Client.cpp 25 KB

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  1. #include "StdInc.h"
  2. #include "CMusicHandler.h"
  3. #include "../lib/mapping/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/CModHandler.h"
  12. #include "../lib/CArtHandler.h"
  13. #include "../lib/CDefObjInfoHandler.h"
  14. #include "../lib/CGeneralTextHandler.h"
  15. #include "../lib/CHeroHandler.h"
  16. #include "../lib/CTownHandler.h"
  17. #include "../lib/CObjectHandler.h"
  18. #include "../lib/CBuildingHandler.h"
  19. #include "../lib/CSpellHandler.h"
  20. #include "../lib/Connection.h"
  21. #include "../lib/Interprocess.h"
  22. #include "../lib/NetPacks.h"
  23. #include "../lib/VCMI_Lib.h"
  24. #include "../lib/VCMIDirs.h"
  25. #include "../lib/mapping/CMap.h"
  26. #include "../lib/JsonNode.h"
  27. #include "mapHandler.h"
  28. #include "../lib/CConfigHandler.h"
  29. #include "Client.h"
  30. #include "CPreGame.h"
  31. #include "battle/CBattleInterface.h"
  32. #include "../lib/CThreadHelper.h"
  33. #include "../lib/CScriptingModule.h"
  34. #include "../lib/RegisterTypes.h"
  35. #include "gui/CGuiHandler.h"
  36. #include "CMT.h"
  37. extern std::string NAME;
  38. namespace intpr = boost::interprocess;
  39. /*
  40. * Client.cpp, part of VCMI engine
  41. *
  42. * Authors: listed in file AUTHORS in main folder
  43. *
  44. * License: GNU General Public License v2.0 or later
  45. * Full text of license available in license.txt file, in main folder
  46. *
  47. */
  48. template <typename T> class CApplyOnCL;
  49. class CBaseForCLApply
  50. {
  51. public:
  52. virtual void applyOnClAfter(CClient *cl, void *pack) const =0;
  53. virtual void applyOnClBefore(CClient *cl, void *pack) const =0;
  54. virtual ~CBaseForCLApply(){}
  55. template<typename U> static CBaseForCLApply *getApplier(const U * t=nullptr)
  56. {
  57. return new CApplyOnCL<U>;
  58. }
  59. };
  60. template <typename T> class CApplyOnCL : public CBaseForCLApply
  61. {
  62. public:
  63. void applyOnClAfter(CClient *cl, void *pack) const
  64. {
  65. T *ptr = static_cast<T*>(pack);
  66. ptr->applyCl(cl);
  67. }
  68. void applyOnClBefore(CClient *cl, void *pack) const
  69. {
  70. T *ptr = static_cast<T*>(pack);
  71. ptr->applyFirstCl(cl);
  72. }
  73. };
  74. static CApplier<CBaseForCLApply> *applier = nullptr;
  75. void CClient::init()
  76. {
  77. hotSeat = false;
  78. connectionHandler = nullptr;
  79. pathInfo = nullptr;
  80. applier = new CApplier<CBaseForCLApply>;
  81. registerTypes2(*applier);
  82. IObjectInterface::cb = this;
  83. serv = nullptr;
  84. gs = nullptr;
  85. erm = nullptr;
  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 applier;
  100. }
  101. void CClient::waitForMoveAndSend(PlayerColor color)
  102. {
  103. try
  104. {
  105. setThreadName("CClient::waitForMoveAndSend");
  106. assert(vstd::contains(battleints, color));
  107. BattleAction ba = battleints[color]->activeStack(gs->curB->battleGetStackByID(gs->curB->activeStack, false));
  108. MakeAction temp_action(ba);
  109. sendRequest(&temp_action, color);
  110. return;
  111. }
  112. catch(boost::thread_interrupted&)
  113. {
  114. logNetwork->debugStream() << "Wait for move thread was interrupted and no action will be send. Was a battle ended by spell?";
