CServerHandler.h 7.9 KB

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  1. /*
  2. * CServerHandler.h, 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. #pragma once
  11. #include "../lib/CStopWatch.h"
  12. #include "../lib/network/NetworkInterface.h"
  13. #include "../lib/StartInfo.h"
  14. #include "../lib/gameState/GameStatistics.h"
  15. VCMI_LIB_NAMESPACE_BEGIN
  16. class GameConnection;
  17. class PlayerColor;
  18. struct StartInfo;
  19. struct TurnTimerInfo;
  20. class CMapInfo;
  21. class CGameState;
  22. struct ClientPlayer;
  23. struct CPackForLobby;
  24. struct CPackForServer;
  25. struct CPackForClient;
  26. class HighScoreParameter;
  27. VCMI_LIB_NAMESPACE_END
  28. class NetworkLagCompensator;
  29. class CClient;
  30. class CBaseForLobbyApply;
  31. class GlobalLobbyClient;
  32. class GameChatHandler;
  33. class IServerRunner;
  34. enum class ESelectionScreen : ui8;
  35. enum class ELoadMode : ui8;
  36. // TODO: Add mutex so we can't set CONNECTION_CANCELLED if client already connected, but thread not setup yet
  37. enum class EClientState : ui8
  38. {
  39. NONE = 0,
  40. CONNECTING, // Trying to connect to server
  41. CONNECTION_CANCELLED, // Connection cancelled by player, stop attempts to connect
  42. LOBBY, // Client is connected to lobby
  43. LOBBY_CAMPAIGN, // Client is on scenario bonus selection screen
  44. STARTING, // Gameplay interfaces being created, we pause netpacks retrieving
  45. GAMEPLAY, // In-game, used by some UI
  46. DISCONNECTING, // We disconnecting, drop all netpacks
  47. };
  48. enum class EServerMode : uint8_t
  49. {
  50. NONE = 0,
  51. LOCAL, // no global lobby
  52. LOBBY_HOST, // We are hosting global server available via global lobby
  53. LOBBY_GUEST // Connecting to a remote server via proxy provided by global lobby
  54. };
  55. class IServerAPI
  56. {
  57. protected:
  58. virtual void sendLobbyPack(const CPackForLobby & pack) const = 0;
  59. public:
  60. virtual ~IServerAPI() {}
  61. virtual void sendClientConnecting() const = 0;
  62. virtual void sendClientDisconnecting() = 0;
  63. virtual void setCampaignState(std::shared_ptr<CampaignState> newCampaign) = 0;
  64. virtual void setCampaignMap(CampaignScenarioID mapId) const = 0;
  65. virtual void setCampaignBonus(int bonusId) const = 0;
  66. virtual void setMapInfo(std::shared_ptr<CMapInfo> to, std::shared_ptr<CMapGenOptions> mapGenOpts = {}) const = 0;
  67. virtual void setPlayer(PlayerColor color) const = 0;
  68. virtual void setPlayerName(PlayerColor color, const std::string & name) const = 0;
  69. virtual void setPlayerHandicap(PlayerColor color, Handicap handicap) const = 0;
  70. virtual void setPlayerOption(ui8 what, int32_t value, PlayerColor player) const = 0;
  71. virtual void setDifficulty(int to) const = 0;
  72. virtual void setTurnTimerInfo(const TurnTimerInfo &) const = 0;
  73. virtual void setSimturnsInfo(const SimturnsInfo &) const = 0;
  74. virtual void setExtraOptionsInfo(const ExtraOptionsInfo & info) const = 0;
  75. virtual void sendMessage(const std::string & txt) const = 0;
  76. virtual void sendGuiAction(ui8 action) const = 0; // TODO: possibly get rid of it?
