| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815 | #include "../CCallback.h"#include "../CConsoleHandler.h"#include "../CGameInfo.h"#include "../CGameState.h"#include "../CPlayerInterface.h"#include "../StartInfo.h"#include "../hch/CArtHandler.h"#include "../hch/CDefObjInfoHandler.h"#include "../hch/CGeneralTextHandler.h"#include "../hch/CHeroHandler.h"#include "../hch/CTownHandler.h"#include "../hch/CObjectHandler.h"#include "../hch/CBuildingHandler.h"#include "../hch/CSpellHandler.h"#include "../lib/Connection.h"#include "../lib/Interprocess.h"#include "../lib/NetPacks.h"#include "../lib/VCMI_Lib.h"#include "../map.h"#include "../mapHandler.h"#include "CConfigHandler.h"#include "Client.h"#include <boost/bind.hpp>#include <boost/foreach.hpp>#include <boost/thread.hpp>#include <boost/thread/shared_mutex.hpp>#include <sstream>CSharedCond<std::set<IPack*> > mess(new std::set<IPack*>);extern std::string NAME;namespace intpr = boost::interprocess;void CClient::init(){	IObjectInterface::cb = this;	serv = NULL;	gs = NULL;	cb = NULL;	try	{		shared = new SharedMem();	} HANDLE_EXCEPTION}CClient::CClient(void){	init();}CClient::CClient(CConnection *con, StartInfo *si){	init();	newGame(con,si);}CClient::~CClient(void){	delete shared;}void CClient::process(int what){	static BattleAction curbaction;	switch (what)	{	case 95: //system message		{			std::string m;			*serv >> m;			tlog4 << "System message from server: " << m << std::endl;			break;		}	case 100: //one of our interfaces has turn		{			ui8 player;			*serv >> player;//who?			tlog5 << "It's turn of "<<(unsigned)player<<" player."<<std::endl;			gs->currentPlayer = player;			boost::thread(boost::bind(&CGameInterface::yourTurn,playerint[player]));			break;		}	case 101:		{			NewTurn n;			*serv >> n;			tlog5 << "New day: "<<(unsigned)n.day<<". Applying changes... ";			gs->apply(&n);			tlog5 << "done!"<<std::endl;			break;		}	case 102: //set resource amount		{			SetResource sr;			*serv >> sr;			tlog5 << "Set amount of "<<CGI->generaltexth->restypes[sr.resid] 			  << " of player "<<(unsigned)sr.player <<" to "<<sr.val<<std::endl;			gs->apply(&sr);			playerint[sr.player]->receivedResource(sr.resid,sr.val);			break;		}	case 103: //show info dialog		{			InfoWindow iw;			*serv >> iw;			std::vector<Component*> comps;			for(size_t i=0;i<iw.components.size();i++) {				comps.push_back(&iw.components[i]);                        }			std::string str = toString(iw.text);			playerint[iw.player]->showInfoDialog(str,comps);			break;		}	case 104:		{			SetResources sr;			*serv >> sr;			tlog5 << "Set amount of resources of player "<<(unsigned)sr.player<<std::endl;			gs->apply(&sr);			playerint[sr.player]->receivedResource(-1,-1);			break;		}	case 105:		{			SetPrimSkill sps;			*serv >> sps;			tlog5 << "Changing hero primary skill"<<std::endl;			gs->apply(&sps);			playerint[gs->getHero(sps.id)->tempOwner]->heroPrimarySkillChanged(gs->getHero(sps.id),sps.which,sps.val);			break;		}	case 106:		{			SetSecSkill sr;			*serv >> sr;			tlog5 << "Changing hero secondary skill"<<std::endl;			gs->apply(&sr);			//TODO? - maybe inform interfaces			break;		}	case 107:		{			ShowInInfobox sii;			*serv >> sii;			SComponent sc(sii.c);			sc.description = toString(sii.text);			if(playerint[sii.player]->human)				static_cast<CPlayerInterface*>(playerint[sii.player])->showComp(sc);			break;		}	case 108:		{			HeroVisitCastle vc;			*serv >> vc;			gs->apply(&vc);			if(vc.start() && !vc.garrison() && vstd::contains(playerint,gs->getHero(vc.hid)->tempOwner))			{				