Client.cpp 32 KB

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  1. /*
  2. * Client.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "Client.h"
  12. #include <SDL.h>
  13. #include "CMusicHandler.h"
  14. #include "../lib/mapping/CCampaignHandler.h"
  15. #include "../CCallback.h"
  16. #include "../lib/CConsoleHandler.h"
  17. #include "CGameInfo.h"
  18. #include "../lib/CGameState.h"
  19. #include "CPlayerInterface.h"
  20. #include "../lib/StartInfo.h"
  21. #include "../lib/battle/BattleInfo.h"
  22. #include "../lib/CModHandler.h"
  23. #include "../lib/CArtHandler.h"
  24. #include "../lib/CGeneralTextHandler.h"
  25. #include "../lib/CHeroHandler.h"
  26. #include "../lib/CTownHandler.h"
  27. #include "../lib/CBuildingHandler.h"
  28. #include "../lib/spells/CSpellHandler.h"
  29. #include "../lib/serializer/CTypeList.h"
  30. #include "../lib/serializer/Connection.h"
  31. #include "../lib/serializer/CLoadIntegrityValidator.h"
  32. #ifndef VCMI_ANDROID
  33. #include "../lib/Interprocess.h"
  34. #endif
  35. #include "../lib/NetPacks.h"
  36. #include "../lib/VCMI_Lib.h"
  37. #include "../lib/VCMIDirs.h"
  38. #include "../lib/mapping/CMap.h"
  39. #include "../lib/JsonNode.h"
  40. #include "mapHandler.h"
  41. #include "../lib/CConfigHandler.h"
  42. #include "CPreGame.h"
  43. #include "battle/CBattleInterface.h"
  44. #include "../lib/CThreadHelper.h"
  45. #include "../lib/CScriptingModule.h"
  46. #include "../lib/registerTypes/RegisterTypes.h"
  47. #include "gui/CGuiHandler.h"
  48. #include "CMT.h"
  49. extern std::string NAME;
  50. #ifdef VCMI_ANDROID
  51. #include "lib/CAndroidVMHelper.h"
  52. #endif
  53. #ifdef VCMI_ANDROID
  54. std::atomic_bool androidTestServerReadyFlag;
  55. #endif
  56. ThreadSafeVector<int> CClient::waitingRequest;
  57. template <typename T> class CApplyOnCL;
  58. class CBaseForCLApply
  59. {
  60. public:
  61. virtual void applyOnClAfter(CClient *cl, void *pack) const =0;
  62. virtual void applyOnClBefore(CClient *cl, void *pack) const =0;
  63. virtual ~CBaseForCLApply(){}
  64. template<typename U> static CBaseForCLApply *getApplier(const U * t=nullptr)
  65. {
  66. return new CApplyOnCL<U>();
  67. }
  68. };
  69. template <typename T> class CApplyOnCL : public CBaseForCLApply
  70. {
  71. public:
  72. void applyOnClAfter(CClient *cl, void *pack) const override
  73. {
  74. T *ptr = static_cast<T*>(pack);
  75. ptr->applyCl(cl);
  76. }
  77. void applyOnClBefore(CClient *cl, void *pack) const override
  78. {
  79. T *ptr = static_cast<T*>(pack);
  80. ptr->applyFirstCl(cl);
  81. }
  82. };
  83. template <> class CApplyOnCL<CPack> : public CBaseForCLApply
  84. {
  85. public:
  86. void applyOnClAfter(CClient *cl, void *pack) const override
  87. {
  88. logGlobal->errorStream() << "Cannot apply on CL plain CPack!";
  89. assert(0);
  90. }
  91. void applyOnClBefore(CClient *cl, void *pack) const override
  92. {
  93. logGlobal->errorStream() << "Cannot apply on CL plain CPack!";
  94. assert(0);
  95. }
  96. };
  97. static CApplier<CBaseForCLApply> *applier = nullptr;
  98. void CClient::init()
  99. {
  100. waitingRequest.clear();
  101. hotSeat = false;
  102. {
  103. TLockGuard _(connectionHandlerMutex);
  104. connectionHandler.reset();
  105. }
  106. pathInfo = nullptr;
  107. applier = new CApplier<CBaseForCLApply>();
  108. registerTypesClientPacks1(*applier);
  109. registerTypesClientPacks2(*applier);
  110. IObjectInterface::cb = this;
  111. serv = nullptr;
  112. gs = nullptr;
  113. erm = nullptr;
  114. terminate = false;
  115. }
  116. CClient::CClient(void)
  117. {
  118. init();
  119. }
  120. CClient::CClient(CConnection *con, StartInfo *si)
  121. {
  122. init();
  123. newGame(con,si);
  124. }
  125. CClient::~CClient(void)
  126. {
  127. delete applier;
  128. }
  129. void CClient::waitForMoveAndSend(PlayerColor color)
  130. {
  131. try
  132. {
  133. setThreadName("CClient::waitForMoveAndSend");
  134. assert(vstd::contains(battleints, color));
  135. BattleAction ba = battleints[color]->activeStack(gs->curB->battleGetStackByID(gs->curB->activeStack, false));
  136. if(ba.actionType != Battle::CANCEL)
  137. {
  138. logNetwork->traceStream() << "Send battle action to server: " << ba;
  139. MakeAction temp_action(ba);
  140. sendRequest(&temp_action, color);
  141. }
  142. }
  143. catch(boost::thread_interrupted&)
  144. {
  145. logNetwork->debugStream() << "Wait for move thread was interrupted and no action will be send. Was a battle ended by spell?";
  146. }
  147. catch(...)
