tlog1 << "Cannot open interprocess memory: ";)
  606. }
  607. CServerHandler::~CServerHandler()
  608. {
  609. delete shared;
  610. delete serverThread; //detaches, not kills thread
  611. }
  612. void CServerHandler::callServer()
  613. {
  614. setThreadName("CServerHandler::callServer");
  615. std::string logName = GVCMIDirs.UserPath + "/server_log.txt";
  616. std::string comm = GameConstants::BIN_DIR + GameConstants::PATH_SEPARATOR + GameConstants::SERVER_NAME + " " + port + " > " + logName;
  617. int result = std::system(comm.c_str());
  618. if (result == 0)
  619. tlog1 << "Server closed correctly\n";
  620. else
  621. tlog0 << "Error: server failed to close correctly or crashed!\n";
  622. }
  623. CConnection * CServerHandler::justConnectToServer(const std::string &host, const std::string &port)
  624. {
  625. CConnection *ret = NULL;
  626. while(!ret)
  627. {
  628. try
  629. {
  630. tlog0 << "Establishing connection...\n";
  631. ret = new CConnection( host.size() ? host : settings["server"]["server"].String(),
  632. port.size() ? port : boost::lexical_cast<std::string>(settings["server"]["port"].Float()),
  633. NAME);
  634. }
  635. catch(...)
  636. {
  637. tlog1 << "\nCannot establish connection! Retrying within 2 seconds" << std::endl;
  638. SDL_Delay(2000);
  639. }
  640. }
  641. return ret;
  642. }