Client.cpp 16 KB

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  1. /*
  2. * Client.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "Global.h"
  12. #include "Client.h"
  13. #include "CPlayerInterface.h"
  14. #include "PlayerLocalState.h"
  15. #include "CServerHandler.h"
  16. #include "ClientNetPackVisitors.h"
  17. #include "adventureMap/AdventureMapInterface.h"
  18. #include "battle/BattleInterface.h"
  19. #include "GameEngine.h"
  20. #include "GameInstance.h"
  21. #include "gui/WindowHandler.h"
  22. #include "mapView/mapHandler.h"
  23. #include "../CCallback.h"
  24. #include "../lib/CConfigHandler.h"
  25. #include "../lib/gameState/CGameState.h"
  26. #include "../lib/CPlayerState.h"
  27. #include "../lib/CThreadHelper.h"
  28. #include "../lib/VCMIDirs.h"
  29. #include "../lib/UnlockGuard.h"
  30. #include "../lib/battle/BattleInfo.h"
  31. #include "../lib/serializer/Connection.h"
  32. #include "../lib/mapping/CMapService.h"
  33. #include "../lib/pathfinder/CGPathNode.h"
  34. #include "../lib/filesystem/Filesystem.h"
  35. #include <memory>
  36. #include <vcmi/events/EventBus.h>
  37. #if SCRIPTING_ENABLED
  38. #include "../lib/ScriptHandler.h"
  39. #endif
  40. #ifdef VCMI_ANDROID
  41. #include "lib/CAndroidVMHelper.h"
  42. #endif
  43. ThreadSafeVector<int> CClient::waitingRequest;
  44. CPlayerEnvironment::CPlayerEnvironment(PlayerColor player_, CClient * cl_, std::shared_ptr<CCallback> mainCallback_)
  45. : player(player_),
  46. cl(cl_),
  47. mainCallback(mainCallback_)
  48. {
  49. }
  50. const Services * CPlayerEnvironment::services() const
  51. {
  52. return LIBRARY;
  53. }
  54. vstd::CLoggerBase * CPlayerEnvironment::logger() const
  55. {
  56. return logGlobal;
  57. }
  58. events::EventBus * CPlayerEnvironment::eventBus() const
  59. {
  60. return cl->eventBus();//always get actual value
  61. }
  62. const CPlayerEnvironment::BattleCb * CPlayerEnvironment::battle(const BattleID & battleID) const
  63. {
  64. return mainCallback->getBattle(battleID).get();
  65. }
  66. const CPlayerEnvironment::GameCb * CPlayerEnvironment::game() const
  67. {
  68. return mainCallback.get();
  69. }
  70. CClient::CClient()
  71. {
  72. waitingRequest.clear();
  73. gs = nullptr;
  74. }
  75. CClient::~CClient() = default;
  76. const Services * CClient::services() const
  77. {
  78. return LIBRARY; //todo: this should be LIBRARY
  79. }
  80. const CClient::BattleCb * CClient::battle(const BattleID & battleID) const
  81. {
  82. return nullptr; //todo?
