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							- #include "StdInc.h"
 
- #include "CMusicHandler.h"
 
- #include "../lib/mapping/CCampaignHandler.h"
 
- #include "../CCallback.h"
 
- #include "../lib/CConsoleHandler.h"
 
- #include "CGameInfo.h"
 
- #include "../lib/CGameState.h"
 
- #include "CPlayerInterface.h"
 
- #include "../lib/StartInfo.h"
 
- #include "../lib/BattleState.h"
 
- #include "../lib/CModHandler.h"
 
- #include "../lib/CArtHandler.h"
 
- #include "../lib/CDefObjInfoHandler.h"
 
- #include "../lib/CGeneralTextHandler.h"
 
- #include "../lib/CHeroHandler.h"
 
- #include "../lib/CTownHandler.h"
 
- #include "../lib/CObjectHandler.h"
 
- #include "../lib/CBuildingHandler.h"
 
- #include "../lib/CSpellHandler.h"
 
- #include "../lib/Connection.h"
 
- #include "../lib/Interprocess.h"
 
- #include "../lib/NetPacks.h"
 
- #include "../lib/VCMI_Lib.h"
 
- #include "../lib/VCMIDirs.h"
 
- #include "../lib/mapping/CMap.h"
 
- #include "../lib/JsonNode.h"
 
- #include "mapHandler.h"
 
- #include "../lib/CConfigHandler.h"
 
- #include "Client.h"
 
- #include "CPreGame.h"
 
- #include "battle/CBattleInterface.h"
 
- #include "../lib/CThreadHelper.h"
 
- #include "../lib/CScriptingModule.h"
 
- #include "../lib/RegisterTypes.h"
 
- #include "gui/CGuiHandler.h"
 
- #include "CMT.h"
 
- extern std::string NAME;
 
- namespace intpr = boost::interprocess;
 
- /*
 
-  * Client.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
 
-  *
 
-  */
 
- template <typename T> class CApplyOnCL;
 
- class CBaseForCLApply
 
- {
 
- public:
 
- 	virtual void applyOnClAfter(CClient *cl, void *pack) const =0; 
 
- 	virtual void applyOnClBefore(CClient *cl, void *pack) const =0; 
 
- 	virtual ~CBaseForCLApply(){}
 
- 	template<typename U> static CBaseForCLApply *getApplier(const U * t=nullptr)
 
- 	{
 
- 		return new CApplyOnCL<U>;
 
- 	}
 
- };
 
- template <typename T> class CApplyOnCL : public CBaseForCLApply
 
- {
 
- public:
 
- 	void applyOnClAfter(CClient *cl, void *pack) const
 
- 	{
 
- 		T *ptr = static_cast<T*>(pack);
 
- 		ptr->applyCl(cl);
 
- 	}
 
- 	void applyOnClBefore(CClient *cl, void *pack) const
 
- 	{
 
- 		T *ptr = static_cast<T*>(pack);
 
- 		ptr->applyFirstCl(cl);
 
- 	}
 
- };
 
- static CApplier<CBaseForCLApply> *applier = nullptr;
 
- void CClient::init()
 
- {
 
- 	hotSeat = false;
 
- 	connectionHandler = nullptr;
 
- 	pathInfo = nullptr;
 
- 	applier = new CApplier<CBaseForCLApply>;
 
- 	registerTypes2(*applier);
 
- 	IObjectInterface::cb = this;
 
- 	serv = nullptr;
 
- 	gs = nullptr;
 
- 	erm = nullptr;
 
- 	terminate = false;
 
- }
 
- CClient::CClient(void)
 
- {
 
- 	init();
 
- }
 
- CClient::CClient(CConnection *con, StartInfo *si)
 
- {
 
- 	init();
 
- 	newGame(con,si);
 
- }
 
- CClient::~CClient(void)
 
- {
 
- 	delete applier;
 
- }
 
- void CClient::waitForMoveAndSend(PlayerColor color)
 
- {
 
- 	try
 
- 	{
 
- 		setThreadName("CClient::waitForMoveAndSend");
 
- 		assert(vstd::contains(battleints, color));
 
- 		BattleAction ba = battleints[color]->activeStack(gs->curB->battleGetStackByID(gs->curB->activeStack, false));
 
- 		logNetwork->traceStream() << "Send battle action to server: " << ba;
 
- 		MakeAction temp_action(ba);
 
- 		sendRequest(&temp_action, color);
 
- 		return;
 
