Client.cpp 10 KB

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  1. #include "../CCallback.h"
  2. #include "../CConsoleHandler.h"
  3. #include "../CGameInfo.h"
  4. #include "../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 "../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. try
  84. {
  85. shared = new SharedMem();
  86. } HANDLE_EXCEPTION
  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 applier;
  100. delete shared;
  101. }
  102. void CClient::waitForMoveAndSend(int color)
  103. {
  104. try
  105. {
  106. BattleAction ba = playerint[color]->activeStack(gs->curB->activeStack);
  107. *serv << &MakeAction(ba);
  108. return;
  109. }HANDLE_EXCEPTION
  110. tlog1 << "We should not be here!" << std::endl;
  111. }
  112. void CClient::run()
  113. {
  114. try
  115. {
  116. CPack *pack;
  117. while(1)
  118. {
  119. tlog5 << "Listening... ";
  120. *serv >> pack;
  121. tlog5 << "\treceived server message of type " << typeid(*pack).name() << std::endl;
  122. CBaseForCLApply *apply = applier->apps[typeList.getTypeID(pack)];
  123. if(apply)
  124. {
  125. apply->applyOnClBefore(this,pack);
  126. tlog5 << "\tMade first apply on cl\n";
  127. gs->apply(pack);
  128. tlog5 << "\tApplied on gs\n";
  129. apply->applyOnClAfter(this,pack);
  130. tlog5 << "\tMade second apply on cl\n";
  131. }
  132. else
  133. {
  134. tlog5 << "Message cannot be applied, cannot find applier!\n";
  135. }
  136. delete pack;
  137. pack = NULL;
  138. }
  139. } HANDLE_EXCEPTION(tlog1 << "Lost connection to server, ending listening thread!\n");
  140. }
  141. void CClient::close()
  142. {
  143. if(!serv)
  144. return;
  145. tlog3 << "Connection has been requested to be closed.\n";
  146. boost::unique_lock<boost::mutex>(*serv->wmx);
  147. *serv << &CloseServer();
  148. tlog3 << "Sent closing signal to the server\n";
  149. serv->close();
  150. tlog3 << "Our socket has been closed.\n";
  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. *serv << &SaveGame(fname);
  160. }
  161. void CClient::load( const std::string & fname )
  162. {
  163. tlog0 <<"\n\nLoading procedure started!\n\n";
  164. timeHandler tmh;
  165. close(); //kill server
  166. tlog0 <<"Sent kill signal to the server: "<<tmh.getDif()<<std::endl;
  167. VLC->clear(); //delete old handlers
  168. delete CGI->mh;
  169. delete CGI->state;
  170. //TODO: del callbacks
  171. for(std::map<ui8,CGameInterface *>::iterator i = playerint.begin(); i!=playerint.end(); i++)
  172. {
  173. delete i->second; //delete player interfaces
  174. }
  175. tlog0 <<"Deleting old data: "<<tmh.getDif()<<std::endl;
  176. char portc[10];
  177. SDL_itoa(conf.cc.port,portc,10);
  178. runServer(portc); //create new server
  179. tlog0 <<"Restarting server: "<<tmh.getDif()<<std::endl;
  180. {
  181. ui32 ver;
  182. char sig[8];
  183. CMapHeader dum;
  184. CGI->mh = new CMapHandler();
  185. CLoadFile lf(fname + ".vlgm1");
  186. lf >> sig >> ver >> dum >> *sig;
  187. tlog0 <<"Reading save signature: "<<tmh.getDif()<<std::endl;
  188. lf >> *VLC;
  189. CGI->setFromLib();
  190. tlog0 <<"Reading handlers: "<<tmh.getDif()<<std::endl;
  191. lf >> gs;
  192. tlog0 <<"Reading gamestate: "<<tmh.getDif()<<std::endl;
  193. CGI->state = gs;
  194. CGI->mh->map = gs->map;
  195. CGI->mh->init();
  196. tlog0 <<"Initing maphandler: "<<tmh.getDif()<<std::endl;
  197. }
  198. waitForServer();
  199. tlog0 <<"Waiting for server: "<<tmh.getDif()<<std::endl;
  200. serv = new CConnection(conf.cc.server,portc,NAME);
  201. tlog0 <<"Setting up connection: "<<tmh.getDif()<<std::endl;
  202. ui8 pom8;
  203. *serv << ui8(3) << ui8(1); //load game; one client
  204. *serv << fname;
  205. *serv >> pom8;
  206. if(pom8)
  207. throw "Server cannot open the savegame!";
  208. else
  209. tlog0 << "Server opened savegame properly.\n";
  210. *serv << ui8(gs->scenarioOps->playerInfos.size()+1); //number of players + neutral
  211. for(size_t i=0;i<gs->scenarioOps->playerInfos.size();i++)
  212. {
  213. *serv << ui8(gs->scenarioOps->playerInfos[i].color); //players
  214. }
  215. *serv << ui8(255); // neutrals
  216. tlog0 <<"Sent info to server: "<<tmh.getDif()<<std::endl;
  217. for (size_t i=0; i<gs->scenarioOps->playerInfos.size();++i) //initializing interfaces for players
  218. {
  219. ui8 color = gs->scenarioOps->playerInfos[i].color;
  220. CCallback *cb = new CCallback(gs,color,this);
  221. if(!gs->scenarioOps->playerInfos[i].human) {
  222. playerint[color] = static_cast<CGameInterface*>(CAIHandler::getNewAI(cb,conf.cc.defaultAI));
  223. }
  224. else {
  225. playerint[color] = new CPlayerInterface(color,i);
