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