- 	}
 
- 	catch(boost::thread_interrupted&)
 
- 	{
 
-         logNetwork->debugStream() << "Wait for move thread was interrupted and no action will be send. Was a battle ended by spell?";
 
- 		return;
 
- 	}
 
- 	HANDLE_EXCEPTION
 
-     logNetwork->errorStream() << "We should not be here!";
 
- }
 
- void CClient::run()
 
- {
 
- 	setThreadName("CClient::run");
 
- 	try
 
- 	{
 
- 		while(!terminate)
 
- 		{
 
- 			CPack *pack = serv->retreivePack(); //get the package from the server
 
- 			
 
- 			if (terminate) 
 
- 			{
 
- 				vstd::clear_pointer(pack);
 
- 				break;
 
- 			}
 
- 			handlePack(pack);
 
- 		}
 
- 	} 
 
- 	//catch only asio exceptions
 
- 	catch (const boost::system::system_error& e)
 
- 	{	
 
-         logNetwork->errorStream() << "Lost connection to server, ending listening thread!";
 
-         logNetwork->errorStream() << e.what();
 
- 		if(!terminate) //rethrow (-> boom!) only if closing connection was unexpected
 
- 		{
 
-             logNetwork->errorStream() << "Something wrong, lost connection while game is still ongoing...";
 
- 			throw;
 
- 		}
 
- 	}
 
- }
 
- void CClient::save(const std::string & fname)
 
- {
 
- 	if(gs->curB)
 
- 	{
 
-         logNetwork->errorStream() << "Game cannot be saved during battle!";
 
- 		return;
 
- 	}
 
- 	SaveGame save_game(fname);
 
- 	sendRequest((CPackForClient*)&save_game, PlayerColor::NEUTRAL);
 
- }
 
- void CClient::endGame( bool closeConnection /*= true*/ )
 
- {
 
- 	//suggest interfaces to finish their stuff (AI should interrupt any bg working threads)
 
- 	for(auto i : playerint)
 
- 		i.second->finish();
 
- 	// Game is ending
 
- 	// Tell the network thread to reach a stable state
 
- 	if(closeConnection)
 
- 		stopConnection();
 
-     logNetwork->infoStream() << "Closed connection.";
 
- 	GH.curInt = nullptr;
 
- 	{
 
- 		boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
 
-         logNetwork->infoStream() << "Ending current game!";
 
- 		if(GH.topInt())
 
- 			GH.topInt()->deactivate();
 
- 		GH.listInt.clear();
 
- 		GH.objsToBlit.clear();
 
- 		GH.statusbar = nullptr;
 
-         logNetwork->infoStream() << "Removed GUI.";
 
- 		vstd::clear_pointer(const_cast<CGameInfo*>(CGI)->mh);
 
- 		vstd::clear_pointer(gs);
 
-         logNetwork->infoStream() << "Deleted mapHandler and gameState.";
 
- 		LOCPLINT = nullptr;
 
- 	}
 
- 	playerint.clear();
 
- 	battleints.clear();
 
- 	callbacks.clear();
 
- 	battleCallbacks.clear();
 
-     logNetwork->infoStream() << "Deleted playerInts.";
 
-     logNetwork->infoStream() << "Client stopped.";
 
- }
 
- void CClient::loadGame( const std::string & fname )
 
- {
 
-     logNetwork->infoStream() <<"Loading procedure started!";
 
- 	CServerHandler sh;
 
- 	sh.startServer();
 
- 	CStopWatch tmh;
 
- 	try
 
- 	{
 
- 		std::string clientSaveName = *CResourceHandler::get()->getResourceName(ResourceID(fname, EResType::CLIENT_SAVEGAME));
 
- 		std::string controlServerSaveName;
 
- 		if (CResourceHandler::get()->existsResource(ResourceID(fname, EResType::SERVER_SAVEGAME)))
 
- 		{
 
- 			controlServerSaveName = *CResourceHandler::get()->getResourceName(ResourceID(fname, EResType::SERVER_SAVEGAME));
 
- 		}
 
- 		else// create entry for server savegame. Triggered if save was made after launch and not yet present in res handler
 
- 		{
 
- 			controlServerSaveName = clientSaveName.substr(0, clientSaveName.find_last_of(".")) + ".vsgm1";
 
- 			CResourceHandler::get()->createResource(controlServerSaveName, true);
 
- 		}
 
- 		if(clientSaveName.empty())
 
- 			throw std::runtime_error("Cannot open client part of " + fname);
 