  226. }
  227. gs->currentPlayer = color;
  228. playerint[color]->init(cb);
  229. tlog0 <<"Setting up interface for player "<< (int)color <<": "<<tmh.getDif()<<std::endl;
  230. }
  231. playerint[255] = CAIHandler::getNewAI(cb,conf.cc.defaultAI);
  232. playerint[255]->init(new CCallback(gs,255,this));
  233. tlog0 <<"Setting up interface for neutral \"player\"" << tmh.getDif() << std::endl;
  234. }
  235. int CClient::getCurrentPlayer()
  236. {
  237. return gs->currentPlayer;
  238. }
  239. int CClient::getSelectedHero()
  240. {
  241. return IGameCallback::getSelectedHero(getCurrentPlayer())->id;
  242. }
  243. void CClient::newGame( CConnection *con, StartInfo *si )
  244. {
  245. timeHandler tmh;
  246. CGI->state = new CGameState();
  247. tlog0 <<"\tGamestate: "<<tmh.getDif()<<std::endl;
  248. serv = con;
  249. CConnection &c(*con);
  250. ////////////////////////////////////////////////////
  251. ui8 pom8;
  252. c << ui8(2) << ui8(1); //new game; one client
  253. c << *si;
  254. c >> pom8;
  255. if(pom8)
  256. throw "Server cannot open the map!";
  257. else
  258. tlog0 << "Server opened map properly.\n";
  259. c << ui8(si->playerInfos.size()+1); //number of players + neutral
  260. for(size_t i=0;i<si->playerInfos.size();i++)
  261. {
  262. c << ui8(si->playerInfos[i].color); //players
  263. }
  264. c << ui8(255); // neutrals
  265. ui32 seed, sum;
  266. std::string mapname;
  267. c >> mapname >> sum >> seed;
  268. tlog0 <<"\tSending/Getting info to/from the server: "<<tmh.getDif()<<std::endl;
  269. Mapa * mapa = new Mapa(mapname);
  270. tlog0 <<"Reading and detecting map file (together): "<<tmh.getDif()<<std::endl;
  271. tlog0 << "\tServer checksum for "<<mapname <<": "<<sum << std::endl;
  272. tlog0 << "\tOur checksum for the map: "<< mapa->checksum << std::endl;
  273. if(mapa->checksum != sum)
  274. {
  275. tlog1 << "Wrong map checksum!!!" << std::endl;
  276. throw std::string("Wrong checksum");
  277. }
  278. tlog0 << "\tUsing random seed: "<<seed << std::endl;
  279. gs = CGI->state;
  280. gs->scenarioOps = si;
  281. gs->init(si,mapa,seed);
  282. CGI->mh = new CMapHandler();
  283. tlog0 <<"Initializing GameState (together): "<<tmh.getDif()<<std::endl;
  284. CGI->mh->map = mapa;
  285. tlog0 <<"Creating mapHandler: "<<tmh.getDif()<<std::endl;
  286. CGI->mh->init();
  287. tlog0 <<"Initializing mapHandler (together): "<<tmh.getDif()<<std::endl;
  288. for (size_t i=0; i<CGI->state->scenarioOps->playerInfos.size();++i) //initializing interfaces for players
  289. {
  290. ui8 color = gs->scenarioOps->playerInfos[i].color;
  291. CCallback *cb = new CCallback(gs,color,this);
  292. if(!gs->scenarioOps->playerInfos[i].human) {
  293. playerint[color] = static_cast<CGameInterface*>(CAIHandler::getNewAI(cb,conf.cc.defaultAI));
  294. }
  295. else {
  296. playerint[color] = new CPlayerInterface(color,i);
  297. }
  298. gs->currentPlayer = color;
  299. playerint[color]->init(cb);
  300. }
  301. playerint[255] = CAIHandler::getNewAI(cb,conf.cc.defaultAI);
  302. playerint[255]->init(new CCallback(gs,255,this));
  303. }
  304. void CClient::runServer(const char * portc)
  305. {
  306. 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
  307. boost::thread servthr(boost::bind(system,comm.c_str())); //runs server executable; //TODO: will it work on non-windows platforms?
  308. }
  309. void CClient::waitForServer()
  310. {
  311. intpr::scoped_lock<intpr::interprocess_mutex> slock(shared->sr->mutex);
  312. while(!shared->sr->ready)
  313. {
  314. shared->sr->cond.wait(slock);
  315. }
  316. }
  317. template <typename Handler>
  318. void CClient::serialize( Handler &h, const int version )
  319. {
  320. if(h.saving)
  321. {
  322. ui8 players = playerint.size();
  323. h & players;
  324. for(std::map<ui8,CGameInterface *>::iterator i = playerint.begin(); i != playerint.end(); i++)
  325. {
  326. h & i->first & i->second->dllName;
  327. i->second->serialize(h,version);
  328. }
  329. }
  330. else
  331. {
  332. ui8 players;
  333. h & players;
  334. for(int i=0; i < players; i++)
  335. {
  336. std::string dllname;
  337. ui8 pid;
  338. h & pid & dllname;
  339. if(dllname.length())
  340. {
  341. CCallback *callback = new CCallback(gs,pid,this);
  342. callbacks.insert(callback);
  343. playerint[pid] = CAIHandler::getNewAI(callback,dllname);
  344. playerint[pid]->init(callback);
  345. }
  346. }
  347. }
  348. }
  349. template void CClient::serialize( CISer<CLoadFile> &h, const int version );
  350. template void CClient::serialize( COSer<CSaveFile> &h, const int version );