Client.cpp 21 KB

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  1. #include "StdInc.h"
  2. #include "CMusicHandler.h"
  3. #include "../lib/CCampaignHandler.h"
  4. #include "../CCallback.h"
  5. #include "../lib/CConsoleHandler.h"
  6. #include "CGameInfo.h"
  7. #include "../lib/CGameState.h"
  8. #include "CPlayerInterface.h"
  9. #include "../lib/StartInfo.h"
  10. #include "../lib/BattleState.h"
  11. #include "../lib/CModHandler.h"
  12. #include "../lib/CArtHandler.h"
  13. #include "../lib/CDefObjInfoHandler.h"
  14. #include "../lib/CGeneralTextHandler.h"
  15. #include "../lib/CHeroHandler.h"
  16. #include "../lib/CTownHandler.h"
  17. #include "../lib/CObjectHandler.h"
  18. #include "../lib/CBuildingHandler.h"
  19. #include "../lib/CSpellHandler.h"
  20. #include "../lib/Connection.h"
  21. #include "../lib/Interprocess.h"
  22. #include "../lib/NetPacks.h"
  23. #include "../lib/VCMI_Lib.h"
  24. #include "../lib/VCMIDirs.h"
  25. #include "../lib/map.h"
  26. #include "../lib/JsonNode.h"
  27. #include "mapHandler.h"
  28. #include "CConfigHandler.h"
  29. #include "Client.h"
  30. #include "CPreGame.h"
  31. #include "BattleInterface/CBattleInterface.h"
  32. #include "../lib/CThreadHelper.h"
  33. #include "../lib/CScriptingModule.h"
  34. #include "../lib/RegisterTypes.h"
  35. #include "UIFramework/CGuiHandler.h"
  36. extern std::string NAME;
  37. namespace intpr = boost::interprocess;
  38. /*
  39. * Client.cpp, part of VCMI engine
  40. *
  41. * Authors: listed in file AUTHORS in main folder
  42. *
  43. * License: GNU General Public License v2.0 or later
  44. * Full text of license available in license.txt file, in main folder
  45. *
  46. */
  47. template <typename T> class CApplyOnCL;
  48. class CBaseForCLApply
  49. {
  50. public:
  51. virtual void applyOnClAfter(CClient *cl, void *pack) const =0;
  52. virtual void applyOnClBefore(CClient *cl, void *pack) const =0;
  53. virtual ~CBaseForCLApply(){}
  54. template<typename U> static CBaseForCLApply *getApplier(const U * t=NULL)
  55. {
  56. return new CApplyOnCL<U>;
  57. }
  58. };
  59. template <typename T> class CApplyOnCL : public CBaseForCLApply
  60. {
  61. public:
  62. void applyOnClAfter(CClient *cl, void *pack) const
  63. {
  64. T *ptr = static_cast<T*>(pack);
  65. ptr->applyCl(cl);
  66. }
  67. void applyOnClBefore(CClient *cl, void *pack) const
  68. {
  69. T *ptr = static_cast<T*>(pack);
  70. ptr->applyFirstCl(cl);
  71. }
  72. };
  73. static CApplier<CBaseForCLApply> *applier = NULL;
  74. void CClient::init()
  75. {
  76. hotSeat = false;
  77. connectionHandler = NULL;
  78. pathInfo = NULL;
  79. applier = new CApplier<CBaseForCLApply>;
  80. registerTypes2(*applier);
  81. IObjectInterface::cb = this;
  82. serv = NULL;
  83. gs = NULL;
  84. cb = NULL;
  85. erm = NULL;
  86. terminate = false;
  87. }
  88. CClient::CClient(void)
  89. {
  90. init();
  91. }
  92. CClient::CClient(CConnection *con, StartInfo *si)
  93. {
  94. init();
  95. newGame(con,si);
  96. }
  97. CClient::~CClient(void)
  98. {
  99. delete pathInfo;
  100. delete applier;
  101. }
  102. void CClient::waitForMoveAndSend(int color)
  103. {
  104. try
  105. {
  106. setThreadName("CClient::waitForMoveAndSend");
  107. assert(vstd::contains(battleints, color));
  108. BattleAction ba = battleints[color]->activeStack(gs->curB->battleGetStackByID(gs->curB->activeStack, false));
  109. MakeAction temp_action(ba);
  110. sendRequest(&temp_action, color);