- 		if(controlServerSaveName.empty())
 
- 			throw std::runtime_error("Cannot open server part of " + fname);
 
- 		unique_ptr<CLoadFile> loader;
 
- 		{
 
- 			CLoadIntegrityValidator checkingLoader(clientSaveName, controlServerSaveName);
 
- 			loadCommonState(checkingLoader);
 
- 			loader = checkingLoader.decay();
 
- 		}
 
-         logNetwork->infoStream() << "Loaded common part of save " << tmh.getDiff();
 
- 		const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
 
- 		const_cast<CGameInfo*>(CGI)->mh->map = gs->map;
 
- 		pathInfo = make_unique<CPathsInfo>(getMapSize());
 
- 		CGI->mh->init();
 
-         logNetwork->infoStream() <<"Initing maphandler: "<<tmh.getDiff();
 
- 		*loader >> *this;
 
-         logNetwork->infoStream() << "Loaded client part of save " << tmh.getDiff();
 
- 	}
 
- 	catch(std::exception &e)
 
- 	{
 
- 		logGlobal->errorStream() << "Cannot load game " << fname << ". Error: " << e.what();
 
- 		throw; //obviously we cannot continue here
 
- 	}
 
- 	serv = sh.connectToServer();
 
- 	serv->addStdVecItems(gs);
 
- 	tmh.update();
 
- 	ui8 pom8;
 
- 	*serv << ui8(3) << ui8(1); //load game; one client
 
- 	*serv << fname;
 
- 	*serv >> pom8;
 
- 	if(pom8) 
 
- 		throw std::runtime_error("Server cannot open the savegame!");
 
- 	else
 
-         logNetwork->infoStream() << "Server opened savegame properly.";
 
- 	*serv << ui32(gs->scenarioOps->playerInfos.size()+1); //number of players + neutral
 
- 	for(auto & elem : gs->scenarioOps->playerInfos)
 
- 	{
 
- 		*serv << ui8(elem.first.getNum()); //players
 
- 	}
 
- 	*serv << ui8(PlayerColor::NEUTRAL.getNum());
 
-     logNetwork->infoStream() <<"Sent info to server: "<<tmh.getDiff();
 
- 	serv->enableStackSendingByID();
 
- 	serv->disableSmartPointerSerialization();
 
- // 	logGlobal->traceStream() << "Objects:";
 
- // 	for(int i = 0; i < gs->map->objects.size(); i++)
 
- // 	{
 
- // 		auto o = gs->map->objects[i];
 
- // 		if(o)
 
- // 			logGlobal->traceStream() << boost::format("\tindex=%5d, id=%5d; address=%5d, pos=%s, name=%s") % i % o->id % (int)o.get() % o->pos % o->getHoverText();
 
- // 		else
 
- // 			logGlobal->traceStream() << boost::format("\tindex=%5d --- nullptr") % i;
 
- // 	}
 
- }
 
- void CClient::newGame( CConnection *con, StartInfo *si )
 
- {
 
- 	enum {SINGLE, HOST, GUEST} networkMode = SINGLE;
 
- 	if (con == nullptr) 
 
- 	{
 
- 		CServerHandler sh;
 
- 		serv = sh.connectToServer();
 
- 	}
 
- 	else
 
- 	{
 
- 		serv = con;
 
- 		networkMode = (con->connectionID == 1) ? HOST : GUEST;
 
- 	}
 
- 	CConnection &c = *serv;
 
- 	////////////////////////////////////////////////////
 
- 	logNetwork->infoStream() <<"\tWill send info to server...";
 
- 	CStopWatch tmh;
 
- 	if(networkMode == SINGLE)
 
- 	{
 
- 		ui8 pom8;
 
- 		c << ui8(2) << ui8(1); //new game; one client
 
- 		c << *si;
 
- 		c >> pom8;
 
- 		if(pom8) 
 
- 			throw std::runtime_error("Server cannot open the map!");
 
- 		else
 
-             logNetwork->infoStream() << "Server opened map properly.";
 
- 	}
 
- 	c >> si;
 
-     logNetwork->infoStream() <<"\tSending/Getting info to/from the server: "<<tmh.getDiff();
 
- 	c.enableStackSendingByID();
 
- 	c.disableSmartPointerSerialization();
 
- 	// Initialize game state
 
- 	gs = new CGameState();
 
- 	logNetwork->infoStream() <<"\tCreating gamestate: "<<tmh.getDiff();
 
- 	gs->scenarioOps = si;
 
- 	gs->init(si);
 
-     logNetwork->infoStream() <<"Initializing GameState (together): "<<tmh.getDiff();
 
- 	// Now after possible random map gen, we know exact player count.
 
