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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
*
*/
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# pragma once
# include "../lib/IGameCallback.h"
# include "../lib/battle/BattleAction.h"
# include "../lib/CStopWatch.h"
# include "../lib/int3.h"
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# include "../lib/CondSh.h"
# include "../lib/CPathfinder.h"
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struct CPack ;
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struct CPackForServer ;
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class CCampaignState ;
class CBattleCallback ;
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class IGameEventsReceiver ;
class IBattleEventsReceiver ;
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class CBattleGameInterface ;
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class CGameState ;
class CGameInterface ;
class CCallback ;
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struct BattleAction ;
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class CClient ;
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class CScriptingModule ;
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struct CPathsInfo ;
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class BinaryDeserializer ;
class BinarySerializer ;
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namespace boost { class thread ; }
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template < typename T > class CApplier ;
class CBaseForCLApply ;
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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 :
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void clear ( )
{
TLock lock ( mx ) ;
items . clear ( ) ;
cond . notify_all ( ) ;
}
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void pushBack ( const T & item )
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{
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 ) ;
}
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void waitWhileContains ( const T & item )
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{
auto lock = getLock ( ) ;
while ( vstd : : contains ( items , item ) )
cond . wait ( lock ) ;
}
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bool tryRemovingElement ( const T & item ) //returns false if element was not present
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{
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 ;
}
} ;
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/// Class which handles client - server logic
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class CClient : public IGameCallback
{
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std : : shared_ptr < CApplier < CBaseForCLApply > > applier ;
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mutable boost : : mutex pathCacheMutex ;
std : : map < const CGHeroInstance * , std : : shared_ptr < CPathsInfo > > pathCache ;
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std : : map < PlayerColor , std : : shared_ptr < boost : : thread > > playerActionThreads ;
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void waitForMoveAndSend ( PlayerColor color ) ;
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public :
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std : : map < PlayerColor , std : : shared_ptr < CCallback > > callbacks ; //callbacks given to player interfaces
std : : map < PlayerColor , std : : shared_ptr < CBattleCallback > > battleCallbacks ; //callbacks given to player interfaces
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std : : vector < std : : shared_ptr < IGameEventsReceiver > > privilegedGameEventReceivers ; //scripting modules, spectator interfaces
std : : vector < std : : shared_ptr < IBattleEventsReceiver > > privilegedBattleEventReceivers ; //scripting modules, spectator interfaces
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std : : map < PlayerColor , std : : shared_ptr < CGameInterface > > playerint ;
std : : map < PlayerColor , std : : shared_ptr < CBattleGameInterface > > battleints ;
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std : : map < PlayerColor , std : : vector < std : : shared_ptr < IGameEventsReceiver > > > additionalPlayerInts ;
std : : map < PlayerColor , std : : vector < std : : shared_ptr < IBattleEventsReceiver > > > additionalBattleInts ;
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boost : : optional < BattleAction > curbaction ;
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CScriptingModule * erm ;
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CClient ( ) ;
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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 ( ) ;
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void initMapHandler ( ) ;
void initPlayerInterfaces ( ) ;
std : : string aiNameForPlayer ( const PlayerSettings & ps , bool battleAI ) ; //empty means no AI -> human
std : : string aiNameForPlayer ( bool battleAI ) ;
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void installNewPlayerInterface ( std : : shared_ptr < CGameInterface > gameInterface , boost : : optional < PlayerColor > color , bool battlecb = false ) ;
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void installNewBattleInterface ( std : : shared_ptr < CBattleGameInterface > battleInterface , boost : : optional < PlayerColor > color , bool needCallback = true ) ;
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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
void commitPackage ( CPackForClient * pack ) override ;
int sendRequest ( const CPackForServer * request , PlayerColor player ) ; //returns ID given to that request
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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 ( ) ;
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void invalidatePaths ( ) ;
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std : : shared_ptr < const CPathsInfo > getPathsInfo ( const CGHeroInstance * h ) ;
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virtual PlayerColor getLocalPlayer ( ) const override ;
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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 { } ;
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bool removeObject ( const CGObjectInstance * obj ) override { return false ; } ;
void setBlockVis ( ObjectInstanceID objid , bool bv ) override { } ;
void setOwner ( const CGObjectInstance * obj , PlayerColor owner ) override { } ;
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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 { } ;
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void showBlockingDialog ( BlockingDialog * iw ) override { } ;
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void showGarrisonDialog ( ObjectInstanceID upobj , ObjectInstanceID hid , bool removableUnits ) override { } ;
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void showTeleportDialog ( TeleportDialog * iw ) override { } ;
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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 { } ;
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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 ; } ;
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void synchronizeArtifactHandlerLists ( ) override { } ;
void showCompInfo ( ShowInInfobox * comp ) override { } ;
void heroVisitCastle ( const CGTownInstance * obj , const CGHeroInstance * hero ) override { } ;
void stopHeroVisitCastle ( const CGTownInstance * obj , const CGHeroInstance * hero ) override { } ;
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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
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void setAmount ( ObjectInstanceID objid , ui32 val ) override { } ;
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bool moveHero ( ObjectInstanceID hid , int3 dst , ui8 teleporting , bool transit = false , PlayerColor asker = PlayerColor : : NEUTRAL ) override { return false ; } ;
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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 { } ;
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void sendAndApply ( CPackForClient * pack ) override { } ;
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void heroExchange ( ObjectInstanceID hero1 , ObjectInstanceID hero2 ) override { } ;
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void changeFogOfWar ( int3 center , ui32 radius , PlayerColor player , bool hide ) override { }
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void changeFogOfWar ( std : : unordered_set < int3 , ShashInt3 > & tiles , PlayerColor player , bool hide ) override { }
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} ;