Client.cpp 13 KB

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  1. #include "../CCallback.h"
  2. #include "../CConsoleHandler.h"
  3. #include "CGameInfo.h"
  4. #include "../lib/CGameState.h"
  5. #include "CPlayerInterface.h"
  6. #include "../StartInfo.h"
  7. #include "../hch/CArtHandler.h"
  8. #include "../hch/CDefObjInfoHandler.h"
  9. #include "../hch/CGeneralTextHandler.h"
  10. #include "../hch/CHeroHandler.h"
  11. #include "../hch/CTownHandler.h"
  12. #include "../hch/CObjectHandler.h"
  13. #include "../hch/CBuildingHandler.h"
  14. #include "../hch/CSpellHandler.h"
  15. #include "../lib/Connection.h"
  16. #include "../lib/Interprocess.h"
  17. #include "../lib/NetPacks.h"
  18. #include "../lib/VCMI_Lib.h"
  19. #include "../lib/map.h"
  20. #include "../mapHandler.h"
  21. #include "CConfigHandler.h"
  22. #include "Client.h"
  23. #include "GUIBase.h"
  24. #include <boost/bind.hpp>
  25. #include <boost/foreach.hpp>
  26. #include <boost/thread.hpp>
  27. #include <boost/thread/shared_mutex.hpp>
  28. #include <sstream>
  29. #undef DLL_EXPORT
  30. #define DLL_EXPORT
  31. #include "../lib/RegisterTypes.cpp"
  32. extern std::string NAME;
  33. namespace intpr = boost::interprocess;
  34. /*
  35. * Client.cpp, part of VCMI engine
  36. *
  37. * Authors: listed in file AUTHORS in main folder
  38. *
  39. * License: GNU General Public License v2.0 or later
  40. * Full text of license available in license.txt file, in main folder
  41. *
  42. */
  43. class CBaseForCLApply
  44. {
  45. public:
  46. virtual void applyOnClAfter(CClient *cl, void *pack) const =0;
  47. virtual void applyOnClBefore(CClient *cl, void *pack) const =0;
  48. virtual ~CBaseForCLApply(){}
  49. };
  50. template <typename T> class CApplyOnCL : public CBaseForCLApply
  51. {
  52. public:
  53. void applyOnClAfter(CClient *cl, void *pack) const
  54. {
  55. T *ptr = static_cast<T*>(pack);
  56. ptr->applyCl(cl);
  57. }
  58. void applyOnClBefore(CClient *cl, void *pack) const
  59. {
  60. T *ptr = static_cast<T*>(pack);
  61. ptr->applyFirstCl(cl);
  62. }
  63. };
  64. class CCLApplier
  65. {
  66. public:
  67. std::map<ui16,CBaseForCLApply*> apps;
  68. CCLApplier()
  69. {
  70. registerTypes2(*this);
  71. }
  72. ~CCLApplier()
  73. {
  74. std::map<ui16,CBaseForCLApply*>::iterator iter;
  75. for(iter = apps.begin(); iter != apps.end(); iter++)
  76. delete iter->second;
  77. }
  78. template<typename T> void registerType(const T * t=NULL)
  79. {
  80. ui16 ID = typeList.registerType(t);
  81. apps[ID] = new CApplyOnCL<T>;
  82. }
  83. } *applier = NULL;
  84. void CClient::init()
  85. {
  86. hotSeat = false;
  87. connectionHandler = NULL;
  88. pathInfo = NULL;
  89. applier = new CCLApplier;
  90. IObjectInterface::cb = this;
  91. serv = NULL;
  92. gs = NULL;
  93. cb = NULL;
  94. terminate = false;
  95. 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
  96. try
  97. {
  98. shared = new SharedMem();
  99. } HANDLE_EXCEPTIONC(tlog1 << "Cannot open interprocess memory: ";)
  100. }
  101. CClient::CClient(void)
  102. :waitingRequest(false)
  103. {
  104. init();
  105. }
  106. CClient::CClient(CConnection *con, StartInfo *si)
  107. :waitingRequest(false)
  108. {
  109. init();
  110. newGame(con,si);
  111. }
  112. CClient::~CClient(void)
  113. {
  114. delete pathInfo;
  115. delete applier;
  116. delete shared;
  117. }
  118. void CClient::waitForMoveAndSend(int color)
  119. {
  120. try
  121. {
  122. BattleAction ba = playerint[color]->activeStack(gs->curB->activeStack);
  123. *serv << &MakeAction(ba);
  124. return;
  125. }HANDLE_EXCEPTION
  126. tlog1 << "We should not be here!" << std::endl;
