| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108 | /* * NetPacksClient.cpp, 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 * */#include "StdInc.h"#include "ClientNetPackVisitors.h"#include "Client.h"#include "CPlayerInterface.h"#include "windows/GUIClasses.h"#include "windows/CCastleInterface.h"#include "mapView/mapHandler.h"#include "adventureMap/AdventureMapInterface.h"#include "adventureMap/CInGameConsole.h"#include "battle/BattleInterface.h"#include "battle/BattleWindow.h"#include "GameEngine.h"#include "GameInstance.h"#include "gui/WindowHandler.h"#include "widgets/MiscWidgets.h"#include "CMT.h"#include "GameChatHandler.h"#include "CServerHandler.h"#include "UIHelper.h"#include "../lib/callback/CCallback.h"#include "../lib/filesystem/Filesystem.h"#include "../lib/filesystem/FileInfo.h"#include "../lib/serializer/Connection.h"#include "../lib/texts/CGeneralTextHandler.h"#include "../lib/GameLibrary.h"#include "../lib/mapping/CMap.h"#include "../lib/VCMIDirs.h"#include "../lib/spells/CSpellHandler.h"#include "../lib/CSoundBase.h"#include "../lib/StartInfo.h"#include "../lib/CConfigHandler.h"#include "../lib/mapObjects/MiscObjects.h"#include "../lib/mapObjects/CGMarket.h"#include "../lib/mapObjects/CGTownInstance.h"#include "../lib/gameState/CGameState.h"#include "../lib/CStack.h"#include "../lib/battle/BattleInfo.h"#include "../lib/GameConstants.h"#include "../lib/CPlayerState.h"// TODO: as Tow suggested these template should all be part of CClient// This will require rework spectator interface properly thoughtemplate<typename T, typename ... Args, typename ... Args2>bool callOnlyThatInterface(CClient & cl, PlayerColor player, void (T::*ptr)(Args...), Args2 && ...args){	if(vstd::contains(cl.playerint, player))	{		((*cl.playerint[player]).*ptr)(std::forward<Args2>(args)...);		return true;	}	return false;}template<typename T, typename ... Args, typename ... Args2>bool callInterfaceIfPresent(CClient & cl, PlayerColor player, void (T::*ptr)(Args...), Args2 && ...args){	bool called = callOnlyThatInterface(cl, player, ptr, std::forward<Args2>(args)...);	return called;}template<typename T, typename ... Args, typename ... Args2>void callOnlyThatBattleInterface(CClient & cl, PlayerColor player, void (T::*ptr)(Args...), Args2 && ...args){	if(vstd::contains(cl.battleints,player))		((*cl.battleints[player]).*ptr)(std::forward<Args2>(args)...);	if(cl.additionalBattleInts.count(player))	{		for(auto bInt : cl.additionalBattleInts[player])			((*bInt).*ptr)(std::forward<Args2>(args)...);	}}template<typename T, typename ... Args, typename ... Args2>void callBattleInterfaceIfPresent(CClient & cl, PlayerColor player, void (T::*ptr)(Args...), Args2 && ...args){	callOnlyThatInterface(cl, player, ptr, std::forward<Args2>(args)...);}//calls all normal interfaces and privileged ones, playerints may be updated when iterating over it, so we need a copytemplate<typename T, typename ... Args, typename ... Args2>void callAllInterfaces(CClient & cl, void (T::*ptr)(Args...), Args2 && ...args){	for(auto pInt : cl.playerint)		((*pInt.second).*ptr)(std::forward<Args2>(args)...);}//calls all normal interfaces and privileged ones, playerints may be updated when iterating over it, so we need a copytemplate<typename T, typename ... Args, typename ... Args2>void callBattleInterfaceIfPresentForBothSides(CClient & cl, const BattleID & battleID, void (T::*ptr)(Args...), Args2 && ...args){	assert(cl.gameState().getBattle(battleID));	if(!cl.gameState().getBattle(battleID))	{		logGlobal->error("Attempt to call battle interface without ongoing battle!");		return;	}	callOnlyThatBattleInterface(cl, cl.gameState().getBattle(battleID)->getSide(BattleSide::ATTACKER).color, ptr, std::forward<Args2>(args)...);	callOnlyThatBattleInterface(cl, cl.gameState().getBattle(battleID)->getSide(BattleSide::DEFENDER).color, ptr, std::forward<Args2>(args)...);	if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool() && GAME->interface()->battleInt)	{		callOnlyThatBattleInterface(cl, PlayerColor::SPECTATOR, ptr, std::forward<Args2>(args)...);	}}void ApplyClientNetPackVisitor::visitSetResources(SetResources & pack){	//todo: inform on actual resource set transferred	callInterfaceIfPresent(cl, pack.player, &IGameEventsReceiver::receivedResource);}void ApplyClientNetPackVisitor::visitSetHeroExperience(SetHeroExperience & pack){	const CGHeroInstance * h = cl.gameInfo().getHero(pack.id);	if(!h)	{		logNetwork->error("Cannot find hero with pack.id %d", pack.id.getNum());		return;	}	callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroExperienceChanged, h, pack.val);}void ApplyClientNetPackVisitor::visitSetPrimarySkill(SetPrimarySkill & pack){	const CGHeroInstance * h = cl.gameInfo().getHero(pack.id);	if(!h)	{		logNetwork->error("Cannot find hero with pack.id %d", pack.id.getNum());		return;	}	callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroPrimarySkillChanged, h, pack.which, pack.val);}void ApplyClientNetPackVisitor::visitSetSecSkill(SetSecSkill & pack){	const CGHeroInstance *h = cl.gameInfo().getHero(pack.id);	