  148. {
  149. handleException();
  150. }
  151. }
  152. void CClient::run()
  153. {
  154. setThreadName("CClient::run");
  155. try
  156. {
  157. while(!terminate)
  158. {
  159. CPack *pack = serv->retreivePack(); //get the package from the server
  160. if (terminate)
  161. {
  162. vstd::clear_pointer(pack);
  163. break;
  164. }
  165. handlePack(pack);
  166. }
  167. }
  168. //catch only asio exceptions
  169. catch (const boost::system::system_error& e)
  170. {
  171. logNetwork->errorStream() << "Lost connection to server, ending listening thread!";
  172. logNetwork->errorStream() << e.what();
  173. if(!terminate) //rethrow (-> boom!) only if closing connection was unexpected
  174. {
  175. logNetwork->errorStream() << "Something wrong, lost connection while game is still ongoing...";
  176. throw;
  177. }
  178. }
  179. }
  180. void CClient::save(const std::string & fname)
  181. {
  182. if(gs->curB)
  183. {
  184. logNetwork->errorStream() << "Game cannot be saved during battle!";
  185. return;
  186. }
  187. SaveGame save_game(fname);
  188. sendRequest((CPackForClient*)&save_game, PlayerColor::NEUTRAL);
  189. }
  190. void CClient::endGame(bool closeConnection)
  191. {
  192. //suggest interfaces to finish their stuff (AI should interrupt any bg working threads)
  193. for (auto& i : playerint)
  194. i.second->finish();
  195. // Game is ending
  196. // Tell the network thread to reach a stable state
  197. if (closeConnection)
  198. stopConnection();
  199. logNetwork->infoStream() << "Closed connection.";
  200. GH.curInt = nullptr;
  201. {
  202. boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
  203. logNetwork->infoStream() << "Ending current game!";
  204. if(GH.topInt())
  205. {
  206. GH.topInt()->deactivate();
  207. }
  208. GH.listInt.clear();
  209. GH.objsToBlit.clear();
  210. GH.statusbar = nullptr;
  211. logNetwork->infoStream() << "Removed GUI.";
  212. vstd::clear_pointer(const_cast<CGameInfo*>(CGI)->mh);
  213. vstd::clear_pointer(gs);
  214. logNetwork->infoStream() << "Deleted mapHandler and gameState.";
  215. LOCPLINT = nullptr;
  216. }
  217. playerint.clear();
  218. battleints.clear();
  219. callbacks.clear();
  220. battleCallbacks.clear();
  221. CGKeys::reset();
  222. CGMagi::reset();
  223. CGObelisk::reset();
  224. logNetwork->infoStream() << "Deleted playerInts.";
  225. logNetwork->infoStream() << "Client stopped.";
  226. }
  227. #if 1
  228. void CClient::loadGame(const std::string & fname, const bool server, const std::vector<int>& humanplayerindices, const int loadNumPlayers, int player_, const std::string & ipaddr, const ui16 port)
  229. {
  230. PlayerColor player(player_); //intentional shadowing
  231. logNetwork->infoStream() << "Loading procedure started!";
  232. CServerHandler sh;
  233. if(server)
  234. sh.startServer();
  235. else
  236. serv = sh.justConnectToServer(ipaddr, port);
  237. CStopWatch tmh;
  238. std::unique_ptr<CLoadFile> loader;
  239. try
  240. {
  241. boost::filesystem::path clientSaveName = *CResourceHandler::get("local")->getResourceName(ResourceID(fname, EResType::CLIENT_SAVEGAME));
  242. boost::filesystem::path controlServerSaveName;
  243. if (CResourceHandler::get("local")->existsResource(ResourceID(fname, EResType::SERVER_SAVEGAME)))
  244. {
  245. controlServerSaveName = *CResourceHandler::get("local")->getResourceName(ResourceID(fname, EResType::SERVER_SAVEGAME));
  246. }
  247. else// create entry for server savegame. Triggered if save was made after launch and not yet present in res handler
  248. {
  249. controlServerSaveName = boost::filesystem::path(clientSaveName).replace_extension(".vsgm1");
  250. CResourceHandler::get("local")->createResource(controlServerSaveName.string(), true);
  251. }
  252. if(clientSaveName.empty())
  253. throw std::runtime_error("Cannot open client part of " + fname);
  254. if(controlServerSaveName.empty() || !boost::filesystem::exists(controlServerSaveName))
  255. throw std::runtime_error("Cannot open server part of " + fname);
  256. {
  257. CLoadIntegrityValidator checkingLoader(clientSaveName, controlServerSaveName, MINIMAL_SERIALIZATION_VERSION);