  127. }
  128. void CClient::run()
  129. {
  130. try
  131. {
  132. CPack *pack = NULL;
  133. while(!terminate)
  134. {
  135. pack = retreivePack(); //get the package from the server
  136. if (terminate)
  137. {
  138. delete pack;
  139. pack = NULL;
  140. break;
  141. }
  142. handlePack(pack);
  143. pack = NULL;
  144. }
  145. }
  146. catch (const std::exception& e)
  147. {
  148. tlog3 << "Lost connection to server, ending listening thread!\n";
  149. tlog1 << e.what() << std::endl;
  150. if(!terminate) //rethrow (-> boom!) only if closing connection was unexpected
  151. {
  152. tlog1 << "Something wrong, lost connection while game is still ongoing...\n";
  153. throw;
  154. }
  155. }
  156. }
  157. void CClient::stop()
  158. {
  159. // Game is ending
  160. // Tell the network thread to reach a stable state
  161. terminate = true;
  162. GH.curInt = NULL;
  163. LOCPLINT->terminate_cond.setn(true);
  164. LOCPLINT->pim->lock();
  165. endGame();
  166. tlog0 << "Client stopped." << std::endl;
  167. }
  168. void CClient::save(const std::string & fname)
  169. {
  170. if(gs->curB)
  171. {
  172. tlog1 << "Game cannot be saved during battle!\n";
  173. return;
  174. }
  175. *serv << &SaveGame(fname);
  176. }
  177. void CClient::endGame()
  178. {
  179. tlog0 << "\n\nEnding current game!" << std::endl;
  180. if(GH.topInt())
  181. GH.topInt()->deactivate();
  182. GH.listInt.clear();
  183. GH.objsToBlit.clear();
  184. GH.statusbar = NULL;
  185. tlog0 << "Removed GUI." << std::endl;
  186. delete CGI->mh;
  187. CGI->mh = NULL;
  188. delete CGI->state;
  189. CGI->state = NULL;
  190. tlog0 << "Deleted mapHandler and gameState." << std::endl;
  191. LOCPLINT = NULL;
  192. while (!playerint.empty())
  193. {
  194. delete playerint.begin()->second;
  195. playerint.erase(playerint.begin());
  196. }
  197. BOOST_FOREACH(CCallback *cb, callbacks)
  198. {
  199. delete cb;
  200. }
  201. tlog0 << "Deleted playerInts." << std::endl;
  202. if (serv)
  203. {
  204. tlog0 << "Connection has been requested to be closed.\n";
  205. boost::unique_lock<boost::mutex>(*serv->wmx);
  206. *serv << &CloseServer();
  207. tlog0 << "Sent closing signal to the server\n";
  208. serv->close();
  209. delete serv;
  210. serv = NULL;
  211. tlog3 << "Our socket has been closed." << std::endl;
  212. }
  213. connectionHandler->join();
  214. tlog0 << "Connection handler thread joined" << std::endl;
  215. delete connectionHandler;
  216. connectionHandler = NULL;
  217. }
  218. void CClient::loadGame( const std::string & fname )
  219. {
  220. tlog0 <<"\n\nLoading procedure started!\n\n";
  221. timeHandler tmh;
  222. char portc[10];
  223. SDL_itoa(conf.cc.port,portc,10);
  224. runServer(portc); //create new server
  225. tlog0 <<"Restarting server: "<<tmh.getDif()<<std::endl;
  226. {
  227. ui32 ver;
  228. char sig[8];
  229. CMapHeader dum;
  230. CGI->mh = new CMapHandler();
  231. StartInfo *si;
  232. CLoadFile lf(fname + ".vlgm1");
  233. lf >> sig >> dum >> si;
  234. tlog0 <<"Reading save signature: "<<tmh.getDif()<<std::endl;
  235. lf >> *VLC;
  236. CGI->setFromLib();
  237. tlog0 <<"Reading handlers: "<<tmh.getDif()<<std::endl;
  238. lf >> gs;
  239. tlog0 <<"Reading gamestate: "<<tmh.getDif()<<std::endl;
  240. CGI->state = gs;
  241. CGI->mh->map = gs->map;
  242. pathInfo = new CPathsInfo(int3(gs->map->width, gs->map->height, gs->map->twoLevel+1));
  243. CGI->mh->init();
  244. tlog0 <<"Initing maphandler: "<<tmh.getDif()<<std::endl;
  245. }
  246. waitForServer();
  247. tlog0 <<"Waiting for server: "<<tmh.getDif()<<std::endl;
  248. serv = new CConnection(conf.cc.server,portc,NAME);
