Client.cpp 19 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/CArtHandler.h"
  12. #include "../lib/CDefObjInfoHandler.h"
  13. #include "../lib/CGeneralTextHandler.h"
  14. #include "../lib/CHeroHandler.h"
  15. #include "../lib/CTownHandler.h"
  16. #include "../lib/CObjectHandler.h"
  17. #include "../lib/CBuildingHandler.h"
  18. #include "../lib/CSpellHandler.h"
  19. #include "../lib/Connection.h"
  20. #include "../lib/Interprocess.h"
  21. #include "../lib/NetPacks.h"
  22. #include "../lib/VCMI_Lib.h"
  23. #include "../lib/VCMIDirs.h"
  24. #include "../lib/map.h"
  25. #include "../lib/JsonNode.h"
  26. #include "mapHandler.h"
  27. #include "CConfigHandler.h"
  28. #include "Client.h"
  29. #include "CPreGame.h"
  30. #include "BattleInterface/CBattleInterface.h"
  31. #include "../lib/CThreadHelper.h"
  32. #include "../lib/CScriptingModule.h"
  33. #include "../lib/CFileUtility.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. :waitingRequest(0)
  90. {
  91. init();
  92. }
  93. CClient::CClient(CConnection *con, StartInfo *si)
  94. :waitingRequest(0)
  95. {
  96. init();
  97. newGame(con,si);
  98. }
  99. CClient::~CClient(void)
  100. {
  101. delete pathInfo;
  102. delete applier;
  103. }
  104. void CClient::waitForMoveAndSend(int color)
  105. {
  106. try
  107. {
  108. assert(vstd::contains(battleints, color));
  109. BattleAction ba = battleints[color]->activeStack(gs->curB->getStack(gs->curB->activeStack, false));
  110. MakeAction temp_action(ba);
  111. serv->sendPackToServer(temp_action, color);
  112. return;
  113. }
  114. catch(boost::thread_interrupted&)
  115. {
  116. tlog5 << "Wait for move thread was interrupted and no action will be send. Was a battle ended by spell?\n";
  117. return;
  118. }
  119. HANDLE_EXCEPTION
  120. tlog1 << "We should not be here!" << std::endl;
  121. }
  122. void CClient::run()
  123. {
  124. setThreadName(-1, "CClient::run");
  125. try
  126. {
  127. CPack *pack = NULL;
  128. while(!terminate)
  129. {
  130. pack = serv->retreivePack(); //get the package from the server
  131. if (terminate)
  132. {
  133. delete pack;
  134. pack = NULL;
  135. break;
  136. }
  137. handlePack(pack);
  138. pack = NULL;
  139. }
  140. }
  141. catch (const std::exception& 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. serv->sendPackToServer((CPackForClient&)save_game, getCurrentPlayer());
  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(fname + ".vlgm1");
  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 "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(std::map<int, PlayerSettings>::iterator 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(fname + ".vcgm1");
  245. lf >> *this;
  246. }
  247. }
  248. void CClient::newGame( CConnection *con, StartInfo *si )
  249. {
  250. enum {SINGLE, HOST, GUEST} networkMode = SINGLE;
  251. std::set<ui8> 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(std::map<int, PlayerSettings>::iterator it =si->playerInfos.begin();
  263. it != si->playerInfos.end(); ++it)
  264. {
  265. if((networkMode == SINGLE) //single - one client has all player