  258. loadCommonState(checkingLoader);
  259. loader = checkingLoader.decay();
  260. }
  261. logNetwork->infoStream() << "Loaded common part of save " << tmh.getDiff();
  262. const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
  263. const_cast<CGameInfo*>(CGI)->mh->map = gs->map;
  264. pathInfo = make_unique<CPathsInfo>(getMapSize());
  265. CGI->mh->init();
  266. logNetwork->infoStream() <<"Initing maphandler: "<<tmh.getDiff();
  267. }
  268. catch(std::exception &e)
  269. {
  270. logGlobal->errorStream() << "Cannot load game " << fname << ". Error: " << e.what();
  271. throw; //obviously we cannot continue here
  272. }
  273. /*
  274. if(!server)
  275. player = PlayerColor(player_);
  276. */
  277. std::set<PlayerColor> clientPlayers;
  278. if(server)
  279. serv = sh.connectToServer();
  280. //*loader >> *this;
  281. if(server)
  282. {
  283. tmh.update();
  284. ui8 pom8;
  285. *serv << ui8(3) << ui8(loadNumPlayers); //load game; one client if single-player
  286. *serv << fname;
  287. *serv >> pom8;
  288. if(pom8)
  289. throw std::runtime_error("Server cannot open the savegame!");
  290. else
  291. logNetwork->infoStream() << "Server opened savegame properly.";
  292. }
  293. if(server)
  294. {
  295. for(auto & elem : gs->scenarioOps->playerInfos)
  296. {
  297. if(!std::count(humanplayerindices.begin(),humanplayerindices.end(),elem.first.getNum()) || elem.first==player)
  298. clientPlayers.insert(elem.first);
  299. }
  300. clientPlayers.insert(PlayerColor::NEUTRAL);
  301. }
  302. else
  303. {
  304. clientPlayers.insert(player);
  305. }
  306. std::cout << "CLIENTPLAYERS:\n";
  307. for(auto x : clientPlayers)
  308. std::cout << x << std::endl;
  309. std::cout << "ENDCLIENTPLAYERS\n";
  310. serialize(loader->serializer, loader->serializer.fileVersion, clientPlayers);
  311. *serv << ui32(clientPlayers.size());
  312. for(auto & elem : clientPlayers)
  313. *serv << ui8(elem.getNum());
  314. serv->addStdVecItems(gs); /*why is this here?*/
  315. //*loader >> *this;
  316. logNetwork->infoStream() << "Loaded client part of save " << tmh.getDiff();
  317. logNetwork->infoStream() <<"Sent info to server: "<<tmh.getDiff();
  318. //*serv << clientPlayers;
  319. serv->enableStackSendingByID();
  320. serv->disableSmartPointerSerialization();
  321. // logGlobal->traceStream() << "Objects:";
  322. // for(int i = 0; i < gs->map->objects.size(); i++)
  323. // {
  324. // auto o = gs->map->objects[i];
  325. // if(o)
  326. // logGlobal->traceStream() << boost::format("\tindex=%5d, id=%5d; address=%5d, pos=%s, name=%s") % i % o->id % (int)o.get() % o->pos % o->getHoverText();
  327. // else
  328. // logGlobal->traceStream() << boost::format("\tindex=%5d --- nullptr") % i;
  329. // }
  330. }
  331. #endif
  332. void CClient::newGame( CConnection *con, StartInfo *si )
  333. {
  334. enum {SINGLE, HOST, GUEST} networkMode = SINGLE;
  335. if (con == nullptr)
  336. {
  337. CServerHandler sh;
  338. serv = sh.connectToServer();
  339. }
  340. else
  341. {
  342. serv = con;
  343. networkMode = con->isHost() ? HOST : GUEST;
  344. }
  345. CConnection &c = *serv;
  346. ////////////////////////////////////////////////////
  347. logNetwork->infoStream() <<"\tWill send info to server...";
  348. CStopWatch tmh;
  349. if(networkMode == SINGLE)
  350. {
  351. ui8 pom8;
  352. c << ui8(2) << ui8(1); //new game; one client
  353. c << *si;
  354. c >> pom8;
  355. if(pom8) throw std::runtime_error("Server cannot open the map!");
  356. }
  357. c >> si;
  358. logNetwork->infoStream() <<"\tSending/Getting info to/from the server: "<<tmh.getDiff();
  359. c.enableStackSendingByID();
  360. c.disableSmartPointerSerialization();
  361. // Initialize game state
  362. gs = new CGameState();
  363. logNetwork->info("\tCreating gamestate: %i",tmh.getDiff());
  364. gs->init(si, settings["general"]["saveRandomMaps"].Bool());
  365. logNetwork->infoStream() <<"Initializing GameState (together): "<<tmh.getDiff();
  366. // Now after possible random map gen, we know exact player count.