- 	// Inform server about how many players client handles
 
- 	std::set<PlayerColor> myPlayers;
 
- 	for(auto & elem : gs->scenarioOps->playerInfos)
 
- 	{
 
- 		if((networkMode == SINGLE)                                                      //single - one client has all player
 
- 		   || (networkMode != SINGLE && serv->connectionID == elem.second.playerID)      //multi - client has only "its players"
 
- 		   || (networkMode == HOST && elem.second.playerID == PlayerSettings::PLAYER_AI))//multi - host has all AI players
 
- 		{
 
- 			myPlayers.insert(elem.first); //add player
 
- 		}
 
- 	}
 
- 	if(networkMode != GUEST)
 
- 		myPlayers.insert(PlayerColor::NEUTRAL);
 
- 	c << myPlayers;
 
- 	// Init map handler
 
- 	if(gs->map)
 
- 	{
 
- 		const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
 
- 		CGI->mh->map = gs->map;
 
-         logNetwork->infoStream() <<"Creating mapHandler: "<<tmh.getDiff();
 
- 		CGI->mh->init();
 
- 		pathInfo = make_unique<CPathsInfo>(getMapSize());
 
-         logNetwork->infoStream() <<"Initializing mapHandler (together): "<<tmh.getDiff();
 
- 	}
 
- 	int humanPlayers = 0;
 
- 	for(auto & elem : gs->scenarioOps->playerInfos)//initializing interfaces for players
 
- 	{
 
- 		PlayerColor color = elem.first;
 
- 		gs->currentPlayer = color;
 
- 		if(!vstd::contains(myPlayers, color))
 
- 			continue;
 
-         logNetwork->traceStream() << "Preparing interface for player " << color;
 
- 		if(si->mode != StartInfo::DUEL)
 
- 		{
 
- 			if(elem.second.playerID == PlayerSettings::PLAYER_AI)
 
- 			{
 
- 				auto AiToGive = aiNameForPlayer(elem.second, false);
 
- 				logNetwork->infoStream() << boost::format("Player %s will be lead by %s") % color % AiToGive;
 
- 				installNewPlayerInterface(CDynLibHandler::getNewAI(AiToGive), color);
 
- 			}
 
- 			else 
 
- 			{
 
- 				installNewPlayerInterface(make_shared<CPlayerInterface>(color), color);
 
- 				humanPlayers++;
 
- 			}
 
- 		}
 
- 		else
 
- 		{
 
- 			std::string AItoGive = aiNameForPlayer(elem.second, true);
 
- 			installNewBattleInterface(CDynLibHandler::getNewBattleAI(AItoGive), color);
 
- 		}
 
- 	}
 
- 	if(si->mode == StartInfo::DUEL)
 
- 	{
 
- 		if(!gNoGUI)
 
- 		{
 
- 			boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
 
- 			auto p = make_shared<CPlayerInterface>(PlayerColor::NEUTRAL);
 
- 			p->observerInDuelMode = true;
 
- 			installNewPlayerInterface(p, boost::none);
 
- 			GH.curInt = p.get();
 
- 		}
 
- 		battleStarted(gs->curB);
 
- 	}
 
- 	else
 
- 	{
 
- 		loadNeutralBattleAI();
 
- 	}
 
- 	serv->addStdVecItems(gs);
 
- 	hotSeat = (humanPlayers > 1);
 
- // 	std::vector<FileInfo> scriptModules;
 
- // 	CFileUtility::getFilesWithExt(scriptModules, LIB_DIR "/scripting", "." LIB_EXT);
 
- // 	for(FileInfo &m : scriptModules)
 
- // 	{
 
- // 		CScriptingModule * nm = CDynLibHandler::getNewScriptingModule(m.name);
 
- // 		privilagedGameEventReceivers.push_back(nm);
 
- // 		privilagedBattleEventReceivers.push_back(nm);
 
- // 		nm->giveActionCB(this);
 
- // 		nm->giveInfoCB(this);
 
- // 		nm->init();
 
- // 
 
- // 		erm = nm; //something tells me that there'll at most one module and it'll be ERM
 
- // 	}
 
- }
 
- template <typename Handler>
 
- void CClient::serialize( Handler &h, const int version )
 