playerint[gs->getHero(vc.hid)->tempOwner]->heroVisitsTown(gs->getHero(vc.hid),gs->getTown(vc.tid));			}			break;		}	case 109:		{			ChangeSpells vc;			*serv >> vc;			tlog5 << "Changing spells of hero "<<vc.hid<<std::endl;			gs->apply(&vc);			break;		}	case 110:		{			SetMana sm;			*serv >> sm;			tlog5 << "Setting mana value of hero "<<sm.hid<<" to "<<sm.val<<std::endl;			gs->apply(&sm);			CGHeroInstance *h = gs->getHero(sm.hid);			if(vstd::contains(playerint,h->tempOwner))				playerint[h->tempOwner]->heroManaPointsChanged(h);			break;		}	case 111:		{			SetMovePoints smp;			*serv >> smp;			tlog5 << "Setting movement points of hero "<<smp.hid<<" to "<<smp.val<<std::endl;			gs->apply(&smp);			CGHeroInstance *h = gs->getHero(smp.hid);			if(vstd::contains(playerint,h->tempOwner))				playerint[h->tempOwner]->heroMovePointsChanged(h);			break;		}	case 112:		{			FoWChange fc;			*serv >> fc;			tlog5 << "Changing FoW of player "<<(int)fc.player<<std::endl;			gs->apply(&fc);			if(!vstd::contains(playerint,fc.player))				break;			if(fc.mode)				playerint[fc.player]->tileRevealed(fc.tiles);			else				playerint[fc.player]->tileHidden(fc.tiles);			break;		}	case 113:		{			SetAvailableHeroes sav;			*serv >> sav;			tlog5 << "Setting available heroes for player "<<(int)sav.player<<std::endl;			gs->apply(&sav);			break;		}	case 115:		{			GiveBonus gb;			*serv >> gb;			tlog5 << "Hero receives bonus\n";			gs->apply(&gb);			CGHeroInstance *h = gs->getHero(gb.hid);			if(vstd::contains(playerint,h->tempOwner))				playerint[h->tempOwner]->heroBonusChanged(h,h->bonuses.back(),true);			break;		}	case 500:		{			RemoveObject rh;			*serv >> rh;			CGObjectInstance *obj = gs->map->objects[rh.id];			CGI->mh->removeObject(obj);			gs->apply(&rh);			if(obj->ID == 34)			{				CGHeroInstance *h = static_cast<CGHeroInstance*>(obj);				tlog5 << "Removing hero with id = "<<(unsigned)rh.id<<std::endl;				playerint[h->tempOwner]->heroKilled(h);			}			break;		}	case 501: //hero movement response - we have to notify interfaces and callback		{			TryMoveHero *th = new TryMoveHero; //will be deleted by callback after processing			*serv >> *th;			tlog5 << "HeroMove: id="<<th->id<<"\tResult: "<<(unsigned)th->result<<"\tPosition "<<th->end<<std::endl;			HeroMoveDetails hmd(th->start,th->end,static_cast<CGHeroInstance*>(gs->map->objects[th->id]));			hmd.style = th->result-1;			hmd.successful = th->result;			if(th->result>1)				CGI->mh->removeObject(hmd.ho);			gs->apply(th);						if(th->result>1)				CGI->mh->printObject(hmd.ho);			int player = gs->map->objects[th->id]->getOwner();			if(playerint[player])			{				playerint[player]->tileRevealed(th->fowRevealed);				//std::for_each(th->fowRevealed.begin(),th->fowRevealed.end(),boost::bind(&CGameInterface::tileRevealed,playerint[player],_1));			}			//notify interfaces about move			for(std::map<ui8, CGameInterface*>::iterator i=playerint.begin();i!=playerint.end();i++)			{				if(i->first >= PLAYER_LIMIT) continue;				if(gs->players[i->first].fogOfWarMap[th->start.x-1][th->start.y][th->start.z] || gs->players[i->first].fogOfWarMap[th->end.x-1][th->end.y][th->end.z])				{					i->second->heroMoved(hmd);				}			}			//add info for callback			if(th->result<2)			{				mess.mx->lock();				mess.res->insert(th);				mess.mx->unlock();				mess.cv->notify_all();			}			break;		}	case 502:		{			SetGarrisons sg;			*serv >> sg;			tlog5 << "Setting garrisons." << std::endl;			gs->apply(&sg);			for(std::map<ui32,CCreatureSet>::iterator i = sg.garrs.begin(); i!