  115. return;
  116. }
  117. HANDLE_EXCEPTION
  118. logNetwork->errorStream() << "We should not be here!";
  119. }
  120. void CClient::run()
  121. {
  122. setThreadName("CClient::run");
  123. try
  124. {
  125. CPack *pack = nullptr;
  126. while(!terminate)
  127. {
  128. pack = serv->retreivePack(); //get the package from the server
  129. if (terminate)
  130. {
  131. delete pack;
  132. pack = nullptr;
  133. break;
  134. }
  135. handlePack(pack);
  136. pack = nullptr;
  137. }
  138. }
  139. //catch only asio exceptions
  140. catch (const boost::system::system_error& e)
  141. {
  142. logNetwork->errorStream() << "Lost connection to server, ending listening thread!";
  143. logNetwork->errorStream() << e.what();
  144. if(!terminate) //rethrow (-> boom!) only if closing connection was unexpected
  145. {
  146. logNetwork->errorStream() << "Something wrong, lost connection while game is still ongoing...";
  147. throw;
  148. }
  149. }
  150. }
  151. void CClient::save(const std::string & fname)
  152. {
  153. if(gs->curB)
  154. {
  155. logNetwork->errorStream() << "Game cannot be saved during battle!";
  156. return;
  157. }
  158. SaveGame save_game(fname);
  159. sendRequest((CPackForClient*)&save_game, PlayerColor::NEUTRAL);
  160. }
  161. void CClient::endGame( bool closeConnection /*= true*/ )
  162. {
  163. //suggest interfaces to finish their stuff (AI should interrupt any bg working threads)
  164. for(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. logNetwork->infoStream() << "Closed connection.";
  171. GH.curInt = nullptr;
  172. LOCPLINT->terminate_cond.setn(true);
  173. {
  174. boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
  175. logNetwork->infoStream() << "Ending current game!";
  176. if(GH.topInt())
  177. GH.topInt()->deactivate();
  178. GH.listInt.clear();
  179. GH.objsToBlit.clear();
  180. GH.statusbar = nullptr;
  181. logNetwork->infoStream() << "Removed GUI.";
  182. vstd::clear_pointer(const_cast<CGameInfo*>(CGI)->mh);
  183. vstd::clear_pointer(gs);
  184. logNetwork->infoStream() << "Deleted mapHandler and gameState.";
  185. LOCPLINT = nullptr;
  186. }
  187. playerint.clear();
  188. callbacks.clear();
  189. battleCallbacks.clear();
  190. logNetwork->infoStream() << "Deleted playerInts.";
  191. logNetwork->infoStream() << "Client stopped.";
  192. }
  193. void CClient::loadGame( const std::string & fname )
  194. {
  195. logNetwork->infoStream() <<"Loading procedure started!";
  196. CServerHandler sh;
  197. sh.startServer();
  198. CStopWatch tmh;
  199. try
  200. {
  201. std::string clientSaveName = *CResourceHandler::get()->getResourceName(ResourceID(fname, EResType::CLIENT_SAVEGAME));
  202. std::string controlServerSaveName;
  203. if (CResourceHandler::get()->existsResource(ResourceID(fname, EResType::SERVER_SAVEGAME)))
  204. {
  205. controlServerSaveName = *CResourceHandler::get()->getResourceName(ResourceID(fname, EResType::SERVER_SAVEGAME));
  206. }
  207. else// create entry for server savegame. Triggered if save was made after launch and not yet present in res handler
  208. {
  209. controlServerSaveName = clientSaveName.substr(0, clientSaveName.find_last_of(".")) + ".vsgm1";
  210. CResourceHandler::get()->createResource(controlServerSaveName, true);
