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CServerHandler.h 5.4 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/StartInfo.h"
  13. #include "../lib/CondSh.h"
  14. VCMI_LIB_NAMESPACE_BEGIN
  15. class CConnection;
  16. class PlayerColor;
  17. struct StartInfo;
  18. class CMapInfo;
  19. class CGameState;
  20. struct ClientPlayer;
  21. struct CPack;
  22. struct CPackForLobby;
  23. struct CPackForClient;
  24. template<typename T> class CApplier;
  25. VCMI_LIB_NAMESPACE_END
  26. class CClient;
  27. class CBaseForLobbyApply;
  28. // TODO: Add mutex so we can't set CONNECTION_CANCELLED if client already connected, but thread not setup yet
  29. enum class EClientState : ui8
  30. {
  31. NONE = 0,
  32. CONNECTING, // Trying to connect to server
  33. CONNECTION_CANCELLED, // Connection cancelled by player, stop attempts to connect
  34. LOBBY, // Client is connected to lobby
  35. LOBBY_CAMPAIGN, // Client is on scenario bonus selection screen
  36. STARTING, // Gameplay interfaces being created, we pause netpacks retrieving
  37. GAMEPLAY, // In-game, used by some UI
  38. DISCONNECTING // We disconnecting, drop all netpacks
  39. };
  40. class IServerAPI
  41. {
  42. protected:
  43. virtual void sendLobbyPack(const CPackForLobby & pack) const = 0;
  44. public:
  45. virtual ~IServerAPI() {}
  46. virtual void sendClientConnecting() const = 0;
  47. virtual void sendClientDisconnecting() = 0;
  48. virtual void setCampaignState(std::shared_ptr<CampaignState> newCampaign) = 0;
  49. virtual void setCampaignMap(CampaignScenarioID mapId) const = 0;
  50. virtual void setCampaignBonus(int bonusId) const = 0;
  51. virtual void setMapInfo(std::shared_ptr<CMapInfo> to, std::shared_ptr<CMapGenOptions> mapGenOpts = {}) const = 0;
  52. virtual void setPlayer(PlayerColor color) const = 0;
  53. virtual void setPlayerOption(ui8 what, si8 dir, PlayerColor player) const = 0;
  54. virtual void setDifficulty(int to) const = 0;
  55. virtual void setTurnLength(int npos) const = 0;
  56. virtual void sendMessage(const std::string & txt) const = 0;
  57. virtual void sendGuiAction(ui8 action) const = 0; // TODO: possibly get rid of it?
  58. virtual void sendStartGame(bool allowOnlyAI = false) const = 0;
  59. virtual void sendRestartGame() const = 0;
  60. };
  61. /// structure to handle running server and connecting to it
  62. class CServerHandler : public IServerAPI, public LobbyInfo
  63. {
  64. std::shared_ptr<CApplier<CBaseForLobbyApply>> applier;
  65. std::shared_ptr<boost::recursive_mutex> mx;
  66. std::list<CPackForLobby *> packsForLobbyScreen; //protected by mx
  67. std::vector<std::string> myNames;
  68. void threadHandleConnection();
  69. void threadRunServer();
  70. void onServerFinished();
  71. void sendLobbyPack(const CPackForLobby & pack) const override;
  72. public:
  73. std::atomic<EClientState> state;
  74. ////////////////////
  75. // FIXME: Bunch of crutches to glue it all together
  76. // For starting non-custom campaign and continue to next mission
  77. std::shared_ptr<CampaignState> campaignStateToSend;
  78. ui8 screenType; // To create lobby UI only after server is setup
  79. ui8 loadMode; // For saves filtering in SelectionTab
  80. ////////////////////
  81. std::unique_ptr<CStopWatch> th;
  82. std::shared_ptr<boost::thread> threadRunLocalServer;
  83. std::shared_ptr<CConnection> c;
  84. CClient * client;
  85. CondSh<bool> campaignServerRestartLock;
  86. static const std::string localhostAddress;
  87. CServerHandler();
  88. std::string getHostAddress() const;
  89. ui16 getHostPort() const;
  90. void resetStateForLobby(const StartInfo::EMode mode, const std::vector<std::string> * names = nullptr);
  91. void startLocalServerAndConnect();
  92. void justConnectToServer(const std::string &addr = "", const ui16 port = 0);
  93. void applyPacksOnLobbyScreen();
  94. void stopServerConnection();
  95. // Helpers for lobby state access
  96. std::set<PlayerColor> getHumanColors();
  97. PlayerColor myFirstColor() const;
  98. bool isMyColor(PlayerColor color) const;
  99. ui8 myFirstId() const; // Used by chat only!
  100. bool isServerLocal() const;
  101. bool isHost() const;
  102. bool isGuest() const;
  103. static ui16 getDefaultPort();
  104. static std::string getDefaultPortStr();
  105. // Lobby server API for UI
  106. void sendClientConnecting() const override;
  107. void sendClientDisconnecting() override;
  108. void setCampaignState(std::shared_ptr<CampaignState> newCampaign) override;
  109. void setCampaignMap(CampaignScenarioID mapId) const override;
  110. void setCampaignBonus(int bonusId) const override;
  111. void setMapInfo(std::shared_ptr<CMapInfo> to, std::shared_ptr<CMapGenOptions> mapGenOpts = {}) const override;
  112. void setPlayer(PlayerColor color) const override;
  113. void setPlayerOption(ui8 what, si8 dir, PlayerColor player) const override;
  114. void setDifficulty(int to) const override;
  115. void setTurnLength(int npos) const override;
  116. void sendMessage(const std::string & txt) const override;
  117. void sendGuiAction(ui8 action) const override;
  118. void sendRestartGame() const override;
  119. void sendStartGame(bool allowOnlyAI = false) const override;
  120. void startGameplay(VCMI_LIB_WRAP_NAMESPACE(CGameState) * gameState = nullptr);
  121. void endGameplay(bool closeConnection = true, bool restart = false);
  122. void startCampaignScenario(std::shared_ptr<CampaignState> cs = {});
  123. void showServerError(std::string txt) const;
  124. // TODO: LobbyState must be updated within game so we should always know how many player interfaces our client handle
  125. int howManyPlayerInterfaces();
  126. ui8 getLoadMode();
  127. void debugStartTest(std::string filename, bool save = false);
  128. void restoreLastSession();
  129. void visitForLobby(CPackForLobby & lobbyPack);
  130. void visitForClient(CPackForClient & clientPack);
  131. };
  132. extern CServerHandler * CSH;