if(!h)	{		logNetwork->error("Cannot find hero with pack.id %d", pack.id.getNum());		return;	}	callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroSecondarySkillChanged, h, pack.which, pack.val);}void ApplyClientNetPackVisitor::visitHeroVisitCastle(HeroVisitCastle & pack){	const CGHeroInstance *h = cl.gameInfo().getHero(pack.hid);		if(pack.start())	{		callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroVisitsTown, h, gs.getTown(pack.tid));	}}void ApplyClientNetPackVisitor::visitSetMana(SetMana & pack){	const CGHeroInstance *h = cl.gameInfo().getHero(pack.hid);	callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroManaPointsChanged, h);	if(settings["session"]["headless"].Bool())		return;	for(auto window : ENGINE->windows().findWindows<BattleWindow>())		window->heroManaPointsChanged(h);}void ApplyClientNetPackVisitor::visitSetMovePoints(SetMovePoints & pack){	const CGHeroInstance *h = cl.gameInfo().getHero(pack.hid);	callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroMovePointsChanged, h);}void ApplyClientNetPackVisitor::visitSetResearchedSpells(SetResearchedSpells & pack){	for(const auto & win : ENGINE->windows().findWindows<CMageGuildScreen>())		win->updateSpells(pack.tid);}void ApplyClientNetPackVisitor::visitFoWChange(FoWChange & pack){	for(auto &i : cl.playerint)	{		if(cl.gameInfo().getPlayerRelations(i.first, pack.player) == PlayerRelations::SAME_PLAYER && pack.waitForDialogs && GAME->interface() == i.second.get())		{			GAME->interface()->waitWhileDialog();		}		if(cl.gameInfo().getPlayerRelations(i.first, pack.player) != PlayerRelations::ENEMIES)		{			if(pack.mode == ETileVisibility::REVEALED)				i.second->tileRevealed(pack.tiles);			else				i.second->tileHidden(pack.tiles);		}	}	callAllInterfaces(cl, &CGameInterface::invalidatePaths);}static void dispatchGarrisonChange(CClient & cl, ObjectInstanceID army1, ObjectInstanceID army2){	auto obj1 = cl.gameInfo().getObj(army1);	if(!obj1)	{		logNetwork->error("Cannot find army with pack.id %d", army1.getNum());		return;	}	callInterfaceIfPresent(cl, obj1->tempOwner, &IGameEventsReceiver::garrisonsChanged, army1, army2);	if(army2 != ObjectInstanceID() && army2 != army1)	{		auto obj2 = cl.gameInfo().getObj(army2);		if(!obj2)		{			logNetwork->error("Cannot find army with pack.id %d", army2.getNum());			return;		}		if(obj1->tempOwner != obj2->tempOwner)			callInterfaceIfPresent(cl, obj2->tempOwner, &IGameEventsReceiver::garrisonsChanged, army1, army2);	}}void ApplyClientNetPackVisitor::visitChangeStackCount(ChangeStackCount & pack){	dispatchGarrisonChange(cl, pack.army, ObjectInstanceID());}void ApplyClientNetPackVisitor::visitSetStackType(SetStackType & pack){	dispatchGarrisonChange(cl, pack.army, ObjectInstanceID());}void ApplyClientNetPackVisitor::visitEraseStack(EraseStack & pack){	dispatchGarrisonChange(cl, pack.army, ObjectInstanceID());}void ApplyClientNetPackVisitor::visitSwapStacks(SwapStacks & pack){	dispatchGarrisonChange(cl, pack.srcArmy, pack.dstArmy);}void ApplyClientNetPackVisitor::visitInsertNewStack(InsertNewStack & pack){	dispatchGarrisonChange(cl, pack.army, ObjectInstanceID());}void ApplyClientNetPackVisitor::visitRebalanceStacks(RebalanceStacks & pack){	dispatchGarrisonChange(cl, pack.srcArmy, pack.dstArmy);}void ApplyClientNetPackVisitor::visitBulkRebalanceStacks(BulkRebalanceStacks & pack){	if(!pack.moves.empty())	{		auto destArmy = pack.moves[0].srcArmy == pack.moves[0].dstArmy			? ObjectInstanceID()			: pack.moves[0].dstArmy;		dispatchGarrisonChange(cl, pack.moves[0].srcArmy, destArmy);	}}void ApplyClientNetPackVisitor::visitPutArtifact(PutArtifact & pack){	callInterfaceIfPresent(cl, cl.gameState().getOwner(pack.al.artHolder), &IGameEventsReceiver::artifactPut, pack.al);	if(pack.askAssemble)		callInterfaceIfPresent(cl, cl.gameState().getOwner(pack.al.artHolder), &IGameEventsReceiver::askToAssembleArtifact, pack.al);}void ApplyClientNetPackVisitor::visitBulkEraseArtifacts(BulkEraseArtifacts & pack){	for(const auto & slotErase : pack.posPack)		callInterfaceIfPresent(cl, cl.gameState().getOwner(pack.artHolder), &IGameEventsReceiver::artifactRemoved, ArtifactLocation(pack.artHolder, slotErase));}void ApplyClientNetPackVisitor::visitBulkMoveArtifacts(BulkMoveArtifacts & pack){	const auto dstOwner = cl.gameState().getOwner(pack.dstArtHolder);	const auto applyMove = [this, &pack, dstOwner](const std::vector<MoveArtifactInfo> & artsPack)	{		for(const auto & slotToMove : artsPack)		{			const auto srcLoc = ArtifactLocation(pack.srcArtHolder, slotToMove.srcPos);			const auto dstLoc = ArtifactLocation(pack.dstArtHolder, slotToMove.dstPos);			callInterfaceIfPresent(cl, pack.interfaceOwner, &IGameEventsReceiver::artifactMoved, srcLoc, dstLoc);			if(slotToMove.askAssemble)				callInterfaceIfPresent(cl, pack.interfaceOwner, &IGameEventsReceiver::askToAssembleArtifact, dstLoc);			if(pack.interfaceOwner != dstOwner)				callInterfaceIfPresent(cl, dstOwner, &IGameEventsReceiver::artifactMoved, srcLoc, dstLoc);		}	};	size_t possibleAssemblyNumOfArts = 0;	const auto calcPossibleAssemblyNumOfArts = [&possibleAssemblyNumOfArts](const auto & slotToMove)	{		if(slotToMove.askAssemble)			possibleAssemblyNumOfArts++;	};	std::for_each(pack.artsPack0.cbegin(), pack.artsPack0.cend(), calcPossibleAssemblyNumOfArts);	std::for_each(pack.artsPack1.cbegin(), pack.artsPack1.cend(), calcPossibleAssemblyNumOfArts);	// Begin a session of bulk movement of arts. It is not necessary but useful for the client optimization.	