Client.cpp 12 KB

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  1. #include "../CCallback.h"
  2. #include "../CConsoleHandler.h"
  3. #include "CGameInfo.h"
  4. #include "../lib/CGameState.h"
  5. #include "CPlayerInterface.h"
  6. #include "../StartInfo.h"
  7. #include "../hch/CArtHandler.h"
  8. #include "../hch/CDefObjInfoHandler.h"
  9. #include "../hch/CGeneralTextHandler.h"
  10. #include "../hch/CHeroHandler.h"
  11. #include "../hch/CTownHandler.h"
  12. #include "../hch/CObjectHandler.h"
  13. #include "../hch/CBuildingHandler.h"
  14. #include "../hch/CSpellHandler.h"
  15. #include "../lib/Connection.h"
  16. #include "../lib/Interprocess.h"
  17. #include "../lib/NetPacks.h"
  18. #include "../lib/VCMI_Lib.h"
  19. #include "../lib/map.h"
  20. #include "../mapHandler.h"
  21. #include "CConfigHandler.h"
  22. #include "Client.h"
  23. #include "GUIBase.h"
  24. #include <boost/bind.hpp>
  25. #include <boost/foreach.hpp>
  26. #include <boost/thread.hpp>
  27. #include <boost/thread/shared_mutex.hpp>
  28. #include <sstream>
  29. #undef DLL_EXPORT
  30. #define DLL_EXPORT
  31. #include "../lib/RegisterTypes.cpp"
  32. extern std::string NAME;
  33. namespace intpr = boost::interprocess;
  34. /*
  35. * Client.cpp, part of VCMI engine
  36. *
  37. * Authors: listed in file AUTHORS in main folder
  38. *
  39. * License: GNU General Public License v2.0 or later
  40. * Full text of license available in license.txt file, in main folder
  41. *
  42. */
  43. class CBaseForCLApply
  44. {
  45. public:
  46. virtual void applyOnClAfter(CClient *cl, void *pack) const =0;
  47. virtual void applyOnClBefore(CClient *cl, void *pack) const =0;
  48. };
  49. template <typename T> class CApplyOnCL : public CBaseForCLApply
  50. {
  51. public:
  52. void applyOnClAfter(CClient *cl, void *pack) const
  53. {
  54. T *ptr = static_cast<T*>(pack);
  55. ptr->applyCl(cl);
  56. }
  57. void applyOnClBefore(CClient *cl, void *pack) const
  58. {
  59. T *ptr = static_cast<T*>(pack);
  60. ptr->applyFirstCl(cl);
  61. }
  62. };
  63. class CCLApplier
  64. {
  65. public:
  66. std::map<ui16,CBaseForCLApply*> apps;
  67. CCLApplier()
  68. {
  69. registerTypes2(*this);
  70. }
  71. template<typename T> void registerType(const T * t=NULL)
  72. {
  73. ui16 ID = typeList.registerType(t);
  74. apps[ID] = new CApplyOnCL<T>;
  75. }
  76. } *applier = NULL;
  77. void CClient::init()
  78. {
  79. pathInfo = NULL;
  80. applier = new CCLApplier;
  81. IObjectInterface::cb = this;
  82. serv = NULL;
  83. gs = NULL;
  84. cb = NULL;
  85. terminate = false;
  86. boost::interprocess::shared_memory_object::remove("vcmi_memory"); //if the application has previously crashed, the memory may not have been removed. to avoid problems - try to destroy it
  87. try
  88. {
  89. shared = new SharedMem();
  90. } HANDLE_EXCEPTIONC(tlog1 << "Cannot open interprocess memory: ";)
  91. }
  92. CClient::CClient(void)
  93. :waitingRequest(false)
  94. {
  95. init();
  96. }
  97. CClient::CClient(CConnection *con, StartInfo *si)
  98. :waitingRequest(false)
  99. {
  100. init();
  101. newGame(con,si);
  102. }
  103. CClient::~CClient(void)
  104. {
  105. delete pathInfo;
  106. delete applier;
  107. delete shared;
  108. }
  109. void CClient::waitForMoveAndSend(int color)
  110. {
  111. try
  112. {
  113. BattleAction ba = playerint[color]->activeStack(gs->curB->activeStack);
  114. *serv << &MakeAction(ba);
  115. return;
  116. }HANDLE_EXCEPTION
  117. tlog1 << "We should not be here!" << std::endl;
  118. }
  119. void CClient::run()
