| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264 |
- /*
- * Client.h, 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
- *
- */
- #pragma once
- #include "../lib/IGameCallback.h"
- #include "../lib/battle/BattleAction.h"
- #include "../lib/CStopWatch.h"
- #include "../lib/int3.h"
- struct CPack;
- class CCampaignState;
- class CBattleCallback;
- class IGameEventsReceiver;
- class IBattleEventsReceiver;
- class CBattleGameInterface;
- struct StartInfo;
- class CGameState;
- class CGameInterface;
- class CConnection;
- class CCallback;
- class BattleAction;
- struct SharedMemory;
- class CClient;
- class CScriptingModule;
- struct CPathsInfo;
- class BinaryDeserializer;
- class BinarySerializer;
- namespace boost { class thread; }
- /// structure to handle running server and connecting to it
- class CServerHandler
- {
- private:
- void callServer(); //calls server via system(), should be called as thread
- public:
- CStopWatch th;
- boost::thread *serverThread; //thread that called system to run server
- SharedMemory * shared;
- std::string uuid;
- bool verbose; //whether to print log msgs
- //functions setting up local server
- void startServer(); //creates a thread with callServer
- void waitForServer(); //waits till server is ready
- CConnection * connectToServer(); //connects to server
- //////////////////////////////////////////////////////////////////////////
- static CConnection * justConnectToServer(const std::string &host = "", const ui16 port = 0); //connects to given host without taking any other actions (like setting up server)
- static ui16 getDefaultPort();
- static std::string getDefaultPortStr();
- CServerHandler(bool runServer = false);
- virtual ~CServerHandler();
- };
- template<typename T>
- class ThreadSafeVector
- {
- typedef std::vector<T> TVector;
- typedef boost::unique_lock<boost::mutex> TLock;
- TVector items;
- boost::mutex mx;
- boost::condition_variable cond;
- public:
- void clear()
- {
- TLock lock(mx);
- items.clear();
- cond.notify_all();
- }
- void pushBack(const T &item)
- {
- TLock lock(mx);
- items.push_back(item);
- cond.notify_all();
- }
- // //to access list, caller must present a lock used to lock mx
- // TVector &getList(TLock &lockedLock)
- // {
- // assert(lockedLock.owns_lock() && lockedLock.mutex() == &mx);
- // return items;
- // }
- TLock getLock()
- {
- return TLock(mx);
- }
- void waitWhileContains(const T &item)
- {
- auto lock = getLock();
- while(vstd::contains(items, item))
- cond.wait(lock);
- }
- bool tryRemovingElement(const T&item) //returns false if element was not present
- {
- auto lock = getLock();
- auto itr = vstd::find(items, item);
- if(itr == items.end()) //not in container
- {
- return false;
- }
- items.erase(itr);
- cond.notify_all();
- return true;
- }
- };
- /// Class which handles client - server logic
- class CClient : public IGameCallback
- {
- std::unique_ptr<CPathsInfo> pathInfo;
- std::map<PlayerColor, std::shared_ptr<boost::thread>> playerActionThreads;
- public:
- std::map<PlayerColor,std::shared_ptr<CCallback> > callbacks; //callbacks given to player interfaces
- std::map<PlayerColor,std::shared_ptr<CBattleCallback> > battleCallbacks; //callbacks given to player interfaces
- std::vector<std::shared_ptr<IGameEventsReceiver>> privilegedGameEventReceivers; //scripting modules, spectator interfaces
- std::vector<std::shared_ptr<IBattleEventsReceiver>> privilegedBattleEventReceivers; //scripting modules, spectator interfaces
- std::map<PlayerColor, std::shared_ptr<CGameInterface>> playerint;
- std::map<PlayerColor, std::shared_ptr<CBattleGameInterface>> battleints;
- std::map<PlayerColor,std::vector<std::shared_ptr<IGameEventsReceiver>>> additionalPlayerInts;
- std::map<PlayerColor,std::vector<std::shared_ptr<IBattleEventsReceiver>>> additionalBattleInts;
- bool hotSeat;
- CConnection *serv;
- boost::optional<BattleAction> curbaction;
- CScriptingModule *erm;
- static ThreadSafeVector<int> waitingRequest;//FIXME: make this normal field (need to join all threads before client destruction)
- //void sendRequest(const CPackForServer *request, bool waitForRealization);
- CClient();
- CClient(CConnection *con, StartInfo *si);
- ~CClient();
- void init();
- void newGame(CConnection *con, StartInfo *si); //con - connection to server
- void loadNeutralBattleAI();
- void installNewPlayerInterface(std::shared_ptr<CGameInterface> gameInterface, boost::optional<PlayerColor> color, bool battlecb = false);
- void installNewBattleInterface(std::shared_ptr<CBattleGameInterface> battleInterface, boost::optional<PlayerColor> color, bool needCallback = true);
- std::string aiNameForPlayer(const PlayerSettings &ps, bool battleAI); //empty means no AI -> human
- std::string aiNameForPlayer(bool battleAI);
- void endGame(bool closeConnection = true);
- void stopConnection();
- void save(const std::string & fname);
- void loadGame(const std::string & fname, const bool server = true, const std::vector<int>& humanplayerindices = std::vector<int>(), const int loadnumplayers = 1, int player_ = -1, const std::string & ipaddr = "", const ui16 port = 0);
- void run();
- void campaignMapFinished( std::shared_ptr<CCampaignState> camp );
- void finishCampaign( std::shared_ptr<CCampaignState> camp );
- void proposeNextMission(std::shared_ptr<CCampaignState> camp);
- void invalidatePaths();
- const CPathsInfo * getPathsInfo(const CGHeroInstance *h);
- bool terminate; // tell to terminate
