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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;
 
- 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;
 
- 	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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