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							- #include "CMusicHandler.h"
 
- #include "../lib/CCampaignHandler.h"
 
- #include "../CCallback.h"
 
- #include "../CConsoleHandler.h"
 
- #include "CGameInfo.h"
 
- #include "../lib/CGameState.h"
 
- #include "CPlayerInterface.h"
 
- #include "../StartInfo.h"
 
- #include "../lib/BattleState.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/map.h"
 
- #include "mapHandler.h"
 
- #include "CConfigHandler.h"
 
- #include "Client.h"
 
- #include "GUIBase.h"
 
- #include <boost/bind.hpp>
 
- #include <boost/foreach.hpp>
 
- #include <boost/thread.hpp>
 
- #include <boost/thread/shared_mutex.hpp>
 
- #include <boost/lexical_cast.hpp>
 
- #include <sstream>
 
- #include "CPreGame.h"
 
- #include "CBattleInterface.h"
 
- #include "../CThreadHelper.h"
 
- #include "../lib/ERMScriptModule.h"
 
- #define NOT_LIB
 
- #include "../lib/RegisterTypes.cpp"
 
- 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=NULL)
 
- 	{
 
- 		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 = NULL;
 
- void CClient::init()
 
- {
 
- 	hotSeat = false;
 
- 	connectionHandler = NULL;
 
- 	pathInfo = NULL;
 
- 	applier = new CApplier<CBaseForCLApply>;
 
- 	registerTypes2(*applier);
 
- 	IObjectInterface::cb = this;
 
- 	serv = NULL;
 
- 	gs = NULL;
 
- 	cb = NULL;
 
- 	terminate = false;
 
- }
 
- CClient::CClient(void)
 
- :waitingRequest(false)
 
- {
 
- 	init();
 
- }
 
- CClient::CClient(CConnection *con, StartInfo *si)
 
- :waitingRequest(false)
 
- {
 
- 	init();
 
- 	newGame(con,si);
 
- }
 
- CClient::~CClient(void)
 
- {
 
- 	delete pathInfo;
 
- 	delete applier;
 
- }
 
- void CClient::waitForMoveAndSend(int color)
 
- {
 
- 	try
 
- 	{
 
- 		assert(vstd::contains(battleints, color));
 
- 		BattleAction ba = battleints[color]->activeStack(gs->curB->getStack(gs->curB->activeStack, false));
 
- 		*serv << &MakeAction(ba);
 
- 		return;
 
- 	}HANDLE_EXCEPTION
 
- 	tlog1 << "We should not be here!" << std::endl;
 
- }
 
- void CClient::run()
 
- {
 
- 	setThreadName(-1, "CClient::run");
 
- 	try
 
- 	{
 
- 		CPack *pack = NULL;
 
- 		while(!terminate)
 
- 		{
 
- 			pack = serv->retreivePack(); //get the package from the server
 
- 			
 
- 			if (terminate) 
 
- 			{
 
- 				delete pack;
 
- 				pack = NULL;
 
- 				break;
 
- 			}
 
- 			handlePack(pack);
 
- 			pack = NULL;
 
- 		}
 
- 	} 
 
- 	catch (const std::exception& e)
 
- 	{	
 
- 		tlog3 << "Lost connection to server, ending listening thread!\n";
 
- 		tlog1 << e.what() << std::endl;
 
- 		if(!terminate) //rethrow (-> boom!) only if closing connection was unexpected
 
- 		{
 
- 			tlog1 << "Something wrong, lost connection while game is still ongoing...\n";
 
- 			throw;
 
- 		}
 
- 	}
 
- }
 
- void CClient::save(const std::string & fname)
 
- {
 
- 	if(gs->curB)
 
- 	{
 
- 		tlog1 << "Game cannot be saved during battle!\n";
 
- 		return;
 
- 	}
 
- 	*serv << &SaveGame(fname);
 
- }
 
- #include <fstream>
 
- void initVillagesCapitols(Mapa * map)
 
- {
 
- 	std::ifstream ifs(DATA_DIR "/config/townsDefs.txt");
 
- 	int ccc;
 
- 	ifs>>ccc;
 
- 	for(int i=0;i<ccc*2;i++)
 
- 	{
 
- 		const CGDefInfo *n;
 
- 		if(i<ccc)
 
- 		{
 
- 			n = CGI->state->villages[i];
 
- 			map->defy.push_back(CGI->state->forts[i]);
 
- 		}
 
- 		else 
 
- 			n = CGI->state->capitols[i%ccc];
 