  211. }
  212. if(clientSaveName.empty())
  213. throw std::runtime_error("Cannot open client part of " + fname);
  214. if(controlServerSaveName.empty())
  215. throw std::runtime_error("Cannot open server part of " + fname);
  216. unique_ptr<CLoadFile> loader;
  217. {
  218. CLoadIntegrityValidator checkingLoader(clientSaveName, controlServerSaveName);
  219. loadCommonState(checkingLoader);
  220. loader = checkingLoader.decay();
  221. }
  222. logNetwork->infoStream() << "Loaded common part of save " << tmh.getDiff();
  223. const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
  224. const_cast<CGameInfo*>(CGI)->mh->map = gs->map;
  225. pathInfo = make_unique<CPathsInfo>(getMapSize());
  226. CGI->mh->init();
  227. logNetwork->infoStream() <<"Initing maphandler: "<<tmh.getDiff();
  228. *loader >> *this;
  229. logNetwork->infoStream() << "Loaded client part of save " << tmh.getDiff();
  230. }
  231. catch(std::exception &e)
  232. {
  233. logGlobal->errorStream() << "Cannot load game " << fname << ". Error: " << e.what();
  234. throw; //obviously we cannot continue here
  235. }
  236. serv = sh.connectToServer();
  237. serv->addStdVecItems(gs);
  238. tmh.update();
  239. ui8 pom8;
  240. *serv << ui8(3) << ui8(1); //load game; one client
  241. *serv << fname;
  242. *serv >> pom8;
  243. if(pom8)
  244. throw std::runtime_error("Server cannot open the savegame!");
  245. else
  246. logNetwork->infoStream() << "Server opened savegame properly.";
  247. *serv << ui32(gs->scenarioOps->playerInfos.size()+1); //number of players + neutral
  248. for(auto & elem : gs->scenarioOps->playerInfos)
  249. {
  250. *serv << ui8(elem.first.getNum()); //players
  251. }
  252. *serv << ui8(PlayerColor::NEUTRAL.getNum());
  253. logNetwork->infoStream() <<"Sent info to server: "<<tmh.getDiff();
  254. serv->enableStackSendingByID();
  255. serv->disableSmartPointerSerialization();
  256. }
  257. void CClient::newGame( CConnection *con, StartInfo *si )
  258. {
  259. enum {SINGLE, HOST, GUEST} networkMode = SINGLE;
  260. if (con == nullptr)
  261. {
  262. CServerHandler sh;
  263. serv = sh.connectToServer();
  264. }
  265. else
  266. {
  267. serv = con;
  268. networkMode = (con->connectionID == 1) ? HOST : GUEST;
  269. }
  270. CConnection &c = *serv;
  271. ////////////////////////////////////////////////////
  272. logNetwork->infoStream() <<"\tWill send info to server...";
  273. CStopWatch tmh;
  274. if(networkMode == SINGLE)
  275. {
  276. ui8 pom8;
  277. c << ui8(2) << ui8(1); //new game; one client
  278. c << *si;
  279. c >> pom8;
  280. if(pom8)
  281. throw std::runtime_error("Server cannot open the map!");
  282. else
  283. logNetwork->infoStream() << "Server opened map properly.";
  284. }
  285. c >> si;
  286. logNetwork->infoStream() <<"\tSending/Getting info to/from the server: "<<tmh.getDiff();
  287. c.enableStackSendingByID();
  288. c.disableSmartPointerSerialization();
  289. // Initialize game state
  290. gs = new CGameState();
  291. logNetwork->infoStream() <<"\tCreating gamestate: "<<tmh.getDiff();
  292. gs->scenarioOps = si;
  293. gs->init(si);
  294. logNetwork->infoStream() <<"Initializing GameState (together): "<<tmh.getDiff();
  295. // Now after possible random map gen, we know exact player count.