  367. // Inform server about how many players client handles
  368. std::set<PlayerColor> myPlayers;
  369. for(auto & elem : gs->scenarioOps->playerInfos)
  370. {
  371. if((networkMode == SINGLE) //single - one client has all player
  372. || (networkMode != SINGLE && serv->connectionID == elem.second.playerID) //multi - client has only "its players"
  373. || (networkMode == HOST && elem.second.playerID == PlayerSettings::PLAYER_AI))//multi - host has all AI players
  374. {
  375. myPlayers.insert(elem.first); //add player
  376. }
  377. }
  378. if(networkMode != GUEST)
  379. myPlayers.insert(PlayerColor::NEUTRAL);
  380. c << myPlayers;
  381. // Init map handler
  382. if(gs->map)
  383. {
  384. if(!settings["session"]["headless"].Bool())
  385. {
  386. const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
  387. CGI->mh->map = gs->map;
  388. logNetwork->infoStream() << "Creating mapHandler: " << tmh.getDiff();
  389. CGI->mh->init();
  390. }
  391. pathInfo = make_unique<CPathsInfo>(getMapSize());
  392. logNetwork->infoStream() << "Initializing mapHandler (together): " << tmh.getDiff();
  393. }
  394. int humanPlayers = 0;
  395. for(auto & elem : gs->scenarioOps->playerInfos)//initializing interfaces for players
  396. {
  397. PlayerColor color = elem.first;
  398. gs->currentPlayer = color;
  399. if(!vstd::contains(myPlayers, color))
  400. continue;
  401. logNetwork->traceStream() << "Preparing interface for player " << color;
  402. if(elem.second.playerID == PlayerSettings::PLAYER_AI)
  403. {
  404. auto AiToGive = aiNameForPlayer(elem.second, false);
  405. logNetwork->info("Player %s will be lead by %s", color, AiToGive);
  406. installNewPlayerInterface(CDynLibHandler::getNewAI(AiToGive), color);
  407. }
  408. else
  409. {
  410. installNewPlayerInterface(std::make_shared<CPlayerInterface>(color), color);
  411. humanPlayers++;
  412. }
  413. }
  414. if(settings["session"]["spectate"].Bool())
  415. {
  416. installNewPlayerInterface(std::make_shared<CPlayerInterface>(PlayerColor::SPECTATOR), PlayerColor::SPECTATOR, true);
  417. }
  418. loadNeutralBattleAI();
  419. serv->addStdVecItems(gs);
  420. hotSeat = (humanPlayers > 1);
  421. // std::vector<FileInfo> scriptModules;
  422. // CFileUtility::getFilesWithExt(scriptModules, LIB_DIR "/scripting", "." LIB_EXT);
  423. // for(FileInfo &m : scriptModules)
  424. // {
  425. // CScriptingModule * nm = CDynLibHandler::getNewScriptingModule(m.name);
  426. // privilagedGameEventReceivers.push_back(nm);
  427. // privilagedBattleEventReceivers.push_back(nm);
  428. // nm->giveActionCB(this);
  429. // nm->giveInfoCB(this);
  430. // nm->init();
  431. //
  432. // erm = nm; //something tells me that there'll at most one module and it'll be ERM
  433. // }
  434. }
  435. void CClient::serialize(BinarySerializer & h, const int version)
  436. {
  437. assert(h.saving);
  438. h & hotSeat;
  439. {
  440. ui8 players = playerint.size();
  441. h & players;
  442. for(auto i = playerint.begin(); i != playerint.end(); i++)
  443. {
  444. LOG_TRACE_PARAMS(logGlobal, "Saving player %s interface", i->first);
  445. assert(i->first == i->second->playerID);
  446. h & i->first & i->second->dllName & i->second->human;
  447. i->second->saveGame(h, version);
  448. }
  449. }
  450. }
  451. void CClient::serialize(BinaryDeserializer & h, const int version)
  452. {
  453. assert(!h.saving);
  454. h & hotSeat;
  455. {
  456. ui8 players = 0; //fix for uninitialized warning
  457. h & players;
  458. for(int i=0; i < players; i++)
  459. {
  460. std::string dllname;
  461. PlayerColor pid;
  462. bool isHuman = false;
  463. h & pid & dllname & isHuman;
  464. LOG_TRACE_PARAMS(logGlobal, "Loading player %s interface", pid);
  465. std::shared_ptr<CGameInterface> nInt;
  466. if(dllname.length())
  467. {
  468. if(pid == PlayerColor::NEUTRAL)
  469. {
  470. installNewBattleInterface(CDynLibHandler::getNewBattleAI(dllname), pid);
  471. //TODO? consider serialization
  472. continue;
  473. }
  474. else
  475. {
  476. assert(!isHuman);
  477. nInt = CDynLibHandler::getNewAI(dllname);
  478. }
  479. }
  480. else
  481. {
  482. assert(isHuman);
  483. nInt = std::make_shared<CPlayerInterface>(pid);
  484. }
  485. nInt->dllName = dllname;
  486. nInt->human = isHuman;
  487. nInt->playerID = pid;
  488. installNewPlayerInterface(nInt, pid);
  489. nInt->loadGame(h, version); //another evil cast, check above
  490. }
  491. if(!vstd::contains(battleints, PlayerColor::NEUTRAL))
  492. loadNeutralBattleAI();
  493. }
  494. }
  495. void CClient::serialize(BinarySerializer & h, const int version, const std::set<PlayerColor> & playerIDs)
  496. {
  497. assert(h.saving);
  498. h & hotSeat;
  499. {
  500. ui8 players = playerint.size();
  501. h & players;
  502. for(auto i = playerint.begin(); i != playerint.end(); i++)