  111. return;
  112. }
  113. catch(boost::thread_interrupted&)
  114. {
  115. tlog5 << "Wait for move thread was interrupted and no action will be send. Was a battle ended by spell?\n";
  116. return;
  117. }
  118. HANDLE_EXCEPTION
  119. tlog1 << "We should not be here!" << std::endl;
  120. }
  121. void CClient::run()
  122. {
  123. setThreadName("CClient::run");
  124. try
  125. {
  126. CPack *pack = NULL;
  127. while(!terminate)
  128. {
  129. pack = serv->retreivePack(); //get the package from the server
  130. if (terminate)
  131. {
  132. delete pack;
  133. pack = NULL;
  134. break;
  135. }
  136. handlePack(pack);
  137. pack = NULL;
  138. }
  139. }
  140. //catch only asio exceptions
  141. catch (const boost::system::system_error& e)
  142. {
  143. tlog3 << "Lost connection to server, ending listening thread!\n";
  144. tlog1 << e.what() << std::endl;
  145. if(!terminate) //rethrow (-> boom!) only if closing connection was unexpected
  146. {
  147. tlog1 << "Something wrong, lost connection while game is still ongoing...\n";
  148. throw;
  149. }
  150. }
  151. }
  152. void CClient::save(const std::string & fname)
  153. {
  154. if(gs->curB)
  155. {
  156. tlog1 << "Game cannot be saved during battle!\n";
  157. return;
  158. }
  159. SaveGame save_game(fname);
  160. sendRequest((CPackForClient*)&save_game, 255);
  161. }
  162. void CClient::endGame( bool closeConnection /*= true*/ )
  163. {
  164. //suggest interfaces to finish their stuff (AI should interrupt any bg working threads)
  165. BOOST_FOREACH(auto i, playerint)
  166. i.second->finish();
  167. // Game is ending
  168. // Tell the network thread to reach a stable state
  169. if(closeConnection)
  170. stopConnection();
  171. tlog0 << "Closed connection." << std::endl;
  172. GH.curInt = NULL;
  173. LOCPLINT->terminate_cond.setn(true);
  174. {
  175. boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
  176. tlog0 << "\n\nEnding current game!" << std::endl;
  177. if(GH.topInt())
  178. GH.topInt()->deactivate();
  179. GH.listInt.clear();
  180. GH.objsToBlit.clear();
  181. GH.statusbar = NULL;
  182. tlog0 << "Removed GUI." << std::endl;
  183. delete CGI->mh;
  184. const_cast<CGameInfo*>(CGI)->mh = NULL;
  185. const_cast<CGameInfo*>(CGI)->state.dellNull();
  186. tlog0 << "Deleted mapHandler and gameState." << std::endl;
  187. LOCPLINT = NULL;
  188. }
  189. while (!playerint.empty())
  190. {
  191. CGameInterface *pint = playerint.begin()->second;
  192. playerint.erase(playerint.begin());
  193. delete pint;
  194. }
  195. callbacks.clear();
  196. tlog0 << "Deleted playerInts." << std::endl;
  197. tlog0 << "Client stopped." << std::endl;
  198. }
  199. void CClient::loadGame( const std::string & fname )
  200. {
  201. tlog0 <<"\n\nLoading procedure started!\n\n";
  202. CServerHandler sh;
  203. sh.startServer();
  204. CStopWatch tmh;
  205. {
  206. char sig[8];
  207. CMapHeader dum;
  208. const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
  209. StartInfo *si;
  210. CLoadFile lf(CResourceHandler::get()->getResourceName(ResourceID(fname, EResType::LIB_SAVEGAME)));
  211. lf >> sig >> dum >> si;
  212. tlog0 <<"Reading save signature: "<<tmh.getDiff()<<std::endl;
  213. lf >> *VLC;
  214. const_cast<CGameInfo*>(CGI)->setFromLib();
  215. tlog0 <<"Reading handlers: "<<tmh.getDiff()<<std::endl;
  216. lf >> gs;
  217. tlog0 <<"Reading gamestate: "<<tmh.getDiff()<<std::endl;