- {
 
- 	h & hotSeat;
 
- 	if(h.saving)
 
- 	{
 
- 		ui8 players = playerint.size();
 
- 		h & players;
 
- 		for(auto i = playerint.begin(); i != playerint.end(); i++)
 
- 		{
 
- 			LOG_TRACE_PARAMS(logGlobal, "Saving player %s interface", i->first);
 
- 			assert(i->first == i->second->playerID);
 
- 			h & i->first & i->second->dllName & i->second->human;
 
- 			i->second->saveGame(dynamic_cast<COSer<CSaveFile>&>(h), version); 
 
- 			//evil cast that i still like better than sfinae-magic. If I had a "static if"...
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		ui8 players = 0; //fix for uninitialized warning
 
- 		h & players;
 
- 		for(int i=0; i < players; i++)
 
- 		{
 
- 			std::string dllname;
 
- 			PlayerColor pid; 
 
- 			bool isHuman = false;
 
- 			h & pid & dllname & isHuman;
 
- 			LOG_TRACE_PARAMS(logGlobal, "Loading player %s interface", pid);
 
- 			shared_ptr<CGameInterface> nInt;
 
- 			if(dllname.length())
 
- 			{
 
- 				if(pid == PlayerColor::NEUTRAL)
 
- 				{
 
- 					installNewBattleInterface(CDynLibHandler::getNewBattleAI(dllname), pid);
 
- 					//TODO? consider serialization 
 
- 					continue;
 
- 				}
 
- 				else
 
- 				{
 
- 					assert(!isHuman);
 
- 					nInt = CDynLibHandler::getNewAI(dllname);
 
- 				}
 
- 			}
 
- 			else
 
- 			{
 
- 				assert(isHuman);
 
- 				nInt = make_shared<CPlayerInterface>(pid);
 
- 			}
 
- 			nInt->dllName = dllname;
 
- 			nInt->human = isHuman;
 
- 			nInt->playerID = pid;
 
- 			installNewPlayerInterface(nInt, pid);
 
- 			nInt->loadGame(dynamic_cast<CISer<CLoadFile>&>(h), version); //another evil cast, check above
 
- 		}
 
- 		if(!vstd::contains(battleints, PlayerColor::NEUTRAL))
 
- 			loadNeutralBattleAI();
 
- 	}
 
- }
 
- void CClient::handlePack( CPack * pack )
 
- {			
 
- 	CBaseForCLApply *apply = applier->apps[typeList.getTypeID(pack)]; //find the applier
 
- 	if(apply)
 
- 	{
 
- 		boost::unique_lock<boost::recursive_mutex> guiLock(*LOCPLINT->pim);
 
- 		apply->applyOnClBefore(this,pack);
 
-         logNetwork->traceStream() << "\tMade first apply on cl";
 
- 		gs->apply(pack);
 
-         logNetwork->traceStream() << "\tApplied on gs";
 
- 		apply->applyOnClAfter(this,pack);
 
-         logNetwork->traceStream() << "\tMade second apply on cl";
 
- 	}
 
- 	else
 
- 	{
 
-         logNetwork->errorStream() << "Message cannot be applied, cannot find applier! TypeID " << typeList.getTypeID(pack);
 
- 	}
 
- 	delete pack;
 
- }
 
- void CClient::updatePaths()
 
- {
 
- 	//TODO? lazy evaluation? paths now can get recalculated multiple times upon various game events
 
- 	const CGHeroInstance *h = getSelectedHero();
 
- 	if (h)//if we have selected hero...
 
- 		calculatePaths(h);
 
- }
 
- void CClient::finishCampaign( shared_ptr<CCampaignState> camp )
 
- {
 
- }
 
- void CClient::proposeNextMission(shared_ptr<CCampaignState> camp)
 
- {
 
- 	GH.pushInt(new CBonusSelection(camp));
 
- }
 
- void CClient::stopConnection()
 
- {
 
- 	terminate = true;
 
- 	if (serv) //request closing connection
 
- 	{
 
-         logNetwork->infoStream() << "Connection has been requested to be closed.";
 
- 		boost::unique_lock<boost::mutex>(*serv->wmx);
 
- 		CloseServer close_server;
 
- 		sendRequest(&close_server, PlayerColor::NEUTRAL);
 
-         logNetwork->infoStream() << "Sent closing signal to the server";
 
- 	}
 
- 	if(connectionHandler)//end connection handler
 
- 	{
 
- 		if(connectionHandler->get_id() != boost::this_thread::get_id())
 
