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. {
  91. init();
  92. }
  93. CClient::CClient(CConnection *con, StartInfo *si)
  94. {
  95. init();
  96. newGame(con,si);
  97. }
  98. CClient::~CClient(void)
  99. {
  100. delete applier;
  101. delete shared;
  102. }
  103. void CClient::waitForMoveAndSend(int color)
  104. {
  105. try
  106. {
  107. BattleAction ba = playerint[color]->activeStack(gs->curB->activeStack);
  108. *serv << &MakeAction(ba);
  109. return;
  110. }HANDLE_EXCEPTION
  111. tlog1 << "We should not be here!" << std::endl;
  112. }
  113. void CClient::run()
  114. {
  115. try
  116. {
  117. CPack *pack;
  118. while(1)
  119. {
  120. if (must_close) {
  121. serv->close();
  122. tlog3 << "Our socket has been closed.\n";
  123. return;
  124. }
  125. //get the package from the server
  126. {
  127. boost::unique_lock<boost::mutex> lock(*serv->rmx);
  128. tlog5 << "Listening... ";
  129. *serv >> pack;
  130. tlog5 << "\treceived server message of type " << typeid(*pack).name() << std::endl;
  131. }
  132. CBaseForCLApply *apply = applier->apps[typeList.getTypeID(pack)]; //find the applier
  133. if(apply)
  134. {
  135. apply->applyOnClBefore(this,pack);
  136. tlog5 << "\tMade first apply on cl\n";
  137. gs->apply(pack);
  138. tlog5 << "\tApplied on gs\n";
  139. apply->applyOnClAfter(this,pack);
  140. tlog5 << "\tMade second apply on cl\n";
  141. }
  142. else
  143. {
  144. tlog1 << "Message cannot be applied, cannot find applier!\n";
  145. }
  146. delete pack;
  147. pack = NULL;
  148. }
  149. } HANDLE_EXCEPTION(tlog1 << "Lost connection to server, ending listening thread!\n");
  150. }
  151. void CClient::close()
  152. {
  153. if(!serv)
  154. return;
  155. tlog3 << "Connection has been requested to be closed.\n";
  156. boost::unique_lock<boost::mutex>(*serv->wmx);
  157. *serv << &CloseServer();
  158. tlog3 << "Sent closing signal to the server\n";
  159. must_close = true;
  160. }
  161. void CClient::save(const std::string & fname)
  162. {
  163. if(gs->curB)
  164. {
  165. tlog1 << "Game cannot be saved during battle!\n";
  166. return;
  167. }
  168. *serv << &SaveGame(fname);
  169. }
  170. void CClient::load( const std::string & fname )
  171. {
  172. tlog0 <<"\n\nLoading procedure started!\n\n";
  173. timeHandler tmh;
  174. close(); //kill server
  175. tlog0 <<"Sent kill signal to the server: "<<tmh.getDif()<<std::endl;
  176. VLC->clear(); //delete old handlers
  177. delete CGI->mh;
  178. delete CGI->state;
  179. for(std::map<ui8,CGameInterface *>::iterator i = playerint.begin(); i!=playerint.end(); i++)
  180. {
  181. delete i->second; //delete player interfaces
  182. }
  183. BOOST_FOREACH(CCallback *cb, callbacks)
  184. {
  185. delete cb;
  186. }
  187. tlog0 <<"Deleting old data: "<<tmh.getDif()<<std::endl;
  188. char portc[10];
  189. SDL_itoa(conf.cc.port,portc,10);
  190. runServer(portc); //create new server
  191. tlog0 <<"Restarting server: "<<tmh.getDif()<<std::endl;
  192. {
  193. ui32 ver;
  194. char sig[8];
  195. CMapHeader dum;
  196. CGI->mh = new CMapHandler();
  197. CLoadFile lf(fname + ".vlgm1");
  198. lf >> sig >> dum >> *sig;
  199. tlog0 <<"Reading save signature: "<<tmh.getDif()<<std::endl;
