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# include "StdInc.h"
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# include "CMusicHandler.h"
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# include "../lib/mapping/CCampaignHandler.h"
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# include "../CCallback.h"
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# include "../lib/CConsoleHandler.h"
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# include "CGameInfo.h"
# include "../lib/CGameState.h"
# include "CPlayerInterface.h"
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# include "../lib/StartInfo.h"
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# include "../lib/BattleState.h"
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# include "../lib/CModHandler.h"
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# include "../lib/CArtHandler.h"
# include "../lib/CDefObjInfoHandler.h"
# include "../lib/CGeneralTextHandler.h"
# include "../lib/CHeroHandler.h"
# include "../lib/CTownHandler.h"
# include "../lib/CObjectHandler.h"
# include "../lib/CBuildingHandler.h"
# include "../lib/CSpellHandler.h"
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# include "../lib/Connection.h"
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# include "../lib/Interprocess.h"
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# include "../lib/NetPacks.h"
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# include "../lib/VCMI_Lib.h"
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# include "../lib/VCMIDirs.h"
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# include "../lib/mapping/CMap.h"
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# include "../lib/JsonNode.h"
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# include "mapHandler.h"
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# include "../lib/CConfigHandler.h"
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# include "Client.h"
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# include "CPreGame.h"
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# include "battle/CBattleInterface.h"
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# include "../lib/CThreadHelper.h"
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# include "../lib/CScriptingModule.h"
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# include "../lib/RegisterTypes.h"
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# include "gui/CGuiHandler.h"
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# include "CMT.h"
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extern std : : string NAME ;
namespace intpr = boost : : interprocess ;
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/*
* Client . cpp , 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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template < typename T > class CApplyOnCL ;
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class CBaseForCLApply
{
public :
virtual void applyOnClAfter ( CClient * cl , void * pack ) const = 0 ;
virtual void applyOnClBefore ( CClient * cl , void * pack ) const = 0 ;
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virtual ~ CBaseForCLApply ( ) { }
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template < typename U > static CBaseForCLApply * getApplier ( const U * t = nullptr )
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{
return new CApplyOnCL < U > ;
}
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} ;
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template < typename T > class CApplyOnCL : public CBaseForCLApply
{
public :
void applyOnClAfter ( CClient * cl , void * pack ) const
{
T * ptr = static_cast < T * > ( pack ) ;
ptr - > applyCl ( cl ) ;
}
void applyOnClBefore ( CClient * cl , void * pack ) const
{
T * ptr = static_cast < T * > ( pack ) ;
ptr - > applyFirstCl ( cl ) ;
}
} ;
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static CApplier < CBaseForCLApply > * applier = nullptr ;
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void CClient : : init ( )
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{
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hotSeat = false ;
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connectionHandler = nullptr ;
pathInfo = nullptr ;
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applier = new CApplier < CBaseForCLApply > ;
registerTypes2 ( * applier ) ;
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IObjectInterface : : cb = this ;
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serv = nullptr ;
gs = nullptr ;
erm = nullptr ;
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terminate = false ;
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}
CClient : : CClient ( void )
{
init ( ) ;
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}
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CClient : : CClient ( CConnection * con , StartInfo * si )
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{
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init ( ) ;
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newGame ( con , si ) ;
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}
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CClient : : ~ CClient ( void )
{
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delete applier ;
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}
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void CClient : : waitForMoveAndSend ( PlayerColor color )
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{
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try
{
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setThreadName ( " CClient::waitForMoveAndSend " ) ;
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assert ( vstd : : contains ( battleints , color ) ) ;
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BattleAction ba = battleints [ color ] - > activeStack ( gs - > curB - > battleGetStackByID ( gs - > curB - > activeStack , false ) ) ;
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logNetwork - > traceStream ( ) < < " Send battle action to server: " < < ba ;
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MakeAction temp_action ( ba ) ;
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sendRequest ( & temp_action , color ) ;
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return ;
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}
catch ( boost : : thread_interrupted & )
{