  503. {
  504. LOG_TRACE_PARAMS(logGlobal, "Saving player %s interface", i->first);
  505. assert(i->first == i->second->playerID);
  506. h & i->first & i->second->dllName & i->second->human;
  507. i->second->saveGame(h, version);
  508. }
  509. }
  510. }
  511. void CClient::serialize(BinaryDeserializer & h, const int version, const std::set<PlayerColor> & playerIDs)
  512. {
  513. assert(!h.saving);
  514. h & hotSeat;
  515. {
  516. ui8 players = 0; //fix for uninitialized warning
  517. h & players;
  518. for(int i=0; i < players; i++)
  519. {
  520. std::string dllname;
  521. PlayerColor pid;
  522. bool isHuman = false;
  523. h & pid & dllname & isHuman;
  524. LOG_TRACE_PARAMS(logGlobal, "Loading player %s interface", pid);
  525. std::shared_ptr<CGameInterface> nInt;
  526. if(dllname.length())
  527. {
  528. if(pid == PlayerColor::NEUTRAL)
  529. {
  530. if(playerIDs.count(pid))
  531. installNewBattleInterface(CDynLibHandler::getNewBattleAI(dllname), pid);
  532. //TODO? consider serialization
  533. continue;
  534. }
  535. else
  536. {
  537. assert(!isHuman);
  538. nInt = CDynLibHandler::getNewAI(dllname);
  539. }
  540. }
  541. else
  542. {
  543. assert(isHuman);
  544. nInt = std::make_shared<CPlayerInterface>(pid);
  545. }
  546. nInt->dllName = dllname;
  547. nInt->human = isHuman;
  548. nInt->playerID = pid;
  549. nInt->loadGame(h, version);
  550. if(settings["session"]["onlyai"].Bool() && isHuman)
  551. {
  552. removeGUI();
  553. nInt.reset();
  554. dllname = aiNameForPlayer(false);
  555. nInt = CDynLibHandler::getNewAI(dllname);
  556. nInt->dllName = dllname;
  557. nInt->human = false;
  558. nInt->playerID = pid;
  559. installNewPlayerInterface(nInt, pid);
  560. GH.totalRedraw();
  561. }
  562. else
  563. {
  564. if(playerIDs.count(pid))
  565. installNewPlayerInterface(nInt, pid);
  566. }
  567. }
  568. if(settings["session"]["spectate"].Bool())
  569. {
  570. removeGUI();
  571. auto p = std::make_shared<CPlayerInterface>(PlayerColor::SPECTATOR);
  572. installNewPlayerInterface(p, PlayerColor::SPECTATOR, true);
  573. GH.curInt = p.get();
  574. LOCPLINT->activateForSpectator();
  575. GH.totalRedraw();
  576. }
  577. if(playerIDs.count(PlayerColor::NEUTRAL))
  578. loadNeutralBattleAI();
  579. }
  580. }
  581. void CClient::handlePack( CPack * pack )
  582. {
  583. if(pack == nullptr)
  584. {
  585. logNetwork->error("Dropping nullptr CPack! You should check whether client and server ABI matches.");
  586. return;
  587. }
  588. CBaseForCLApply *apply = applier->getApplier(typeList.getTypeID(pack)); //find the applier
  589. if(apply)
  590. {
  591. boost::unique_lock<boost::recursive_mutex> guiLock(*CPlayerInterface::pim);
  592. apply->applyOnClBefore(this, pack);
  593. logNetwork->trace("\tMade first apply on cl");
  594. gs->apply(pack);
  595. logNetwork->trace("\tApplied on gs");
  596. apply->applyOnClAfter(this, pack);
  597. logNetwork->trace("\tMade second apply on cl");
  598. }
  599. else
  600. {
  601. logNetwork->error("Message %s cannot be applied, cannot find applier!", typeList.getTypeInfo(pack)->name());
  602. }
  603. delete pack;
  604. }
  605. void CClient::finishCampaign( std::shared_ptr<CCampaignState> camp )
  606. {
  607. }
  608. void CClient::proposeNextMission(std::shared_ptr<CCampaignState> camp)
  609. {
  610. GH.pushInt(new CBonusSelection(camp));
  611. }
  612. void CClient::stopConnection()
  613. {
  614. terminate = true;
  615. if(serv)
  616. {
  617. boost::unique_lock<boost::mutex>(*serv->wmx);
  618. if(serv->isHost()) //request closing connection
  619. {
  620. logNetwork->infoStream() << "Connection has been requested to be closed.";
  621. CloseServer close_server;
  622. sendRequest(&close_server, PlayerColor::NEUTRAL);
  623. logNetwork->infoStream() << "Sent closing signal to the server";
  624. }
  625. else
  626. {
  627. LeaveGame leave_Game;
  628. sendRequest(&leave_Game, PlayerColor::NEUTRAL);
  629. logNetwork->infoStream() << "Sent leaving signal to the server";
  630. }
  631. }
  632. {
  633. TLockGuard _(connectionHandlerMutex);
  634. if(connectionHandler)//end connection handler
  635. {
  636. if(connectionHandler->get_id() != boost::this_thread::get_id())
  637. connectionHandler->join();
  638. logNetwork->infoStream() << "Connection handler thread joined";
  639. connectionHandler.reset();
  640. }
  641. }
  642. if (serv) //and delete connection
  643. {
  644. serv->close();
  645. vstd::clear_pointer(serv);
  646. logNetwork->warnStream() << "Our socket has been closed.";
  647. }
  648. }
  649. void CClient::battleStarted(const BattleInfo * info)
  650. {
  651. for(auto &battleCb : battleCallbacks)
  652. {
  653. if(vstd::contains_if(info->sides, [&](const SideInBattle& side) {return side.color == battleCb.first; })