  296. // Inform server about how many players client handles
  297. std::set<PlayerColor> myPlayers;
  298. for(auto & elem : gs->scenarioOps->playerInfos)
  299. {
  300. if((networkMode == SINGLE) //single - one client has all player
  301. || (networkMode != SINGLE && serv->connectionID == elem.second.playerID) //multi - client has only "its players"
  302. || (networkMode == HOST && elem.second.playerID == PlayerSettings::PLAYER_AI))//multi - host has all AI players
  303. {
  304. myPlayers.insert(elem.first); //add player
  305. }
  306. }
  307. if(networkMode != GUEST)
  308. myPlayers.insert(PlayerColor::NEUTRAL);
  309. c << myPlayers;
  310. // Init map handler
  311. if(gs->map)
  312. {
  313. const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
  314. CGI->mh->map = gs->map;
  315. logNetwork->infoStream() <<"Creating mapHandler: "<<tmh.getDiff();
  316. CGI->mh->init();
  317. pathInfo = make_unique<CPathsInfo>(getMapSize());
  318. logNetwork->infoStream() <<"Initializing mapHandler (together): "<<tmh.getDiff();
  319. }
  320. int humanPlayers = 0;
  321. for(auto & elem : gs->scenarioOps->playerInfos)//initializing interfaces for players
  322. {
  323. PlayerColor color = elem.first;
  324. gs->currentPlayer = color;
  325. if(!vstd::contains(myPlayers, color))
  326. continue;
  327. logNetwork->traceStream() << "Preparing interface for player " << color;
  328. if(si->mode != StartInfo::DUEL)
  329. {
  330. if(elem.second.playerID == PlayerSettings::PLAYER_AI)
  331. {
  332. auto AiToGive = aiNameForPlayer(elem.second, false);
  333. logNetwork->infoStream() << boost::format("Player %s will be lead by %s") % color % AiToGive;
  334. installNewPlayerInterface(CDynLibHandler::getNewAI(AiToGive), color);
  335. }
  336. else
  337. {
  338. installNewPlayerInterface(make_shared<CPlayerInterface>(color), color);
  339. humanPlayers++;
  340. }
  341. }
  342. else
  343. {
  344. std::string AItoGive = aiNameForPlayer(elem.second, true);
  345. installNewBattleInterface(CDynLibHandler::getNewBattleAI(AItoGive), color);
  346. }
  347. }
  348. if(si->mode == StartInfo::DUEL)
  349. {
  350. if(!gNoGUI)
  351. {
  352. boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
  353. auto p = make_shared<CPlayerInterface>(PlayerColor::NEUTRAL);
  354. p->observerInDuelMode = true;
  355. installNewPlayerInterface(p, boost::none);
  356. GH.curInt = p.get();
  357. }
  358. battleStarted(gs->curB);
  359. }
  360. else
  361. {
  362. loadNeutralBattleAI();
  363. }
  364. serv->addStdVecItems(gs);
  365. hotSeat = (humanPlayers > 1);
  366. // std::vector<FileInfo> scriptModules;
  367. // CFileUtility::getFilesWithExt(scriptModules, LIB_DIR "/scripting", "." LIB_EXT);
  368. // for(FileInfo &m : scriptModules)
  369. // {
  370. // CScriptingModule * nm = CDynLibHandler::getNewScriptingModule(m.name);
  371. // privilagedGameEventReceivers.push_back(nm);
  372. // privilagedBattleEventReceivers.push_back(nm);
  373. // nm->giveActionCB(this);
  374. // nm->giveInfoCB(this);
  375. // nm->init();
  376. //
  377. // erm = nm; //something tells me that there'll at most one module and it'll be ERM
  378. // }
  379. }
  380. template <typename Handler>
  381. void CClient::serialize( Handler &h, const int version )
  382. {
  383. h & hotSeat;
  384. if(h.saving)
  385. {
  386. ui8 players = playerint.size();
  387. h & players;
  388. for(auto i = playerint.begin(); i != playerint.end(); i++)
  389. {
  390. LOG_TRACE_PARAMS(logGlobal, "Saving player %s interface", i->first);
  391. assert(i->first == i->second->playerID);
  392. h & i->first & i->second->dllName & i->second->human;
  393. i->second->saveGame(dynamic_cast<COSer<CSaveFile>&>(h), version);
  394. //evil cast that i still like better than sfinae-magic. If I had a "static if"...