  218. const_cast<CGameInfo*>(CGI)->state = gs;
  219. const_cast<CGameInfo*>(CGI)->mh->map = gs->map;
  220. pathInfo = new CPathsInfo(int3(gs->map->width, gs->map->height, gs->map->twoLevel+1));
  221. CGI->mh->init();
  222. tlog0 <<"Initing maphandler: "<<tmh.getDiff()<<std::endl;
  223. }
  224. serv = sh.connectToServer();
  225. serv->addStdVecItems(gs);
  226. tmh.update();
  227. ui8 pom8;
  228. *serv << ui8(3) << ui8(1); //load game; one client
  229. *serv << fname;
  230. *serv >> pom8;
  231. if(pom8)
  232. throw std::runtime_error("Server cannot open the savegame!");
  233. else
  234. tlog0 << "Server opened savegame properly.\n";
  235. *serv << ui32(gs->scenarioOps->playerInfos.size()+1); //number of players + neutral
  236. for(auto it = gs->scenarioOps->playerInfos.begin();
  237. it != gs->scenarioOps->playerInfos.end(); ++it)
  238. {
  239. *serv << ui8(it->first); //players
  240. }
  241. *serv << ui8(255); // neutrals
  242. tlog0 <<"Sent info to server: "<<tmh.getDiff()<<std::endl;
  243. {
  244. CLoadFile lf(CResourceHandler::get()->getResourceName(ResourceID(fname, EResType::CLIENT_SAVEGAME)));
  245. lf >> *this;
  246. }
  247. }
  248. void CClient::newGame( CConnection *con, StartInfo *si )
  249. {
  250. enum {SINGLE, HOST, GUEST} networkMode = SINGLE;
  251. std::set<TPlayerColor> myPlayers;
  252. if (con == NULL)
  253. {
  254. CServerHandler sh;
  255. serv = sh.connectToServer();
  256. }
  257. else
  258. {
  259. serv = con;
  260. networkMode = (con->connectionID == 1) ? HOST : GUEST;
  261. }
  262. for(auto it = si->playerInfos.begin(); it != si->playerInfos.end(); ++it)
  263. {
  264. if((networkMode == SINGLE) //single - one client has all player
  265. || (networkMode != SINGLE && serv->connectionID == it->second.human) //multi - client has only "its players"
  266. || (networkMode == HOST && it->second.human == false)) //multi - host has all AI players
  267. {
  268. myPlayers.insert(it->first); //add player
  269. }
  270. }
  271. if(networkMode != GUEST)
  272. myPlayers.insert(255); //neutral
  273. CStopWatch tmh;
  274. const_cast<CGameInfo*>(CGI)->state = new CGameState();
  275. tlog0 <<"\tGamestate: "<<tmh.getDiff()<<std::endl;
  276. CConnection &c(*serv);
  277. ////////////////////////////////////////////////////
  278. if(networkMode == SINGLE)
  279. {
  280. ui8 pom8;
  281. c << ui8(2) << ui8(1); //new game; one client
  282. c << *si;
  283. c >> pom8;
  284. if(pom8)
  285. throw std::runtime_error("Server cannot open the map!");
  286. else
  287. tlog0 << "Server opened map properly.\n";
  288. }
  289. c << myPlayers;
  290. c >> si;
  291. tlog0 <<"\tSending/Getting info to/from the server: "<<tmh.getDiff()<<std::endl;
  292. c.enableStackSendingByID();
  293. c.disableSmartPointerSerialization();
  294. gs = const_cast<CGameInfo*>(CGI)->state;
  295. gs->scenarioOps = si;
  296. gs->init(si);
  297. tlog0 <<"Initializing GameState (together): "<<tmh.getDiff()<<std::endl;
  298. if(gs->map)
  299. {
  300. const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
  301. CGI->mh->map = gs->map;
  302. tlog0 <<"Creating mapHandler: "<<tmh.getDiff()<<std::endl;
  303. CGI->mh->init();
  304. pathInfo = new CPathsInfo(int3(gs->map->width, gs->map->height, gs->map->twoLevel+1));
  305. tlog0 <<"Initializing mapHandler (together): "<<tmh.getDiff()<<std::endl;
  306. }
  307. int humanPlayers = 0;
  308. int sensibleAILimit = settings["session"]["oneGoodAI"].Bool() ? 1 : GameConstants::PLAYER_LIMIT;