  654. || battleCb.first >= PlayerColor::PLAYER_LIMIT)
  655. {
  656. battleCb.second->setBattle(info);
  657. }
  658. }
  659. // for(ui8 side : info->sides)
  660. // if(battleCallbacks.count(side))
  661. // battleCallbacks[side]->setBattle(info);
  662. std::shared_ptr<CPlayerInterface> att, def;
  663. auto &leftSide = info->sides[0], &rightSide = info->sides[1];
  664. //If quick combat is not, do not prepare interfaces for battleint
  665. if(!settings["adventure"]["quickCombat"].Bool())
  666. {
  667. if(vstd::contains(playerint, leftSide.color) && playerint[leftSide.color]->human)
  668. att = std::dynamic_pointer_cast<CPlayerInterface>( playerint[leftSide.color] );
  669. if(vstd::contains(playerint, rightSide.color) && playerint[rightSide.color]->human)
  670. def = std::dynamic_pointer_cast<CPlayerInterface>( playerint[rightSide.color] );
  671. }
  672. if(!settings["session"]["headless"].Bool())
  673. {
  674. if(!!att || !!def)
  675. {
  676. boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
  677. auto bi = new CBattleInterface(leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero,
  678. Rect((screen->w - 800)/2,
  679. (screen->h - 600)/2, 800, 600), att, def);
  680. GH.pushInt(bi);
  681. }
  682. else if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
  683. {
  684. //TODO: This certainly need improvement
  685. auto spectratorInt = std::dynamic_pointer_cast<CPlayerInterface>(playerint[PlayerColor::SPECTATOR]);
  686. spectratorInt->cb->setBattle(info);
  687. boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
  688. auto bi = new CBattleInterface(leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero,
  689. Rect((screen->w - 800)/2,
  690. (screen->h - 600)/2, 800, 600), att, def, spectratorInt);
  691. GH.pushInt(bi);
  692. }
  693. }
  694. auto callBattleStart = [&](PlayerColor color, ui8 side){
  695. if(vstd::contains(battleints, color))
  696. battleints[color]->battleStart(leftSide.armyObject, rightSide.armyObject, info->tile, leftSide.hero, rightSide.hero, side);
  697. };
  698. callBattleStart(leftSide.color, 0);
  699. callBattleStart(rightSide.color, 1);
  700. callBattleStart(PlayerColor::UNFLAGGABLE, 1);
  701. if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
  702. callBattleStart(PlayerColor::SPECTATOR, 1);
  703. if(info->tacticDistance && vstd::contains(battleints,info->sides[info->tacticsSide].color))
  704. {
  705. boost::thread(&CClient::commenceTacticPhaseForInt, this, battleints[info->sides[info->tacticsSide].color]);
  706. }
  707. }
  708. void CClient::battleFinished()
  709. {
  710. for(auto & side : gs->curB->sides)
  711. if(battleCallbacks.count(side.color))
  712. battleCallbacks[side.color]->setBattle(nullptr);
  713. if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
  714. battleCallbacks[PlayerColor::SPECTATOR]->setBattle(nullptr);
  715. }
  716. void CClient::loadNeutralBattleAI()
  717. {
  718. installNewBattleInterface(CDynLibHandler::getNewBattleAI(settings["server"]["neutralAI"].String()), PlayerColor::NEUTRAL);
  719. }
  720. void CClient::commitPackage( CPackForClient *pack )
  721. {
  722. CommitPackage cp;
  723. cp.freePack = false;
  724. cp.packToCommit = pack;
  725. sendRequest(&cp, PlayerColor::NEUTRAL);
  726. }
  727. PlayerColor CClient::getLocalPlayer() const
  728. {
  729. if(LOCPLINT)
  730. return LOCPLINT->playerID;
  731. return getCurrentPlayer();
  732. }
  733. void CClient::commenceTacticPhaseForInt(std::shared_ptr<CBattleGameInterface> battleInt)
  734. {
  735. setThreadName("CClient::commenceTacticPhaseForInt");
  736. try
  737. {
  738. battleInt->yourTacticPhase(gs->curB->tacticDistance);
  739. if(gs && !!gs->curB && gs->curB->tacticDistance) //while awaiting for end of tactics phase, many things can happen (end of battle... or game)
  740. {
  741. MakeAction ma(BattleAction::makeEndOFTacticPhase(gs->curB->playerToSide(battleInt->playerID).get()));
  742. sendRequest(&ma, battleInt->playerID);
  743. }
  744. }
  745. catch(...)
  746. {
  747. handleException();
  748. }
  749. }
  750. void CClient::invalidatePaths()
  751. {
  752. // turn pathfinding info into invalid. It will be regenerated later
  753. boost::unique_lock<boost::mutex> pathLock(pathInfo->pathMx);
  754. pathInfo->hero = nullptr;
  755. }
  756. const CPathsInfo * CClient::getPathsInfo(const CGHeroInstance *h)
  757. {
  758. assert(h);
  759. boost::unique_lock<boost::mutex> pathLock(pathInfo->pathMx);
  760. if (pathInfo->hero != h)
  761. {
  762. gs->calculatePaths(h, *pathInfo.get());
  763. }
  764. return pathInfo.get();
  765. }
  766. int CClient::sendRequest(const CPack *request, PlayerColor player)
  767. {
  768. static ui32 requestCounter = 0;
  769. ui32 requestID = requestCounter++;
  770. logNetwork->traceStream() << boost::format("Sending a request \"%s\". It'll have an ID=%d.")