- 		ifs >> const_cast<CGDefInfo*>(n)->name;
 
- 		if(!n)
 
- 			tlog1 << "*HUGE* Warning - missing town def for " << i << std::endl;
 
- 		else
 
- 			map->defy.push_back(const_cast<CGDefInfo*>(n));
 
- 	}
 
- }
 
- void CClient::endGame( bool closeConnection /*= true*/ )
 
- {
 
- 	// Game is ending
 
- 	// Tell the network thread to reach a stable state
 
- 	GH.curInt = NULL;
 
- 	LOCPLINT->terminate_cond.setn(true);
 
- 	LOCPLINT->pim->lock();
 
- 	tlog0 << "\n\nEnding current game!" << std::endl;
 
- 	if(GH.topInt())
 
- 		GH.topInt()->deactivate();
 
- 	GH.listInt.clear();
 
- 	GH.objsToBlit.clear();
 
- 	GH.statusbar = NULL;
 
- 	tlog0 << "Removed GUI." << std::endl;
 
- 	delete CGI->mh;
 
- 	const_cast<CGameInfo*>(CGI)->mh = NULL;
 
- 	const_cast<CGameInfo*>(CGI)->state.dellNull();
 
- 	tlog0 << "Deleted mapHandler and gameState." << std::endl;
 
- 	CPlayerInterface * oldInt = LOCPLINT;
 
- 	LOCPLINT = NULL;
 
- 	oldInt->pim->unlock();
 
- 	while (!playerint.empty())
 
- 	{
 
- 		CGameInterface *pint = playerint.begin()->second;
 
- 		playerint.erase(playerint.begin());
 
- 		delete pint;
 
- 	}
 
- 	BOOST_FOREACH(CCallback *cb, callbacks)
 
- 	{
 
- 		delete cb;
 
- 	}
 
- 	tlog0 << "Deleted playerInts." << std::endl;
 
- 	if(closeConnection)
 
- 		stopConnection();
 
- 	tlog0 << "Client stopped." << std::endl;
 
- }
 
- void CClient::loadGame( const std::string & fname )
 
- {
 
- 	tlog0 <<"\n\nLoading procedure started!\n\n";
 
- 	CServerHandler sh;
 
- 	sh.startServer();
 
- 	timeHandler tmh;
 
- 	{
 
- 		char sig[8];
 
- 		CMapHeader dum;
 
- 		const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
 
- 		StartInfo *si;
 
- 		CLoadFile lf(fname + ".vlgm1");
 
- 		lf >> sig >> dum >> si;
 
- 		tlog0 <<"Reading save signature: "<<tmh.getDif()<<std::endl;
 
- 		
 
- 		lf >> *VLC;
 
- 		const_cast<CGameInfo*>(CGI)->setFromLib();
 
- 		tlog0 <<"Reading handlers: "<<tmh.getDif()<<std::endl;
 
- 		lf >> gs;
 
- 		tlog0 <<"Reading gamestate: "<<tmh.getDif()<<std::endl;
 
- 		const_cast<CGameInfo*>(CGI)->state = gs;
 
- 		const_cast<CGameInfo*>(CGI)->mh->map = gs->map;
 
- 		pathInfo = new CPathsInfo(int3(gs->map->width, gs->map->height, gs->map->twoLevel+1));
 
- 		CGI->mh->init();
 
- 		initVillagesCapitols(gs->map);
 
- 		tlog0 <<"Initing maphandler: "<<tmh.getDif()<<std::endl;
 
- 	}
 
- 	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 "Server cannot open the savegame!";
 
- 	else
 
- 		tlog0 << "Server opened savegame properly.\n";
 
- 	*serv << ui32(gs->scenarioOps->playerInfos.size()+1); //number of players + neutral
 
- 	for(std::map<int, PlayerSettings>::iterator it = gs->scenarioOps->playerInfos.begin(); 
 
- 		it != gs->scenarioOps->playerInfos.end(); ++it)
 
- 	{
 
- 		*serv << ui8(it->first); //players
 
- 	}
 
- 	*serv << ui8(255); // neutrals
 
- 	tlog0 <<"Sent info to server: "<<tmh.getDif()<<std::endl;
 
- 	
 
- 	{
 
- 		CLoadFile lf(fname + ".vcgm1");
 
- 		lf >> *this;
 
- 	}
 
- }
 
- void CClient::newGame( CConnection *con, StartInfo *si )
 
- {
 
- 	enum {SINGLE, HOST, GUEST} networkMode = SINGLE;
 
- 	std::set<ui8> myPlayers;
 