=sg.garrs.end(); i++)				playerint[gs->map->objects[i->first]->tempOwner]->garrisonChanged(gs->map->objects[i->first]);			break;		}	case 503:		{			//SetStrInfo ssi;			//*serv >> ssi;			//gs->apply(&ssi);			//TODO: notify interfaces			break;		}	case 504:		{			NewStructures ns;			*serv >> ns;			CGTownInstance *town = static_cast<CGTownInstance*>(gs->map->objects[ns.tid]);			tlog5 << "New structure(s) in " << ns.tid <<" " << town->name << " - " << *ns.bid.begin() << std::endl;			gs->apply(&ns);			BOOST_FOREACH(si32 bid, ns.bid)			{				if(bid==13) //for or capitol				{					town->defInfo = gs->capitols[town->subID];				}				if(bid ==7)				{					town->defInfo = gs->forts[town->subID];				}				playerint[town->tempOwner]->buildChanged(town,bid,1);			}			break;		}	case 506:		{			SetAvailableCreatures ns;			*serv >> ns;			tlog5 << "Setting available creatures in " << ns.tid << std::endl;			gs->apply(&ns);			CGTownInstance *t = gs->getTown(ns.tid);			if(vstd::contains(playerint,t->tempOwner))				playerint[t->tempOwner]->availableCreaturesChanged(t);			break;		}	case 508:		{			SetHeroesInTown inTown;			*serv >> inTown;			tlog5 << "Setting heroes in town " << inTown.tid << std::endl;			gs->apply(&inTown);			CGTownInstance *t = gs->getTown(inTown.tid);			if(vstd::contains(playerint,t->tempOwner))				playerint[t->tempOwner]->heroInGarrisonChange(t);			break;		}	case 509:		{			SetHeroArtifacts sha;			*serv >> sha;			tlog5 << "Setting artifacts of hero " << sha.hid << std::endl;			gs->apply(&sha);			CGHeroInstance *t = gs->getHero(sha.hid);			if(vstd::contains(playerint,t->tempOwner))				playerint[t->tempOwner]->heroArtifactSetChanged(t);			break;		}	case 513:		{			ui8 color;			std::string message;			*serv >> color >> message;			tlog4 << "Player "<<(int)color<<" sends a message: " << message << std::endl;			break;		}	case 514:		{			SetSelection ss;			*serv >> ss;			tlog5 << "Selection of player " << (int)ss.player << " set to " << ss.id << std::endl;			gs->apply(&ss);			break;		}	case 515:		{			HeroRecruited hr;			*serv >> hr;			tlog5 << "New hero bought\n";			CGHeroInstance *h = gs->hpool.heroesPool[hr.hid];			gs->apply(&hr);			CGI->mh->initHeroDef(h);			//CGI->mh->printObject(h);			playerint[h->tempOwner]->heroCreated(h);			playerint[h->tempOwner]->heroInGarrisonChange(gs->getTown(hr.tid));			break;		}	case 1001:		{			SetObjectProperty sop;			*serv >> sop;			tlog5 << "Setting " << (unsigned)sop.what << " property of " << sop.id <<" object to "<<sop.val<<std::endl;			gs->apply(&sop);			break;		}	case 1002:		{			SetHoverName shn;			*serv >> shn;			tlog5 << "Setting a name of " << shn.id <<" object to "<< toString(shn.name) <<std::endl;			gs->apply(&shn);			break;		}	case 2000:		{			HeroLevelUp  bs;			*serv >> bs;			tlog5 << "Hero levels up!" <<std::endl;			gs->apply(&bs);			CGHeroInstance *h = gs->getHero(bs.heroid);			if(vstd::contains(playerint,h->tempOwner))			{				boost::function<void(ui32)> callback = boost::function<void(ui32)>(boost::bind(&CCallback::selectionMade,LOCPLINT->cb,_1,bs.id));				playerint[h->tempOwner]->heroGotLevel((const CGHeroInstance *)h,(int)bs.primskill,bs.skills, callback);			}			break;		}	case 2001:		{			SelectionDialog sd;			*serv >> sd;			tlog5 << "Showing selection dialog " <<std::endl;			std::vector<Component*> comps;			for(size_t i=0; i < sd.components.size(); ++i) {				comps.push_back(&sd.components[i]);                        }			std::string str = toString(sd.text);			playerint[sd.player]->showSelDialog(str,comps,sd.id);			break;		}	case 2002:		{			YesNoDialog ynd;			*serv >> ynd;			tlog5 << "Showing yes/no dialog " <<std::endl;			std::vector<Component*> comps;			for(size_t i=0; i < ynd.components.size(); ++i) {				comps.push_back(&ynd.components[i]);                        }			std::string str = toString(ynd.text);			playerint[ynd.player]->showYesNoDialog(str,comps,ynd.id);			break;		}	case 3000:		{			BattleStart bs;			*serv >> bs; //uses new to allocate memory for battleInfo - must be deleted when battle is over			tlog5 << "Starting battle!" <<std::endl;			gs->apply(&bs);			if(playerint.find(gs->curB->side1) != playerint.end())				playerint[gs->curB->side1]->battleStart(&gs->curB->army1, &gs->curB->army2, gs->curB->tile, gs->getHero(gs->curB->hero1), gs->getHero(gs->curB->hero2), 0);			if(playerint.find(gs->curB->side2) != playerint.end())				playerint[gs->curB->side2]->battleStart(&gs->curB->army1, &gs->curB->army2, gs->curB->tile, gs->getHero(gs->curB->hero1), gs->getHero(gs->curB->hero2), 1);						break;		}	case 3001:		{			BattleNextRound bnr;			*serv >> bnr;			tlog5 << "Round nr " << bnr.round <<std::endl;			gs->apply(&bnr);			//tell players about next round			if(playerint.find(gs->curB->side1) != playerint.end())				playerint[gs->curB->side1]->battleNewRound(bnr.round);			if(playerint.find(gs->curB->side2) != playerint.end())				playerint[gs->curB->side2]->battleNewRound(bnr.round);			break;		}	case 3002:		{			BattleSetActiveStack sas;			*serv >> sas;			tlog5 << "Active stack: " << sas.stack <<std::endl;			gs->apply(&sas);			int owner = gs->curB->getStack(sas.stack)->owner;			boost::thread(boost::bind(&CClient::waitForMoveAndSend,this,owner));			break;		}	case 3003:		{			BattleResult br;			*serv >> br;			tlog5 << "Battle ends. Winner: " << (unsigned)br.winner<< ". Type of end: "<< (unsigned)br.result <<std::endl;			if(playerint.find(gs->curB->side1) != playerint.end())				playerint[gs->curB->side1]->battleEnd(&br);			if(playerint.find(gs->curB->side2) != playerint.end())				playerint[gs->curB->side2]->battleEnd(&br);			gs->apply(&br);			break;		}	case 3004:		{			BattleStackMoved br;			*serv >> br;			tlog5 << "Stack "<<br.stack <<" moves to the tile "<<br.tile<<std::endl;			if(playerint.find(gs->curB->side1) != playerint.end())				playerint[gs->curB->side1]->battleStackMoved(br.stack,br.tile);			if(playerint.find(gs->curB->side2) != playerint.end())				playerint[gs->curB->side2]->battleStackMoved(br.stack,br.tile);			gs->apply(&br);			break;		}	case 3005:		{			BattleStackAttacked bsa;			*serv >> bsa;			gs->apply(&bsa);			if(playerint.find(gs->curB->side1) != playerint.end())				playerint[gs->curB->side1]->battleStackAttacked(&bsa);			if(playerint.find(gs->curB->side2) != playerint.end())				playerint[gs->curB->side2]->battleStackAttacked(&bsa);			break;		}	case 3006:		{			BattleAttack ba;			*serv >> ba;			tlog5 << "Stack: " << ba.stackAttacking << " is attacking stack "<< ba.bsa.stackAttacked <<std::endl;			if(playerint.find(gs->curB->side1) != playerint.end())				playerint[gs->curB->side1]->battleAttack(&ba);			if(playerint.find(gs->curB->side2) != playerint.end())				playerint[gs->curB->side2]->battleAttack(&ba);			gs->apply(&ba);			if(playerint.find(gs->curB->side1) != playerint.end())				playerint[gs->curB->side1]->battleStackAttacked(&ba.bsa);			if(playerint.find(gs->curB->side2) != playerint.end())				playerint[gs->curB->side2]->battleStackAttacked(&ba.bsa);			break;		}	case 3007:		{			*serv >> curbaction;			tlog5 << "Action started. ID: " << (int)curbaction.actionType << ". Destination: "<< curbaction.destinationTile <<std::endl;			if(playerint.find(gs->curB->side1) != playerint.end())				playerint[gs->curB->side1]->actionStarted(&curbaction);			if(playerint.find(gs->curB->side2) != playerint.end())				playerint[gs->curB->side2]->actionStarted(&curbaction);			gs->apply(&StartAction(curbaction));			break;		}	case 3008:		{			tlog5 << "Action ended!