  395. }
  396. }
  397. else
  398. {
  399. ui8 players = 0; //fix for uninitialized warning
  400. h & players;
  401. for(int i=0; i < players; i++)
  402. {
  403. std::string dllname;
  404. PlayerColor pid;
  405. bool isHuman = false;
  406. h & pid & dllname & isHuman;
  407. LOG_TRACE_PARAMS(logGlobal, "Loading player %s interface", pid);
  408. shared_ptr<CGameInterface> nInt;
  409. if(dllname.length())
  410. {
  411. if(pid == PlayerColor::NEUTRAL)
  412. {
  413. installNewBattleInterface(CDynLibHandler::getNewBattleAI(dllname), pid);
  414. //TODO? consider serialization
  415. continue;
  416. }
  417. else
  418. {
  419. assert(!isHuman);
  420. nInt = CDynLibHandler::getNewAI(dllname);
  421. }
  422. }
  423. else
  424. {
  425. assert(isHuman);
  426. nInt = make_shared<CPlayerInterface>(pid);
  427. }
  428. nInt->dllName = dllname;
  429. nInt->human = isHuman;
  430. nInt->playerID = pid;
  431. installNewPlayerInterface(nInt, pid);
  432. nInt->loadGame(dynamic_cast<CISer<CLoadFile>&>(h), version); //another evil cast, check above
  433. }
  434. if(!vstd::contains(battleints, PlayerColor::NEUTRAL))
  435. loadNeutralBattleAI();
  436. }
  437. }
  438. void CClient::handlePack( CPack * pack )
  439. {
  440. CBaseForCLApply *apply = applier->apps[typeList.getTypeID(pack)]; //find the applier
  441. if(apply)
  442. {
  443. boost::unique_lock<boost::recursive_mutex> guiLock(*LOCPLINT->pim);
  444. apply->applyOnClBefore(this,pack);
  445. logNetwork->traceStream() << "\tMade first apply on cl";
  446. gs->apply(pack);
  447. logNetwork->traceStream() << "\tApplied on gs";
  448. apply->applyOnClAfter(this,pack);
  449. logNetwork->traceStream() << "\tMade second apply on cl";
  450. }
  451. else
  452. {
  453. logNetwork->errorStream() << "Message cannot be applied, cannot find applier! TypeID " << typeList.getTypeID(pack);
  454. }
  455. delete pack;
  456. }
  457. void CClient::updatePaths()
  458. {
  459. //TODO? lazy evaluation? paths now can get recalculated multiple times upon various game events
  460. const CGHeroInstance *h = getSelectedHero();
  461. if (h)//if we have selected hero...
  462. calculatePaths(h);
  463. }
  464. void CClient::finishCampaign( shared_ptr<CCampaignState> camp )
  465. {
  466. }
  467. void CClient::proposeNextMission(shared_ptr<CCampaignState> camp)
  468. {
  469. GH.pushInt(new CBonusSelection(camp));
  470. }
  471. void CClient::stopConnection()
  472. {
  473. terminate = true;
  474. if (serv) //request closing connection
  475. {
  476. logNetwork->infoStream() << "Connection has been requested to be closed.";
  477. boost::unique_lock<boost::mutex>(*serv->wmx);
  478. CloseServer close_server;
  479. sendRequest(&close_server, PlayerColor::NEUTRAL);
  480. logNetwork->infoStream() << "Sent closing signal to the server";
  481. }
  482. if(connectionHandler)//end connection handler
  483. {
  484. if(connectionHandler->get_id() != boost::this_thread::get_id())
  485. connectionHandler->join();
  486. logNetwork->infoStream() << "Connection handler thread joined";
  487. delete connectionHandler;
  488. connectionHandler = nullptr;
  489. }
  490. if (serv) //and delete connection
  491. {
  492. serv->close();
  493. delete serv;
  494. serv = nullptr;
  495. logNetwork->warnStream() << "Our socket has been closed.";
  496. }
  497. }
  498. void CClient::battleStarted(const BattleInfo * info)
  499. {
  500. for(auto &battleCb : battleCallbacks)
  501. {
  502. if(vstd::contains_if(info->sides, [&](const SideInBattle& side) {return side.color == battleCb.first; })
  503. || battleCb.first >= PlayerColor::PLAYER_LIMIT)
  504. {
  505. battleCb.second->setBattle(info);