- 	if (con == NULL) 
 
- 	{
 
- 		CServerHandler sh;
 
- 		serv = sh.connectToServer();
 
- 	}
 
- 	else
 
- 	{
 
- 		serv = con;
 
- 		networkMode = (con->connectionID == 1) ? HOST : GUEST;
 
- 	}
 
- 	for(std::map<int, PlayerSettings>::iterator it =si->playerInfos.begin(); 
 
- 		it != si->playerInfos.end(); ++it)
 
- 	{
 
- 		if(networkMode == SINGLE												//single - one client has all player
 
- 			|| networkMode != SINGLE && serv->connectionID == it->second.human	//multi - client has only "its players"
 
- 			|| networkMode == HOST && it->second.human == false)				//multi - host has all AI players
 
- 		{
 
- 			myPlayers.insert(ui8(it->first)); //add player
 
- 		}
 
- 	}
 
- 	if(networkMode != GUEST)
 
- 		myPlayers.insert(255); //neutral
 
- 	timeHandler tmh;
 
- 	const_cast<CGameInfo*>(CGI)->state = new CGameState();
 
- 	tlog0 <<"\tGamestate: "<<tmh.getDif()<<std::endl;
 
- 	CConnection &c(*serv);
 
- 	////////////////////////////////////////////////////
 
- 	if(networkMode == SINGLE)
 
- 	{
 
- 		ui8 pom8;
 
- 		c << ui8(2) << ui8(1); //new game; one client
 
- 		c << *si;
 
- 		c >> pom8;
 
- 		if(pom8) 
 
- 			throw "Server cannot open the map!";
 
- 		else
 
- 			tlog0 << "Server opened map properly.\n";
 
- 	}
 
- 	c << myPlayers;
 
- 	ui32 seed, sum;
 
- 	c >> si	>> sum >> seed;
 
- 	tlog0 <<"\tSending/Getting info to/from the server: "<<tmh.getDif()<<std::endl;
 
- 	tlog0 << "\tUsing random seed: "<<seed << std::endl;
 
- 	gs = const_cast<CGameInfo*>(CGI)->state;
 
- 	gs->scenarioOps = si;
 
- 	gs->init(si, sum, seed);
 
- 	tlog0 <<"Initializing GameState (together): "<<tmh.getDif()<<std::endl;
 
- 	if(gs->map)
 
- 	{
 
- 		const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
 
- 		CGI->mh->map = gs->map;
 
- 		tlog0 <<"Creating mapHandler: "<<tmh.getDif()<<std::endl;
 
- 		CGI->mh->init();
 
- 		initVillagesCapitols(gs->map);
 
- 		pathInfo = new CPathsInfo(int3(gs->map->width, gs->map->height, gs->map->twoLevel+1));
 
- 		tlog0 <<"Initializing mapHandler (together): "<<tmh.getDif()<<std::endl;
 
- 	}
 
- 	int humanPlayers = 0;
 
- 	for(std::map<int, PlayerSettings>::iterator it = gs->scenarioOps->playerInfos.begin(); 
 
- 		it != gs->scenarioOps->playerInfos.end(); ++it)//initializing interfaces for players
 
- 	{ 
 
- 		ui8 color = it->first;
 
- 		gs->currentPlayer = color;
 
- 		if(!vstd::contains(myPlayers, color))
 
- 			continue;
 
- 		if(si->mode != StartInfo::DUEL)
 
- 		{
 
- 			CCallback *cb = new CCallback(gs,color,this);
 
- 			if(!it->second.human) 
 
- 			{
 
- 				playerint[color] = static_cast<CGameInterface*>(CAIHandler::getNewAI(conf.cc.defaultPlayerAI));
 
- 			}
 
- 			else 
 
- 			{
 
- 				playerint[color] = new CPlayerInterface(color);
 
- 				humanPlayers++;
 
- 			}
 
- 			battleints[color] = playerint[color];
 
- 			playerint[color]->init(cb);
 
- 		}
 
- 		else
 
- 		{
 
- 			CBattleCallback * cbc = new CBattleCallback(gs, color, this);
 
- 			battleints[color] = CAIHandler::getNewBattleAI("StupidAI");
 
- 			battleints[color]->init(cbc);
 
- 		}
 
- 	}
 
- 	if(si->mode == StartInfo::DUEL)
 
- 	{
 
- 		CPlayerInterface *p = new CPlayerInterface(-1);
 
- 		p->observerInDuelMode = true;
 
- 		battleints[254] = playerint[254] = p;
 