\n";			if(!gs->curB)			{				tlog2 << "There is no battle state!\n";				break;			}			if(playerint.find(gs->curB->side1) != playerint.end())				playerint[gs->curB->side1]->actionFinished(&curbaction);			if(playerint.find(gs->curB->side2) != playerint.end())				playerint[gs->curB->side2]->actionFinished(&curbaction);			break;		}	case 3009:		{			tlog5 << "Spell casted!\n";			SpellCasted sc;			*serv >> sc;			gs->apply(&sc);			if(playerint.find(gs->curB->side1) != playerint.end())				playerint[gs->curB->side1]->battleSpellCasted(&sc);			if(playerint.find(gs->curB->side2) != playerint.end())				playerint[gs->curB->side2]->battleSpellCasted(&sc);			break;		}	case 3010:		{			tlog5 << "Effect set!\n";			SetStackEffect sse;			*serv >> sse;			gs->apply(&sse);			SpellCasted sc;			sc.id = sse.effect.id;			sc.side = 3; //doesn't matter			sc.skill = sse.effect.level;			sc.tile = gs->curB->getStack(sse.stack)->position;			if(playerint.find(gs->curB->side1) != playerint.end())				playerint[gs->curB->side1]->battleSpellCasted(&sc);			if(playerint.find(gs->curB->side2) != playerint.end())				playerint[gs->curB->side2]->battleSpellCasted(&sc);			break;		}	case 9999:		break;	default:		{			std::ostringstream ex;			ex << "Not supported server message (type=" << what <<")";			throw ex.str();		}	}}void CClient::waitForMoveAndSend(int color){	try	{		BattleAction ba = playerint[color]->activeStack(gs->curB->activeStack);		*serv << ui16(3002) << ba;		return;	}HANDLE_EXCEPTION	tlog1 << "We should not be here!" << std::endl;}void CClient::run(){	try	{		ui16 typ;		while(1)		{			*serv >> typ;			process(typ);		}	} HANDLE_EXCEPTION}void CClient::close(){	if(!serv)		return;	tlog3 << "Connection has been requested to be closed.\n";	boost::unique_lock<boost::mutex>(*serv->wmx);	*serv << ui16(99);	tlog3 << "Sent closing signal to the server\n";	serv->close();	tlog3 << "Our socket has been closed.\n";}void CClient::save(const std::string & fname){	*serv << ui16(98) << fname;}void CClient::load( const std::string & fname ){	tlog0 <<"\n\nLoading procedure started!\n\n";	timeHandler tmh;	close(); //kill server	tlog0 <<"Sent kill signal to the server: "<<tmh.getDif()<<std::endl;	VLC->clear(); //delete old handlers	delete CGI->mh;	delete CGI->state;	//TODO: del callbacks	for(std::map<ui8,CGameInterface *>::iterator i = playerint.begin(); i!=playerint.end(); i++)	{		delete i->second; //delete player interfaces		}	tlog0 <<"Deleting old data: "<<tmh.getDif()<<std::endl;	char portc[10];	SDL_itoa(conf.cc.port,portc,10);	runServer(portc); //create new server	tlog0 <<"Restarting server: "<<tmh.getDif()<<std::endl;	{		ui32 ver;		char sig[8];		CMapHeader dum;		CGI->mh = new CMapHandler();		CLoadFile lf(fname + ".vlgm1");		lf >> sig >> ver >> dum >> *sig;		tlog0 <<"Reading save signature: "<<tmh.getDif()<<std::endl;					lf >> *VLC;		CGI->setFromLib();		tlog0 <<"Reading handlers: "<<tmh.getDif()<<std::endl;		lf >> gs;		tlog0 <<"Reading gamestate: "<<tmh.getDif()<<std::endl;		CGI->state = gs;		CGI->mh->map = gs->map;		CGI->mh->init();		tlog0 <<"Initing maphandler: "<<tmh.getDif()<<std::endl;	}	waitForServer();	tlog0 <<"Waiting for server: "<<tmh.getDif()<<std::endl;	serv = new CConnection(conf.cc.server,portc,NAME);	tlog0 <<"Setting up connection: "<<tmh.getDif()<<std::endl;	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 << ui8(gs->scenarioOps->playerInfos.size()+1); //number