  771. % typeid(*request).name() % requestID;
  772. waitingRequest.pushBack(requestID);
  773. serv->sendPackToServer(*request, player, requestID);
  774. if(vstd::contains(playerint, player))
  775. playerint[player]->requestSent(dynamic_cast<const CPackForServer*>(request), requestID);
  776. return requestID;
  777. }
  778. void CClient::campaignMapFinished( std::shared_ptr<CCampaignState> camp )
  779. {
  780. endGame(false);
  781. GH.curInt = CGPreGame::create();
  782. auto & epilogue = camp->camp->scenarios[camp->mapsConquered.back()].epilog;
  783. auto finisher = [=]()
  784. {
  785. if(camp->mapsRemaining.size())
  786. proposeNextMission(camp);
  787. else
  788. finishCampaign(camp);
  789. };
  790. if(epilogue.hasPrologEpilog)
  791. {
  792. GH.pushInt(new CPrologEpilogVideo(epilogue, finisher));
  793. }
  794. else
  795. {
  796. finisher();
  797. }
  798. }
  799. void CClient::installNewPlayerInterface(std::shared_ptr<CGameInterface> gameInterface, boost::optional<PlayerColor> color, bool battlecb)
  800. {
  801. boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
  802. PlayerColor colorUsed = color.get_value_or(PlayerColor::UNFLAGGABLE);
  803. if(!color)
  804. privilagedGameEventReceivers.push_back(gameInterface);
  805. playerint[colorUsed] = gameInterface;
  806. logGlobal->traceStream() << boost::format("\tInitializing the interface for player %s") % colorUsed;
  807. auto cb = std::make_shared<CCallback>(gs, color, this);
  808. callbacks[colorUsed] = cb;
  809. battleCallbacks[colorUsed] = cb;
  810. gameInterface->init(cb);
  811. installNewBattleInterface(gameInterface, color, battlecb);
  812. }
  813. void CClient::installNewBattleInterface(std::shared_ptr<CBattleGameInterface> battleInterface, boost::optional<PlayerColor> color, bool needCallback)
  814. {
  815. boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
  816. PlayerColor colorUsed = color.get_value_or(PlayerColor::UNFLAGGABLE);
  817. if(!color)
  818. privilagedBattleEventReceivers.push_back(battleInterface);
  819. battleints[colorUsed] = battleInterface;
  820. if(needCallback)
  821. {
  822. logGlobal->traceStream() << boost::format("\tInitializing the battle interface for player %s") % *color;
  823. auto cbc = std::make_shared<CBattleCallback>(gs, color, this);
  824. battleCallbacks[colorUsed] = cbc;
  825. battleInterface->init(cbc);
  826. }
  827. }
  828. std::string CClient::aiNameForPlayer(const PlayerSettings &ps, bool battleAI)
  829. {
  830. if(ps.name.size())
  831. {
  832. const boost::filesystem::path aiPath = VCMIDirs::get().fullLibraryPath("AI", ps.name);
  833. if (boost::filesystem::exists(aiPath))
  834. return ps.name;
  835. }
  836. return aiNameForPlayer(battleAI);
  837. }
  838. std::string CClient::aiNameForPlayer(bool battleAI)
  839. {
  840. const int sensibleAILimit = settings["session"]["oneGoodAI"].Bool() ? 1 : PlayerColor::PLAYER_LIMIT_I;
  841. std::string goodAI = battleAI ? settings["server"]["neutralAI"].String() : settings["server"]["playerAI"].String();
  842. std::string badAI = battleAI ? "StupidAI" : "EmptyAI";
  843. //TODO what about human players
  844. if(battleints.size() >= sensibleAILimit)
  845. return badAI;
  846. return goodAI;
  847. }
  848. void CServerHandler::startServer()
  849. {
  850. if(settings["session"]["donotstartserver"].Bool())
  851. return;
  852. th.update();
  853. #ifdef VCMI_ANDROID
  854. CAndroidVMHelper envHelper;
  855. envHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "startServer", true);
  856. #else
  857. serverThread = new boost::thread(&CServerHandler::callServer, this); //runs server executable;
  858. #endif
  859. if(verbose)
  860. logNetwork->infoStream() << "Setting up thread calling server: " << th.getDiff();
  861. }
  862. void CServerHandler::waitForServer()
  863. {
  864. if(settings["session"]["donotstartserver"].Bool())
  865. return;
  866. if(!serverThread)
  867. startServer();
  868. th.update();
  869. #ifndef VCMI_ANDROID
  870. if(shared)
  871. shared->sr->waitTillReady();
  872. #else
  873. logNetwork->infoStream() << "waiting for server";
  874. while (!androidTestServerReadyFlag.load())
  875. {
  876. logNetwork->infoStream() << "still waiting...";
  877. boost::this_thread::sleep(boost::posix_time::milliseconds(1000));
  878. }
  879. logNetwork->infoStream() << "waiting for server finished...";
  880. androidTestServerReadyFlag = false;
  881. #endif
  882. if(verbose)
