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vcmi/client/Client.h

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C
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#pragma once
#include "../lib/IGameCallback.h"
#include "../lib/CondSh.h"
#include "../lib/CStopWatch.h"
/*
* 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
*
*/
class IGameEventsReceiver;
class IBattleEventsReceiver;
class CBattleGameInterface;
struct StartInfo;
class CGameState;
class CGameInterface;
class CConnection;
class CCallback;
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struct BattleAction;
struct SharedMem;
class CClient;
class CScriptingModule;
struct CPathsInfo;
namespace boost { class thread; }
void processCommand(const std::string &message, CClient *&client);
/// structure to handle running server and connecting to it
class CServerHandler
{
private:
void callServer(); //calls server via system(), should be called as thread
public:
CStopWatch th;
boost::thread *serverThread; //thread that called system to run server
SharedMem *shared; //interprocess memory (for waiting for server)
bool verbose; //whether to print log msgs
std::string port; //port number in text form
//functions setting up local server
void startServer(); //creates a thread with callServer
void waitForServer(); //waits till server is ready
CConnection * connectToServer(); //connects to server
//////////////////////////////////////////////////////////////////////////
static CConnection * justConnectToServer(const std::string &host = "", const std::string &port = ""); //connects to given host without taking any other actions (like setting up server)
CServerHandler(bool runServer = false);
~CServerHandler();
};
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:
void pushBack(const T &item)
{
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);
}
void waitWhileContains(const T &item)
{
auto lock = getLock();
while(vstd::contains(items, item))
cond.wait(lock);
}
bool tryRemovingElement(const T&item) //returns false if element was not present
{
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;
}
};
/// Class which handles client - server logic
class CClient : public IGameCallback
{
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public:
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std::map<PlayerColor,shared_ptr<CCallback> > callbacks; //callbacks given to player interfaces
std::map<PlayerColor,shared_ptr<CBattleCallback> > battleCallbacks; //callbacks given to player interfaces
std::vector<IGameEventsReceiver*> privilagedGameEventReceivers; //scripting modules, spectator interfaces
std::vector<IBattleEventsReceiver*> privilagedBattleEventReceivers; //scripting modules, spectator interfaces
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std::map<PlayerColor,CGameInterface *> playerint;
std::map<PlayerColor,CBattleGameInterface *> battleints;
bool hotSeat;
CConnection *serv;
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boost::optional<BattleAction> curbaction;
unique_ptr<CPathsInfo> pathInfo;
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boost::mutex pathMx; //protects the variable above
CScriptingModule *erm;
ThreadSafeVector<int> waitingRequest;
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void waitForMoveAndSend(PlayerColor color);
//void sendRequest(const CPackForServer *request, bool waitForRealization);
CClient(void);
CClient(CConnection *con, StartInfo *si);
~CClient(void);
void init();
void newGame(CConnection *con, StartInfo *si); //con - connection to server
void loadNeutralBattleAI();
void installNewPlayerInterface(CGameInterface *gameInterface, boost::optional<PlayerColor> color);
void installNewBattleInterface(CBattleGameInterface* battleInterface, boost::optional<PlayerColor> color, bool needCallback = true);
std::string aiNameForPlayer(const PlayerSettings &ps, bool battleAI); //empty means no AI -> human
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void endGame(bool closeConnection = true);
void stopConnection();
void save(const std::string & fname);
void loadGame(const std::string & fname);
void run();
void campaignMapFinished( shared_ptr<CCampaignState> camp );
void finishCampaign( shared_ptr<CCampaignState> camp );
void proposeNextMission(shared_ptr<CCampaignState> camp);
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void invalidatePaths(const CGHeroInstance *h = NULL); //invalidates paths for hero h or for any hero if h is NULL => they'll got recalculated when the next query comes
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void calculatePaths(const CGHeroInstance *h);
void updatePaths(); //calls calculatePaths for same hero for which we previously calculated paths
bool terminate; // tell to terminate
boost::thread *connectionHandler; //thread running run() method
//////////////////////////////////////////////////////////////////////////
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virtual PlayerColor getLocalPlayer() const OVERRIDE;
//////////////////////////////////////////////////////////////////////////
//not working yet, will be implement somewhen later with support for local-sim-based gameplay
void changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells) OVERRIDE {};
bool removeObject(const CGObjectInstance * obj) OVERRIDE {return false;};
void setBlockVis(ObjectInstanceID objid, bool bv) OVERRIDE {};
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void setOwner(const CGObjectInstance * obj, PlayerColor owner) OVERRIDE {};
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void setHoverName(const CGObjectInstance * obj, MetaString * name) OVERRIDE {};
void changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs=false) OVERRIDE {};
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void changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs=false) OVERRIDE {};
void showBlockingDialog(BlockingDialog *iw) OVERRIDE {};
void showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits) 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 {};
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, 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){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 {};
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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;};
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 {};
//void giveHeroArtifact(int artid, int hid, int position){};
//void giveNewArtifact(int hid, int position){};
void startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, const CGTownInstance *town = NULL) OVERRIDE {}; //use hero=NULL 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
void setAmount(ObjectInstanceID objid, ui32 val) OVERRIDE {};
bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker = PlayerColor::NEUTRAL) OVERRIDE {return false;};
void giveHeroBonus(GiveBonus * bonus) OVERRIDE {};
void setMovePoints(SetMovePoints * smp) OVERRIDE {};
void setManaPoints(ObjectInstanceID hid, int val) OVERRIDE {};
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void giveHero(ObjectInstanceID id, PlayerColor player) OVERRIDE {};
void changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags) OVERRIDE {};
void sendAndApply(CPackForClient * info) OVERRIDE {};
void heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2) OVERRIDE {};
//////////////////////////////////////////////////////////////////////////
friend class CCallback; //handling players actions
friend class CBattleCallback; //handling players actions
friend void processCommand(const std::string &message, CClient *&client); //handling console
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int sendRequest(const CPack *request, PlayerColor player); //returns ID given to that request
void handlePack( CPack * pack ); //applies the given pack and deletes it
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void battleStarted(const BattleInfo * info);
void commenceTacticPhaseForInt(CBattleGameInterface *battleInt); //will be called as separate thread
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void commitPackage(CPackForClient *pack) OVERRIDE;
//////////////////////////////////////////////////////////////////////////
template <typename Handler> void serialize(Handler &h, const int version);
void battleFinished();
};