- 			connectionHandler->join();
 
-         logNetwork->infoStream() << "Connection handler thread joined";
 
- 		delete connectionHandler;
 
- 		connectionHandler = nullptr;
 
- 	}
 
- 	if (serv) //and delete connection
 
- 	{
 
- 		serv->close();
 
- 		delete serv;
 
- 		serv = nullptr;
 
-         logNetwork->warnStream() << "Our socket has been closed.";
 
- 	}
 
- }
 
- void CClient::battleStarted(const BattleInfo * info)
 
- {
 
- 	for(auto &battleCb : battleCallbacks)
 
- 	{
 
- 		if(vstd::contains_if(info->sides, [&](const SideInBattle& side) {return side.color == battleCb.first; })  
 
- 			||  battleCb.first >= PlayerColor::PLAYER_LIMIT)
 
- 		{
 
- 			battleCb.second->setBattle(info);
 
- 		}
 
- 	}
 
- // 	for(ui8 side : info->sides)
 
- // 		if(battleCallbacks.count(side))
 
- // 			battleCallbacks[side]->setBattle(info);
 
- 	shared_ptr<CPlayerInterface> att, def;
 
- 	auto &leftSide = info->sides[0], &rightSide = info->sides[1];
 
- 	//If quick combat is not, do not prepare interfaces for battleint
 
- 	if(!settings["adventure"]["quickCombat"].Bool())
 
- 	{
 
- 		if(vstd::contains(playerint, leftSide.color) && playerint[leftSide.color]->human)
 
- 			att = std::dynamic_pointer_cast<CPlayerInterface>( playerint[leftSide.color] );
 
- 		if(vstd::contains(playerint, rightSide.color) && playerint[rightSide.color]->human)
 
- 			def = std::dynamic_pointer_cast<CPlayerInterface>( playerint[rightSide.color] );
 
- 	}
 
- 	if(!gNoGUI && (!!att || !!def || gs->scenarioOps->mode == StartInfo::DUEL))
 
- 	{
 
- 		boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
 
- 		auto bi = new CBattleInterface(leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero,
 
- 			Rect((screen->w - 800)/2, 
 
- 			     (screen->h - 600)/2, 800, 600), att, def);
 
- 		GH.pushInt(bi);
 
- 	}
 
- 	auto callBattleStart = [&](PlayerColor color, ui8 side){
 
- 		if(vstd::contains(battleints, color))
 
- 			battleints[color]->battleStart(leftSide.armyObject, rightSide.armyObject, info->tile, leftSide.hero, rightSide.hero, side);
 
- 	};
 
- 	callBattleStart(leftSide.color, 0);
 
- 	callBattleStart(rightSide.color, 1);
 
- 	callBattleStart(PlayerColor::UNFLAGGABLE, 1);
 
- 	if(info->tacticDistance && vstd::contains(battleints,info->sides[info->tacticsSide].color))
 
- 	{
 
- 		boost::thread(&CClient::commenceTacticPhaseForInt, this, battleints[info->sides[info->tacticsSide].color]);
 
- 	}
 
- }
 
- void CClient::battleFinished()
 
- {
 
- 	for(auto & side : gs->curB->sides)
 
- 		if(battleCallbacks.count(side.color))
 
- 			battleCallbacks[side.color]->setBattle(nullptr);
 
- }
 
- void CClient::loadNeutralBattleAI()
 
- {
 
- 	installNewBattleInterface(CDynLibHandler::getNewBattleAI(settings["server"]["neutralAI"].String()), PlayerColor::NEUTRAL);
 
- }
 
- void CClient::commitPackage( CPackForClient *pack )
 
- {
 
- 	CommitPackage cp;
 
- 	cp.freePack = false;
 
- 	cp.packToCommit = pack;
 
- 	sendRequest(&cp, PlayerColor::NEUTRAL);
 
- }
 
- PlayerColor CClient::getLocalPlayer() const
 
- {
 
- 	if(LOCPLINT)
 
- 		return LOCPLINT->playerID;
 
- 	return getCurrentPlayer();
 
- }
 
- void CClient::calculatePaths(const CGHeroInstance *h)
 
- {
 
- 	assert(h);
 
- 	boost::unique_lock<boost::mutex> pathLock(pathMx);
 
- 	gs->calculatePaths(h, *pathInfo);
 
- }
 
- void CClient::commenceTacticPhaseForInt(shared_ptr<CBattleGameInterface> battleInt)
 