- 		GH.curInt = p;
 
- 		p->init(new CCallback(gs, -1, this));
 
- 		battleStarted(gs->curB);
 
- 	}
 
- 	else
 
- 	{
 
- 		loadNeutralBattleAI();
 
- 	}
 
- 	serv->addStdVecItems(const_cast<CGameInfo*>(CGI)->state);
 
- 	hotSeat = (humanPlayers > 1);
 
- 	CERMScriptModule *erm = new CERMScriptModule();
 
- 	privilagedGameEventReceivers.push_back(erm);
 
- 	privilagedBattleEventReceivers.push_back(erm);
 
- 	erm->init();
 
- }
 
- template <typename Handler>
 
- void CClient::serialize( Handler &h, const int version )
 
- {
 
- 	h & hotSeat;
 
- 	if(h.saving)
 
- 	{
 
- 		ui8 players = playerint.size();
 
- 		h & players;
 
- 		for(std::map<ui8,CGameInterface *>::iterator i = playerint.begin(); i != playerint.end(); i++)
 
- 		{
 
- 			h & i->first & i->second->dllName;
 
- 			i->second->serialize(h,version);
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		ui8 players;
 
- 		h & players;
 
- 		for(int i=0; i < players; i++)
 
- 		{
 
- 			std::string dllname;
 
- 			ui8 pid;
 
- 			h & pid & dllname;
 
- 			CGameInterface *nInt = NULL;
 
- 			if(dllname.length())
 
- 			{
 
- 				if(pid == 255)
 
- 				{
 
- 					CBattleCallback * cbc = new CBattleCallback(gs, pid, this);
 
- 					CBattleGameInterface *cbgi = CAIHandler::getNewBattleAI(dllname);
 
- 					battleints[pid] = cbgi;
 
- 					cbgi->init(cb);
 
- 					//TODO? consider serialization 
 
- 					continue;
 
- 				}
 
- 				else
 
- 					nInt = CAIHandler::getNewAI(dllname);
 
- 			}
 
- 			else
 
- 				nInt = new CPlayerInterface(pid);
 
- 			CCallback *callback = new CCallback(gs,pid,this);
 
- 			callbacks.insert(callback);
 
- 			battleints[pid] = playerint[pid] = nInt;
 
- 			nInt->init(callback);
 
- 			nInt->serialize(h, version);
 
- 		}
 
- 		if(!vstd::contains(battleints, NEUTRAL_PLAYER))
 
- 			loadNeutralBattleAI();
 
- 	}
 
- }
 
- void CClient::handlePack( CPack * pack )
 
- {			
 
- 	CBaseForCLApply *apply = applier->apps[typeList.getTypeID(pack)]; //find the applier
 
- 	if(apply)
 
- 	{
 
- 		apply->applyOnClBefore(this,pack);
 
- 		tlog5 << "\tMade first apply on cl\n";
 
- 		gs->apply(pack);
 
- 		tlog5 << "\tApplied on gs\n";
 
- 		apply->applyOnClAfter(this,pack);
 
- 		tlog5 << "\tMade second apply on cl\n";
 
- 	}
 
- 	else
 
- 	{
 
- 		tlog1 << "Message cannot be applied, cannot find applier!\n";
 
- 	}
 
- 	delete pack;
 
- }
 
- void CClient::updatePaths()
 
- {	
 
- 	const CGHeroInstance *h = getHero(getSelectedHero());
 
- 	if (h)//if we have selected hero...
 
- 		gs->calculatePaths(h, *pathInfo);
 
- }
 
- void CClient::finishCampaign( CCampaignState * camp )
 
- {
 
- }
 
- void CClient::proposeNextMission( CCampaignState * camp )
 
- {
 
- 	GH.pushInt(new CBonusSelection(camp));
 
- 	GH.curInt = CGP;
 
- }
 
- void CClient::stopConnection()
 
- {
 
- 	terminate = true;
 
- 	if (serv) //request closing connection
 
- 	{
 
- 		tlog0 << "Connection has been requested to be closed.\n";
 
- 		boost::unique_lock<boost::mutex>(*serv->wmx);
 
- 		*serv << &CloseServer();
 
- 		tlog0 << "Sent closing signal to the server\n";
 
- 	}
 
- 	if(connectionHandler)//end connection handler
 
- 	{
 
- 		if(connectionHandler->get_id() != boost::this_thread::get_id())
 
- 			connectionHandler->join();
 
- 		tlog0 << "Connection handler thread joined" << std::endl;
 