  120. {
  121. try
  122. {
  123. CPack *pack;
  124. while(1)
  125. {
  126. if (terminate) {
  127. break;
  128. }
  129. //get the package from the server
  130. {
  131. boost::unique_lock<boost::mutex> lock(*serv->rmx);
  132. tlog5 << "Listening... ";
  133. *serv >> pack;
  134. tlog5 << "\treceived server message of type " << typeid(*pack).name() << std::endl;
  135. }
  136. if (terminate) {
  137. delete pack;
  138. break;
  139. }
  140. CBaseForCLApply *apply = applier->apps[typeList.getTypeID(pack)]; //find the applier
  141. if(apply)
  142. {
  143. apply->applyOnClBefore(this,pack);
  144. tlog5 << "\tMade first apply on cl\n";
  145. gs->apply(pack);
  146. tlog5 << "\tApplied on gs\n";
  147. apply->applyOnClAfter(this,pack);
  148. tlog5 << "\tMade second apply on cl\n";
  149. }
  150. else
  151. {
  152. tlog1 << "Message cannot be applied, cannot find applier!\n";
  153. }
  154. delete pack;
  155. pack = NULL;
  156. }
  157. } HANDLE_EXCEPTION(tlog1 << "Lost connection to server, ending listening thread!\n");
  158. }
  159. void CClient::stop()
  160. {
  161. // Game is ending
  162. // Tell the network thread and interface thread to reach a stable state
  163. terminate = true;
  164. LOCPLINT->terminate = true;
  165. }
  166. void CClient::save(const std::string & fname)
  167. {
  168. if(gs->curB)
  169. {
  170. tlog1 << "Game cannot be saved during battle!\n";
  171. return;
  172. }
  173. *serv << &SaveGame(fname);
  174. }
  175. void CClient::endGame()
  176. {
  177. tlog0 << "\n\nEnding current game!" << std::endl;
  178. delete CGI->mh;
  179. CGI->mh = NULL;
  180. delete CGI->state;
  181. CGI->state = NULL;
  182. while (!playerint.empty())
  183. {
  184. delete playerint.begin()->second;
  185. playerint.erase(playerint.begin());
  186. }
  187. BOOST_FOREACH(CCallback *cb, callbacks)
  188. {
  189. delete cb;
  190. }
  191. if (serv) {
  192. tlog3 << "Connection has been requested to be closed.\n";
  193. boost::unique_lock<boost::mutex>(*serv->wmx);
  194. *serv << &CloseServer();
  195. tlog3 << "Sent closing signal to the server\n";
  196. serv->close();
  197. delete serv;
  198. serv = NULL;
  199. tlog3 << "Our socket has been closed." << std::endl;
  200. }
  201. }
  202. void CClient::loadGame( const std::string & fname )
  203. {
  204. tlog0 <<"\n\nLoading procedure started!\n\n";
  205. timeHandler tmh;
  206. char portc[10];
  207. SDL_itoa(conf.cc.port,portc,10);
  208. runServer(portc); //create new server
  209. tlog0 <<"Restarting server: "<<tmh.getDif()<<std::endl;
  210. {
  211. ui32 ver;
  212. char sig[8];
  213. CMapHeader dum;
  214. CGI->mh = new CMapHandler();
  215. CLoadFile lf(fname + ".vlgm1");
  216. lf >> sig >> dum >> *sig;
  217. tlog0 <<"Reading save signature: "<<tmh.getDif()<<std::endl;
  218. lf >> *VLC;
  219. CGI->setFromLib();
  220. tlog0 <<"Reading handlers: "<<tmh.getDif()<<std::endl;
  221. lf >> gs;
  222. tlog0 <<"Reading gamestate: "<<tmh.getDif()<<std::endl;
  223. CGI->state = gs;
  224. CGI->mh->map = gs->map;
  225. pathInfo = new CPathsInfo(int3(gs->map->width, gs->map->height, gs->map->twoLevel+1));
  226. CGI->mh->init();
  227. tlog0 <<"Initing maphandler: "<<tmh.getDif()<<std::endl;
  228. }
  229. waitForServer();
  230. tlog0 <<"Waiting for server: "<<tmh.getDif()<<std::endl;
  231. serv = new CConnection(conf.cc.server,portc,NAME);
  232. serv->setGS(gs);
  233. tlog0 <<"Setting up connection: "<<tmh.getDif()<<std::endl;
  234. ui8 pom8;
  235. *serv << ui8(3) << ui8(1); //load game; one client
  236. *serv << fname;