- {
 
- 	setThreadName("CClient::commenceTacticPhaseForInt");
 
- 	try
 
- 	{
 
- 		battleInt->yourTacticPhase(gs->curB->tacticDistance);
 
- 		if(gs && !!gs->curB && gs->curB->tacticDistance) //while awaiting for end of tactics phase, many things can happen (end of battle... or game)
 
- 		{
 
- 			MakeAction ma(BattleAction::makeEndOFTacticPhase(gs->curB->playerToSide(battleInt->playerID)));
 
- 			sendRequest(&ma, battleInt->playerID);
 
- 		}
 
- 	} HANDLE_EXCEPTION
 
- }
 
- void CClient::invalidatePaths(const CGHeroInstance *h /*= nullptr*/)
 
- {
 
- 	if(!h || pathInfo->hero == h)
 
- 		pathInfo->isValid = false;
 
- }
 
- int CClient::sendRequest(const CPack *request, PlayerColor player)
 
- {
 
- 	static ui32 requestCounter = 0;
 
- 	ui32 requestID = requestCounter++;
 
-     logNetwork->traceStream() << boost::format("Sending a request \"%s\". It'll have an ID=%d.")
 
- 				% typeid(*request).name() % requestID;
 
- 	waitingRequest.pushBack(requestID);
 
- 	serv->sendPackToServer(*request, player, requestID);
 
- 	if(vstd::contains(playerint, player))
 
- 		playerint[player]->requestSent(dynamic_cast<const CPackForServer*>(request), requestID);
 
- 	return requestID;
 
- }
 
- void CClient::campaignMapFinished( shared_ptr<CCampaignState> camp )
 
- {
 
- 	endGame(false);
 
- 	LOCPLINT = nullptr; //TODO free res
 
- 	GH.curInt = CGPreGame::create();
 
- 	auto & epilogue = camp->camp->scenarios[camp->mapsConquered.back()].epilog;
 
- 	auto finisher = [=]()
 
- 	{
 
- 		if(camp->mapsRemaining.size())
 
- 			proposeNextMission(camp);
 
- 		else
 
- 			finishCampaign(camp);
 
- 	};
 
- 	if(epilogue.hasPrologEpilog)
 
- 	{
 
- 		GH.pushInt(new CPrologEpilogVideo(epilogue, finisher));
 
- 	}
 
- 	else
 
- 	{
 
- 		finisher();
 
- 	}
 
- }
 
- void CClient::installNewPlayerInterface(shared_ptr<CGameInterface> gameInterface, boost::optional<PlayerColor> color)
 
- {
 
- 	boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
 
- 	PlayerColor colorUsed = color.get_value_or(PlayerColor::UNFLAGGABLE);
 
- 	if(!color) 
 
- 		privilagedGameEventReceivers.push_back(gameInterface);
 
- 	playerint[colorUsed] = gameInterface;
 
- 	logGlobal->traceStream() << boost::format("\tInitializing the interface for player %s") % colorUsed;
 
- 	auto cb = make_shared<CCallback>(gs, color, this);
 
- 	callbacks[colorUsed] = cb;
 
- 	battleCallbacks[colorUsed] = cb;
 
- 	gameInterface->init(cb);
 
- 	installNewBattleInterface(gameInterface, color, false);
 
- }
 
- void CClient::installNewBattleInterface(shared_ptr<CBattleGameInterface> battleInterface, boost::optional<PlayerColor> color, bool needCallback /*= true*/)
 
- {
 
- 	boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
 
- 	PlayerColor colorUsed = color.get_value_or(PlayerColor::UNFLAGGABLE);
 
- 	if(!color) 
 
- 		privilagedBattleEventReceivers.push_back(battleInterface);
 
- 	battleints[colorUsed] = battleInterface;
 
- 	if(needCallback)
 
- 	{
 
- 		logGlobal->traceStream() << boost::format("\tInitializing the battle interface for player %s") % *color;
 
- 		auto cbc = make_shared<CBattleCallback>(gs, color, this);
 
- 		battleCallbacks[colorUsed] = cbc;
 
- 		battleInterface->init(cbc);
 
- 	}
 
- }
 
- std::string CClient::aiNameForPlayer(const PlayerSettings &ps, bool battleAI)
 
- {
 
- 	if(ps.name.size())
 
- 	{
 
- 		std::string filename = VCMIDirs::get().libraryPath() + "/AI/" + VCMIDirs::get().libraryName(ps.name);
 