  200. lf >> *VLC;
  201. CGI->setFromLib();
  202. tlog0 <<"Reading handlers: "<<tmh.getDif()<<std::endl;
  203. lf >> gs;
  204. tlog0 <<"Reading gamestate: "<<tmh.getDif()<<std::endl;
  205. CGI->state = gs;
  206. CGI->mh->map = gs->map;
  207. CGI->mh->init();
  208. tlog0 <<"Initing maphandler: "<<tmh.getDif()<<std::endl;
  209. }
  210. waitForServer();
  211. tlog0 <<"Waiting for server: "<<tmh.getDif()<<std::endl;
  212. serv = new CConnection(conf.cc.server,portc,NAME);
  213. tlog0 <<"Setting up connection: "<<tmh.getDif()<<std::endl;
  214. ui8 pom8;
  215. *serv << ui8(3) << ui8(1); //load game; one client
  216. *serv << fname;
  217. *serv >> pom8;
  218. if(pom8)
  219. throw "Server cannot open the savegame!";
  220. else
  221. tlog0 << "Server opened savegame properly.\n";
  222. *serv << ui8(gs->scenarioOps->playerInfos.size()+1); //number of players + neutral
  223. for(size_t i=0;i<gs->scenarioOps->playerInfos.size();i++)
  224. {
  225. *serv << ui8(gs->scenarioOps->playerInfos[i].color); //players
  226. }
  227. *serv << ui8(255); // neutrals
  228. tlog0 <<"Sent info to server: "<<tmh.getDif()<<std::endl;
  229. {
  230. CLoadFile lf(fname + ".vcgm1");
  231. lf >> *this;
  232. }
  233. //for (size_t i=0; i<gs->scenarioOps->playerInfos.size();++i) //initializing interfaces for players
  234. //{
  235. // ui8 color = gs->scenarioOps->playerInfos[i].color;
  236. // CCallback *cb = new CCallback(gs,color,this);
  237. // if(!gs->scenarioOps->playerInfos[i].human) {
  238. // playerint[color] = static_cast<CGameInterface*>(CAIHandler::getNewAI(cb,conf.cc.defaultAI));
  239. // }
  240. // else {
  241. // playerint[color] = new CPlayerInterface(color,i);
  242. // }
  243. // gs->currentPlayer = color;
  244. // playerint[color]->init(cb);
  245. // tlog0 <<"Setting up interface for player "<< (int)color <<": "<<tmh.getDif()<<std::endl;
  246. //}
  247. //playerint[255] = CAIHandler::getNewAI(cb,conf.cc.defaultAI);
  248. //playerint[255]->init(new CCallback(gs,255,this));
  249. //tlog0 <<"Setting up interface for neutral \"player\"" << tmh.getDif() << std::endl;
  250. }
  251. int CClient::getCurrentPlayer()
  252. {
  253. return gs->currentPlayer;
  254. }
  255. int CClient::getSelectedHero()
  256. {
  257. return IGameCallback::getSelectedHero(getCurrentPlayer())->id;
  258. }
  259. void CClient::newGame( CConnection *con, StartInfo *si )
  260. {
  261. timeHandler tmh;
  262. CGI->state = new CGameState();
  263. tlog0 <<"\tGamestate: "<<tmh.getDif()<<std::endl;
  264. serv = con;
  265. CConnection &c(*con);
  266. ////////////////////////////////////////////////////
  267. ui8 pom8;
  268. c << ui8(2) << ui8(1); //new game; one client
  269. c << *si;
  270. c >> pom8;
  271. if(pom8)
  272. throw "Server cannot open the map!";
  273. else
  274. tlog0 << "Server opened map properly.\n";
  275. c << ui8(si->playerInfos.size()+1); //number of players + neutral
  276. for(size_t i=0;i<si->playerInfos.size();i++)
  277. {
  278. c << ui8(si->playerInfos[i].color); //players
  279. }
  280. c << ui8(255); // neutrals
  281. ui32 seed, sum;
  282. std::string mapname;
  283. c >> mapname >> sum >> seed;