- std::unique_ptr<boost::thread> connectionHandler; //thread running run() method
- boost::mutex connectionHandlerMutex;
- //////////////////////////////////////////////////////////////////////////
- virtual PlayerColor getLocalPlayer() const override;
- //////////////////////////////////////////////////////////////////////////
- //not working yet, will be implement somewhen later with support for local-sim-based gameplay
- void changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells) override {};
- bool removeObject(const CGObjectInstance * obj) override {return false;};
- void setBlockVis(ObjectInstanceID objid, bool bv) override {};
- void setOwner(const CGObjectInstance * obj, PlayerColor owner) override {};
- void changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs=false) override {};
- void changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs=false) override {};
- void showBlockingDialog(BlockingDialog *iw) override {};
- void showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits) override {};
- void showTeleportDialog(TeleportDialog *iw) override {};
- void showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId) override {};
- void giveResource(PlayerColor player, Res::ERes which, int val) override {};
- virtual void giveResources(PlayerColor player, TResources resources) override {};
- void giveCreatures(const CArmedInstance * objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) override {};
- void takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures) override {};
- bool changeStackType(const StackLocation &sl, const CCreature *c) override {return false;};
- bool changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue = false) override {return false;};
- bool insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count) override {return false;};
- bool eraseStack(const StackLocation &sl, bool forceRemoval = false) override{return false;};
- bool swapStacks(const StackLocation &sl1, const StackLocation &sl2) override {return false;}
- bool addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count) override {return false;}
- void tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging) override {}
- bool moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count = -1) override {return false;}
- void removeAfterVisit(const CGObjectInstance *object) override {};
- void giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos) override {};
- void giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos) override {};
- void putArtifact(const ArtifactLocation &al, const CArtifactInstance *a) override {};
- void removeArtifact(const ArtifactLocation &al) override {};
- bool moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2) override {return false;};
- void synchronizeArtifactHandlerLists() override {};
- void showCompInfo(ShowInInfobox * comp) override {};
- void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override {};
- void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override {};
- void startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, const CGTownInstance *town = nullptr) override {}; //use hero=nullptr for no hero
- void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank = false) override {}; //if any of armies is hero, hero will be used
- void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank = false) override {}; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
- void setAmount(ObjectInstanceID objid, ui32 val) override {};
- bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL) override {return false;};
- void giveHeroBonus(GiveBonus * bonus) override {};
- void setMovePoints(SetMovePoints * smp) override {};
- void setManaPoints(ObjectInstanceID hid, int val) override {};
- void giveHero(ObjectInstanceID id, PlayerColor player) override {};
- void changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags) override {};
- void sendAndApply(CPackForClient * info) override {};
- void heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2) override {};
- void changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide) override {}
- void changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide) override {}
- //////////////////////////////////////////////////////////////////////////
- friend class CCallback; //handling players actions
- friend class CBattleCallback; //handling players actions
- int sendRequest(const CPack *request, PlayerColor player); //returns ID given to that request
- void handlePack( CPack * pack ); //applies the given pack and deletes it
- void battleStarted(const BattleInfo * info);
- void commenceTacticPhaseForInt(std::shared_ptr<CBattleGameInterface> battleInt); //will be called as separate thread
- void commitPackage(CPackForClient *pack) override;
- //////////////////////////////////////////////////////////////////////////
- void serialize(BinarySerializer & h, const int version);
- void serialize(BinaryDeserializer & h, const int version);
- void serialize(BinarySerializer & h, const int version, const std::set<PlayerColor>& playerIDs);
- void serialize(BinaryDeserializer & h, const int version, const std::set<PlayerColor>& playerIDs);
- void battleFinished();
- void startPlayerBattleAction(PlayerColor color);
- void stopPlayerBattleAction(PlayerColor color);
- void stopAllBattleActions();
- private:
- void waitForMoveAndSend(PlayerColor color);
- };
|