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- /*
- * CServerHandler.h, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- #pragma once
- #include "../lib/CStopWatch.h"
- #include "../lib/network/NetworkInterface.h"
- #include "../lib/StartInfo.h"
- #include "../lib/gameState/GameStatistics.h"
- VCMI_LIB_NAMESPACE_BEGIN
- class GameConnection;
- class PlayerColor;
- struct StartInfo;
- struct TurnTimerInfo;
- class CMapInfo;
- class CGameState;
- struct ClientPlayer;
- struct CPackForLobby;
- struct CPackForServer;
- struct CPackForClient;
- class HighScoreParameter;
- VCMI_LIB_NAMESPACE_END
- class NetworkLagCompensator;
- class CClient;
- class CBaseForLobbyApply;
- class GlobalLobbyClient;
- class GameChatHandler;
- class IServerRunner;
- enum class ESelectionScreen : ui8;
- enum class ELoadMode : ui8;
- // TODO: Add mutex so we can't set CONNECTION_CANCELLED if client already connected, but thread not setup yet
- enum class EClientState : ui8
- {
- NONE = 0,
- CONNECTING, // Trying to connect to server
- CONNECTION_CANCELLED, // Connection cancelled by player, stop attempts to connect
- LOBBY, // Client is connected to lobby
- LOBBY_CAMPAIGN, // Client is on scenario bonus selection screen
- STARTING, // Gameplay interfaces being created, we pause netpacks retrieving
- GAMEPLAY, // In-game, used by some UI
- DISCONNECTING, // We disconnecting, drop all netpacks
- };
- enum class EServerMode : uint8_t
- {
- NONE = 0,
- LOCAL, // no global lobby
- LOBBY_HOST, // We are hosting global server available via global lobby
- LOBBY_GUEST // Connecting to a remote server via proxy provided by global lobby
- };
- class IServerAPI
- {
- protected:
- virtual void sendLobbyPack(const CPackForLobby & pack) const = 0;
- public:
- virtual ~IServerAPI() {}
- virtual void sendClientConnecting() const = 0;
- virtual void sendClientDisconnecting() = 0;
- virtual void setCampaignState(std::shared_ptr<CampaignState> newCampaign) = 0;
- virtual void setCampaignMap(CampaignScenarioID mapId) const = 0;
- virtual void setCampaignBonus(int bonusId) const = 0;
- virtual void setMapInfo(std::shared_ptr<CMapInfo> to, std::shared_ptr<CMapGenOptions> mapGenOpts = {}) const = 0;
- virtual void setPlayer(PlayerColor color) const = 0;
- virtual void setPlayerName(PlayerColor color, const std::string & name) const = 0;
- virtual void setPlayerHandicap(PlayerColor color, Handicap handicap) const = 0;
- virtual void setPlayerOption(ui8 what, int32_t value, PlayerColor player) const = 0;
- virtual void setDifficulty(int to) const = 0;
- virtual void setTurnTimerInfo(const TurnTimerInfo &) const = 0;
- virtual void setSimturnsInfo(const SimturnsInfo &) const = 0;
- virtual void setExtraOptionsInfo(const ExtraOptionsInfo & info) const = 0;
- virtual void sendMessage(const std::string & txt) const = 0;
- virtual void sendGuiAction(ui8 action) const = 0; // TODO: possibly get rid of it?