  83. }
  84. const CClient::GameCb * CClient::game() const
  85. {
  86. return this;
  87. }
  88. vstd::CLoggerBase * CClient::logger() const
  89. {
  90. return logGlobal;
  91. }
  92. events::EventBus * CClient::eventBus() const
  93. {
  94. return clientEventBus.get();
  95. }
  96. void CClient::newGame(CGameState * initializedGameState)
  97. {
  98. GAME->server().th->update();
  99. CMapService mapService;
  100. assert(initializedGameState);
  101. gs = initializedGameState;
  102. gs->preInit(LIBRARY, this);
  103. logNetwork->trace("\tCreating gamestate: %i", GAME->server().th->getDiff());
  104. if(!initializedGameState)
  105. {
  106. Load::ProgressAccumulator progressTracking;
  107. gs->init(&mapService, GAME->server().si.get(), progressTracking, settings["general"]["saveRandomMaps"].Bool());
  108. }
  109. logNetwork->trace("Initializing GameState (together): %d ms", GAME->server().th->getDiff());
  110. initMapHandler();
  111. reinitScripting();
  112. initPlayerEnvironments();
  113. initPlayerInterfaces();
  114. }
  115. void CClient::loadGame(CGameState * initializedGameState)
  116. {
  117. logNetwork->info("Loading procedure started!");
  118. logNetwork->info("Game state was transferred over network, loading.");
  119. gs = initializedGameState;
  120. gs->preInit(LIBRARY, this);
  121. gs->updateOnLoad(GAME->server().si.get());
  122. logNetwork->info("Game loaded, initialize interfaces.");
  123. initMapHandler();
  124. reinitScripting();
  125. initPlayerEnvironments();
  126. initPlayerInterfaces();
  127. }
  128. void CClient::save(const std::string & fname)
  129. {
  130. if(!gs->currentBattles.empty())
  131. {
  132. logNetwork->error("Game cannot be saved during battle!");
  133. return;
  134. }
  135. SaveGame save_game(fname);
  136. sendRequest(save_game, PlayerColor::NEUTRAL);
  137. }
  138. void CClient::endNetwork()
  139. {
  140. GAME->map().endNetwork();
  141. if (CPlayerInterface::battleInt)
  142. CPlayerInterface::battleInt->endNetwork();
  143. for(auto & i : playerint)
  144. {
  145. auto interface = std::dynamic_pointer_cast<CPlayerInterface>(i.second);
  146. if (interface)
  147. interface->endNetwork();
  148. }
  149. }
  150. void CClient::endGame()
  151. {
  152. #if SCRIPTING_ENABLED
  153. clientScripts.reset();
  154. #endif
  155. //suggest interfaces to finish their stuff (AI should interrupt any bg working threads)
  156. for(auto & i : playerint)
  157. i.second->finish();
  158. {
  159. logNetwork->info("Ending current game!");
  160. removeGUI();
  161. GAME->setMapInstance(nullptr);
  162. vstd::clear_pointer(gs);
  163. logNetwork->info("Deleted mapHandler and gameState.");
  164. }
  165. CPlayerInterface::battleInt.reset();
  166. playerint.clear();
  167. battleints.clear();
  168. battleCallbacks.clear();
  169. playerEnvironments.clear();
  170. logNetwork->info("Deleted playerInts.");
  171. logNetwork->info("Client stopped.");
  172. }
  173. void CClient::initMapHandler()
  174. {
  175. // TODO: CMapHandler initialization can probably go somewhere else
  176. // It's can't be before initialization of interfaces
  177. // During loading CPlayerInterface from serialized state it's depend on MH
  178. if(!settings["session"]["headless"].Bool())
  179. {
  180. GAME->setMapInstance(std::make_unique<CMapHandler>(gs->map));
  181. logNetwork->trace("Creating mapHandler: %d ms", GAME->server().th->getDiff());
  182. }
  183. }
  184. void CClient::initPlayerEnvironments()
  185. {
  186. playerEnvironments.clear();
  187. auto allPlayers = GAME->server().getAllClientPlayers(GAME->server().logicConnection->connectionID);
  188. bool hasHumanPlayer = false;
  189. for(auto & color : allPlayers)
  190. {
  191. logNetwork->info("Preparing environment for player %s", color.toString());
  192. playerEnvironments[color] = std::make_shared<CPlayerEnvironment>(color, this, std::make_shared<CCallback>(gs, color, this));
  193. if(!hasHumanPlayer && gs->players[color].isHuman())
