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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/StartInfo.h"
- #include "../lib/CondSh.h"
- VCMI_LIB_NAMESPACE_BEGIN
- class CConnection;
- class PlayerColor;
- struct StartInfo;
- class CMapInfo;
- class CGameState;
- struct ClientPlayer;
- struct CPack;
- struct CPackForLobby;
- struct CPackForClient;
- template<typename T> class CApplier;
- VCMI_LIB_NAMESPACE_END
- class CClient;
- class CBaseForLobbyApply;
- // 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
- };
- 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 setPlayerOption(ui8 what, si8 dir, PlayerColor player) const = 0;
- virtual void setDifficulty(int to) const = 0;
- virtual void setTurnLength(int npos) 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 : public IServerAPI, public LobbyInfo
- {
- std::shared_ptr<CApplier<CBaseForLobbyApply>> applier;
- std::shared_ptr<boost::recursive_mutex> mx;
- std::list<CPackForLobby *> packsForLobbyScreen; //protected by mx
- std::vector<std::string> myNames;
- void threadHandleConnection();
- void threadRunServer();
- void onServerFinished();
- void sendLobbyPack(const CPackForLobby & pack) const override;
- public:
- std::atomic<EClientState> state;
- ////////////////////
- // FIXME: Bunch of crutches to glue it all together
- // For starting non-custom campaign and continue to next mission
- std::shared_ptr<CampaignState> campaignStateToSend;
- ui8 screenType; // To create lobby UI only after server is setup
- ui8 loadMode; // For saves filtering in SelectionTab
- ////////////////////
- std::unique_ptr<CStopWatch> th;
- std::shared_ptr<boost::thread> threadRunLocalServer;
- std::shared_ptr<CConnection> c;
- CClient * client;
- CondSh<bool> campaignServerRestartLock;
- static const std::string localhostAddress;
- CServerHandler();
-
- std::string getHostAddress() const;
- ui16 getHostPort() const;
- void resetStateForLobby(const StartInfo::EMode mode, const std::vector<std::string> * names = nullptr);
- void startLocalServerAndConnect();
- void justConnectToServer(const std::string &addr = "", const ui16 port = 0);
- void applyPacksOnLobbyScreen();
- void stopServerConnection();
- // Helpers for lobby state access
- std::set<PlayerColor> getHumanColors();
- PlayerColor myFirstColor() const;
- bool isMyColor(PlayerColor color) const;
- ui8 myFirstId() const; // Used by chat only!
- bool isServerLocal() const;
- bool isHost() const;
- bool isGuest() const;
- static ui16 getDefaultPort();
- static std::string getDefaultPortStr();
- // Lobby server API for UI
- 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 setPlayerOption(ui8 what, si8 dir, PlayerColor player) const override;
- void setDifficulty(int to) const override;
- void setTurnLength(int npos) 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 startGameplay(VCMI_LIB_WRAP_NAMESPACE(CGameState) * gameState = nullptr);
- void endGameplay(bool closeConnection = true, bool restart = false);
- void startCampaignScenario(std::shared_ptr<CampaignState> cs = {});
- void showServerError(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();
- ui8 getLoadMode();
- void debugStartTest(std::string filename, bool save = false);
- void restoreLastSession();
- void visitForLobby(CPackForLobby & lobbyPack);
- void visitForClient(CPackForClient & clientPack);
- };
- extern CServerHandler * CSH;
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