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logNetwork - > debugStream ( ) < < " Wait for move thread was interrupted and no action will be send. Was a battle ended by spell? " ;
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return ;
}
HANDLE_EXCEPTION
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logNetwork - > errorStream ( ) < < " We should not be here! " ;
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}
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void CClient : : run ( )
{
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setThreadName ( " CClient::run " ) ;
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try
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{
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while ( ! terminate )
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{
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CPack * pack = serv - > retreivePack ( ) ; //get the package from the server
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if ( terminate )
{
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vstd : : clear_pointer ( pack ) ;
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break ;
}
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handlePack ( pack ) ;
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}
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}
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//catch only asio exceptions
catch ( const boost : : system : : system_error & e )
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{
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logNetwork - > errorStream ( ) < < " Lost connection to server, ending listening thread! " ;
logNetwork - > errorStream ( ) < < e . what ( ) ;
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if ( ! terminate ) //rethrow (-> boom!) only if closing connection was unexpected
{
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logNetwork - > errorStream ( ) < < " Something wrong, lost connection while game is still ongoing... " ;
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throw ;
}
}
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}
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void CClient : : save ( const std : : string & fname )
{
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if ( gs - > curB )
{
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logNetwork - > errorStream ( ) < < " Game cannot be saved during battle! " ;
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return ;
}
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SaveGame save_game ( fname ) ;
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sendRequest ( ( CPackForClient * ) & save_game , PlayerColor : : NEUTRAL ) ;
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}
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void CClient : : endGame ( bool closeConnection /*= true*/ )
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{
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//suggest interfaces to finish their stuff (AI should interrupt any bg working threads)
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for ( auto i : playerint )
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i . second - > finish ( ) ;
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// Game is ending
// Tell the network thread to reach a stable state
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if ( closeConnection )
stopConnection ( ) ;
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logNetwork - > infoStream ( ) < < " Closed connection. " ;
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GH . curInt = nullptr ;
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{
boost : : unique_lock < boost : : recursive_mutex > un ( * LOCPLINT - > pim ) ;
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logNetwork - > infoStream ( ) < < " Ending current game! " ;
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if ( GH . topInt ( ) )
GH . topInt ( ) - > deactivate ( ) ;
GH . listInt . clear ( ) ;
GH . objsToBlit . clear ( ) ;
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GH . statusbar = nullptr ;
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logNetwork - > infoStream ( ) < < " Removed GUI. " ;
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vstd : : clear_pointer ( const_cast < CGameInfo * > ( CGI ) - > mh ) ;
vstd : : clear_pointer ( gs ) ;
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logNetwork - > infoStream ( ) < < " Deleted mapHandler and gameState. " ;
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LOCPLINT = nullptr ;
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}
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playerint . clear ( ) ;
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battleints . clear ( ) ;
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callbacks . clear ( ) ;
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battleCallbacks . clear ( ) ;
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logNetwork - > infoStream ( ) < < " Deleted playerInts. " ;
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logNetwork - > infoStream ( ) < < " Client stopped. " ;
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}
void CClient : : loadGame ( const std : : string & fname )
{
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logNetwork - > infoStream ( ) < < " Loading procedure started! " ;
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CServerHandler sh ;
sh . startServer ( ) ;
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CStopWatch tmh ;
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try
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{
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std : : string clientSaveName = * CResourceHandler : : get ( ) - > getResourceName ( ResourceID ( fname , EResType : : CLIENT_SAVEGAME ) ) ;
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std : : string controlServerSaveName ;
if ( CResourceHandler : : get ( ) - > existsResource ( ResourceID ( fname , EResType : : SERVER_SAVEGAME ) ) )
{
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controlServerSaveName = * CResourceHandler : : get ( ) - > getResourceName ( ResourceID ( fname , EResType : : SERVER_SAVEGAME ) ) ;
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}
else // create entry for server savegame. Triggered if save was made after launch and not yet present in res handler
{
