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- /*
- * 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
- *
- */
- #pragma once
- #include <vcmi/Environment.h>
- #include "../lib/IGameCallback.h"
- #include "../lib/battle/BattleAction.h"
- #include "../lib/battle/CBattleInfoCallback.h"
- #include "../lib/CStopWatch.h"
- #include "../lib/int3.h"
- #include "../lib/CondSh.h"
- #include "../lib/CPathfinder.h"
- struct CPack;
- struct CPackForServer;
- class CCampaignState;
- class CBattleCallback;
- class IGameEventsReceiver;
- class IBattleEventsReceiver;
- class CBattleGameInterface;
- class CGameState;
- class CGameInterface;
- class CCallback;
- class BattleAction;
- class CClient;
- struct CPathsInfo;
- class BinaryDeserializer;
- class BinarySerializer;
- namespace boost { class thread; }
- template<typename T> class CApplier;
- class CBaseForCLApply;
- namespace scripting
- {
- class PoolImpl;
- }
- namespace events
- {
- class EventBus;
- }
- 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 clear()
- {
- TLock lock(mx);
- items.clear();
- cond.notify_all();
- }
- 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 CPlayerEnvironment : public Environment
- {
- public:
- PlayerColor player;
- CClient * cl;
- std::shared_ptr<CCallback> mainCallback;
- CPlayerEnvironment(PlayerColor player_, CClient * cl_, std::shared_ptr<CCallback> mainCallback_);
- const Services * services() const override;
- vstd::CLoggerBase * logger() const override;
- events::EventBus * eventBus() const override;
- const BattleCb * battle() const override;
- const GameCb * game() const override;
- };
- /// Class which handles client - server logic
- class CClient : public IGameCallback, public CBattleInfoCallback, public Environment
- {
- public:
- std::map<PlayerColor, std::shared_ptr<CGameInterface>> playerint;
- std::map<PlayerColor, std::shared_ptr<CBattleGameInterface>> battleints;
- std::map<PlayerColor, std::vector<std::shared_ptr<IBattleEventsReceiver>>> additionalBattleInts;
- boost::optional<BattleAction> curbaction;
- CClient();
- ~CClient();
- const Services * services() const override;
- const BattleCb * battle() const override;
- const GameCb * game() const override;
- vstd::CLoggerBase * logger() const override;
- events::EventBus * eventBus() const override;
- void newGame();
- void loadGame();
- void serialize(BinarySerializer & h, const int version);
- void serialize(BinaryDeserializer & h, const int version);
- void save(const std::string & fname);
- void endGame();
- void initMapHandler();
- void initPlayerEnvironments();
- void initPlayerInterfaces();
- std::string aiNameForPlayer(const PlayerSettings & ps, bool battleAI); //empty means no AI -> human
- std::string aiNameForPlayer(bool battleAI);
- void installNewPlayerInterface(std::shared_ptr<CGameInterface> gameInterface, PlayerColor color, bool battlecb = false);
- void installNewBattleInterface(std::shared_ptr<CBattleGameInterface> battleInterface, PlayerColor color, bool needCallback = true);
- static ThreadSafeVector<int> waitingRequest; //FIXME: make this normal field (need to join all threads before client destruction)
- void handlePack(CPack * pack); //applies the given pack and deletes it
- int sendRequest(const CPackForServer * request, PlayerColor player); //returns ID given to that request
- void battleStarted(const BattleInfo * info);
- void commenceTacticPhaseForInt(std::shared_ptr<CBattleGameInterface> battleInt); //will be called as separate thread
- void battleFinished();
- void startPlayerBattleAction(PlayerColor color);
- void stopPlayerBattleAction(PlayerColor color);
- void stopAllBattleActions();
- void invalidatePaths();
- std::shared_ptr<const CPathsInfo> getPathsInfo(const CGHeroInstance * h);
- virtual PlayerColor getLocalPlayer() const override;
- friend class CCallback; //handling players actions
- friend class CBattleCallback; //handling players actions
- void changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> & spells) override {};
- bool removeObject(const CGObjectInstance * obj) override {return false;};
- 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 showTeleportDialog(TeleportDialog * iw) 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, const 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) override {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 showCompInfo(ShowInInfobox * comp) override {};
- void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override {};
- void visitCastleObjects(const CGTownInstance * obj, const CGHeroInstance * hero) override {};
- void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override {};
- 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
- bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit = false, 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 * pack) 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 {}
- void setObjProperty(ObjectInstanceID objid, int prop, si64 val) override {}
- void showInfoDialog(InfoWindow * iw) override {};
- void showInfoDialog(const std::string & msg, PlayerColor player) override {};
- scripting::Pool * getGlobalContextPool() const override;
- scripting::Pool * getContextPool() const override;
- private:
- std::map<PlayerColor, std::shared_ptr<CBattleCallback>> battleCallbacks; //callbacks given to player interfaces
- std::map<PlayerColor, std::shared_ptr<CPlayerEnvironment>> playerEnvironments;
- std::shared_ptr<scripting::PoolImpl> clientScripts;
- std::unique_ptr<events::EventBus> clientEventBus;
- std::shared_ptr<CApplier<CBaseForCLApply>> applier;
- mutable boost::mutex pathCacheMutex;
- std::map<const CGHeroInstance *, std::shared_ptr<CPathsInfo>> pathCache;
- std::map<PlayerColor, std::shared_ptr<boost::thread>> playerActionThreads;
- void waitForMoveAndSend(PlayerColor color);
- void reinitScripting();
- };
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