  266. || (networkMode != SINGLE && serv->connectionID == it->second.human) //multi - client has only "its players"
  267. || (networkMode == HOST && it->second.human == false)) //multi - host has all AI players
  268. {
  269. myPlayers.insert(ui8(it->first)); //add player
  270. }
  271. }
  272. if(networkMode != GUEST)
  273. myPlayers.insert(255); //neutral
  274. CStopWatch tmh;
  275. const_cast<CGameInfo*>(CGI)->state = new CGameState();
  276. tlog0 <<"\tGamestate: "<<tmh.getDiff()<<std::endl;
  277. CConnection &c(*serv);
  278. ////////////////////////////////////////////////////
  279. if(networkMode == SINGLE)
  280. {
  281. ui8 pom8;
  282. c << ui8(2) << ui8(1); //new game; one client
  283. c << *si;
  284. c >> pom8;
  285. if(pom8)
  286. throw "Server cannot open the map!";
  287. else
  288. tlog0 << "Server opened map properly.\n";
  289. }
  290. c << myPlayers;
  291. ui32 seed, sum;
  292. c >> si >> sum >> seed;
  293. tlog0 <<"\tSending/Getting info to/from the server: "<<tmh.getDiff()<<std::endl;
  294. tlog0 << "\tUsing random seed: "<<seed << std::endl;
  295. gs = const_cast<CGameInfo*>(CGI)->state;
  296. gs->scenarioOps = si;
  297. gs->init(si, sum, seed);
  298. tlog0 <<"Initializing GameState (together): "<<tmh.getDiff()<<std::endl;
  299. if(gs->map)
  300. {
  301. const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
  302. CGI->mh->map = gs->map;
  303. tlog0 <<"Creating mapHandler: "<<tmh.getDiff()<<std::endl;
  304. CGI->mh->init();
  305. pathInfo = new CPathsInfo(int3(gs->map->width, gs->map->height, gs->map->twoLevel+1));
  306. tlog0 <<"Initializing mapHandler (together): "<<tmh.getDiff()<<std::endl;
  307. }
  308. int humanPlayers = 0;
  309. int sensibleAILimit = settings["session"]["oneGoodAI"].Bool() ? 1 : GameConstants::PLAYER_LIMIT;
  310. for(std::map<int, PlayerSettings>::iterator it = gs->scenarioOps->playerInfos.begin();
  311. it != gs->scenarioOps->playerInfos.end(); ++it)//initializing interfaces for players
  312. {
  313. ui8 color = it->first;
  314. gs->currentPlayer = color;
  315. if(!vstd::contains(myPlayers, color))
  316. continue;
  317. if(si->mode != StartInfo::DUEL)
  318. {
  319. CCallback *cb = new CCallback(gs,color,this);
  320. if(!it->second.human)
  321. {
  322. std::string AItoGive = settings["server"]["playerAI"].String();
  323. if(!sensibleAILimit)
  324. AItoGive = "EmptyAI";
  325. else
  326. sensibleAILimit--;
  327. playerint[color] = static_cast<CGameInterface*>(CDynLibHandler::getNewAI(AItoGive));
  328. tlog1 << "Player " << (int)color << " will be lead by " << AItoGive << std::endl;
  329. }
  330. else
  331. {
  332. playerint[color] = new CPlayerInterface(color);
  333. humanPlayers++;
  334. }
  335. battleints[color] = playerint[color];
  336. playerint[color]->init(cb);
  337. callbacks[color] = boost::shared_ptr<CCallback>(cb);
  338. }
  339. else
  340. {
  341. CBattleCallback * cbc = new CBattleCallback(gs, color, this);
  342. battleints[color] = CDynLibHandler::getNewBattleAI("StupidAI");
  343. battleints[color]->init(cbc);
  344. }
  345. }
  346. if(si->mode == StartInfo::DUEL)
  347. {
  348. CPlayerInterface *p = new CPlayerInterface(-1);
  349. p->observerInDuelMode = true;