  506. }
  507. }
  508. // for(ui8 side : info->sides)
  509. // if(battleCallbacks.count(side))
  510. // battleCallbacks[side]->setBattle(info);
  511. shared_ptr<CPlayerInterface> att, def;
  512. auto &leftSide = info->sides[0], &rightSide = info->sides[1];
  513. //If quick combat is not, do not prepare interfaces for battleint
  514. if(!settings["adventure"]["quickCombat"].Bool())
  515. {
  516. if(vstd::contains(playerint, leftSide.color) && playerint[leftSide.color]->human)
  517. att = std::dynamic_pointer_cast<CPlayerInterface>( playerint[leftSide.color] );
  518. if(vstd::contains(playerint, rightSide.color) && playerint[rightSide.color]->human)
  519. def = std::dynamic_pointer_cast<CPlayerInterface>( playerint[rightSide.color] );
  520. }
  521. if(!gNoGUI && (!!att || !!def || gs->scenarioOps->mode == StartInfo::DUEL))
  522. {
  523. boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
  524. new CBattleInterface(leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero,
  525. Rect((screen->w - 800)/2,
  526. (screen->h - 600)/2, 800, 600), att, def);
  527. }
  528. auto callBattleStart = [&](PlayerColor color, ui8 side){
  529. if(vstd::contains(battleints, color))
  530. battleints[color]->battleStart(leftSide.armyObject, rightSide.armyObject, info->tile, leftSide.hero, rightSide.hero, side);
  531. };
  532. callBattleStart(leftSide.color, 0);
  533. callBattleStart(rightSide.color, 1);
  534. callBattleStart(PlayerColor::UNFLAGGABLE, 1);
  535. if(info->tacticDistance && vstd::contains(battleints,info->sides[info->tacticsSide].color))
  536. {
  537. boost::thread(&CClient::commenceTacticPhaseForInt, this, battleints[info->sides[info->tacticsSide].color]);
  538. }
  539. }
  540. void CClient::battleFinished()
  541. {
  542. for(auto & side : gs->curB->sides)
  543. if(battleCallbacks.count(side.color))
  544. battleCallbacks[side.color]->setBattle(nullptr);
  545. }
  546. void CClient::loadNeutralBattleAI()
  547. {
  548. installNewBattleInterface(CDynLibHandler::getNewBattleAI(settings["server"]["neutralAI"].String()), PlayerColor::NEUTRAL);
  549. }
  550. void CClient::commitPackage( CPackForClient *pack )
  551. {
  552. CommitPackage cp;
  553. cp.freePack = false;
  554. cp.packToCommit = pack;
  555. sendRequest(&cp, PlayerColor::NEUTRAL);
  556. }
  557. PlayerColor CClient::getLocalPlayer() const
  558. {
  559. if(LOCPLINT)
  560. return LOCPLINT->playerID;
  561. return getCurrentPlayer();
  562. }
  563. void CClient::calculatePaths(const CGHeroInstance *h)
  564. {
  565. assert(h);
  566. boost::unique_lock<boost::mutex> pathLock(pathMx);
  567. gs->calculatePaths(h, *pathInfo);
  568. }
  569. void CClient::commenceTacticPhaseForInt(shared_ptr<CBattleGameInterface> battleInt)
  570. {
  571. setThreadName("CClient::commenceTacticPhaseForInt");
  572. try
  573. {
  574. battleInt->yourTacticPhase(gs->curB->tacticDistance);
  575. if(gs && !!gs->curB && gs->curB->tacticDistance) //while awaiting for end of tactics phase, many things can happen (end of battle... or game)
  576. {
  577. MakeAction ma(BattleAction::makeEndOFTacticPhase(gs->curB->playerToSide(battleInt->playerID)));
  578. sendRequest(&ma, battleInt->playerID);
  579. }
  580. } HANDLE_EXCEPTION
  581. }
  582. void CClient::invalidatePaths(const CGHeroInstance *h /*= nullptr*/)
  583. {
  584. if(!h || pathInfo->hero == h)
  585. pathInfo->isValid = false;
  586. }
  587. int CClient::sendRequest(const CPack *request, PlayerColor player)
  588. {
  589. static ui32 requestCounter = 0;
  590. ui32 requestID = requestCounter++;
  591. logNetwork->traceStream() << boost::format("Sending a request \"%s\". It'll have an ID=%d.")