  309. for(auto it = gs->scenarioOps->playerInfos.begin();
  310. it != gs->scenarioOps->playerInfos.end(); ++it)//initializing interfaces for players
  311. {
  312. ui8 color = it->first;
  313. gs->currentPlayer = color;
  314. if(!vstd::contains(myPlayers, color))
  315. continue;
  316. if(si->mode != StartInfo::DUEL)
  317. {
  318. auto cb = make_shared<CCallback>(gs,color,this);
  319. if(!it->second.human)
  320. {
  321. std::string AItoGive = settings["server"]["playerAI"].String();
  322. if(!sensibleAILimit)
  323. AItoGive = "EmptyAI";
  324. else
  325. sensibleAILimit--;
  326. playerint[color] = static_cast<CGameInterface*>(CDynLibHandler::getNewAI(AItoGive));
  327. tlog1 << "Player " << (int)color << " will be lead by " << AItoGive << std::endl;
  328. }
  329. else
  330. {
  331. playerint[color] = new CPlayerInterface(color);
  332. humanPlayers++;
  333. }
  334. battleints[color] = playerint[color];
  335. playerint[color]->init(cb.get());
  336. battleCallbacks[color] = callbacks[color] = cb;
  337. }
  338. else
  339. {
  340. auto cbc = make_shared<CBattleCallback>(gs, color, this);
  341. battleCallbacks[color] = cbc;
  342. if(!color)
  343. battleints[color] = CDynLibHandler::getNewBattleAI(settings["server"]["neutralAI"].String());
  344. else
  345. battleints[color] = CDynLibHandler::getNewBattleAI("StupidAI");
  346. battleints[color]->init(cbc.get());
  347. }
  348. }
  349. if(si->mode == StartInfo::DUEL)
  350. {
  351. boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
  352. CPlayerInterface *p = new CPlayerInterface(-1);
  353. p->observerInDuelMode = true;
  354. battleints[254] = playerint[254] = p;
  355. privilagedBattleEventReceivers.push_back(p);
  356. GH.curInt = p;
  357. auto cb = make_shared<CCallback>(gs, -1, this);
  358. battleCallbacks[-1] = callbacks[-1] = cb;
  359. p->init(cb.get());
  360. battleStarted(gs->curB);
  361. }
  362. else
  363. {
  364. loadNeutralBattleAI();
  365. }
  366. serv->addStdVecItems(const_cast<CGameInfo*>(CGI)->state);
  367. hotSeat = (humanPlayers > 1);
  368. // std::vector<FileInfo> scriptModules;
  369. // CFileUtility::getFilesWithExt(scriptModules, LIB_DIR "/Scripting", "." LIB_EXT);
  370. // BOOST_FOREACH(FileInfo &m, scriptModules)
  371. // {
  372. // CScriptingModule * nm = CDynLibHandler::getNewScriptingModule(m.name);
  373. // privilagedGameEventReceivers.push_back(nm);
  374. // privilagedBattleEventReceivers.push_back(nm);
  375. // nm->giveActionCB(this);
  376. // nm->giveInfoCB(this);
  377. // nm->init();
  378. //
  379. // erm = nm; //something tells me that there'll at most one module and it'll be ERM
  380. // }
  381. }
  382. template <typename Handler>
  383. void CClient::serialize( Handler &h, const int version )
  384. {
  385. h & hotSeat;
  386. if(h.saving)
  387. {
  388. ui8 players = playerint.size();
  389. h & players;
  390. for(std::map<ui8,CGameInterface *>::iterator i = playerint.begin(); i != playerint.end(); i++)
  391. {
  392. h & i->first & i->second->dllName;
  393. i->second->serialize(h,version);
  394. }
  395. }
  396. else
  397. {
  398. ui8 players;
  399. h & players;
  400. for(int i=0; i < players; i++)
  401. {
  402. std::string dllname;
  403. ui8 pid;
  404. h & pid & dllname;
  405. CGameInterface *nInt = NULL;
  406. if(dllname.length())
  407. {
  408. if(pid == 255)
  409. {
  410. //CBattleCallback * cbc = new CBattleCallback(gs, pid, this);//FIXME: unused?