  350. battleints[254] = playerint[254] = p;
  351. GH.curInt = p;
  352. p->init(new CCallback(gs, -1, this));
  353. battleStarted(gs->curB);
  354. }
  355. else
  356. {
  357. loadNeutralBattleAI();
  358. }
  359. serv->addStdVecItems(const_cast<CGameInfo*>(CGI)->state);
  360. hotSeat = (humanPlayers > 1);
  361. // std::vector<FileInfo> scriptModules;
  362. // CFileUtility::getFilesWithExt(scriptModules, LIB_DIR "/Scripting", "." LIB_EXT);
  363. // BOOST_FOREACH(FileInfo &m, scriptModules)
  364. // {
  365. // CScriptingModule * nm = CDynLibHandler::getNewScriptingModule(m.name);
  366. // privilagedGameEventReceivers.push_back(nm);
  367. // privilagedBattleEventReceivers.push_back(nm);
  368. // nm->giveActionCB(this);
  369. // nm->giveInfoCB(this);
  370. // nm->init();
  371. //
  372. // erm = nm; //something tells me that there'll at most one module and it'll be ERM
  373. // }
  374. }
  375. template <typename Handler>
  376. void CClient::serialize( Handler &h, const int version )
  377. {
  378. h & hotSeat;
  379. if(h.saving)
  380. {
  381. ui8 players = playerint.size();
  382. h & players;
  383. for(std::map<ui8,CGameInterface *>::iterator i = playerint.begin(); i != playerint.end(); i++)
  384. {
  385. h & i->first & i->second->dllName;
  386. i->second->serialize(h,version);
  387. }
  388. }
  389. else
  390. {
  391. ui8 players;
  392. h & players;
  393. for(int i=0; i < players; i++)
  394. {
  395. std::string dllname;
  396. ui8 pid;
  397. h & pid & dllname;
  398. CGameInterface *nInt = NULL;
  399. if(dllname.length())
  400. {
  401. if(pid == 255)
  402. {
  403. //CBattleCallback * cbc = new CBattleCallback(gs, pid, this);//FIXME: unused?
  404. CBattleGameInterface *cbgi = CDynLibHandler::getNewBattleAI(dllname);
  405. battleints[pid] = cbgi;
  406. cbgi->init(cb);
  407. //TODO? consider serialization
  408. continue;
  409. }
  410. else
  411. nInt = CDynLibHandler::getNewAI(dllname);
  412. }
  413. else
  414. nInt = new CPlayerInterface(pid);
  415. callbacks[pid] = boost::shared_ptr<CCallback>(new CCallback(gs,pid,this));
  416. battleints[pid] = playerint[pid] = nInt;
  417. nInt->init(callbacks[pid].get());
  418. nInt->serialize(h, version);
  419. }
  420. if(!vstd::contains(battleints, GameConstants::NEUTRAL_PLAYER))
  421. loadNeutralBattleAI();
  422. }
  423. }
  424. void CClient::handlePack( CPack * pack )
  425. {
  426. CBaseForCLApply *apply = applier->apps[typeList.getTypeID(pack)]; //find the applier
  427. if(apply)
  428. {
  429. apply->applyOnClBefore(this,pack);
  430. tlog5 << "\tMade first apply on cl\n";
  431. gs->apply(pack);
  432. tlog5 << "\tApplied on gs\n";
  433. apply->applyOnClAfter(this,pack);
  434. tlog5 << "\tMade second apply on cl\n";
  435. }
  436. else
  437. {
  438. tlog1 << "Message cannot be applied, cannot find applier! TypeID " << typeList.getTypeID(pack) << std::endl;
  439. }
  440. delete pack;
  441. }
  442. void CClient::updatePaths()
  443. {
  444. //TODO? lazy evaluation? paths now can get recalculated multiple times upon various game events
  445. const CGHeroInstance *h = getSelectedHero();
  446. if (h)//if we have selected hero...