  592. % typeid(*request).name() % requestID;
  593. waitingRequest.pushBack(requestID);
  594. serv->sendPackToServer(*request, player, requestID);
  595. if(vstd::contains(playerint, player))
  596. playerint[player]->requestSent(dynamic_cast<const CPackForServer*>(request), requestID);
  597. return requestID;
  598. }
  599. void CClient::campaignMapFinished( shared_ptr<CCampaignState> camp )
  600. {
  601. endGame(false);
  602. LOCPLINT = nullptr; //TODO free res
  603. GH.curInt = CGPreGame::create();
  604. auto & epilogue = camp->camp->scenarios[camp->mapsConquered.back()].epilog;
  605. auto finisher = [&]()
  606. {
  607. if(camp->mapsRemaining.size())
  608. proposeNextMission(camp);
  609. else
  610. finishCampaign(camp);
  611. };
  612. if(epilogue.hasPrologEpilog)
  613. {
  614. GH.pushInt(new CPrologEpilogVideo(epilogue, finisher));
  615. }
  616. else
  617. {
  618. finisher();
  619. }
  620. }
  621. void CClient::installNewPlayerInterface(shared_ptr<CGameInterface> gameInterface, boost::optional<PlayerColor> color)
  622. {
  623. boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
  624. PlayerColor colorUsed = color.get_value_or(PlayerColor::UNFLAGGABLE);
  625. if(!color)
  626. privilagedGameEventReceivers.push_back(gameInterface);
  627. playerint[colorUsed] = gameInterface;
  628. logGlobal->traceStream() << boost::format("\tInitializing the interface for player %s") % colorUsed;
  629. auto cb = make_shared<CCallback>(gs, color, this);
  630. callbacks[colorUsed] = cb;
  631. battleCallbacks[colorUsed] = cb;
  632. gameInterface->init(cb);
  633. installNewBattleInterface(gameInterface, color, false);
  634. }
  635. void CClient::installNewBattleInterface(shared_ptr<CBattleGameInterface> battleInterface, boost::optional<PlayerColor> color, bool needCallback /*= true*/)
  636. {
  637. boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
  638. PlayerColor colorUsed = color.get_value_or(PlayerColor::UNFLAGGABLE);
  639. if(!color)
  640. privilagedBattleEventReceivers.push_back(battleInterface);
  641. battleints[colorUsed] = battleInterface;
  642. if(needCallback)
  643. {
  644. logGlobal->traceStream() << boost::format("\tInitializing the battle interface for player %s") % *color;
  645. auto cbc = make_shared<CBattleCallback>(gs, color, this);
  646. battleCallbacks[colorUsed] = cbc;
  647. battleInterface->init(cbc);
  648. }
  649. }
  650. std::string CClient::aiNameForPlayer(const PlayerSettings &ps, bool battleAI)
  651. {
  652. if(ps.name.size())
  653. {
  654. std::string filename = VCMIDirs::get().libraryPath() + "/AI/" + VCMIDirs::get().libraryName(ps.name);
  655. if(boost::filesystem::exists(filename))
  656. return ps.name;
  657. }
  658. const int sensibleAILimit = settings["session"]["oneGoodAI"].Bool() ? 1 : PlayerColor::PLAYER_LIMIT_I;
  659. std::string goodAI = battleAI ? settings["server"]["neutralAI"].String() : settings["server"]["playerAI"].String();
  660. std::string badAI = battleAI ? "StupidAI" : "EmptyAI";
  661. //TODO what about human players
  662. if(battleints.size() >= sensibleAILimit)
  663. return badAI;
  664. return goodAI;
  665. }