  249. serv->setGS(gs);
  250. tlog0 <<"Setting up connection: "<<tmh.getDif()<<std::endl;
  251. ui8 pom8;
  252. *serv << ui8(3) << ui8(1); //load game; one client
  253. *serv << fname;
  254. *serv >> pom8;
  255. if(pom8)
  256. throw "Server cannot open the savegame!";
  257. else
  258. tlog0 << "Server opened savegame properly.\n";
  259. *serv << ui8(gs->scenarioOps->playerInfos.size()+1); //number of players + neutral
  260. for(size_t i=0;i<gs->scenarioOps->playerInfos.size();i++)
  261. {
  262. *serv << ui8(gs->scenarioOps->playerInfos[i].color); //players
  263. }
  264. *serv << ui8(255); // neutrals
  265. tlog0 <<"Sent info to server: "<<tmh.getDif()<<std::endl;
  266. {
  267. CLoadFile lf(fname + ".vcgm1");
  268. lf >> *this;
  269. }
  270. }
  271. int CClient::getCurrentPlayer()
  272. {
  273. return gs->currentPlayer;
  274. }
  275. int CClient::getSelectedHero()
  276. {
  277. return IGameCallback::getSelectedHero(getCurrentPlayer())->id;
  278. }
  279. void CClient::newGame( CConnection *con, StartInfo *si )
  280. {
  281. if (con == NULL)
  282. {
  283. timeHandler pomtime;
  284. char portc[10];
  285. SDL_itoa(conf.cc.port,portc,10);
  286. CClient::runServer(portc);
  287. tlog0<<"Preparing shared memory and starting server: "<<pomtime.getDif()<<std::endl;
  288. pomtime.getDif();//reset timers
  289. //wait until server is ready
  290. tlog0<<"Waiting for server... ";
  291. waitForServer();
  292. tlog0 << pomtime.getDif()<<std::endl;
  293. while(!con)
  294. {
  295. try
  296. {
  297. tlog0 << "Establishing connection...\n";
  298. con = new CConnection(conf.cc.server,portc,NAME);
  299. }
  300. catch(...)
  301. {
  302. tlog1 << "\nCannot establish connection! Retrying within 2 seconds" <<std::endl;
  303. SDL_Delay(2000);
  304. }
  305. }
  306. THC tlog0<<"\tConnecting to the server: "<<pomtime.getDif()<<std::endl;
  307. }
  308. timeHandler tmh;
  309. CGI->state = new CGameState();
  310. tlog0 <<"\tGamestate: "<<tmh.getDif()<<std::endl;
  311. serv = con;
  312. serv->setGS(CGI->state);
  313. CConnection &c(*con);
  314. ////////////////////////////////////////////////////
  315. ui8 pom8;
  316. c << ui8(2) << ui8(1); //new game; one client
  317. c << *si;
  318. c >> pom8;
  319. if(pom8)
  320. throw "Server cannot open the map!";
  321. else
  322. tlog0 << "Server opened map properly.\n";
  323. c << ui8(si->playerInfos.size()+1); //number of players + neutral
  324. for(size_t i=0;i<si->playerInfos.size();i++)
  325. {
  326. c << ui8(si->playerInfos[i].color); //players
  327. }
  328. c << ui8(255); // neutrals
  329. ui32 seed, sum;
  330. std::string mapname;
  331. c >> mapname >> sum >> seed;
  332. tlog0 <<"\tSending/Getting info to/from the server: "<<tmh.getDif()<<std::endl;
  333. Mapa * mapa = new Mapa(mapname);
  334. tlog0 <<"Reading and detecting map file (together): "<<tmh.getDif()<<std::endl;
  335. tlog0 << "\tServer checksum for "<<mapname <<": "<<sum << std::endl;
  336. tlog0 << "\tOur checksum for the map: "<< mapa->checksum << std::endl;
  337. if(mapa->checksum != sum)
  338. {
  339. tlog1 << "Wrong map checksum!!!" << std::endl;
  340. throw std::string("Wrong checksum");
  341. }
  342. tlog0 << "\tUsing random seed: "<<seed << std::endl;
  343. gs = CGI->state;
  344. gs->scenarioOps = si;
  345. gs->init(si,mapa,seed);
  346. CGI->mh = new CMapHandler();
  347. tlog0 <<"Initializing GameState (together): "<<tmh.getDif()<<std::endl;
  348. CGI->mh->map = mapa;
  349. tlog0 <<"Creating mapHandler: "<<tmh.getDif()<<std::endl;
  350. CGI->mh->init();
  351. pathInfo = new CPathsInfo(int3(mapa->width, mapa->height, mapa->twoLevel+1));