  411. CBattleGameInterface *cbgi = CDynLibHandler::getNewBattleAI(dllname);
  412. battleints[pid] = cbgi;
  413. cbgi->init(cb);
  414. //TODO? consider serialization
  415. continue;
  416. }
  417. else
  418. nInt = CDynLibHandler::getNewAI(dllname);
  419. }
  420. else
  421. nInt = new CPlayerInterface(pid);
  422. battleCallbacks[pid] = callbacks[pid] = make_shared<CCallback>(gs,pid,this);
  423. battleints[pid] = playerint[pid] = nInt;
  424. nInt->init(callbacks[pid].get());
  425. nInt->serialize(h, version);
  426. }
  427. if(!vstd::contains(battleints, GameConstants::NEUTRAL_PLAYER))
  428. loadNeutralBattleAI();
  429. }
  430. }
  431. void CClient::handlePack( CPack * pack )
  432. {
  433. CBaseForCLApply *apply = applier->apps[typeList.getTypeID(pack)]; //find the applier
  434. if(apply)
  435. {
  436. boost::unique_lock<boost::recursive_mutex> guiLock(*LOCPLINT->pim);
  437. apply->applyOnClBefore(this,pack);
  438. tlog5 << "\tMade first apply on cl\n";
  439. gs->apply(pack);
  440. tlog5 << "\tApplied on gs\n";
  441. apply->applyOnClAfter(this,pack);
  442. tlog5 << "\tMade second apply on cl\n";
  443. }
  444. else
  445. {
  446. tlog1 << "Message cannot be applied, cannot find applier! TypeID " << typeList.getTypeID(pack) << std::endl;
  447. }
  448. delete pack;
  449. }
  450. void CClient::updatePaths()
  451. {
  452. //TODO? lazy evaluation? paths now can get recalculated multiple times upon various game events
  453. const CGHeroInstance *h = getSelectedHero();
  454. if (h)//if we have selected hero...
  455. calculatePaths(h);
  456. }
  457. void CClient::finishCampaign( shared_ptr<CCampaignState> camp )
  458. {
  459. }
  460. void CClient::proposeNextMission(shared_ptr<CCampaignState> camp)
  461. {
  462. endGame(false);
  463. LOCPLINT = nullptr; //TODO free res
  464. GH.pushInt(new CBonusSelection(camp));
  465. GH.curInt = CGP;
  466. }
  467. void CClient::stopConnection()
  468. {
  469. terminate = true;
  470. if (serv) //request closing connection
  471. {
  472. tlog0 << "Connection has been requested to be closed.\n";
  473. boost::unique_lock<boost::mutex>(*serv->wmx);
  474. CloseServer close_server;
  475. sendRequest(&close_server, 255);
  476. tlog0 << "Sent closing signal to the server\n";
  477. }
  478. if(connectionHandler)//end connection handler
  479. {
  480. if(connectionHandler->get_id() != boost::this_thread::get_id())
  481. connectionHandler->join();
  482. tlog0 << "Connection handler thread joined" << std::endl;
  483. delete connectionHandler;
  484. connectionHandler = NULL;
  485. }
  486. if (serv) //and delete connection
  487. {
  488. serv->close();
  489. delete serv;
  490. serv = NULL;
  491. tlog3 << "Our socket has been closed." << std::endl;
  492. }
  493. }
  494. void CClient::battleStarted(const BattleInfo * info)
  495. {
  496. BOOST_FOREACH(auto &battleCb, battleCallbacks)
  497. {
  498. if(vstd::contains(info->sides, battleCb.first) || battleCb.first >= GameConstants::PLAYER_LIMIT)
  499. battleCb.second->setBattle(info);
  500. }
  501. // BOOST_FOREACH(ui8 side, info->sides)
  502. // if(battleCallbacks.count(side))
  503. // battleCallbacks[side]->setBattle(info);
  504. CPlayerInterface * att, * def;
  505. if(vstd::contains(playerint, info->sides[0]) && playerint[info->sides[0]]->human)
  506. att = static_cast<CPlayerInterface*>( playerint[info->sides[0]] );