controlServerSaveName = clientSaveName . substr ( 0 , clientSaveName . find_last_of ( " . " ) ) + " .vsgm1 " ;
CResourceHandler : : get ( ) - > createResource ( controlServerSaveName , true ) ;
}
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if ( clientSaveName . empty ( ) )
throw std : : runtime_error ( " Cannot open client part of " + fname ) ;
if ( controlServerSaveName . empty ( ) )
throw std : : runtime_error ( " Cannot open server part of " + fname ) ;
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unique_ptr < CLoadFile > loader ;
{
CLoadIntegrityValidator checkingLoader ( clientSaveName , controlServerSaveName ) ;
loadCommonState ( checkingLoader ) ;
loader = checkingLoader . decay ( ) ;
}
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logNetwork - > infoStream ( ) < < " Loaded common part of save " < < tmh . getDiff ( ) ;
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const_cast < CGameInfo * > ( CGI ) - > mh = new CMapHandler ( ) ;
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const_cast < CGameInfo * > ( CGI ) - > mh - > map = gs - > map ;
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pathInfo = make_unique < CPathsInfo > ( getMapSize ( ) ) ;
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CGI - > mh - > init ( ) ;
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logNetwork - > infoStream ( ) < < " Initing maphandler: " < < tmh . getDiff ( ) ;
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* loader > > * this ;
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logNetwork - > infoStream ( ) < < " Loaded client part of save " < < tmh . getDiff ( ) ;
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}
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catch ( std : : exception & e )
{
logGlobal - > errorStream ( ) < < " Cannot load game " < < fname < < " . Error: " < < e . what ( ) ;
throw ; //obviously we cannot continue here
}
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serv = sh . connectToServer ( ) ;
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serv - > addStdVecItems ( gs ) ;
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tmh . update ( ) ;
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ui8 pom8 ;
* serv < < ui8 ( 3 ) < < ui8 ( 1 ) ; //load game; one client
* serv < < fname ;
* serv > > pom8 ;
if ( pom8 )
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throw std : : runtime_error ( " Server cannot open the savegame! " ) ;
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else
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logNetwork - > infoStream ( ) < < " Server opened savegame properly. " ;
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* serv < < ui32 ( gs - > scenarioOps - > playerInfos . size ( ) + 1 ) ; //number of players + neutral
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for ( auto & elem : gs - > scenarioOps - > playerInfos )
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{
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* serv < < ui8 ( elem . first . getNum ( ) ) ; //players
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}
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* serv < < ui8 ( PlayerColor : : NEUTRAL . getNum ( ) ) ;
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logNetwork - > infoStream ( ) < < " Sent info to server: " < < tmh . getDiff ( ) ;
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serv - > enableStackSendingByID ( ) ;
serv - > disableSmartPointerSerialization ( ) ;
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// logGlobal->traceStream() << "Objects:";
// for(int i = 0; i < gs->map->objects.size(); i++)
// {
// auto o = gs->map->objects[i];
// if(o)
// logGlobal->traceStream() << boost::format("\tindex=%5d, id=%5d; address=%5d, pos=%s, name=%s") % i % o->id % (int)o.get() % o->pos % o->getHoverText();
// else
// logGlobal->traceStream() << boost::format("\tindex=%5d --- nullptr") % i;
// }
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}
void CClient : : newGame ( CConnection * con , StartInfo * si )
{
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enum { SINGLE , HOST , GUEST } networkMode = SINGLE ;
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if ( con = = nullptr )
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{
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CServerHandler sh ;
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serv = sh . connectToServer ( ) ;
}
else
{
serv = con ;
networkMode = ( con - > connectionID = = 1 ) ? HOST : GUEST ;
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}
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CConnection & c = * serv ;
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////////////////////////////////////////////////////
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logNetwork - > infoStream ( ) < < " \t Will send info to server... " ;
CStopWatch tmh ;
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if ( networkMode = = SINGLE )
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{
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ui8 pom8 ;
c < < ui8 ( 2 ) < < ui8 ( 1 ) ; //new game; one client
c < < * si ;
c > > pom8 ;
if ( pom8 )
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throw std : : runtime_error ( " Server cannot open the map! " ) ;
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else
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logNetwork - > infoStream ( ) < < " Server opened map properly. " ;
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}
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c > > si ;
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logNetwork - > infoStream ( ) < < " \t Sending/Getting info to/from the server: " < < tmh . getDiff ( ) ;
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c . enableStackSendingByID ( ) ;
c . disableSmartPointerSerialization ( ) ;
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// Initialize game state
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gs = new CGameState ( ) ;
logNetwork - > infoStream ( ) < < " \t Creating gamestate: " < < tmh . getDiff ( ) ;
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gs - > scenarioOps = si ;
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gs - > init ( si ) ;
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logNetwork - > infoStream ( ) < < " Initializing GameState (together): " < < tmh . getDiff ( ) ;
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// Now after possible random map gen, we know exact player count.