  666. template void CClient::serialize( CISer<CLoadFile> &h, const int version );
  667. template void CClient::serialize( COSer<CSaveFile> &h, const int version );
  668. void CServerHandler::startServer()
  669. {
  670. th.update();
  671. serverThread = new boost::thread(&CServerHandler::callServer, this); //runs server executable;
  672. if(verbose)
  673. logNetwork->infoStream() << "Setting up thread calling server: " << th.getDiff();
  674. }
  675. void CServerHandler::waitForServer()
  676. {
  677. if(!serverThread)
  678. startServer();
  679. th.update();
  680. intpr::scoped_lock<intpr::interprocess_mutex> slock(shared->sr->mutex);
  681. while(!shared->sr->ready)
  682. {
  683. shared->sr->cond.wait(slock);
  684. }
  685. if(verbose)
  686. logNetwork->infoStream() << "Waiting for server: " << th.getDiff();
  687. }
  688. CConnection * CServerHandler::connectToServer()
  689. {
  690. if(!shared->sr->ready)
  691. waitForServer();
  692. th.update(); //put breakpoint here to attach to server before it does something stupid
  693. CConnection *ret = justConnectToServer(settings["server"]["server"].String(), port);
  694. if(verbose)
  695. logNetwork->infoStream()<<"\tConnecting to the server: "<<th.getDiff();
  696. return ret;
  697. }
  698. CServerHandler::CServerHandler(bool runServer /*= false*/)
  699. {
  700. serverThread = nullptr;
  701. shared = nullptr;
  702. port = boost::lexical_cast<std::string>(settings["server"]["port"].Float());
  703. verbose = true;
  704. 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
  705. try
  706. {
  707. shared = new SharedMem();
  708. } HANDLE_EXCEPTIONC(logNetwork->errorStream() << "Cannot open interprocess memory: ";)
  709. }
  710. CServerHandler::~CServerHandler()
  711. {
  712. delete shared;
  713. delete serverThread; //detaches, not kills thread
  714. }
  715. void CServerHandler::callServer()
  716. {
  717. setThreadName("CServerHandler::callServer");
  718. std::string logName = VCMIDirs::get().userCachePath() + "/server_log.txt";
  719. std::string comm = VCMIDirs::get().serverPath() + " --port=" + port + " > " + logName;
  720. int result = std::system(comm.c_str());
  721. if (result == 0)
  722. logNetwork->infoStream() << "Server closed correctly";
  723. else
  724. {
  725. logNetwork->errorStream() << "Error: server failed to close correctly or crashed!";
  726. logNetwork->errorStream() << "Check " << logName << " for more info";
  727. exit(1);// exit in case of error. Othervice without working server VCMI will hang
  728. }
  729. }
  730. CConnection * CServerHandler::justConnectToServer(const std::string &host, const std::string &port)
  731. {
  732. CConnection *ret = nullptr;
  733. while(!ret)
  734. {
  735. try
  736. {
  737. logNetwork->infoStream() << "Establishing connection...";
  738. ret = new CConnection( host.size() ? host : settings["server"]["server"].String(),
  739. port.size() ? port : boost::lexical_cast<std::string>(settings["server"]["port"].Float()),
  740. NAME);
  741. }
  742. catch(...)
  743. {
  744. logNetwork->errorStream() << "\nCannot establish connection! Retrying within 2 seconds";
  745. SDL_Delay(2000);
  746. }
  747. }
  748. return ret;
  749. }