  507. else
  508. att = NULL;
  509. if(vstd::contains(playerint, info->sides[1]) && playerint[info->sides[1]]->human)
  510. def = static_cast<CPlayerInterface*>( playerint[info->sides[1]] );
  511. else
  512. def = NULL;
  513. if(att || def || gs->scenarioOps->mode == StartInfo::DUEL)
  514. {
  515. boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
  516. new CBattleInterface(info->belligerents[0], info->belligerents[1], info->heroes[0], info->heroes[1],
  517. Rect((screen->w - 800)/2,
  518. (screen->h - 600)/2, 800, 600), att, def);
  519. }
  520. if(vstd::contains(battleints,info->sides[0]))
  521. battleints[info->sides[0]]->battleStart(info->belligerents[0], info->belligerents[1], info->tile, info->heroes[0], info->heroes[1], 0);
  522. if(vstd::contains(battleints,info->sides[1]))
  523. battleints[info->sides[1]]->battleStart(info->belligerents[0], info->belligerents[1], info->tile, info->heroes[0], info->heroes[1], 1);
  524. if(vstd::contains(battleints,254))
  525. battleints[254]->battleStart(info->belligerents[0], info->belligerents[1], info->tile, info->heroes[0], info->heroes[1], 1);
  526. if(info->tacticDistance && vstd::contains(battleints,info->sides[info->tacticsSide]))
  527. {
  528. boost::thread(&CClient::commenceTacticPhaseForInt, this, battleints[info->sides[info->tacticsSide]]);
  529. }
  530. }
  531. void CClient::battleFinished()
  532. {
  533. BOOST_FOREACH(ui8 side, gs->curB->sides)
  534. if(battleCallbacks.count(side))
  535. battleCallbacks[side]->setBattle(nullptr);
  536. }
  537. void CClient::loadNeutralBattleAI()
  538. {
  539. battleints[255] = CDynLibHandler::getNewBattleAI(settings["server"]["neutralAI"].String());
  540. auto cbc = make_shared<CBattleCallback>(gs, 255, this);
  541. battleCallbacks[255] = cbc;
  542. battleints[255]->init(cbc.get());
  543. }
  544. void CClient::commitPackage( CPackForClient *pack )
  545. {
  546. CommitPackage cp;
  547. cp.freePack = false;
  548. cp.packToCommit = pack;
  549. sendRequest(&cp, 255);
  550. }
  551. int CClient::getLocalPlayer() const
  552. {
  553. if(LOCPLINT)
  554. return LOCPLINT->playerID;
  555. return getCurrentPlayer();
  556. }
  557. void CClient::calculatePaths(const CGHeroInstance *h)
  558. {
  559. assert(h);
  560. boost::unique_lock<boost::mutex> pathLock(pathMx);
  561. gs->calculatePaths(h, *pathInfo);
  562. }
  563. void CClient::commenceTacticPhaseForInt(CBattleGameInterface *battleInt)
  564. {
  565. setThreadName("CClient::commenceTacticPhaseForInt");
  566. try
  567. {
  568. battleInt->yourTacticPhase(gs->curB->tacticDistance);
  569. if(gs && !!gs->curB && gs->curB->tacticDistance) //while awaiting for end of tactics phase, many things can happen (end of battle... or game)
  570. {
  571. MakeAction ma(BattleAction::makeEndOFTacticPhase(battleInt->playerID));
  572. sendRequest(&ma, battleInt->playerID);
  573. }
  574. } HANDLE_EXCEPTION
  575. }
  576. void CClient::invalidatePaths(const CGHeroInstance *h /*= NULL*/)
  577. {
  578. if(!h || pathInfo->hero == h)
  579. pathInfo->isValid = false;
  580. }
  581. int CClient::sendRequest(const CPack *request, int player)
  582. {
  583. static ui32 requestCounter = 0;
  584. ui32 requestID = requestCounter++;
  585. tlog5 << boost::format("Sending a request \"%s\". It'll have an ID=%d.\n")
  586. % typeid(*request).name() % requestID;