- virtual void sendStartGame(bool allowOnlyAI = false) const = 0;
- virtual void sendRestartGame() const = 0;
- };
- /// structure to handle running server and connecting to it
- class CServerHandler final : public IServerAPI, public LobbyInfo, public INetworkClientListener, public INetworkTimerListener, boost::noncopyable
- {
- friend class ApplyOnLobbyHandlerNetPackVisitor;
- std::unique_ptr<INetworkHandler> networkHandler;
- std::shared_ptr<INetworkConnection> networkConnection;
- std::unique_ptr<GlobalLobbyClient> lobbyClient;
- std::unique_ptr<GameChatHandler> gameChat;
- std::unique_ptr<IServerRunner> serverRunner;
- std::unique_ptr<NetworkLagCompensator> networkLagCompensator;
- std::shared_ptr<CMapInfo> mapToStart;
- std::vector<std::string> localPlayerNames;
- std::thread threadNetwork;
- std::atomic<EClientState> state;
- void threadRunNetwork();
- void waitForServerShutdown();
- void onPacketReceived(const NetworkConnectionPtr &, const std::vector<std::byte> & message) override;
- void onConnectionFailed(const std::string & errorMessage) override;
- void onConnectionEstablished(const NetworkConnectionPtr &) override;
- void onDisconnected(const NetworkConnectionPtr &, const std::string & errorMessage) override;
- void onTimer() override;
- void applyPackOnLobbyScreen(CPackForLobby & pack);
- std::string serverHostname;
- ui16 serverPort;
- bool isServerLocal() const;
- public:
- /// High-level connection overlay that is capable of (de)serializing network data
- std::shared_ptr<GameConnection> logicConnection;
- ////////////////////
- // FIXME: Bunch of crutches to glue it all together
- // For starting non-custom campaign and continue to next mission
- std::shared_ptr<CampaignState> campaignStateToSend;
- ESelectionScreen screenType; // To create lobby UI only after server is setup
- EServerMode serverMode;
- ELoadMode loadMode; // For saves filtering in SelectionTab
- ////////////////////
- std::unique_ptr<CStopWatch> th;
- std::unique_ptr<CClient> client;
- CServerHandler();
- ~CServerHandler();
-
- void resetStateForLobby(EStartMode mode, ESelectionScreen screen, EServerMode serverMode, const std::vector<std::string> & playerNames);
- void startLocalServerAndConnect(bool connectToLobby);
- void connectToServer(const std::string & addr, const ui16 port);
- void enableLagCompensation(bool on);
- GameChatHandler & getGameChat();
- GlobalLobbyClient & getGlobalLobby();
- INetworkHandler & getNetworkHandler();
- // Helpers for lobby state access
- std::set<PlayerColor> getHumanColors();
- PlayerColor myFirstColor() const;
- bool isMyColor(PlayerColor color) const;
- PlayerConnectionID myFirstId() const; // Used by chat only!
- EClientState getState() const;
- void setState(EClientState newState);
- bool isHost() const;
- bool isGuest() const;
- bool inLobbyRoom() const;
- bool inGame() const;
- const std::string & getCurrentHostname() const;
- const std::string & getLocalHostname() const;
- const std::string & getRemoteHostname() const;
- ui16 getCurrentPort() const;
- ui16 getLocalPort() const;
- ui16 getRemotePort() const;
- // Lobby server API for UI
- void sendLobbyPack(const CPackForLobby & pack) const override;
- void sendClientConnecting() const override;
- void sendClientDisconnecting() override;
- void setCampaignState(std::shared_ptr<CampaignState> newCampaign) override;
- void setCampaignMap(CampaignScenarioID mapId) const override;
- void setCampaignBonus(int bonusId) const override;
- void setMapInfo(std::shared_ptr<CMapInfo> to, std::shared_ptr<CMapGenOptions> mapGenOpts = {}) const override;
- void setPlayer(PlayerColor color) const override;
- void setPlayerName(PlayerColor color, const std::string & name) const override;
- void setPlayerHandicap(PlayerColor color, Handicap handicap) const override;
- void setPlayerOption(ui8 what, int32_t value, PlayerColor player) const override;
- void setDifficulty(int to) const override;
- void setTurnTimerInfo(const TurnTimerInfo &) const override;
- void setSimturnsInfo(const SimturnsInfo &) const override;
- void setExtraOptionsInfo(const ExtraOptionsInfo &) const override;
- void sendMessage(const std::string & txt) const override;
- void sendGuiAction(ui8 action) const override;
- void sendRestartGame() const override;
- void sendStartGame(bool allowOnlyAI = false) const override;
- void startMapAfterConnection(std::shared_ptr<CMapInfo> to);
- bool validateGameStart(bool allowOnlyAI = false) const;
- void debugStartTest(std::string filename, bool save = false);
- void startGameplay(std::shared_ptr<CGameState> gameState);
- void showHighScoresAndEndGameplay(PlayerColor player, bool victory, const StatisticDataSet & statistic);
- void endNetwork();
- void endGameplay();
- void restartGameplay();
- void startCampaignScenario(HighScoreParameter param, std::shared_ptr<CampaignState> cs, const StatisticDataSet & statistic);
- void showServerError(const std::string & txt) const;
- // TODO: LobbyState must be updated within game so we should always know how many player interfaces our client handle
- int howManyPlayerInterfaces();
- ELoadMode getLoadMode();
- void visitForLobby(CPackForLobby & lobbyPack);
- void visitForClient(CPackForClient & clientPack);
- void sendGamePack(const CPackForServer & pack) const;
- };
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