- 		if(boost::filesystem::exists(filename))
 
- 			return ps.name;
 
- 	}
 
- 	const int sensibleAILimit = settings["session"]["oneGoodAI"].Bool() ? 1 : PlayerColor::PLAYER_LIMIT_I;
 
- 	std::string goodAI = battleAI ? settings["server"]["neutralAI"].String() : settings["server"]["playerAI"].String();
 
- 	std::string badAI = battleAI ? "StupidAI" : "EmptyAI";
 
- 	//TODO what about human players
 
- 	if(battleints.size() >= sensibleAILimit)
 
- 		return badAI;
 
- 	return goodAI;
 
- }
 
- template void CClient::serialize( CISer<CLoadFile> &h, const int version );
 
- template void CClient::serialize( COSer<CSaveFile> &h, const int version );
 
- void CServerHandler::startServer()
 
- {
 
- 	th.update();
 
- 	serverThread = new boost::thread(&CServerHandler::callServer, this); //runs server executable;
 
- 	if(verbose)
 
-         logNetwork->infoStream() << "Setting up thread calling server: " << th.getDiff();
 
- }
 
- void CServerHandler::waitForServer()
 
- {
 
- 	if(!serverThread)
 
- 		startServer();
 
- 	th.update();
 
- 	intpr::scoped_lock<intpr::interprocess_mutex> slock(shared->sr->mutex);
 
- 	while(!shared->sr->ready)
 
- 	{
 
- 		shared->sr->cond.wait(slock);
 
- 	}
 
- 	if(verbose)
 
-         logNetwork->infoStream() << "Waiting for server: " << th.getDiff();
 
- }
 
- CConnection * CServerHandler::connectToServer()
 
- {
 
- 	if(!shared->sr->ready)
 
- 		waitForServer();
 
- 	th.update(); //put breakpoint here to attach to server before it does something stupid
 
- 	CConnection *ret = justConnectToServer(settings["server"]["server"].String(), port);
 
- 	if(verbose)
 
-         logNetwork->infoStream()<<"\tConnecting to the server: "<<th.getDiff();
 
- 	return ret;
 
- }
 
- CServerHandler::CServerHandler(bool runServer /*= false*/)
 
- {
 
- 	serverThread = nullptr;
 
- 	shared = nullptr;
 
- 	port = boost::lexical_cast<std::string>(settings["server"]["port"].Float());
 
- 	verbose = true;
 
- 	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
 
- 	try
 
- 	{
 
- 		shared = new SharedMem();
 
-     } HANDLE_EXCEPTIONC(logNetwork->errorStream() << "Cannot open interprocess memory: ";)
 
- }
 
- CServerHandler::~CServerHandler()
 
- {
 
- 	delete shared;
 
- 	delete serverThread; //detaches, not kills thread
 
- }
 
- void CServerHandler::callServer()
 
- {
 
- 	setThreadName("CServerHandler::callServer");
 
- 	std::string logName = VCMIDirs::get().userCachePath() + "/server_log.txt";
 
- 	std::string comm = VCMIDirs::get().serverPath() + " --port=" + port + " > " + logName;
 
- 	int result = std::system(comm.c_str());
 
- 	if (result == 0)
 
-         logNetwork->infoStream() << "Server closed correctly";
 
- 	else
 
- 	{
 
-         logNetwork->errorStream() << "Error: server failed to close correctly or crashed!";
 
-         logNetwork->errorStream() << "Check " << logName << " for more info";
 
- 		exit(1);// exit in case of error. Othervice without working server VCMI will hang
 
- 	}
 
- }
 
- CConnection * CServerHandler::justConnectToServer(const std::string &host, const std::string &port)
 
- {
 
- 	CConnection *ret = nullptr;
 
- 	while(!ret)
 
- 	{
 
- 		try
 
- 		{
 
-             logNetwork->infoStream() << "Establishing connection...";
 
- 			ret = new CConnection(	host.size() ? host : settings["server"]["server"].String(), 
 
- 									port.size() ? port : boost::lexical_cast<std::string>(settings["server"]["port"].Float()), 
 
- 									NAME);
 
- 		}
 
- 		catch(...)
 
- 		{
 
-             logNetwork->errorStream() << "\nCannot establish connection! Retrying within 2 seconds";
 
- 			SDL_Delay(2000);
 
- 		}
 
- 	}
 
- 	return ret;
 
- }
 
 
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