  447. calculatePaths(h);
  448. }
  449. void CClient::finishCampaign( CCampaignState * camp )
  450. {
  451. }
  452. void CClient::proposeNextMission( CCampaignState * camp )
  453. {
  454. GH.pushInt(new CBonusSelection(camp));
  455. GH.curInt = CGP;
  456. }
  457. void CClient::stopConnection()
  458. {
  459. terminate = true;
  460. if (serv) //request closing connection
  461. {
  462. tlog0 << "Connection has been requested to be closed.\n";
  463. boost::unique_lock<boost::mutex>(*serv->wmx);
  464. CloseServer close_server;
  465. serv->sendPackToServer(close_server, 255);
  466. tlog0 << "Sent closing signal to the server\n";
  467. }
  468. if(connectionHandler)//end connection handler
  469. {
  470. if(connectionHandler->get_id() != boost::this_thread::get_id())
  471. connectionHandler->join();
  472. tlog0 << "Connection handler thread joined" << std::endl;
  473. delete connectionHandler;
  474. connectionHandler = NULL;
  475. }
  476. if (serv) //and delete connection
  477. {
  478. serv->close();
  479. delete serv;
  480. serv = NULL;
  481. tlog3 << "Our socket has been closed." << std::endl;
  482. }
  483. }
  484. void CClient::battleStarted(const BattleInfo * info)
  485. {
  486. CPlayerInterface * att, * def;
  487. if(vstd::contains(playerint, info->sides[0]) && playerint[info->sides[0]]->human)
  488. att = static_cast<CPlayerInterface*>( playerint[info->sides[0]] );
  489. else
  490. att = NULL;
  491. if(vstd::contains(playerint, info->sides[1]) && playerint[info->sides[1]]->human)
  492. def = static_cast<CPlayerInterface*>( playerint[info->sides[1]] );
  493. else
  494. def = NULL;
  495. if(att || def || gs->scenarioOps->mode == StartInfo::DUEL)
  496. {
  497. boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
  498. new CBattleInterface(info->belligerents[0], info->belligerents[1], info->heroes[0], info->heroes[1],
  499. Rect((settings["video"]["gameRes"]["width"].Float() - 800)/2,
  500. (settings["video"]["gameRes"]["height"].Float() - 600)/2, 800, 600), att, def);
  501. }
  502. if(vstd::contains(battleints,info->sides[0]))
  503. battleints[info->sides[0]]->battleStart(info->belligerents[0], info->belligerents[1], info->tile, info->heroes[0], info->heroes[1], 0);
  504. if(vstd::contains(battleints,info->sides[1]))
  505. battleints[info->sides[1]]->battleStart(info->belligerents[0], info->belligerents[1], info->tile, info->heroes[0], info->heroes[1], 1);
  506. if(vstd::contains(battleints,254))
  507. battleints[254]->battleStart(info->belligerents[0], info->belligerents[1], info->tile, info->heroes[0], info->heroes[1], 1);
  508. if(info->tacticDistance && vstd::contains(battleints,info->sides[info->tacticsSide]))
  509. {
  510. boost::thread(&CClient::commenceTacticPhaseForInt, this, battleints[info->sides[info->tacticsSide]]);
  511. }
  512. }
  513. void CClient::loadNeutralBattleAI()
  514. {
  515. battleints[255] = CDynLibHandler::getNewBattleAI(settings["server"]["neutralAI"].String());
  516. battleints[255]->init(new CBattleCallback(gs, 255, this));
  517. }
  518. void CClient::commitPackage( CPackForClient *pack )
  519. {
  520. CommitPackage cp;
  521. cp.freePack = false;
  522. cp.packToCommit = pack;
  523. serv->sendPackToServer(cp, 255);
  524. }
  525. int CClient::getLocalPlayer() const
  526. {
  527. if(LOCPLINT)
  528. return LOCPLINT->playerID;
  529. return getCurrentPlayer();
  530. }
  531. void CClient::calculatePaths(const CGHeroInstance *h)
  532. {
  533. assert(h);
  534. boost::unique_lock<boost::mutex> pathLock(pathMx);
