CServerHandler.h 5.2 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. template<typename T> class CApplier;
  24. VCMI_LIB_NAMESPACE_END
  25. class CClient;
  26. class CBaseForLobbyApply;
  27. // TODO: Add mutex so we can't set CONNECTION_CANCELLED if client already connected, but thread not setup yet
  28. enum class EClientState : ui8
  29. {
  30. NONE = 0,
  31. CONNECTING, // Trying to connect to server
  32. CONNECTION_CANCELLED, // Connection cancelled by player, stop attempts to connect
  33. LOBBY, // Client is connected to lobby
  34. LOBBY_CAMPAIGN, // Client is on scenario bonus selection screen
  35. STARTING, // Gameplay interfaces being created, we pause netpacks retrieving
  36. GAMEPLAY, // In-game, used by some UI
  37. DISCONNECTING // We disconnecting, drop all netpacks
  38. };
  39. class IServerAPI
  40. {
  41. protected:
  42. virtual void sendLobbyPack(const CPackForLobby & pack) const = 0;
  43. public:
  44. virtual ~IServerAPI() {}
  45. virtual void sendClientConnecting() const = 0;
  46. virtual void sendClientDisconnecting() = 0;
  47. virtual void setCampaignState(std::shared_ptr<CCampaignState> newCampaign) = 0;
  48. virtual void setCampaignMap(int mapId) const = 0;
  49. virtual void setCampaignBonus(int bonusId) const = 0;
  50. virtual void setMapInfo(std::shared_ptr<CMapInfo> to, std::shared_ptr<CMapGenOptions> mapGenOpts = {}) const = 0;
  51. virtual void setPlayer(PlayerColor color) const = 0;
  52. virtual void setPlayerOption(ui8 what, ui8 dir, PlayerColor player) const = 0;
  53. virtual void setDifficulty(int to) const = 0;
  54. virtual void setTurnLength(int npos) const = 0;
  55. virtual void sendMessage(const std::string & txt) const = 0;
  56. virtual void sendGuiAction(ui8 action) const = 0; // TODO: possibly get rid of it?
  57. virtual void sendStartGame(bool allowOnlyAI = false) const = 0;
  58. virtual void sendRestartGame() const = 0;
  59. };
  60. /// structure to handle running server and connecting to it
  61. class CServerHandler : public IServerAPI, public LobbyInfo
  62. {
  63. std::shared_ptr<CApplier<CBaseForLobbyApply>> applier;
  64. std::shared_ptr<boost::recursive_mutex> mx;
  65. std::list<CPackForLobby *> packsForLobbyScreen; //protected by mx
  66. std::vector<std::string> myNames;
  67. void threadHandleConnection();
  68. void threadRunServer();
  69. void onServerFinished();
  70. void sendLobbyPack(const CPackForLobby & pack) const override;
  71. public:
  72. std::atomic<EClientState> state;
  73. ////////////////////
  74. // FIXME: Bunch of crutches to glue it all together
  75. // For starting non-custom campaign and continue to next mission
  76. std::shared_ptr<CCampaignState> campaignStateToSend;
  77. ui8 screenType; // To create lobby UI only after server is setup
  78. ui8 loadMode; // For saves filtering in SelectionTab
  79. ////////////////////
  80. std::unique_ptr<CStopWatch> th;
  81. std::shared_ptr<boost::thread> threadRunLocalServer;
  82. std::shared_ptr<CConnection> c;
  83. CClient * client;
  84. CondSh<bool> campaignServerRestartLock;
  85. static const std::string localhostAddress;
  86. CServerHandler();
  87. std::string getHostAddress() const;
  88. ui16 getHostPort() const;
  89. void resetStateForLobby(const StartInfo::EMode mode, const std::vector<std::string> * names = nullptr);
  90. void startLocalServerAndConnect();
  91. void justConnectToServer(const std::string &addr = "", const ui16 port = 0);
  92. void applyPacksOnLobbyScreen();
  93. void stopServerConnection();
  94. // Helpers for lobby state access
  95. std::set<PlayerColor> getHumanColors();
  96. PlayerColor myFirstColor() const;
  97. bool isMyColor(PlayerColor color) const;
  98. ui8 myFirstId() const; // Used by chat only!
  99. bool isServerLocal() const;
  100. bool isHost() const;
  101. bool isGuest() const;
  102. static ui16 getDefaultPort();
  103. static std::string getDefaultPortStr();
  104. // Lobby server API for UI
  105. void sendClientConnecting() const override;
  106. void sendClientDisconnecting() override;
  107. void setCampaignState(std::shared_ptr<CCampaignState> newCampaign) override;
  108. void setCampaignMap(int mapId) const override;
  109. void setCampaignBonus(int bonusId) const override;
  110. void setMapInfo(std::shared_ptr<CMapInfo> to, std::shared_ptr<CMapGenOptions> mapGenOpts = {}) const override;
  111. void setPlayer(PlayerColor color) const override;
  112. void setPlayerOption(ui8 what, ui8 dir, PlayerColor player) const override;
  113. void setDifficulty(int to) const override;
  114. void setTurnLength(int npos) const override;
  115. void sendMessage(const std::string & txt) const override;
  116. void sendGuiAction(ui8 action) const override;
  117. void sendRestartGame() const override;
  118. void sendStartGame(bool allowOnlyAI = false) const override;
  119. void startGameplay(CGameState * gameState = nullptr);
  120. void endGameplay(bool closeConnection = true, bool restart = false);
  121. void startCampaignScenario(std::shared_ptr<CCampaignState> cs = {});
  122. void showServerError(std::string txt);
  123. // TODO: LobbyState must be updated within game so we should always know how many player interfaces our client handle
  124. int howManyPlayerInterfaces();
  125. ui8 getLoadMode();
  126. void debugStartTest(std::string filename, bool save = false);
  127. void restoreLastSession();
  128. };
  129. extern CServerHandler * CSH;