  194. hasHumanPlayer = true;
  195. }
  196. if(!hasHumanPlayer && !settings["session"]["headless"].Bool())
  197. {
  198. Settings session = settings.write["session"];
  199. session["spectate"].Bool() = true;
  200. session["spectate-skip-battle-result"].Bool() = true;
  201. session["spectate-ignore-hero"].Bool() = true;
  202. }
  203. if(settings["session"]["spectate"].Bool())
  204. {
  205. playerEnvironments[PlayerColor::SPECTATOR] = std::make_shared<CPlayerEnvironment>(PlayerColor::SPECTATOR, this, std::make_shared<CCallback>(gs, std::nullopt, this));
  206. }
  207. }
  208. void CClient::initPlayerInterfaces()
  209. {
  210. for(auto & playerInfo : gs->scenarioOps->playerInfos)
  211. {
  212. PlayerColor color = playerInfo.first;
  213. if(!vstd::contains(GAME->server().getAllClientPlayers(GAME->server().logicConnection->connectionID), color))
  214. continue;
  215. if(!vstd::contains(playerint, color))
  216. {
  217. logNetwork->info("Preparing interface for player %s", color.toString());
  218. if(playerInfo.second.isControlledByAI() || settings["session"]["onlyai"].Bool())
  219. {
  220. bool alliedToHuman = false;
  221. for(auto & allyInfo : gs->scenarioOps->playerInfos)
  222. if (gs->getPlayerTeam(allyInfo.first) == gs->getPlayerTeam(playerInfo.first) && allyInfo.second.isControlledByHuman())
  223. alliedToHuman = true;
  224. auto AiToGive = aiNameForPlayer(playerInfo.second, false, alliedToHuman);
  225. logNetwork->info("Player %s will be lead by %s", color.toString(), AiToGive);
  226. installNewPlayerInterface(CDynLibHandler::getNewAI(AiToGive), color);
  227. }
  228. else
  229. {
  230. logNetwork->info("Player %s will be lead by human", color.toString());
  231. installNewPlayerInterface(std::make_shared<CPlayerInterface>(color), color);
  232. }
  233. }
  234. }
  235. if(settings["session"]["spectate"].Bool())
  236. {
  237. installNewPlayerInterface(std::make_shared<CPlayerInterface>(PlayerColor::SPECTATOR), PlayerColor::SPECTATOR, true);
  238. }
  239. if(GAME->server().getAllClientPlayers(GAME->server().logicConnection->connectionID).count(PlayerColor::NEUTRAL))
  240. installNewBattleInterface(CDynLibHandler::getNewBattleAI(settings["server"]["neutralAI"].String()), PlayerColor::NEUTRAL);
  241. logNetwork->trace("Initialized player interfaces %d ms", GAME->server().th->getDiff());
  242. }
  243. std::string CClient::aiNameForPlayer(const PlayerSettings & ps, bool battleAI, bool alliedToHuman) const
  244. {
  245. if(ps.name.size())
  246. {
  247. const boost::filesystem::path aiPath = VCMIDirs::get().fullLibraryPath("AI", ps.name);
  248. if(boost::filesystem::exists(aiPath))
  249. return ps.name;
  250. }
  251. return aiNameForPlayer(battleAI, alliedToHuman);
  252. }
  253. std::string CClient::aiNameForPlayer(bool battleAI, bool alliedToHuman) const
  254. {
  255. const int sensibleAILimit = settings["session"]["oneGoodAI"].Bool() ? 1 : PlayerColor::PLAYER_LIMIT_I;
  256. std::string goodAdventureAI = alliedToHuman ? settings["server"]["alliedAI"].String() : settings["server"]["playerAI"].String();
  257. std::string goodBattleAI = settings["server"]["neutralAI"].String();
  258. std::string goodAI = battleAI ? goodBattleAI : goodAdventureAI;
  259. std::string badAI = battleAI ? "StupidAI" : "EmptyAI";
  260. //TODO what about human players
  261. if(battleints.size() >= sensibleAILimit)
  262. return badAI;
  263. return goodAI;
  264. }
  265. void CClient::installNewPlayerInterface(std::shared_ptr<CGameInterface> gameInterface, PlayerColor color, bool battlecb)
  266. {
  267. playerint[color] = gameInterface;
  268. logGlobal->trace("\tInitializing the interface for player %s", color.toString());
  269. auto cb = std::make_shared<CCallback>(gs, color, this);
  270. battleCallbacks[color] = cb;
  271. gameInterface->initGameInterface(playerEnvironments.at(color), cb);
  272. installNewBattleInterface(gameInterface, color, battlecb);
  273. }