  284. tlog0 <<"\tSending/Getting info to/from the server: "<<tmh.getDif()<<std::endl;
  285. Mapa * mapa = new Mapa(mapname);
  286. tlog0 <<"Reading and detecting map file (together): "<<tmh.getDif()<<std::endl;
  287. tlog0 << "\tServer checksum for "<<mapname <<": "<<sum << std::endl;
  288. tlog0 << "\tOur checksum for the map: "<< mapa->checksum << std::endl;
  289. if(mapa->checksum != sum)
  290. {
  291. tlog1 << "Wrong map checksum!!!" << std::endl;
  292. throw std::string("Wrong checksum");
  293. }
  294. tlog0 << "\tUsing random seed: "<<seed << std::endl;
  295. gs = CGI->state;
  296. gs->scenarioOps = si;
  297. gs->init(si,mapa,seed);
  298. CGI->mh = new CMapHandler();
  299. tlog0 <<"Initializing GameState (together): "<<tmh.getDif()<<std::endl;
  300. CGI->mh->map = mapa;
  301. tlog0 <<"Creating mapHandler: "<<tmh.getDif()<<std::endl;
  302. CGI->mh->init();
  303. tlog0 <<"Initializing mapHandler (together): "<<tmh.getDif()<<std::endl;
  304. for (size_t i=0; i<CGI->state->scenarioOps->playerInfos.size();++i) //initializing interfaces for players
  305. {
  306. ui8 color = gs->scenarioOps->playerInfos[i].color;
  307. CCallback *cb = new CCallback(gs,color,this);
  308. if(!gs->scenarioOps->playerInfos[i].human) {
  309. playerint[color] = static_cast<CGameInterface*>(CAIHandler::getNewAI(cb,conf.cc.defaultAI));
  310. }
  311. else {
  312. playerint[color] = new CPlayerInterface(color,i);
  313. }
  314. gs->currentPlayer = color;
  315. playerint[color]->init(cb);
  316. }
  317. playerint[255] = CAIHandler::getNewAI(cb,conf.cc.defaultAI);
  318. playerint[255]->init(new CCallback(gs,255,this));
  319. }
  320. void CClient::runServer(const char * portc)
  321. {
  322. 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
  323. boost::thread servthr(boost::bind(system,comm.c_str())); //runs server executable; //TODO: will it work on non-windows platforms?
  324. }
  325. void CClient::waitForServer()
  326. {
  327. intpr::scoped_lock<intpr::interprocess_mutex> slock(shared->sr->mutex);
  328. while(!shared->sr->ready)
  329. {
  330. shared->sr->cond.wait(slock);
  331. }
  332. }
  333. template <typename Handler>
  334. void CClient::serialize( Handler &h, const int version )
  335. {
  336. if(h.saving)
  337. {
  338. ui8 players = playerint.size();
  339. h & players;
  340. for(std::map<ui8,CGameInterface *>::iterator i = playerint.begin(); i != playerint.end(); i++)
  341. {
  342. h & i->first & i->second->dllName;
  343. i->second->serialize(h,version);
  344. }
  345. }
  346. else
  347. {
  348. ui8 players;
  349. h & players;
  350. for(int i=0; i < players; i++)
  351. {
  352. std::string dllname;
  353. ui8 pid;
  354. h & pid & dllname;
  355. CCallback *callback = new CCallback(gs,pid,this);
  356. callbacks.insert(callback);
  357. CGameInterface *nInt = NULL;
  358. if(dllname.length())
  359. nInt = CAIHandler::getNewAI(callback,dllname);
  360. else
  361. nInt = new CPlayerInterface(pid,i);
  362. playerint[pid] = nInt;
  363. nInt->init(callback);
  364. nInt->serialize(h, version);
  365. }
  366. }
  367. }
  368. template void CClient::serialize( CISer<CLoadFile> &h, const int version );
  369. template void CClient::serialize( COSer<CSaveFile> &h, const int version );