callInterfaceIfPresent(cl, pack.interfaceOwner, &IGameEventsReceiver::bulkArtMovementStart,		pack.artsPack0.size() + pack.artsPack1.size(), possibleAssemblyNumOfArts);	if(pack.interfaceOwner != dstOwner)		callInterfaceIfPresent(cl, dstOwner, &IGameEventsReceiver::bulkArtMovementStart,			pack.artsPack0.size() + pack.artsPack1.size(), possibleAssemblyNumOfArts);	applyMove(pack.artsPack0);	if(!pack.artsPack1.empty())		applyMove(pack.artsPack1);}void ApplyClientNetPackVisitor::visitAssembledArtifact(AssembledArtifact & pack){	callInterfaceIfPresent(cl, cl.gameState().getOwner(pack.al.artHolder), &IGameEventsReceiver::artifactAssembled, pack.al);}void ApplyClientNetPackVisitor::visitDisassembledArtifact(DisassembledArtifact & pack){	callInterfaceIfPresent(cl, cl.gameState().getOwner(pack.al.artHolder), &IGameEventsReceiver::artifactDisassembled, pack.al);}void ApplyClientNetPackVisitor::visitHeroVisit(HeroVisit & pack){	auto hero = cl.gameInfo().getHero(pack.heroId);	auto obj = cl.gameInfo().getObj(pack.objId, false);	callInterfaceIfPresent(cl, pack.player, &IGameEventsReceiver::heroVisit, hero, obj, pack.starting);}void ApplyClientNetPackVisitor::visitNewTurn(NewTurn & pack){	callAllInterfaces(cl, &CGameInterface::invalidatePaths);	if(pack.newWeekNotification)	{		const auto & newWeek = *pack.newWeekNotification;		std::string str = newWeek.text.toString();		callAllInterfaces(cl, &CGameInterface::showInfoDialog, newWeek.type, str, newWeek.components,(soundBase::soundID)newWeek.soundID);	}}void ApplyClientNetPackVisitor::visitGiveBonus(GiveBonus & pack){	callAllInterfaces(cl, &CGameInterface::invalidatePaths);	switch(pack.who)	{	case GiveBonus::ETarget::OBJECT:		{			const CGHeroInstance *h = gs.getHero(pack.id.as<ObjectInstanceID>());			if(h)				callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroBonusChanged, h, pack.bonus, true);		}		break;	case GiveBonus::ETarget::PLAYER:		{			callInterfaceIfPresent(cl, pack.id.as<PlayerColor>(), &IGameEventsReceiver::playerBonusChanged, pack.bonus, true);		}		break;	}}void ApplyFirstClientNetPackVisitor::visitChangeObjPos(ChangeObjPos & pack){	const CGObjectInstance *obj = gs.getObjInstance(pack.objid);	GAME->map().onObjectFadeOut(obj, pack.initiator);	GAME->map().waitForOngoingAnimations();}void ApplyClientNetPackVisitor::visitChangeObjPos(ChangeObjPos & pack){	const CGObjectInstance *obj = gs.getObjInstance(pack.objid);	GAME->map().onObjectFadeIn(obj, pack.initiator);	GAME->map().waitForOngoingAnimations();	callAllInterfaces(cl, &CGameInterface::invalidatePaths);}void ApplyClientNetPackVisitor::visitPlayerEndsGame(PlayerEndsGame & pack){	callAllInterfaces(cl, &IGameEventsReceiver::gameOver, pack.player, pack.victoryLossCheckResult);	bool localHumanWinsGame = vstd::contains(cl.playerint, pack.player) && cl.gameInfo().getPlayerState(pack.player)->human && pack.victoryLossCheckResult.victory();	bool lastHumanEndsGame = GAME->server().howManyPlayerInterfaces() == 1 && vstd::contains(cl.playerint, pack.player) && cl.gameInfo().getPlayerState(pack.player)->human && !settings["session"]["spectate"].Bool();	if(lastHumanEndsGame || localHumanWinsGame)	{		assert(adventureInt);		if(adventureInt)		{			ENGINE->windows().popWindows(ENGINE->windows().count());			adventureInt.reset();		}		GAME->server().showHighScoresAndEndGameplay(pack.player, pack.victoryLossCheckResult.victory(), pack.statistic);	}	// In auto testing pack.mode we always close client if red pack.player won or lose	if(!settings["session"]["testmap"].isNull() && pack.player == PlayerColor(0))	{		logAi->info("Red player %s. Ending game.", pack.victoryLossCheckResult.victory() ? "won" : "lost");		GAME->onShutdownRequested(settings["session"]["spectate"].Bool()); // if spectator is active ask to close client or not	}}void ApplyClientNetPackVisitor::visitPlayerReinitInterface(PlayerReinitInterface & pack){	auto initInterfaces = [this]()	{		cl.initPlayerInterfaces();		for(PlayerColor player(0); player < PlayerColor::PLAYER_LIMIT; ++player)		{			if(cl.gameState().isPlayerMakingTurn(player))			{				callAllInterfaces(cl, &IGameEventsReceiver::playerStartsTurn, player);				callOnlyThatInterface(cl, player, &CGameInterface::yourTurn, QueryID::NONE);			}		}	};		for(auto player : pack.players)	{		auto & plSettings = GAME->server().si->getIthPlayersSettings(player);		if(pack.playerConnectionId == PlayerSettings::PLAYER_AI)		{			plSettings.connectedPlayerIDs.clear();			cl.initPlayerEnvironments();			initInterfaces();		}		else if(pack.playerConnectionId == GAME->server().logicConnection->connectionID)		{			plSettings.connectedPlayerIDs.insert(pack.playerConnectionId);			