  535. gs->calculatePaths(h, *pathInfo);
  536. }
  537. void CClient::commenceTacticPhaseForInt(CBattleGameInterface *battleInt)
  538. {
  539. setThreadName(-1, "CClient::commenceTacticPhaseForInt");
  540. try
  541. {
  542. battleInt->yourTacticPhase(gs->curB->tacticDistance);
  543. if(gs && !!gs->curB && gs->curB->tacticDistance) //while awaiting for end of tactics phase, many things can happen (end of battle... or game)
  544. {
  545. MakeAction ma(BattleAction::makeEndOFTacticPhase(battleInt->playerID));
  546. serv->sendPackToServer(ma, battleInt->playerID);
  547. }
  548. } HANDLE_EXCEPTION
  549. }
  550. void CClient::invalidatePaths(const CGHeroInstance *h /*= NULL*/)
  551. {
  552. if(!h || pathInfo->hero == h)
  553. pathInfo->isValid = false;
  554. }
  555. template void CClient::serialize( CISer<CLoadFile> &h, const int version );
  556. template void CClient::serialize( COSer<CSaveFile> &h, const int version );
  557. void CServerHandler::startServer()
  558. {
  559. th.update();
  560. serverThread = new boost::thread(&CServerHandler::callServer, this); //runs server executable;
  561. if(verbose)
  562. tlog0 << "Setting up thread calling server: " << th.getDiff() << std::endl;
  563. }
  564. void CServerHandler::waitForServer()
  565. {
  566. if(!serverThread)
  567. startServer();
  568. th.update();
  569. intpr::scoped_lock<intpr::interprocess_mutex> slock(shared->sr->mutex);
  570. while(!shared->sr->ready)
  571. {
  572. shared->sr->cond.wait(slock);
  573. }
  574. if(verbose)
  575. tlog0 << "Waiting for server: " << th.getDiff() << std::endl;
  576. }
  577. CConnection * CServerHandler::connectToServer()
  578. {
  579. if(!shared->sr->ready)
  580. waitForServer();
  581. th.update();
  582. CConnection *ret = justConnectToServer(settings["server"]["server"].String(), port);
  583. if(verbose)
  584. tlog0<<"\tConnecting to the server: "<<th.getDiff()<<std::endl;
  585. return ret;
  586. }
  587. CServerHandler::CServerHandler(bool runServer /*= false*/)
  588. {
  589. serverThread = NULL;
  590. shared = NULL;
  591. port = boost::lexical_cast<std::string>(settings["server"]["port"].Float());
  592. verbose = false;
  593. 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
  594. try
  595. {
  596. shared = new SharedMem();
  597. } HANDLE_EXCEPTIONC(tlog1 << "Cannot open interprocess memory: ";)
  598. }
  599. CServerHandler::~CServerHandler()
  600. {
  601. delete shared;
  602. delete serverThread; //detaches, not kills thread
  603. }
  604. void CServerHandler::callServer()
  605. {
  606. setThreadName(-1, "CServerHandler::callServer");
  607. std::string logName = GVCMIDirs.UserPath + "/server_log.txt";
  608. std::string comm = GameConstants::BIN_DIR + GameConstants::PATH_SEPARATOR + GameConstants::SERVER_NAME + " " + port + " > " + logName;
  609. std::system(comm.c_str());
  610. tlog0 << "Server finished\n";
  611. }
  612. CConnection * CServerHandler::justConnectToServer(const std::string &host, const std::string &port)
  613. {
  614. CConnection *ret = NULL;
  615. while(!ret)
  616. {
  617. try
  618. {
  619. tlog0 << "Establishing connection...\n";
  620. ret = new CConnection( host.size() ? host : settings["server"]["server"].String(),
  621. port.size() ? port : boost::lexical_cast<std::string>(settings["server"]["port"].Float()),
  622. NAME);
  623. }
  624. catch(...)
  625. {
  626. tlog1 << "\nCannot establish connection! Retrying within 2 seconds" << std::endl;
  627. SDL_Delay(2000);
  628. }
  629. }
  630. return ret;
  631. }