  352. tlog0 <<"Initializing mapHandler (together): "<<tmh.getDif()<<std::endl;
  353. int humanPlayers = 0;
  354. for (size_t i=0; i<gs->scenarioOps->playerInfos.size();++i) //initializing interfaces for players
  355. {
  356. ui8 color = gs->scenarioOps->playerInfos[i].color;
  357. CCallback *cb = new CCallback(gs,color,this);
  358. if(!gs->scenarioOps->playerInfos[i].human)
  359. {
  360. playerint[color] = static_cast<CGameInterface*>(CAIHandler::getNewAI(cb,conf.cc.defaultAI));
  361. }
  362. else
  363. {
  364. playerint[color] = new CPlayerInterface(color,i);
  365. humanPlayers++;
  366. }
  367. gs->currentPlayer = color;
  368. playerint[color]->init(cb);
  369. }
  370. hotSeat = (humanPlayers > 1);
  371. playerint[255] = CAIHandler::getNewAI(cb,conf.cc.defaultAI);
  372. playerint[255]->init(new CCallback(gs,255,this));
  373. }
  374. void CClient::runServer(const char * portc)
  375. {
  376. static std::string comm = std::string(BIN_DIR PATH_SEPARATOR SERVER_NAME " ") + portc + " > server_log.txt"; //needs to be static, if not - will be probably destroyed before new thread reads it
  377. boost::thread servthr(boost::bind(system,comm.c_str())); //runs server executable; //TODO: will it work on non-windows platforms?
  378. }
  379. void CClient::waitForServer()
  380. {
  381. intpr::scoped_lock<intpr::interprocess_mutex> slock(shared->sr->mutex);
  382. while(!shared->sr->ready)
  383. {
  384. shared->sr->cond.wait(slock);
  385. }
  386. }
  387. template <typename Handler>
  388. void CClient::serialize( Handler &h, const int version )
  389. {
  390. h & hotSeat;
  391. if(h.saving)
  392. {
  393. ui8 players = playerint.size();
  394. h & players;
  395. for(std::map<ui8,CGameInterface *>::iterator i = playerint.begin(); i != playerint.end(); i++)
  396. {
  397. h & i->first & i->second->dllName;
  398. i->second->serialize(h,version);
  399. }
  400. }
  401. else
  402. {
  403. ui8 players;
  404. h & players;
  405. for(int i=0; i < players; i++)
  406. {
  407. std::string dllname;
  408. ui8 pid;
  409. h & pid & dllname;
  410. CCallback *callback = new CCallback(gs,pid,this);
  411. callbacks.insert(callback);
  412. CGameInterface *nInt = NULL;
  413. if(dllname.length())
  414. nInt = CAIHandler::getNewAI(callback,dllname);
  415. else
  416. nInt = new CPlayerInterface(pid,i);
  417. playerint[pid] = nInt;
  418. nInt->init(callback);
  419. nInt->serialize(h, version);
  420. }
  421. }
  422. }
  423. CPack * CClient::retreivePack()
  424. {
  425. CPack *ret = NULL;
  426. boost::unique_lock<boost::mutex> lock(*serv->rmx);
  427. tlog5 << "Listening... ";
  428. *serv >> ret;
  429. tlog5 << "\treceived server message of type " << typeid(*ret).name() << std::endl;
  430. return ret;
  431. }
  432. void CClient::handlePack( CPack * pack )
  433. {
  434. CBaseForCLApply *apply = applier->apps[typeList.getTypeID(pack)]; //find the applier
  435. if(apply)
  436. {
  437. apply->applyOnClBefore(this,pack);
  438. tlog5 << "\tMade first apply on cl\n";
  439. gs->apply(pack);
  440. tlog5 << "\tApplied on gs\n";
  441. apply->applyOnClAfter(this,pack);
  442. tlog5 << "\tMade second apply on cl\n";
  443. }
  444. else
  445. {
  446. tlog1 << "Message cannot be applied, cannot find applier!\n";
  447. }
  448. delete pack;
  449. }
  450. void CClient::updatePaths()
  451. {
  452. const CGHeroInstance *h = getHero(getSelectedHero());
  453. if (h)//if we have selected hero...
  454. gs->calculatePaths(h, *pathInfo);
  455. }
  456. template void CClient::serialize( CISer<CLoadFile> &h, const int version );
  457. template void CClient::serialize( COSer<CSaveFile> &h, const int version );