CServerHandler.h 5.1 KB

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  1. /*
  2. * CServerHandler.h, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #pragma once
  11. #include "../lib/CStopWatch.h"
  12. #include "../lib/StartInfo.h"
  13. #include "../lib/CondSh.h"
  14. VCMI_LIB_NAMESPACE_BEGIN
  15. class CConnection;
  16. class PlayerColor;
  17. struct StartInfo;
  18. class CMapInfo;
  19. class CGameState;
  20. struct ClientPlayer;
  21. struct CPack;
  22. struct CPackForLobby;
  23. template<typename T> class CApplier;
  24. VCMI_LIB_NAMESPACE_END
  25. struct SharedMemory;
  26. class CClient;
  27. class CBaseForLobbyApply;
  28. // TODO: Add mutex so we can't set CONNECTION_CANCELLED if client already connected, but thread not setup yet
  29. enum class EClientState : ui8
  30. {
  31. NONE = 0,
  32. CONNECTING, // Trying to connect to server
  33. CONNECTION_CANCELLED, // Connection cancelled by player, stop attempts to connect
  34. LOBBY, // Client is connected to lobby
  35. LOBBY_CAMPAIGN, // Client is on scenario bonus selection screen
  36. STARTING, // Gameplay interfaces being created, we pause netpacks retrieving
  37. GAMEPLAY, // In-game, used by some UI
  38. DISCONNECTING // We disconnecting, drop all netpacks
  39. };
  40. class IServerAPI
  41. {
  42. protected:
  43. virtual void sendLobbyPack(const CPackForLobby & pack) const = 0;
  44. public:
  45. virtual ~IServerAPI() {}
  46. virtual void sendClientConnecting() const = 0;
  47. virtual void sendClientDisconnecting() = 0;
  48. virtual void setCampaignState(std::shared_ptr<CCampaignState> newCampaign) = 0;
  49. virtual void setCampaignMap(int mapId) const = 0;
  50. virtual void setCampaignBonus(int bonusId) const = 0;
  51. virtual void setMapInfo(std::shared_ptr<CMapInfo> to, std::shared_ptr<CMapGenOptions> mapGenOpts = {}) const = 0;
  52. virtual void setPlayer(PlayerColor color) const = 0;
  53. virtual void setPlayerOption(ui8 what, ui8 dir, PlayerColor player) const = 0;
  54. virtual void setDifficulty(int to) const = 0;
  55. virtual void setTurnLength(int npos) const = 0;
  56. virtual void sendMessage(const std::string & txt) const = 0;
  57. virtual void sendGuiAction(ui8 action) const = 0; // TODO: possibly get rid of it?
  58. virtual void sendStartGame(bool allowOnlyAI = false) const = 0;
  59. virtual void sendRestartGame() const = 0;
  60. };
  61. /// structure to handle running server and connecting to it
  62. class CServerHandler : public IServerAPI, public LobbyInfo
  63. {
  64. std::shared_ptr<CApplier<CBaseForLobbyApply>> applier;
  65. std::shared_ptr<boost::recursive_mutex> mx;
  66. std::list<CPackForLobby *> packsForLobbyScreen; //protected by mx
  67. std::vector<std::string> myNames;
  68. void threadHandleConnection();
  69. void threadRunServer();
  70. void onServerFinished();
  71. void sendLobbyPack(const CPackForLobby & pack) const override;
  72. public:
  73. std::atomic<EClientState> state;
  74. ////////////////////
  75. // FIXME: Bunch of crutches to glue it all together
  76. // For starting non-custom campaign and continue to next mission
  77. std::shared_ptr<CCampaignState> campaignStateToSend;
  78. ui8 screenType; // To create lobby UI only after server is setup
  79. ui8 loadMode; // For saves filtering in SelectionTab
  80. ////////////////////
  81. std::unique_ptr<CStopWatch> th;
  82. std::shared_ptr<boost::thread> threadRunLocalServer;
  83. std::shared_ptr<CConnection> c;
  84. CClient * client;
  85. CondSh<bool> campaignServerRestartLock;
  86. CServerHandler();
  87. void resetStateForLobby(const StartInfo::EMode mode, const std::vector<std::string> * names = nullptr);
  88. void startLocalServerAndConnect();
  89. void justConnectToServer(const std::string &addr = "", const ui16 port = 0);
  90. void applyPacksOnLobbyScreen();
  91. void stopServerConnection();
  92. // Helpers for lobby state access
  93. std::set<PlayerColor> getHumanColors();
  94. PlayerColor myFirstColor() const;
  95. bool isMyColor(PlayerColor color) const;
  96. ui8 myFirstId() const; // Used by chat only!
  97. bool isServerLocal() const;
  98. bool isHost() const;
  99. bool isGuest() const;
  100. static ui16 getDefaultPort();
  101. static std::string getDefaultPortStr();
  102. // Lobby server API for UI
  103. void sendClientConnecting() const override;
  104. void sendClientDisconnecting() override;
  105. void setCampaignState(std::shared_ptr<CCampaignState> newCampaign) override;
  106. void setCampaignMap(int mapId) const override;
  107. void setCampaignBonus(int bonusId) const override;
  108. void setMapInfo(std::shared_ptr<CMapInfo> to, std::shared_ptr<CMapGenOptions> mapGenOpts = {}) const override;
  109. void setPlayer(PlayerColor color) const override;
  110. void setPlayerOption(ui8 what, ui8 dir, PlayerColor player) const override;
  111. void setDifficulty(int to) const override;
  112. void setTurnLength(int npos) const override;
  113. void sendMessage(const std::string & txt) const override;
  114. void sendGuiAction(ui8 action) const override;
  115. void sendRestartGame() const override;
  116. void sendStartGame(bool allowOnlyAI = false) const override;
  117. void startGameplay(CGameState * gameState = nullptr);
  118. void endGameplay(bool closeConnection = true, bool restart = false);
  119. void startCampaignScenario(std::shared_ptr<CCampaignState> cs = {});
  120. void showServerError(std::string txt);
  121. // TODO: LobbyState must be updated within game so we should always know how many player interfaces our client handle
  122. int howManyPlayerInterfaces();
  123. ui8 getLoadMode();
  124. void debugStartTest(std::string filename, bool save = false);
  125. };
  126. extern CServerHandler * CSH;