- 		delete connectionHandler;
 
- 		connectionHandler = NULL;
 
- 	}
 
- 	if (serv) //and delete connection
 
- 	{
 
- 		serv->close();
 
- 		delete serv;
 
- 		serv = NULL;
 
- 		tlog3 << "Our socket has been closed." << std::endl;
 
- 	}
 
- }
 
- void CClient::battleStarted(const BattleInfo * info)
 
- {
 
- 	CPlayerInterface * att, * def;
 
- 	if(vstd::contains(playerint, info->sides[0]) && playerint[info->sides[0]]->human)
 
- 		att = static_cast<CPlayerInterface*>( playerint[info->sides[0]] );
 
- 	else
 
- 		att = NULL;
 
- 	if(vstd::contains(playerint, info->sides[1]) && playerint[info->sides[1]]->human)
 
- 		def = static_cast<CPlayerInterface*>( playerint[info->sides[1]] );
 
- 	else
 
- 		def = NULL;
 
- 	new CBattleInterface(info->belligerents[0], info->belligerents[1], info->heroes[0], info->heroes[1], Rect((conf.cc.resx - 800)/2, (conf.cc.resy - 600)/2, 800, 600), att, def);
 
- 	if(vstd::contains(battleints,info->sides[0]))
 
- 		battleints[info->sides[0]]->battleStart(info->belligerents[0], info->belligerents[1], info->tile, info->heroes[0], info->heroes[1], 0);
 
- 	if(vstd::contains(battleints,info->sides[1]))
 
- 		battleints[info->sides[1]]->battleStart(info->belligerents[0], info->belligerents[1], info->tile, info->heroes[0], info->heroes[1], 1);
 
- 	if(vstd::contains(battleints,254))
 
- 		battleints[254]->battleStart(info->belligerents[0], info->belligerents[1], info->tile, info->heroes[0], info->heroes[1], 1);
 
- }
 
- void CClient::loadNeutralBattleAI()
 
- {
 
- 	battleints[255] = CAIHandler::getNewBattleAI(conf.cc.defaultBattleAI);
 
- 	battleints[255]->init(new CBattleCallback(gs, 255, this));
 
- }
 
- 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; 	//TODO: will it work on non-windows platforms?
 
- 	if(verbose)
 
- 		tlog0 << "Setting up thread calling server: " << th.getDif() << std::endl;
 
- }
 
- 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)
 
- 		tlog0 << "Waiting for server: " << th.getDif() << std::endl;
 
- }
 
- CConnection * CServerHandler::connectToServer()
 
- {
 
- 	if(!shared->sr->ready)
 
- 		waitForServer();
 
- 	th.update();
 
- 	CConnection *ret = justConnectToServer(conf.cc.server, port);
 
- 	if(verbose)
 
- 		tlog0<<"\tConnecting to the server: "<<th.getDif()<<std::endl;
 
- 	return ret;
 
- }
 
- CServerHandler::CServerHandler(bool runServer /*= false*/)
 
- {
 
- 	serverThread = NULL;
 
- 	shared = NULL;
 
- 	port = boost::lexical_cast<std::string>(conf.cc.port);
 
- 	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(tlog1 << "Cannot open interprocess memory: ";)
 
- }
 
- CServerHandler::~CServerHandler()
 
- {
 
- 	delete shared;
 
- 	delete serverThread; //detaches, not kills thread
 
- }
 
- void CServerHandler::callServer()
 
- {
 
- 	setThreadName(-1, "CServerHandler::callServer");
 
- 	std::string comm = std::string(BIN_DIR PATH_SEPARATOR SERVER_NAME " ") + port + " > server_log.txt";
 
- 	std::system(comm.c_str());
 
- 	tlog0 << "Server finished\n";
 
- }
 
- CConnection * CServerHandler::justConnectToServer(const std::string &host, const std::string &port)
 
- {
 
- 	CConnection *ret = NULL;
 
- 	while(!ret)
 
- 	{
 
- 		try
 
- 		{
 
- 			tlog0 << "Establishing connection...\n";
 
- 			ret = new CConnection(	host.size() ? host : conf.cc.server, 
 
- 									port.size() ? port : boost::lexical_cast<std::string>(conf.cc.port), 
 
- 									NAME);
 
- 		}
 
- 		catch(...)
 
- 		{
 
- 			tlog1 << "\nCannot establish connection! Retrying within 2 seconds" << std::endl;
 
- 			SDL_Delay(2000);
 
- 		}
 
- 	}
 
- 	return ret;
 
- }
 
 
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