  274. void CClient::installNewBattleInterface(std::shared_ptr<CBattleGameInterface> battleInterface, PlayerColor color, bool needCallback)
  275. {
  276. battleints[color] = battleInterface;
  277. if(needCallback)
  278. {
  279. logGlobal->trace("\tInitializing the battle interface for player %s", color.toString());
  280. auto cbc = std::make_shared<CBattleCallback>(color, this);
  281. battleCallbacks[color] = cbc;
  282. battleInterface->initBattleInterface(playerEnvironments.at(color), cbc);
  283. }
  284. }
  285. void CClient::handlePack(CPackForClient & pack)
  286. {
  287. ApplyClientNetPackVisitor afterVisitor(*this, *gameState());
  288. ApplyFirstClientNetPackVisitor beforeVisitor(*this, *gameState());
  289. pack.visit(beforeVisitor);
  290. logNetwork->trace("\tMade first apply on cl: %s", typeid(pack).name());
  291. {
  292. std::unique_lock lock(CGameState::mutex);
  293. gs->apply(pack);
  294. }
  295. logNetwork->trace("\tApplied on gs: %s", typeid(pack).name());
  296. pack.visit(afterVisitor);
  297. logNetwork->trace("\tMade second apply on cl: %s", typeid(pack).name());
  298. }
  299. int CClient::sendRequest(const CPackForServer & request, PlayerColor player)
  300. {
  301. static ui32 requestCounter = 1;
  302. ui32 requestID = requestCounter++;
  303. logNetwork->trace("Sending a request \"%s\". It'll have an ID=%d.", typeid(request).name(), requestID);
  304. waitingRequest.pushBack(requestID);
  305. request.requestID = requestID;
  306. request.player = player;
  307. GAME->server().logicConnection->sendPack(request);
  308. if(vstd::contains(playerint, player))
  309. playerint[player]->requestSent(&request, requestID);
  310. return requestID;
  311. }
  312. void CClient::battleStarted(const BattleInfo * info)
  313. {
  314. std::shared_ptr<CPlayerInterface> att;
  315. std::shared_ptr<CPlayerInterface> def;
  316. const auto & leftSide = info->getSide(BattleSide::LEFT_SIDE);
  317. const auto & rightSide = info->getSide(BattleSide::RIGHT_SIDE);
  318. for(auto & battleCb : battleCallbacks)
  319. {
  320. if(!battleCb.first.isValidPlayer() || battleCb.first == leftSide.color || battleCb.first == rightSide.color)
  321. battleCb.second->onBattleStarted(info);
  322. }
  323. //If quick combat is not, do not prepare interfaces for battleint
  324. auto callBattleStart = [&](PlayerColor color, BattleSide side)
  325. {
  326. if(vstd::contains(battleints, color))
  327. battleints[color]->battleStart(info->battleID, leftSide.armyObject, rightSide.armyObject, info->tile, leftSide.hero, rightSide.hero, side, info->replayAllowed);
  328. };
  329. callBattleStart(leftSide.color, BattleSide::LEFT_SIDE);
  330. callBattleStart(rightSide.color, BattleSide::RIGHT_SIDE);
  331. callBattleStart(PlayerColor::UNFLAGGABLE, BattleSide::RIGHT_SIDE);
  332. if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
  333. callBattleStart(PlayerColor::SPECTATOR, BattleSide::RIGHT_SIDE);
  334. if(vstd::contains(playerint, leftSide.color) && playerint[leftSide.color]->human)
  335. att = std::dynamic_pointer_cast<CPlayerInterface>(playerint[leftSide.color]);
  336. if(vstd::contains(playerint, rightSide.color) && playerint[rightSide.color]->human)
  337. def = std::dynamic_pointer_cast<CPlayerInterface>(playerint[rightSide.color]);
  338. //Remove player interfaces for auto battle (quickCombat option)
  339. if((att && att->isAutoFightOn) || (def && def->isAutoFightOn))
  340. {
  341. auto endTacticPhaseIfEligible = [info](const CPlayerInterface * interface)
  342. {
  343. if (interface->cb->getBattle(info->battleID)->battleGetTacticDist())
  344. {
  345. auto side = interface->cb->getBattle(info->battleID)->playerToSide(interface->playerID);
  346. if(interface->playerID == info->getSide(info->tacticsSide).color)
  347. {
  348. auto action = BattleAction::makeEndOFTacticPhase(side);
  349. interface->cb->battleMakeTacticAction(info->battleID, action);
  350. }
  351. }
  352. };
  353. if(att && att->isAutoFightOn)