  77. virtual void sendStartGame(bool allowOnlyAI = false) const = 0;
  78. virtual void sendRestartGame() const = 0;
  79. };
  80. /// structure to handle running server and connecting to it
  81. class CServerHandler final : public IServerAPI, public LobbyInfo, public INetworkClientListener, public INetworkTimerListener, boost::noncopyable
  82. {
  83. friend class ApplyOnLobbyHandlerNetPackVisitor;
  84. std::unique_ptr<INetworkHandler> networkHandler;
  85. std::shared_ptr<INetworkConnection> networkConnection;
  86. std::unique_ptr<GlobalLobbyClient> lobbyClient;
  87. std::unique_ptr<GameChatHandler> gameChat;
  88. std::unique_ptr<IServerRunner> serverRunner;
  89. std::unique_ptr<NetworkLagCompensator> networkLagCompensator;
  90. std::shared_ptr<CMapInfo> mapToStart;
  91. std::vector<std::string> localPlayerNames;
  92. std::thread threadNetwork;
  93. std::atomic<EClientState> state;
  94. void threadRunNetwork();
  95. void waitForServerShutdown();
  96. void onPacketReceived(const NetworkConnectionPtr &, const std::vector<std::byte> & message) override;
  97. void onConnectionFailed(const std::string & errorMessage) override;
  98. void onConnectionEstablished(const NetworkConnectionPtr &) override;
  99. void onDisconnected(const NetworkConnectionPtr &, const std::string & errorMessage) override;
  100. void onTimer() override;
  101. void applyPackOnLobbyScreen(CPackForLobby & pack);
  102. std::string serverHostname;
  103. ui16 serverPort;
  104. bool isServerLocal() const;
  105. public:
  106. /// High-level connection overlay that is capable of (de)serializing network data
  107. std::shared_ptr<GameConnection> logicConnection;
  108. ////////////////////
  109. // FIXME: Bunch of crutches to glue it all together
  110. // For starting non-custom campaign and continue to next mission
  111. std::shared_ptr<CampaignState> campaignStateToSend;
  112. ESelectionScreen screenType; // To create lobby UI only after server is setup
  113. EServerMode serverMode;
  114. ELoadMode loadMode; // For saves filtering in SelectionTab
  115. ////////////////////
  116. std::unique_ptr<CStopWatch> th;
  117. std::unique_ptr<CClient> client;
  118. CServerHandler();
  119. ~CServerHandler();
  120. void resetStateForLobby(EStartMode mode, ESelectionScreen screen, EServerMode serverMode, const std::vector<std::string> & playerNames);
  121. void startLocalServerAndConnect(bool connectToLobby);
  122. void connectToServer(const std::string & addr, const ui16 port);
  123. void enableLagCompensation(bool on);
  124. GameChatHandler & getGameChat();
  125. GlobalLobbyClient & getGlobalLobby();
  126. INetworkHandler & getNetworkHandler();
  127. // Helpers for lobby state access
  128. std::set<PlayerColor> getHumanColors();
  129. PlayerColor myFirstColor() const;
  130. bool isMyColor(PlayerColor color) const;
  131. PlayerConnectionID myFirstId() const; // Used by chat only!
  132. EClientState getState() const;
  133. void setState(EClientState newState);
  134. bool isHost() const;
  135. bool isGuest() const;
  136. bool inLobbyRoom() const;
  137. bool inGame() const;
  138. const std::string & getCurrentHostname() const;
  139. const std::string & getLocalHostname() const;
  140. const std::string & getRemoteHostname() const;
  141. ui16 getCurrentPort() const;
  142. ui16 getLocalPort() const;
  143. ui16 getRemotePort() const;
  144. // Lobby server API for UI
  145. void sendLobbyPack(const CPackForLobby & pack) const override;
  146. void sendClientConnecting() const override;
  147. void sendClientDisconnecting() override;
  148. void setCampaignState(std::shared_ptr<CampaignState> newCampaign) override;
  149. void setCampaignMap(CampaignScenarioID mapId) const override;
  150. void setCampaignBonus(int bonusId) const override;
  151. void setMapInfo(std::shared_ptr<CMapInfo> to, std::shared_ptr<CMapGenOptions> mapGenOpts = {}) const override;
  152. void setPlayer(PlayerColor color) const override;
  153. void setPlayerName(PlayerColor color, const std::string & name) const override;
  154. void setPlayerHandicap(PlayerColor color, Handicap handicap) const override;
  155. void setPlayerOption(ui8 what, int32_t value, PlayerColor player) const override;
  156. void setDifficulty(int to) const override;
  157. void setTurnTimerInfo(const TurnTimerInfo &) const override;
  158. void setSimturnsInfo(const SimturnsInfo &) const override;
  159. void setExtraOptionsInfo(const ExtraOptionsInfo &) const override;
  160. void sendMessage(const std::string & txt) const override;
  161. void sendGuiAction(ui8 action) const override;
  162. void sendRestartGame() const override;
  163. void sendStartGame(bool allowOnlyAI = false) const override;
  164. void startMapAfterConnection(std::shared_ptr<CMapInfo> to);
  165. bool validateGameStart(bool allowOnlyAI = false) const;
  166. void debugStartTest(std::string filename, bool save = false);
  167. void startGameplay(std::shared_ptr<CGameState> gameState);
  168. void showHighScoresAndEndGameplay(PlayerColor player, bool victory, const StatisticDataSet & statistic);
  169. void endNetwork();
  170. void endGameplay();
  171. void restartGameplay();
  172. void startCampaignScenario(HighScoreParameter param, std::shared_ptr<CampaignState> cs, const StatisticDataSet & statistic);
  173. void showServerError(const std::string & txt) const;
  174. // TODO: LobbyState must be updated within game so we should always know how many player interfaces our client handle
  175. int howManyPlayerInterfaces();
  176. ELoadMode getLoadMode();
  177. void visitForLobby(CPackForLobby & lobbyPack);
  178. void visitForClient(CPackForClient & clientPack);
  179. void sendGamePack(const CPackForServer & pack) const;
  180. };