cl.playerint.clear();			initInterfaces();		}	}}void ApplyClientNetPackVisitor::visitRemoveBonus(RemoveBonus & pack){	switch(pack.who)	{	case GiveBonus::ETarget::OBJECT:		{			const CGHeroInstance *h = gs.getHero(pack.whoID.as<ObjectInstanceID>());			if(h)				callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroBonusChanged, h, pack.bonus, false);		}		break;	case GiveBonus::ETarget::PLAYER:		{			//const PlayerState *p = gs.getPlayerState(pack.id);			callInterfaceIfPresent(cl, pack.whoID.as<PlayerColor>(), &IGameEventsReceiver::playerBonusChanged, pack.bonus, false);		}		break;	}}void ApplyFirstClientNetPackVisitor::visitRemoveObject(RemoveObject & pack){	const CGObjectInstance *o = cl.gameInfo().getObj(pack.objectID);	const auto * h = dynamic_cast<const CGHeroInstance*>(o);	GAME->map().onObjectFadeOut(o, pack.initiator);	if (h && h->inBoat())		GAME->map().onObjectFadeOut(h->getBoat(), pack.initiator);	//notify interfaces about removal	for(auto i=cl.playerint.begin(); i!=cl.playerint.end(); i++)	{		//below line contains little cheat for AI so it will be aware of deletion of enemy heroes that moved or got re-covered by FoW		//TODO: loose requirements as next AI related crashes appear, for example another pack.player collects object that got re-covered by FoW, unsure if AI code workarounds this		if(gs.isVisibleFor(o, i->first) || (!cl.gameInfo().getPlayerState(i->first)->human && o->ID == Obj::HERO && o->tempOwner != i->first))		{			i->second->objectRemoved(o, pack.initiator);			if (h && h->inBoat())				i->second->objectRemoved(h->getBoat(), pack.initiator);		}	}	GAME->map().waitForOngoingAnimations();}void ApplyClientNetPackVisitor::visitRemoveObject(RemoveObject & pack){	callAllInterfaces(cl, &CGameInterface::invalidatePaths);	for(auto i=cl.playerint.begin(); i!=cl.playerint.end(); i++)		i->second->objectRemovedAfter();}void ApplyFirstClientNetPackVisitor::visitTryMoveHero(TryMoveHero & pack){	const CGHeroInstance *h = gs.getHero(pack.id);	switch (pack.result)	{		case TryMoveHero::EMBARK:			GAME->map().onBeforeHeroEmbark(h, pack.start, pack.end);			GAME->map().waitForOngoingAnimations(); // required - hero must play fade-out animation on his pre-embark position			break;		case TryMoveHero::TELEPORTATION:			GAME->map().onBeforeHeroTeleported(h, pack.start, pack.end);			break;		case TryMoveHero::DISEMBARK:			GAME->map().onBeforeHeroDisembark(h, pack.start, pack.end);			break;	}}void ApplyClientNetPackVisitor::visitTryMoveHero(TryMoveHero & pack){	const CGHeroInstance *h = cl.gameInfo().getHero(pack.id);	callAllInterfaces(cl, &CGameInterface::invalidatePaths);	switch(pack.result)	{		case TryMoveHero::SUCCESS:			GAME->map().onHeroMoved(h, pack.start, pack.end);			break;		case TryMoveHero::EMBARK:			GAME->map().onAfterHeroEmbark(h, pack.start, pack.end);			break;		case TryMoveHero::TELEPORTATION:			GAME->map().onAfterHeroTeleported(h, pack.start, pack.end);			break;		case TryMoveHero::DISEMBARK:			GAME->map().onAfterHeroDisembark(h, pack.start, pack.end);			break;	}	PlayerColor player = h->tempOwner;	for(auto &i : cl.playerint)		if(cl.gameInfo().getPlayerRelations(i.first, player) != PlayerRelations::ENEMIES)			i.second->tileRevealed(pack.fowRevealed);	for(auto i=cl.playerint.begin(); i!=cl.playerint.end(); i++)	{		if(i->first != PlayerColor::SPECTATOR && gs.checkForStandardLoss(i->first)) // Do not notify vanquished pack.player's interface			continue;		if(gs.isVisibleFor(h->convertToVisitablePos(pack.start), i->first)			|| gs.isVisibleFor(h->convertToVisitablePos(pack.end), i->first))		{			// pack.src and pack.dst of enemy hero move may be not visible => 'verbose' should be false			const bool verbose = cl.gameInfo().getPlayerRelations(i->first, player) != PlayerRelations::ENEMIES;			i->second->heroMoved(pack, verbose);		}	}	GAME->map().waitForOngoingAnimations();}void ApplyClientNetPackVisitor::visitNewStructures(NewStructures & pack){	const CGTownInstance *town = gs.getTown(pack.tid);	for(const auto & id : pack.bid)	{		callInterfaceIfPresent(cl, town->getOwner(), &IGameEventsReceiver::buildChanged, town, id, 1);	}	// invalidate section of map view with our object and force an update	GAME->map().onObjectInstantRemove(town, town->getOwner());	GAME->map().onObjectInstantAdd(town, town->getOwner());}void ApplyClientNetPackVisitor::visitRazeStructures(RazeStructures & pack){	const CGTownInstance * town = gs.getTown(pack.tid);	for(const auto & id : pack.bid)	{		callInterfaceIfPresent(cl, town->getOwner(), &IGameEventsReceiver::buildChanged, town, id, 2);	}	// invalidate section of map view with our object and force an update	GAME->map().onObjectInstantRemove(town, town->getOwner());	GAME->map().onObjectInstantAdd(town, town->getOwner());}void ApplyClientNetPackVisitor::visitSetAvailableCreatures(SetAvailableCreatures & pack){	const CGDwelling * dw = static_cast<const CGDwelling*>(cl.gameInfo().getObj(pack.tid));	PlayerColor p;	if(dw->ID == Obj::WAR_MACHINE_FACTORY) //War Machines Factory is not flaggable, it's "owned" by visitor		p = cl.gameInfo().getObjInstance(cl.gameInfo().getTile(dw->visitablePos())->visitableObjects.back())->getOwner();	else		p = dw->tempOwner;	callInterfaceIfPresent(cl, p, &IGameEventsReceiver::availableCreaturesChanged, dw);}void ApplyClientNetPackVisitor::visitSetHeroesInTown(SetHeroesInTown & pack){	const CGTownInstance * t = gs.getTown(pack.tid);	const CGHeroInstance * hGarr  = gs.getHero(pack.garrison);	const CGHeroInstance * hVisit = gs.getHero(pack.visiting);	//inform all players that see this object	for(auto i = cl.playerint.cbegin(); i != cl.playerint.cend(); ++i)	{		if(!i->first.isValidPlayer())			continue;		if(gs.isVisibleFor(t, i->first) ||			(hGarr && gs.isVisibleFor(hGarr, i->first)) ||			(hVisit && gs.isVisibleFor(hVisit, i->first)))		{			cl.playerint[i->first]->heroInGarrisonChange(t);		}	}}void ApplyClientNetPackVisitor::visitHeroRecruited(HeroRecruited & pack){	const auto * h = gs.getMap().getHero(pack.hid);	if(h->getHeroTypeID() != pack.hid)	{		logNetwork->error("Something wrong with hero recruited!");	}	if(callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroCreated, h))	{		if(const CGTownInstance *t = gs.getTown(pack.tid))			callInterfaceIfPresent(cl, h->getOwner(), &IGameEventsReceiver::heroInGarrisonChange, t);	}	GAME->map().onObjectInstantAdd(h, h->getOwner());}void ApplyClientNetPackVisitor::visitGiveHero(GiveHero & pack){	const CGHeroInstance *h = gs.getHero(pack.id);	GAME->map().onObjectInstantAdd(h, h->getOwner());	callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroCreated, h);}void ApplyFirstClientNetPackVisitor::visitGiveHero(GiveHero & pack){}void ApplyClientNetPackVisitor::visitInfoWindow(InfoWindow & pack){	std::string str = pack.text.toString();	if(!callInterfaceIfPresent(cl, pack.player, &CGameInterface::showInfoDialog, pack.type, str, pack.components,(soundBase::soundID)pack.soundID))		logNetwork->warn("We received InfoWindow for not our player...");}void ApplyFirstClientNetPackVisitor::visitSetObjectProperty(SetObjectProperty & pack){	//inform all players that see this object	for(auto it = cl.playerint.cbegin(); it != cl.playerint.cend(); ++it)	{		if(gs.isVisibleFor(gs.getObjInstance(pack.id), it->first))			callInterfaceIfPresent(cl, it->first, &IGameEventsReceiver::beforeObjectPropertyChanged, &pack);	}	// invalidate section of map view with our object and force an update with new flag color	if(pack.what == ObjProperty::OWNER)	{		auto object = gs.getObjInstance(pack.id);		GAME->map().onObjectInstantRemove(object, object->getOwner());	}}void ApplyClientNetPackVisitor::visitSetObjectProperty(SetObjectProperty & pack){	//inform all players that see this object	for(auto it = cl.playerint.cbegin(); it != cl.playerint.cend(); ++it)	{		if(gs.isVisibleFor(gs.getObjInstance(pack.id), it->first))			callInterfaceIfPresent(cl, it->first, &IGameEventsReceiver::objectPropertyChanged, &pack);	}	// invalidate section of map view with our object and force an update with new flag color	if(pack.what == ObjProperty::OWNER)	{		auto object = gs.getObjInstance(pack.id);		GAME->map().onObjectInstantAdd(object, object->getOwner());	}}void ApplyClientNetPackVisitor::visitHeroLevelUp(HeroLevelUp & pack){	const CGHeroInstance * hero = cl.gameInfo().getHero(pack.heroId);	assert(hero);	callOnlyThatInterface(cl, pack.player, &CGameInterface::heroGotLevel, hero, pack.primskill, pack.skills, pack.queryID);}void ApplyClientNetPackVisitor::visitCommanderLevelUp(CommanderLevelUp & pack){	const CGHeroInstance * hero = cl.gameInfo().getHero(pack.heroId);	assert(hero);	const auto & commander = hero->getCommander();	assert(commander);	assert(commander->getArmy()); //is it possible for Commander to exist beyond armed instance?	callOnlyThatInterface(cl, pack.player, &CGameInterface::commanderGotLevel, commander, pack.skills, pack.queryID);}void ApplyClientNetPackVisitor::visitBlockingDialog(BlockingDialog & pack){	std::string str = pack.text.toString();	if(!callOnlyThatInterface(cl, pack.player, &CGameInterface::showBlockingDialog, str, pack.components, pack.queryID, (soundBase::soundID)pack.soundID, pack.selection(), pack.cancel(), pack.safeToAutoaccept()))		logNetwork->warn("We received YesNoDialog for not our player...");}void ApplyClientNetPackVisitor::visitGarrisonDialog(GarrisonDialog & pack){	const CGHeroInstance *h = cl.gameInfo().getHero(pack.hid);	const CArmedInstance *obj = static_cast<const CArmedInstance*>(cl.gameInfo().getObj(pack.objid));	callOnlyThatInterface(cl, h->getOwner(), &CGameInterface::showGarrisonDialog, obj, h, pack.removableUnits, pack.queryID);}void ApplyClientNetPackVisitor::visitExchangeDialog(ExchangeDialog & pack){	callInterfaceIfPresent(cl, pack.player, &IGameEventsReceiver::heroExchangeStarted, pack.hero1, pack.hero2, pack.queryID);}void ApplyClientNetPackVisitor::visitTeleportDialog(TeleportDialog & pack){	const CGHeroInstance *h = cl.gameInfo().getHero(pack.hero);	callOnlyThatInterface(cl, h->getOwner(), &CGameInterface::showTeleportDialog, h, pack.channel, pack.exits, pack.impassable, pack.queryID);}void ApplyClientNetPackVisitor::visitMapObjectSelectDialog(MapObjectSelectDialog & pack){	callOnlyThatInterface(cl, pack.player, &CGameInterface::showMapObjectSelectDialog, pack.queryID, pack.icon, pack.title, pack.description, pack.objects);}void ApplyFirstClientNetPackVisitor::visitBattleStart(BattleStart & pack){	// Cannot use the usual code because curB is not set yet	callOnlyThatBattleInterface(cl, pack.info->getSide(BattleSide::ATTACKER).color, &IBattleEventsReceiver::battleStartBefore, pack.battleID, pack.info->getSideArmy(BattleSide::ATTACKER), pack.info->getSideArmy(BattleSide::DEFENDER),		pack.info->tile, pack.info->getSideHero(BattleSide::ATTACKER), pack.info->getSideHero(BattleSide::DEFENDER));	callOnlyThatBattleInterface(cl, pack.info->getSide(BattleSide::DEFENDER).color, &IBattleEventsReceiver::battleStartBefore, pack.battleID, pack.info->getSideArmy(BattleSide::ATTACKER), pack.info->getSideArmy(BattleSide::DEFENDER),		pack.info->tile, pack.info->getSideHero(BattleSide::ATTACKER), pack.info->getSideHero(BattleSide::DEFENDER));	callOnlyThatBattleInterface(cl, PlayerColor::SPECTATOR, &IBattleEventsReceiver::battleStartBefore, pack.battleID, pack.info->getSideArmy(BattleSide::ATTACKER), pack.info->getSideArmy(BattleSide::DEFENDER),		pack.info->tile, pack.info->getSideHero(BattleSide::ATTACKER), pack.info->getSideHero(BattleSide::DEFENDER));}void ApplyClientNetPackVisitor::visitBattleStart(BattleStart & pack){	cl.battleStarted(pack.battleID);}void ApplyFirstClientNetPackVisitor::visitBattleNextRound(BattleNextRound & pack){	callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleNewRoundFirst, pack.battleID);}void ApplyClientNetPackVisitor::visitBattleNextRound(BattleNextRound & pack){	callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleNewRound, pack.battleID);}void ApplyClientNetPackVisitor::visitBattleSetActiveStack(BattleSetActiveStack & pack){	if(pack.reason == BattleUnitTurnReason::AUTOMATIC_ACTION)		return;	const CStack *activated = gs.getBattle(pack.battleID)->battleGetStackByID(pack.stack);	PlayerColor playerToCall; //pack.player that will move activated stack	if(activated->isHypnotized())	{		playerToCall = gs.getBattle(pack.battleID)->getSide(BattleSide::ATTACKER).color == activated->unitOwner()			? gs.getBattle(pack.battleID)->getSide(BattleSide::DEFENDER).color			: gs.getBattle(pack.battleID)->getSide(BattleSide::ATTACKER).color;	}	else	{		playerToCall = activated->unitOwner();	}	cl.startPlayerBattleAction(pack.battleID, playerToCall);}void ApplyClientNetPackVisitor::visitBattleLogMessage(BattleLogMessage & pack){	callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleLogMessage, pack.battleID, pack.lines);}void ApplyClientNetPackVisitor::visitBattleTriggerEffect(BattleTriggerEffect & pack){	callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleTriggerEffect, pack.battleID, pack);}void ApplyFirstClientNetPackVisitor::visitBattleUpdateGateState(BattleUpdateGateState & pack){	callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleGateStateChanged, pack.battleID, pack.state);}void ApplyFirstClientNetPackVisitor::visitBattleResult(BattleResult & pack){	callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleEnd, pack.battleID, &pack, pack.queryID);	cl.battleFinished(pack.battleID);}void ApplyFirstClientNetPackVisitor::visitBattleStackMoved(BattleStackMoved & pack){	const CStack * movedStack = gs.getBattle(pack.battleID)->battleGetStackByID(pack.stack);	callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleStackMoved, pack.battleID, movedStack, pack.tilesToMove, pack.distance, pack.teleporting);}void ApplyFirstClientNetPackVisitor::visitBattleAttack(BattleAttack & pack){	callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleAttack, pack.battleID, &pack);	// battleStacksAttacked should be executed before BattleAttack.applyGs() to play animation before damaging unit	// so this has to be here instead of ApplyClientNetPackVisitor::visitBattleAttack()	callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleStacksAttacked, pack.battleID, pack.bsa, pack.shot());}void ApplyClientNetPackVisitor::visitBattleAttack(BattleAttack & pack){}void ApplyFirstClientNetPackVisitor::visitStartAction(StartAction & pack){	cl.currentBattleAction = std::make_unique<BattleAction>(pack.ba);	callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::actionStarted, pack.battleID, pack.ba);}void ApplyClientNetPackVisitor::visitBattleSpellCast(BattleSpellCast & pack){	callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleSpellCast, pack.battleID, &pack);}void ApplyClientNetPackVisitor::visitSetStackEffect(SetStackEffect & pack){	//informing about effects	callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleStacksEffectsSet, pack.battleID, pack);}void ApplyClientNetPackVisitor::visitStacksInjured(StacksInjured & pack){	callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleStacksAttacked, pack.battleID, pack.stacks, false);}void ApplyClientNetPackVisitor::visitBattleResultsApplied(BattleResultsApplied & pack){	if(!pack.learnedSpells.spells.empty())	{		const auto hero = GAME->interface()->cb->getHero(pack.learnedSpells.hid);		assert(hero);		callInterfaceIfPresent(cl, pack.victor, &CGameInterface::showInfoDialog, EInfoWindowMode::MODAL,			UIHelper::getEagleEyeInfoWindowText(*hero, pack.learnedSpells.spells), UIHelper::getSpellsComponents(pack.learnedSpells.spells), soundBase::soundID(0));	}	if(!pack.movingArtifacts.empty())	{		const auto artSet = GAME->interface()->cb->getArtSet(ArtifactLocation(pack.movingArtifacts.front().dstArtHolder));		assert(artSet);		std::vector<Component> artComponents;		for(const auto & artPack : pack.movingArtifacts)		{			auto packComponents = UIHelper::getArtifactsComponents(*artSet, artPack.artsPack0);			artComponents.insert(artComponents.end(), std::make_move_iterator(packComponents.begin()), std::make_move_iterator(packComponents.end()));		}		callInterfaceIfPresent(cl, pack.victor, &CGameInterface::showInfoDialog, EInfoWindowMode::MODAL, UIHelper::getArtifactsInfoWindowText(),			artComponents, soundBase::soundID(0));	}	for(auto & artPack : pack.movingArtifacts)		visitBulkMoveArtifacts(artPack);	if(pack.raisedStack.getCreature())		callInterfaceIfPresent(cl, pack.victor, &CGameInterface::showInfoDialog, EInfoWindowMode::AUTO,			UIHelper::getNecromancyInfoWindowText(pack.raisedStack), std::vector<Component>{Component(ComponentType::CREATURE, pack.raisedStack.getId(),			pack.raisedStack.getCount())}, UIHelper::getNecromancyInfoWindowSound());	callInterfaceIfPresent(cl, pack.victor, &IGameEventsReceiver::battleResultsApplied);	callInterfaceIfPresent(cl, pack.loser, &IGameEventsReceiver::battleResultsApplied);	callInterfaceIfPresent(cl, PlayerColor::SPECTATOR, &IGameEventsReceiver::battleResultsApplied);}void ApplyClientNetPackVisitor::visitBattleUnitsChanged(BattleUnitsChanged & pack){	callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleUnitsChanged, pack.battleID, pack.changedStacks);}void ApplyClientNetPackVisitor::visitBattleObstaclesChanged(BattleObstaclesChanged & pack){	//inform interfaces about removed obstacles	callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleObstaclesChanged, pack.battleID, pack.changes);}void ApplyClientNetPackVisitor::visitCatapultAttack(CatapultAttack & pack){	//inform interfaces about catapult attack	callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleCatapultAttacked, pack.battleID, pack);}void ApplyClientNetPackVisitor::visitEndAction(EndAction & pack){	callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::actionFinished, pack.battleID, *cl.currentBattleAction);	cl.currentBattleAction.reset();}void ApplyClientNetPackVisitor::visitPackageApplied(PackageApplied & pack){	callInterfaceIfPresent(cl, pack.player, &IGameEventsReceiver::requestRealized, &pack);	if(!cl.waitingRequest.tryRemovingElement(pack.requestID))		logNetwork->warn("Surprising server message! PackageApplied for unknown requestID!");}void ApplyClientNetPackVisitor::visitSystemMessage(SystemMessage & pack){	// usually used to receive error messages from server	logNetwork->error("System message: %s", pack.text.toString());	GAME->server().getGameChat().onNewSystemMessageReceived(pack.text.toString());}void ApplyClientNetPackVisitor::visitPlayerBlocked(PlayerBlocked & pack){	callInterfaceIfPresent(cl, pack.player, &IGameEventsReceiver::playerBlocked, pack.reason, pack.startOrEnd == PlayerBlocked::BLOCKADE_STARTED);}void ApplyClientNetPackVisitor::visitPlayerStartsTurn(PlayerStartsTurn & pack){	logNetwork->debug("Server gives turn to %s", pack.player.toString());	callAllInterfaces(cl, &IGameEventsReceiver::playerStartsTurn, pack.player);	callOnlyThatInterface(cl, pack.player, &CGameInterface::yourTurn, pack.queryID);}void ApplyClientNetPackVisitor::visitPlayerEndsTurn(PlayerEndsTurn & pack){	logNetwork->debug("Server ends turn of %s", pack.player.toString());	callAllInterfaces(cl, &IGameEventsReceiver::playerEndsTurn, pack.player);}void ApplyClientNetPackVisitor::visitTurnTimeUpdate(TurnTimeUpdate & pack){	logNetwork->debug("Server sets turn timer {turn: %d, base: %d, battle: %d, creature: %d} for %s", pack.turnTimer.turnTimer, pack.turnTimer.baseTimer, pack.turnTimer.battleTimer, pack.turnTimer.unitTimer, pack.player.toString());}void ApplyClientNetPackVisitor::visitPlayerMessageClient(PlayerMessageClient & pack){	logNetwork->debug("pack.player %s sends a message: %s", pack.player.toString(), pack.text);	GAME->server().getGameChat().onNewGameMessageReceived(pack.player, pack.text);}void ApplyClientNetPackVisitor::visitAdvmapSpellCast(AdvmapSpellCast & pack){	callAllInterfaces(cl, &CGameInterface::invalidatePaths);	auto caster = cl.gameInfo().getHero(pack.casterID);	if(caster)		//consider notifying other interfaces that see hero?		callInterfaceIfPresent(cl, caster->getOwner(), &IGameEventsReceiver::advmapSpellCast, caster, pack.spellID);	else		logNetwork->error("Invalid hero instance");}void ApplyClientNetPackVisitor::visitShowWorldViewEx(ShowWorldViewEx & pack){	callOnlyThatInterface(cl, pack.player, &CGameInterface::showWorldViewEx, pack.objectPositions, pack.showTerrain);}void ApplyClientNetPackVisitor::visitOpenWindow(OpenWindow & pack){	switch(pack.window)	{	case EOpenWindowMode::RECRUITMENT_FIRST:	case EOpenWindowMode::RECRUITMENT_ALL:		{			const CGDwelling *dw = dynamic_cast<const CGDwelling*>(cl.gameInfo().getObj(ObjectInstanceID(pack.object)));			const CArmedInstance *dst = dynamic_cast<const CArmedInstance*>(cl.gameInfo().getObj(ObjectInstanceID(pack.visitor)));			callInterfaceIfPresent(cl, dst->tempOwner, &IGameEventsReceiver::showRecruitmentDialog, dw, dst, pack.window == EOpenWindowMode::RECRUITMENT_FIRST ? 