  354. endTacticPhaseIfEligible(att.get());
  355. else // def && def->isAutoFightOn
  356. endTacticPhaseIfEligible(def.get());
  357. att.reset();
  358. def.reset();
  359. }
  360. if(!settings["session"]["headless"].Bool())
  361. {
  362. if(att || def)
  363. {
  364. CPlayerInterface::battleInt = std::make_shared<BattleInterface>(info->getBattleID(), leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero, att, def);
  365. }
  366. else if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
  367. {
  368. //TODO: This certainly need improvement
  369. auto spectratorInt = std::dynamic_pointer_cast<CPlayerInterface>(playerint[PlayerColor::SPECTATOR]);
  370. spectratorInt->cb->onBattleStarted(info);
  371. CPlayerInterface::battleInt = std::make_shared<BattleInterface>(info->getBattleID(), leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero, att, def, spectratorInt);
  372. }
  373. }
  374. if(info->tacticDistance)
  375. {
  376. auto tacticianColor = info->getSide(info->tacticsSide).color;
  377. if (vstd::contains(battleints, tacticianColor))
  378. battleints[tacticianColor]->yourTacticPhase(info->battleID, info->tacticDistance);
  379. }
  380. }
  381. void CClient::battleFinished(const BattleID & battleID)
  382. {
  383. for(auto side : { BattleSide::ATTACKER, BattleSide::DEFENDER })
  384. {
  385. if(battleCallbacks.count(gs->getBattle(battleID)->getSide(side).color))
  386. battleCallbacks[gs->getBattle(battleID)->getSide(side).color]->onBattleEnded(battleID);
  387. }
  388. if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
  389. battleCallbacks[PlayerColor::SPECTATOR]->onBattleEnded(battleID);
  390. }
  391. void CClient::startPlayerBattleAction(const BattleID & battleID, PlayerColor color)
  392. {
  393. if (battleints.count(color) == 0)
  394. return; // not our combat in MP
  395. auto battleint = battleints.at(color);
  396. if (!battleint->human)
  397. {
  398. // we want to avoid locking gamestate and causing UI to freeze while AI is making turn
  399. auto unlockInterface = vstd::makeUnlockGuard(ENGINE->interfaceMutex);
  400. battleint->activeStack(battleID, gs->getBattle(battleID)->battleGetStackByID(gs->getBattle(battleID)->activeStack, false));
  401. }
  402. else
  403. {
  404. battleint->activeStack(battleID, gs->getBattle(battleID)->battleGetStackByID(gs->getBattle(battleID)->activeStack, false));
  405. }
  406. }
  407. vstd::RNG & CClient::getRandomGenerator()
  408. {
  409. // Client should use CRandomGenerator::getDefault() for UI logic
  410. // Gamestate should never call this method on client!
  411. throw std::runtime_error("Illegal access to random number generator from client code!");
  412. }
  413. #if SCRIPTING_ENABLED
  414. scripting::Pool * CClient::getGlobalContextPool() const
  415. {
  416. return clientScripts.get();
  417. }
  418. #endif
  419. void CClient::reinitScripting()
  420. {
  421. clientEventBus = std::make_unique<events::EventBus>();
  422. #if SCRIPTING_ENABLED
  423. clientScripts.reset(new scripting::PoolImpl(this));
  424. #endif
  425. }
  426. void CClient::removeGUI() const
  427. {
  428. // CClient::endGame
  429. ENGINE->windows().clear();
  430. adventureInt.reset();
  431. logGlobal->info("Removed GUI.");
  432. GAME->setInterfaceInstance(nullptr);
  433. }
  434. #ifdef VCMI_ANDROID
  435. extern "C" JNIEXPORT jboolean JNICALL Java_eu_vcmi_vcmi_NativeMethods_tryToSaveTheGame(JNIEnv * env, jclass cls)
  436. {
  437. std::scoped_lock interfaceLock(ENGINE->interfaceMutex);
  438. logGlobal->info("Received emergency save game request");
  439. if(!GAME->interface() || !GAME->interface()->cb)
  440. {
  441. logGlobal->info("... but no active player interface found!");
  442. return false;
  443. }
  444. if (!GAME->server().logicConnection)
  445. {
  446. logGlobal->info("... but no active connection found!");
  447. return false;
  448. }
  449. GAME->interface()->cb->save("Saves/_Android_Autosave");
  450. return true;
  451. }
  452. #endif