  237. *serv >> pom8;
  238. if(pom8)
  239. throw "Server cannot open the savegame!";
  240. else
  241. tlog0 << "Server opened savegame properly.\n";
  242. *serv << ui8(gs->scenarioOps->playerInfos.size()+1); //number of players + neutral
  243. for(size_t i=0;i<gs->scenarioOps->playerInfos.size();i++)
  244. {
  245. *serv << ui8(gs->scenarioOps->playerInfos[i].color); //players
  246. }
  247. *serv << ui8(255); // neutrals
  248. tlog0 <<"Sent info to server: "<<tmh.getDif()<<std::endl;
  249. {
  250. CLoadFile lf(fname + ".vcgm1");
  251. lf >> *this;
  252. }
  253. //for (size_t i=0; i<gs->scenarioOps->playerInfos.size();++i) //initializing interfaces for players
  254. //{
  255. // ui8 color = gs->scenarioOps->playerInfos[i].color;
  256. // CCallback *cb = new CCallback(gs,color,this);
  257. // if(!gs->scenarioOps->playerInfos[i].human) {
  258. // playerint[color] = static_cast<CGameInterface*>(CAIHandler::getNewAI(cb,conf.cc.defaultAI));
  259. // }
  260. // else {
  261. // playerint[color] = new CPlayerInterface(color,i);
  262. // }
  263. // gs->currentPlayer = color;
  264. // playerint[color]->init(cb);
  265. // tlog0 <<"Setting up interface for player "<< (int)color <<": "<<tmh.getDif()<<std::endl;
  266. //}
  267. //playerint[255] = CAIHandler::getNewAI(cb,conf.cc.defaultAI);
  268. //playerint[255]->init(new CCallback(gs,255,this));
  269. //tlog0 <<"Setting up interface for neutral \"player\"" << tmh.getDif() << std::endl;
  270. }
  271. int CClient::getCurrentPlayer()
  272. {
  273. return gs->currentPlayer;
  274. }
  275. int CClient::getSelectedHero()
  276. {
  277. return IGameCallback::getSelectedHero(getCurrentPlayer())->id;
  278. }
  279. void CClient::newGame( CConnection *con, StartInfo *si )
  280. {
  281. if (con == NULL) {
  282. timeHandler pomtime;
  283. char portc[10];
  284. SDL_itoa(conf.cc.port,portc,10);
  285. CClient::runServer(portc);
  286. tlog0<<"Preparing shared memory and starting server: "<<pomtime.getDif()<<std::endl;
  287. pomtime.getDif();//reset timers
  288. //wait until server is ready
  289. tlog0<<"Waiting for server... ";
  290. waitForServer();
  291. tlog0 << pomtime.getDif()<<std::endl;
  292. while(!con)
  293. {
  294. try
  295. {
  296. tlog0 << "Establishing connection...\n";
  297. con = new CConnection(conf.cc.server,portc,NAME);
  298. }
  299. catch(...)
  300. {
  301. tlog1 << "\nCannot establish connection! Retrying within 2 seconds" <<std::endl;
  302. SDL_Delay(2000);
  303. }
  304. }
  305. THC tlog0<<"\tConnecting to the server: "<<pomtime.getDif()<<std::endl;
  306. }
  307. timeHandler tmh;
  308. CGI->state = new CGameState();
  309. tlog0 <<"\tGamestate: "<<tmh.getDif()<<std::endl;
  310. serv = con;
  311. serv->setGS(CGI->state);
  312. CConnection &c(*con);
  313. ////////////////////////////////////////////////////
  314. ui8 pom8;
  315. c << ui8(2) << ui8(1); //new game; one client
  316. c << *si;
  317. c >> pom8;
  318. if(pom8)
  319. throw "Server cannot open the map!";
  320. else
  321. tlog0 << "Server opened map properly.\n";
  322. c << ui8(si->playerInfos.size()+1); //number of players + neutral
  323. for(size_t i=0;i<si->playerInfos.size();i++)
  324. {
  325. c << ui8(si->playerInfos[i].color); //players
  326. }
  327. c << ui8(255); // neutrals
  328. ui32 seed, sum;
  329. std::string mapname;
  330. c >> mapname >> sum >> seed;
  331. tlog0 <<"\tSending/Getting info to/from the server: "<<tmh.getDif()<<std::endl;
  332. Mapa * mapa = new Mapa(mapname);
  333. tlog0 <<"Reading and detecting map file (together): "<<tmh.getDif()<<std::endl;
