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							- #pragma once
 
- #include "../lib/IGameCallback.h"
 
- #include "../lib/BattleAction.h"
 
- #include "../lib/CStopWatch.h"
 
- #include "../lib/int3.h"
 
- /*
 
-  * 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
 
-  *
 
-  */
 
- class CPack;
 
- class CCampaignState;
 
- class CBattleCallback;
 
- class IGameEventsReceiver;
 
- class IBattleEventsReceiver;
 
- class CBattleGameInterface;
 
- struct StartInfo;
 
- class CGameState;
 
- class CGameInterface;
 
- class CConnection;
 
- class CCallback;
 
- struct BattleAction;
 
- struct SharedMem;
 
- class CClient;
 
- class CScriptingModule;
 
- struct CPathsInfo;
 
- class CISer;
 
- class COSer;
 
- 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
 
- 	SharedMem *shared; //interprocess memory (for waiting for server)
 
- 	bool verbose; //whether to print log msgs
 
- 	std::string port; //port number in text form
 
- 	//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 std::string &port = ""); //connects to given host without taking any other actions (like setting up server)
 
- 	CServerHandler(bool runServer = false);
 
- 	~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 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
 
- {
 
- 	unique_ptr<CPathsInfo> pathInfo;
 
- public:
 
- 	std::map<PlayerColor,shared_ptr<CCallback> > callbacks; //callbacks given to player interfaces
 
- 	std::map<PlayerColor,shared_ptr<CBattleCallback> > battleCallbacks; //callbacks given to player interfaces
 
- 	std::vector<shared_ptr<IGameEventsReceiver>> privilagedGameEventReceivers; //scripting modules, spectator interfaces
 
- 	std::vector<shared_ptr<IBattleEventsReceiver>> privilagedBattleEventReceivers; //scripting modules, spectator interfaces
 
- 	std::map<PlayerColor, shared_ptr<CGameInterface>> playerint;
 
- 	std::map<PlayerColor, shared_ptr<CBattleGameInterface>> battleints;
 
- 	std::map<PlayerColor,std::vector<shared_ptr<IGameEventsReceiver>>> additionalPlayerInts;
 
- 	std::map<PlayerColor,std::vector<shared_ptr<IBattleEventsReceiver>>> additionalBattleInts;
 
- 	bool hotSeat;
 
- 	CConnection *serv;
 
- 	boost::optional<BattleAction> curbaction;
 
- 	CScriptingModule *erm;
 
- 	ThreadSafeVector<int> waitingRequest;
 
- 	void waitForMoveAndSend(PlayerColor color);
 
- 	//void sendRequest(const CPackForServer *request, bool waitForRealization);
 
- 	CClient(void);
 
- 	CClient(CConnection *con, StartInfo *si);
 
- 	~CClient(void);
 
- 	void init();
 
- 	void newGame(CConnection *con, StartInfo *si); //con - connection to server
 
- 	void loadNeutralBattleAI();
 
- 	void installNewPlayerInterface(shared_ptr<CGameInterface> gameInterface, boost::optional<PlayerColor> color);
 
- 	void installNewBattleInterface(shared_ptr<CBattleGameInterface> battleInterface, boost::optional<PlayerColor> color, bool needCallback = true);
 
- 	std::string aiNameForPlayer(const PlayerSettings &ps, bool battleAI); //empty means no AI -> human
 
- 	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 std::string & port = "");
 
- 	void run();
 
- 	void campaignMapFinished( shared_ptr<CCampaignState> camp );
 
- 	void finishCampaign( shared_ptr<CCampaignState> camp );
 
- 	void proposeNextMission(shared_ptr<CCampaignState> camp);
 
- 	void invalidatePaths();
 
- 	const CPathsInfo * getPathsInfo(const CGHeroInstance *h);
 
- 	bool terminate;	// tell to terminate
 
- 	boost::thread *connectionHandler; //thread running run() method
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	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 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, 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){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 giveHeroArtifact(int artid, int hid, int position){}; 
 
- 	//void giveNewArtifact(int hid, int position){};
 
- 	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, 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(shared_ptr<CBattleGameInterface> battleInt); //will be called as separate thread
 
- 	void commitPackage(CPackForClient *pack) override;
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	void serialize(COSer &h, const int version);
 
- 	void serialize(CISer &h, const int version);
 
- 	
 
- 	void serialize(COSer &h, const int version, const std::set<PlayerColor>& playerIDs);
 
- 	void serialize(CISer &h, const int version, const std::set<PlayerColor>& playerIDs);
 
- 	void battleFinished();
 
- };
 
 
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