  587. waitingRequest.pushBack(requestID);
  588. serv->sendPackToServer(*request, player, requestID);
  589. if(vstd::contains(playerint, player))
  590. playerint[player]->requestSent(dynamic_cast<const CPackForServer*>(request), requestID);
  591. return requestID;
  592. }
  593. template void CClient::serialize( CISer<CLoadFile> &h, const int version );
  594. template void CClient::serialize( COSer<CSaveFile> &h, const int version );
  595. void CServerHandler::startServer()
  596. {
  597. th.update();
  598. serverThread = new boost::thread(&CServerHandler::callServer, this); //runs server executable;
  599. if(verbose)
  600. tlog0 << "Setting up thread calling server: " << th.getDiff() << std::endl;
  601. }
  602. void CServerHandler::waitForServer()
  603. {
  604. if(!serverThread)
  605. startServer();
  606. th.update();
  607. intpr::scoped_lock<intpr::interprocess_mutex> slock(shared->sr->mutex);
  608. while(!shared->sr->ready)
  609. {
  610. shared->sr->cond.wait(slock);
  611. }
  612. if(verbose)
  613. tlog0 << "Waiting for server: " << th.getDiff() << std::endl;
  614. }
  615. CConnection * CServerHandler::connectToServer()
  616. {
  617. if(!shared->sr->ready)
  618. waitForServer();
  619. th.update(); //put breakpoint here to attach to server before it does something stupid
  620. CConnection *ret = justConnectToServer(settings["server"]["server"].String(), port);
  621. if(verbose)
  622. tlog0<<"\tConnecting to the server: "<<th.getDiff()<<std::endl;
  623. return ret;
  624. }
  625. CServerHandler::CServerHandler(bool runServer /*= false*/)
  626. {
  627. serverThread = NULL;
  628. shared = NULL;
  629. port = boost::lexical_cast<std::string>(settings["server"]["port"].Float());
  630. verbose = false;
  631. boost::interprocess::shared_memory_object::remove("vcmi_memory"); //if the application has previously crashed, the memory may not have been removed. to avoid problems - try to destroy it
  632. try
  633. {
  634. shared = new SharedMem();
  635. } HANDLE_EXCEPTIONC(tlog1 << "Cannot open interprocess memory: ";)
  636. }
  637. CServerHandler::~CServerHandler()
  638. {
  639. delete shared;
  640. delete serverThread; //detaches, not kills thread
  641. }
  642. void CServerHandler::callServer()
  643. {
  644. setThreadName("CServerHandler::callServer");
  645. std::string logName = GVCMIDirs.UserPath + "/server_log.txt";
  646. std::string comm = GameConstants::BIN_DIR + GameConstants::PATH_SEPARATOR + GameConstants::SERVER_NAME + " " + port + " > " + logName;
  647. int result = std::system(comm.c_str());
  648. if (result == 0)
  649. tlog1 << "Server closed correctly\n";
  650. else
  651. tlog0 << "Error: server failed to close correctly or crashed!\n";
  652. }
  653. CConnection * CServerHandler::justConnectToServer(const std::string &host, const std::string &port)
  654. {
  655. CConnection *ret = NULL;
  656. while(!ret)
  657. {
  658. try
  659. {
  660. tlog0 << "Establishing connection...\n";
  661. ret = new CConnection( host.size() ? host : settings["server"]["server"].String(),
  662. port.size() ? port : boost::lexical_cast<std::string>(settings["server"]["port"].Float()),
  663. NAME);
  664. }
  665. catch(...)
  666. {
  667. tlog1 << "\nCannot establish connection! Retrying within 2 seconds" << std::endl;
  668. SDL_Delay(2000);
  669. }
  670. }
  671. return ret;
  672. }