  334. tlog0 << "\tServer checksum for "<<mapname <<": "<<sum << std::endl;
  335. tlog0 << "\tOur checksum for the map: "<< mapa->checksum << std::endl;
  336. if(mapa->checksum != sum)
  337. {
  338. tlog1 << "Wrong map checksum!!!" << std::endl;
  339. throw std::string("Wrong checksum");
  340. }
  341. tlog0 << "\tUsing random seed: "<<seed << std::endl;
  342. gs = CGI->state;
  343. gs->scenarioOps = si;
  344. gs->init(si,mapa,seed);
  345. CGI->mh = new CMapHandler();
  346. tlog0 <<"Initializing GameState (together): "<<tmh.getDif()<<std::endl;
  347. CGI->mh->map = mapa;
  348. tlog0 <<"Creating mapHandler: "<<tmh.getDif()<<std::endl;
  349. CGI->mh->init();
  350. pathInfo = new CPathsInfo(int3(mapa->width, mapa->height, mapa->twoLevel+1));
  351. tlog0 <<"Initializing mapHandler (together): "<<tmh.getDif()<<std::endl;
  352. for (size_t i=0; i<gs->scenarioOps->playerInfos.size();++i) //initializing interfaces for players
  353. {
  354. ui8 color = gs->scenarioOps->playerInfos[i].color;
  355. CCallback *cb = new CCallback(gs,color,this);
  356. if(!gs->scenarioOps->playerInfos[i].human) {
  357. playerint[color] = static_cast<CGameInterface*>(CAIHandler::getNewAI(cb,conf.cc.defaultAI));
  358. }
  359. else {
  360. playerint[color] = new CPlayerInterface(color,i);
  361. }
  362. gs->currentPlayer = color;
  363. playerint[color]->init(cb);
  364. }
  365. playerint[255] = CAIHandler::getNewAI(cb,conf.cc.defaultAI);
  366. playerint[255]->init(new CCallback(gs,255,this));
  367. }
  368. void CClient::runServer(const char * portc)
  369. {
  370. static std::string comm = std::string(BIN_DIR PATH_SEPARATOR SERVER_NAME " ") + portc + " > server_log.txt"; //needs to be static, if not - will be probably destroyed before new thread reads it
  371. boost::thread servthr(boost::bind(system,comm.c_str())); //runs server executable; //TODO: will it work on non-windows platforms?
  372. }
  373. void CClient::waitForServer()
  374. {
  375. intpr::scoped_lock<intpr::interprocess_mutex> slock(shared->sr->mutex);
  376. while(!shared->sr->ready)
  377. {
  378. shared->sr->cond.wait(slock);
  379. }
  380. }
  381. template <typename Handler>
  382. void CClient::serialize( Handler &h, const int version )
  383. {
  384. if(h.saving)
  385. {
  386. ui8 players = playerint.size();
  387. h & players;
  388. for(std::map<ui8,CGameInterface *>::iterator i = playerint.begin(); i != playerint.end(); i++)
  389. {
  390. h & i->first & i->second->dllName;
  391. i->second->serialize(h,version);
  392. }
  393. }
  394. else
  395. {
  396. ui8 players;
  397. h & players;
  398. for(int i=0; i < players; i++)
  399. {
  400. std::string dllname;
  401. ui8 pid;
  402. h & pid & dllname;
  403. CCallback *callback = new CCallback(gs,pid,this);
  404. callbacks.insert(callback);
  405. CGameInterface *nInt = NULL;
  406. if(dllname.length())
  407. nInt = CAIHandler::getNewAI(callback,dllname);
  408. else
  409. nInt = new CPlayerInterface(pid,i);
  410. playerint[pid] = nInt;
  411. nInt->init(callback);
  412. nInt->serialize(h, version);
  413. }
  414. }
  415. }
  416. //void CClient::sendRequest( const CPackForServer *request, bool waitForRealization )
  417. //{
  418. // if(waitForRealization)
  419. // waitingRequest.set(true);
  420. //
  421. // *serv << request;
  422. //
  423. // if(waitForRealization)
  424. // waitingRequest.waitWhileTrue();
  425. //}
  426. template void CClient::serialize( CISer<CLoadFile> &h, const int version );
  427. template void CClient::serialize( COSer<CSaveFile> &h, const int version );