of players + neutral	for(size_t i=0;i<gs->scenarioOps->playerInfos.size();i++) 	{		*serv << ui8(gs->scenarioOps->playerInfos[i].color); //players	}	*serv << ui8(255); // neutrals	tlog0 <<"Sent info to server: "<<tmh.getDif()<<std::endl;		for (size_t i=0; i<gs->scenarioOps->playerInfos.size();++i) //initializing interfaces for players	{ 		ui8 color = gs->scenarioOps->playerInfos[i].color;		CCallback *cb = new CCallback(gs,color,this);		if(!gs->scenarioOps->playerInfos[i].human) {			playerint[color] = static_cast<CGameInterface*>(CAIHandler::getNewAI(cb,conf.cc.defaultAI));		}		else {			playerint[color] = new CPlayerInterface(color,i);		}		gs->currentPlayer = color;		playerint[color]->init(cb);		tlog0 <<"Setting up interface for player "<< (int)color <<": "<<tmh.getDif()<<std::endl;	}	playerint[255] =  CAIHandler::getNewAI(cb,conf.cc.defaultAI);	playerint[255]->init(new CCallback(gs,255,this));	tlog0 <<"Setting up interface for neutral \"player\"" << tmh.getDif() << std::endl;}int CClient::getCurrentPlayer(){	return gs->currentPlayer;}int CClient::getSelectedHero(){	return IGameCallback::getSelectedHero(getCurrentPlayer())->id;}void CClient::newGame( CConnection *con, StartInfo *si ){	timeHandler tmh;	CGI->state = new CGameState();	tlog0 <<"\tGamestate: "<<tmh.getDif()<<std::endl;	serv = con;	CConnection &c(*con);	////////////////////////////////////////////////////	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 << ui8(si->playerInfos.size()+1); //number of players + neutral	for(size_t i=0;i<si->playerInfos.size();i++) 	{		c << ui8(si->playerInfos[i].color); //players	}	c << ui8(255); // neutrals	ui32 seed, sum;	std::string mapname;	c >> mapname >> sum >> seed;	tlog0 <<"\tSending/Getting info to/from the server: "<<tmh.getDif()<<std::endl;	Mapa * mapa = new Mapa(mapname);	tlog0 <<"Reading and detecting map file (together): "<<tmh.getDif()<<std::endl;	tlog0 << "\tServer checksum for "<<mapname <<": "<<sum << std::endl;	tlog0 << "\tOur checksum for the map: "<< mapa->checksum << std::endl;	if(mapa->checksum != sum)	{		tlog1 << "Wrong map checksum!!!" << std::endl;		throw std::string("Wrong checksum");	}	tlog0 << "\tUsing random seed: "<<seed << std::endl;	gs = CGI->state;	gs->scenarioOps = si;	gs->init(si,mapa,seed);	CGI->mh = new CMapHandler();	tlog0 <<"Initializing GameState (together): "<<tmh.getDif()<<std::endl;	CGI->mh->map = mapa;	tlog0 <<"Creating mapHandler: "<<tmh.getDif()<<std::endl;	CGI->mh->init();	tlog0 <<"Initializing mapHandler (together): "<<tmh.getDif()<<std::endl;	for (size_t i=0; i<CGI->state->scenarioOps->playerInfos.size();++i) //initializing interfaces for players	{ 		ui8 color = gs->scenarioOps->playerInfos[i].color;		CCallback *cb = new CCallback(gs,color,this);		if(!gs->scenarioOps->playerInfos[i].human) {			playerint[color] = static_cast<CGameInterface*>(CAIHandler::getNewAI(cb,conf.cc.defaultAI));		}		else {			playerint[color] = new CPlayerInterface(color,i);		}		gs->currentPlayer = color;		playerint[color]->init(cb);	}	playerint[255] =  CAIHandler::getNewAI(cb,conf.cc.defaultAI);	playerint[255]->init(new CCallback(gs,255,this));}void CClient::runServer(const char * portc){	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	boost::thread servthr(boost::bind(system,comm.c_str())); //runs server executable; 	//TODO: will it work on non-windows platforms?}void CClient::waitForServer(){	intpr::scoped_lock<intpr::interprocess_mutex> slock(shared->sr->mutex);	while(!shared->sr->ready)	{		shared->sr->cond.wait(slock);	}}
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