0 : -1, pack.queryID);		}		break;	case EOpenWindowMode::SHIPYARD_WINDOW:		{			assert(pack.queryID == QueryID::NONE);			const auto * sy = dynamic_cast<const IShipyard *>(cl.gameInfo().getObj(ObjectInstanceID(pack.object)));			callInterfaceIfPresent(cl, sy->getObject()->getOwner(), &IGameEventsReceiver::showShipyardDialog, sy);		}		break;	case EOpenWindowMode::THIEVES_GUILD:		{			assert(pack.queryID == QueryID::NONE);			//displays Thieves' Guild window (when hero enters Den of Thieves)			const CGObjectInstance *obj = cl.gameInfo().getObj(ObjectInstanceID(pack.object));			const CGHeroInstance *hero = cl.gameInfo().getHero(ObjectInstanceID(pack.visitor));			callInterfaceIfPresent(cl, hero->getOwner(), &IGameEventsReceiver::showThievesGuildWindow, obj);		}		break;	case EOpenWindowMode::UNIVERSITY_WINDOW:		{			//displays University window (when hero enters University on adventure map)			const auto * market = cl.gameState().getMarket(ObjectInstanceID(pack.object));			const CGHeroInstance *hero = cl.gameInfo().getHero(ObjectInstanceID(pack.visitor));			callInterfaceIfPresent(cl, hero->tempOwner, &IGameEventsReceiver::showUniversityWindow, market, hero, pack.queryID);		}		break;	case EOpenWindowMode::MARKET_WINDOW:		{			//displays Thieves' Guild window (when hero enters Den of Thieves)			const CGObjectInstance *obj = cl.gameInfo().getObj(ObjectInstanceID(pack.object));			const CGHeroInstance *hero = cl.gameInfo().getHero(ObjectInstanceID(pack.visitor));			const auto market = cl.gameState().getMarket(pack.object);			const auto * tile = cl.gameInfo().getTile(obj->visitablePos());			const auto * topObject = cl.gameInfo().getObjInstance(tile->visitableObjects.back());			callInterfaceIfPresent(cl, topObject->getOwner(), &IGameEventsReceiver::showMarketWindow, market, hero, pack.queryID);		}		break;	case EOpenWindowMode::HILL_FORT_WINDOW:		{			assert(pack.queryID == QueryID::NONE);			//displays Hill fort window			const CGObjectInstance *obj = cl.gameInfo().getObj(ObjectInstanceID(pack.object));			const CGHeroInstance *hero = cl.gameInfo().getHero(ObjectInstanceID(pack.visitor));			const auto * tile = cl.gameInfo().getTile(obj->visitablePos());			const auto * topObject = cl.gameInfo().getObjInstance(tile->visitableObjects.back());			callInterfaceIfPresent(cl, topObject->getOwner(), &IGameEventsReceiver::showHillFortWindow, obj, hero);		}		break;	case EOpenWindowMode::PUZZLE_MAP:		{			assert(pack.queryID == QueryID::NONE);			const CGHeroInstance *hero = cl.gameInfo().getHero(ObjectInstanceID(pack.visitor));			callInterfaceIfPresent(cl, hero->getOwner(), &IGameEventsReceiver::showPuzzleMap);		}		break;	case EOpenWindowMode::TAVERN_WINDOW:		{			const CGObjectInstance *obj1 = cl.gameInfo().getObj(ObjectInstanceID(pack.object));			const CGHeroInstance * hero = cl.gameInfo().getHero(ObjectInstanceID(pack.visitor));			callInterfaceIfPresent(cl, hero->tempOwner, &IGameEventsReceiver::showTavernWindow, obj1, hero, pack.queryID);		}		break;	}}void ApplyClientNetPackVisitor::visitCenterView(CenterView & pack){	callInterfaceIfPresent(cl, pack.player, &IGameEventsReceiver::centerView, pack.pos, pack.focusTime);}void ApplyClientNetPackVisitor::visitNewObject(NewObject & pack){	callAllInterfaces(cl, &CGameInterface::invalidatePaths);	const CGObjectInstance * obj = pack.newObject.get();	GAME->map().onObjectFadeIn(obj, pack.initiator);	for(auto i=cl.playerint.begin(); i!=cl.playerint.end(); i++)	{		if(gs.isVisibleFor(obj, i->first))			i->second->newObject(obj);	}	GAME->map().waitForOngoingAnimations();}void ApplyClientNetPackVisitor::visitSetAvailableArtifacts(SetAvailableArtifacts & pack){	if(!pack.id.hasValue()) //artifact merchants globally	{		callAllInterfaces(cl, &IGameEventsReceiver::availableArtifactsChanged, nullptr);	}	else	{		const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(cl.gameInfo().getObj(ObjectInstanceID(pack.id)));		assert(bm);		const auto * tile = cl.gameInfo().getTile(bm->visitablePos());		const auto * topObject = cl.gameInfo().getObjInstance(tile->visitableObjects.back());		callInterfaceIfPresent(cl, topObject->getOwner(), &IGameEventsReceiver::availableArtifactsChanged, bm);	}}void ApplyClientNetPackVisitor::visitEntitiesChanged(EntitiesChanged & pack){	callAllInterfaces(cl, &CGameInterface::invalidatePaths);}void ApplyClientNetPackVisitor::visitPlayerCheated(PlayerCheated & pack){	if(pack.colorScheme != ColorScheme::KEEP && vstd::contains(cl.playerint, pack.player))		cl.playerint[pack.player]->setColorScheme(pack.colorScheme);}
 |