  883. logNetwork->infoStream() << "Waiting for server: " << th.getDiff();
  884. }
  885. CConnection * CServerHandler::connectToServer()
  886. {
  887. waitForServer();
  888. th.update(); //put breakpoint here to attach to server before it does something stupid
  889. #ifndef VCMI_ANDROID
  890. CConnection *ret = justConnectToServer(settings["server"]["server"].String(), shared ? shared->sr->port : 0);
  891. #else
  892. CConnection *ret = justConnectToServer(settings["server"]["server"].String());
  893. #endif
  894. if(verbose)
  895. logNetwork->infoStream()<<"\tConnecting to the server: "<<th.getDiff();
  896. return ret;
  897. }
  898. ui16 CServerHandler::getDefaultPort()
  899. {
  900. if(settings["session"]["serverport"].Integer())
  901. return settings["session"]["serverport"].Integer();
  902. else
  903. return settings["server"]["port"].Integer();
  904. }
  905. std::string CServerHandler::getDefaultPortStr()
  906. {
  907. return boost::lexical_cast<std::string>(getDefaultPort());
  908. }
  909. CServerHandler::CServerHandler(bool runServer)
  910. {
  911. serverThread = nullptr;
  912. shared = nullptr;
  913. verbose = true;
  914. uuid = boost::uuids::to_string(boost::uuids::random_generator()());
  915. #ifndef VCMI_ANDROID
  916. if(settings["session"]["donotstartserver"].Bool() || settings["session"]["disable-shm"].Bool())
  917. return;
  918. std::string sharedMemoryName = "vcmi_memory";
  919. if(settings["session"]["enable-shm-uuid"].Bool())
  920. {
  921. //used or automated testing when multiple clients start simultaneously
  922. sharedMemoryName += "_" + uuid;
  923. }
  924. try
  925. {
  926. shared = new SharedMemory(sharedMemoryName, true);
  927. }
  928. catch(...)
  929. {
  930. vstd::clear_pointer(shared);
  931. logNetwork->error("Cannot open interprocess memory.");
  932. handleException();
  933. throw;
  934. }
  935. #endif
  936. }
  937. CServerHandler::~CServerHandler()
  938. {
  939. delete shared;
  940. delete serverThread; //detaches, not kills thread
  941. }
  942. void CServerHandler::callServer()
  943. {
  944. #ifndef VCMI_ANDROID
  945. setThreadName("CServerHandler::callServer");
  946. const std::string logName = (VCMIDirs::get().userCachePath() / "server_log.txt").string();
  947. std::string comm = VCMIDirs::get().serverPath().string()
  948. + " --port=" + getDefaultPortStr()
  949. + " --run-by-client"
  950. + " --uuid=" + uuid;
  951. if(shared)
  952. {
  953. comm += " --enable-shm";
  954. if(settings["session"]["enable-shm-uuid"].Bool())
  955. comm += " --enable-shm-uuid";
  956. }
  957. comm += " > \"" + logName + '\"';
  958. int result = std::system(comm.c_str());
  959. if (result == 0)
  960. {
  961. logNetwork->infoStream() << "Server closed correctly";
  962. serverAlive.setn(false);
  963. }
  964. else
  965. {
  966. logNetwork->errorStream() << "Error: server failed to close correctly or crashed!";
  967. logNetwork->errorStream() << "Check " << logName << " for more info";
  968. exit(1);// exit in case of error. Othervice without working server VCMI will hang
  969. }
  970. #endif
  971. }
  972. CConnection * CServerHandler::justConnectToServer(const std::string &host, const ui16 port)
  973. {
  974. CConnection *ret = nullptr;
  975. while(!ret)
  976. {
  977. try
  978. {
  979. logNetwork->infoStream() << "Establishing connection...";
  980. ret = new CConnection( host.size() ? host : settings["server"]["server"].String(),
  981. port ? port : getDefaultPort(),
  982. NAME);
  983. ret->connectionID = 1; // TODO: Refactoring for the server so IDs set outside of CConnection
  984. }
  985. catch(...)
  986. {
  987. logNetwork->errorStream() << "\nCannot establish connection! Retrying within 2 seconds";
  988. SDL_Delay(2000);
  989. }
  990. }
  991. return ret;
  992. }
  993. #ifdef VCMI_ANDROID
  994. extern "C" JNIEXPORT void JNICALL Java_eu_vcmi_vcmi_NativeMethods_notifyServerReady(JNIEnv * env, jobject cls)
  995. {
  996. logNetwork->infoStream() << "Received server ready signal";
  997. androidTestServerReadyFlag.store(true);
  998. }
  999. extern "C" JNIEXPORT bool JNICALL Java_eu_vcmi_vcmi_NativeMethods_tryToSaveTheGame(JNIEnv * env, jobject cls)
  1000. {
  1001. logGlobal->infoStream() << "Received emergency save game request";
  1002. if(!LOCPLINT || !LOCPLINT->cb)
  1003. {
  1004. return false;
  1005. }
  1006. LOCPLINT->cb->save("Saves/_Android_Autosave");
  1007. return true;
  1008. }
  1009. #endif