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- /*
- * Client.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 <memory>
- #include <vcmi/Environment.h>
- #include "../lib/callback/IClient.h"
- #include "../lib/callback/CGameInfoCallback.h"
- #include "../lib/ConditionalWait.h"
- #include "../lib/ResourceSet.h"
- VCMI_LIB_NAMESPACE_BEGIN
- struct CPackForClient;
- struct CPackForServer;
- class IBattleEventsReceiver;
- class CBattleGameInterface;
- class CGameInterface;
- class BattleAction;
- class BattleInfo;
- struct BankConfig;
- class CCallback;
- class CBattleCallback;
- #if SCRIPTING_ENABLED
- namespace scripting
- {
- class PoolImpl;
- }
- #endif
- namespace events
- {
- class EventBus;
- }
- VCMI_LIB_NAMESPACE_END
- class CClient;
- class CBaseForCLApply;
- template<typename T>
- class ThreadSafeVector
- {
- using TLock = std::unique_lock<std::mutex>;
- std::vector<T> items;
- std::mutex mx;
- std::condition_variable cond;
- std::atomic<bool> isTerminating = false;
- public:
- void requestTermination()
- {
- isTerminating = true;
- clear();
- }
- void clear()
- {
- TLock lock(mx);
- items.clear();
- cond.notify_all();
- }
- void pushBack(const T & item)
- {
- assert(!isTerminating);
- TLock lock(mx);
- items.push_back(item);
- cond.notify_all();
- }
- void waitWhileContains(const T & item)
- {
- TLock lock(mx);
- cond.wait(lock, [this, &item](){ return !vstd::contains(items, item);});
- if (isTerminating)
- throw TerminationRequestedException();
- }
- bool tryRemovingElement(const T & item) //returns false if element was not present
- {
- assert(!isTerminating);
- TLock lock(mx);
- auto itr = vstd::find(items, item);
- if(itr == items.end()) //not in container
- {
- return false;
- }
- items.erase(itr);
- cond.notify_all();
- return true;
- }
- };
- class CPlayerEnvironment : public Environment
- {
- public:
- PlayerColor player;
- CClient * cl;
- std::shared_ptr<CCallback> mainCallback;
- CPlayerEnvironment(PlayerColor player_, CClient * cl_, std::shared_ptr<CCallback> mainCallback_);
- const Services * services() const override;
- vstd::CLoggerBase * logger() const override;
- events::EventBus * eventBus() const override;
- const BattleCb * battle(const BattleID & battle) const override;
- const GameCb * game() const override;
- };
- /// Class which handles client - server logic
- class CClient : public Environment, public IClient
- {
- std::shared_ptr<CGameState> gamestate;
- int requestCounter = 1;
- public:
- std::map<PlayerColor, std::shared_ptr<CGameInterface>> playerint;
- std::map<PlayerColor, std::shared_ptr<CBattleGameInterface>> battleints;
- std::map<PlayerColor, std::vector<std::shared_ptr<IBattleEventsReceiver>>> additionalBattleInts;
- std::unique_ptr<BattleAction> currentBattleAction;
- CClient();
- ~CClient();
- const Services * services() const override;
- const BattleCb * battle(const BattleID & battle) const override;
- const GameCb * game() const override;
- vstd::CLoggerBase * logger() const override;
- events::EventBus * eventBus() const override;
- std::shared_ptr<CGameState> gameStatePtr() { return gamestate; }
- CGameState & gameState() { return *gamestate; }
- const CGameState & gameState() const { return *gamestate; }
- IGameInfoCallback & gameInfo();
- void newGame(std::shared_ptr<CGameState> gameState);
- void loadGame(std::shared_ptr<CGameState> gameState);
- void endNetwork();
- void finishGameplay();
- void endGame();
- void initMapHandler();
- void initPlayerEnvironments();
- void initPlayerInterfaces();
- std::string aiNameForPlayer(const PlayerSettings & ps, bool battleAI, bool alliedToHuman) const; //empty means no AI -> human
- std::string aiNameForPlayer(bool battleAI, bool alliedToHuman) const;
- void installNewPlayerInterface(std::shared_ptr<CGameInterface> gameInterface, PlayerColor color, bool battlecb = false);
- void installNewBattleInterface(std::shared_ptr<CBattleGameInterface> battleInterface, PlayerColor color, bool needCallback = true);
- //Set of metrhods that allows adding more interfaces for this player that'll receive game event call-ins.
- void registerBattleInterface(std::shared_ptr<IBattleEventsReceiver> battleEvents, PlayerColor color);
- void unregisterBattleInterface(std::shared_ptr<IBattleEventsReceiver> battleEvents, PlayerColor color);
- ThreadSafeVector<int> waitingRequest;
- void handlePack(CPackForClient & pack); //applies the given pack and deletes it
- int sendRequest(const CPackForServer & request, PlayerColor player, bool waitTillRealize) override; //returns ID given to that request
- std::optional<BattleAction> makeSurrenderRetreatDecision(PlayerColor player, const BattleID & battleID, const BattleStateInfoForRetreat & battleState) override;
- void battleStarted(const BattleID & battle);
- void battleFinished(const BattleID & battleID);
- void startPlayerBattleAction(const BattleID & battleID, PlayerColor color);
- friend class CCallback; //handling players actions
- friend class CBattleCallback; //handling players actions
- void removeGUI() const;
- private:
- std::map<PlayerColor, std::shared_ptr<CBattleCallback>> battleCallbacks; //callbacks given to player interfaces
- std::map<PlayerColor, std::shared_ptr<CPlayerEnvironment>> playerEnvironments;
- #if SCRIPTING_ENABLED
- std::shared_ptr<scripting::PoolImpl> clientScripts;
- #endif
- std::unique_ptr<events::EventBus> clientEventBus;
- void reinitScripting();
- };
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