// Inform server about how many players client handles
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std : : set < PlayerColor > myPlayers ;
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for ( auto & elem : gs - > scenarioOps - > playerInfos )
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{
if ( ( networkMode = = SINGLE ) //single - one client has all player
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| | ( networkMode ! = SINGLE & & serv - > connectionID = = elem . second . playerID ) //multi - client has only "its players"
| | ( networkMode = = HOST & & elem . second . playerID = = PlayerSettings : : PLAYER_AI ) ) //multi - host has all AI players
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{
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myPlayers . insert ( elem . first ) ; //add player
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}
}
if ( networkMode ! = GUEST )
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myPlayers . insert ( PlayerColor : : NEUTRAL ) ;
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c < < myPlayers ;
// Init map handler
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if ( gs - > map )
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{
const_cast < CGameInfo * > ( CGI ) - > mh = new CMapHandler ( ) ;
CGI - > mh - > map = gs - > map ;
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logNetwork - > infoStream ( ) < < " Creating mapHandler: " < < tmh . getDiff ( ) ;
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CGI - > mh - > init ( ) ;
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pathInfo = make_unique < CPathsInfo > ( getMapSize ( ) ) ;
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logNetwork - > infoStream ( ) < < " Initializing mapHandler (together): " < < tmh . getDiff ( ) ;
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}
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int humanPlayers = 0 ;
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for ( auto & elem : gs - > scenarioOps - > playerInfos ) //initializing interfaces for players
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{
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PlayerColor color = elem . first ;
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gs - > currentPlayer = color ;
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if ( ! vstd : : contains ( myPlayers , color ) )
continue ;
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logNetwork - > traceStream ( ) < < " Preparing interface for player " < < color ;
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if ( si - > mode ! = StartInfo : : DUEL )
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{
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if ( elem . second . playerID = = PlayerSettings : : PLAYER_AI )
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{
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auto AiToGive = aiNameForPlayer ( elem . second , false ) ;
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logNetwork - > infoStream ( ) < < boost : : format ( " Player %s will be lead by %s " ) % color % AiToGive ;
installNewPlayerInterface ( CDynLibHandler : : getNewAI ( AiToGive ) , color ) ;
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}
else
{
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installNewPlayerInterface ( make_shared < CPlayerInterface > ( color ) , color ) ;
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humanPlayers + + ;
}
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}
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else
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{
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std : : string AItoGive = aiNameForPlayer ( elem . second , true ) ;
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installNewBattleInterface ( CDynLibHandler : : getNewBattleAI ( AItoGive ) , color ) ;
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}
}
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if ( si - > mode = = StartInfo : : DUEL )
{
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if ( ! gNoGUI )
{
boost : : unique_lock < boost : : recursive_mutex > un ( * LOCPLINT - > pim ) ;
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auto p = make_shared < CPlayerInterface > ( PlayerColor : : NEUTRAL ) ;
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p - > observerInDuelMode = true ;
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installNewPlayerInterface ( p , boost : : none ) ;
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GH . curInt = p . get ( ) ;
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}
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battleStarted ( gs - > curB ) ;
}
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else
{
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loadNeutralBattleAI ( ) ;
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}
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serv - > addStdVecItems ( gs ) ;
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hotSeat = ( humanPlayers > 1 ) ;
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// std::vector<FileInfo> scriptModules;
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// CFileUtility::getFilesWithExt(scriptModules, LIB_DIR "/scripting", "." LIB_EXT);
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// for(FileInfo &m : scriptModules)
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// {
// CScriptingModule * nm = CDynLibHandler::getNewScriptingModule(m.name);
// privilagedGameEventReceivers.push_back(nm);
// privilagedBattleEventReceivers.push_back(nm);
// nm->giveActionCB(this);
// nm->giveInfoCB(this);
// nm->init();
//
// erm = nm; //something tells me that there'll at most one module and it'll be ERM
// }
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}
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template < typename Handler >
void CClient : : serialize ( Handler & h , const int version )
{
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h & hotSeat ;
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if ( h . saving )
{
ui8 players = playerint . size ( ) ;
h & players ;
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for ( auto i = playerint . begin ( ) ; i ! = playerint . end ( ) ; i + + )
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{
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LOG_TRACE_PARAMS ( logGlobal , " Saving player %s interface " , i - > first ) ;
assert ( i - > first = = i - > second - > playerID ) ;
h & i - > first & i - > second - > dllName & i - > second - > human ;
i - > second - > saveGame ( dynamic_cast < COSer < CSaveFile > & > ( h ) , version ) ;
//evil cast that i still like better than sfinae-magic. If I had a "static if"...
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}
}
else
{
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ui8 players = 0 ; //fix for uninitialized warning
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h & players ;
for ( int i = 0 ; i < players ; i + + )
{
std : : string dllname ;
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PlayerColor pid ;
bool isHuman = false ;
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h & pid & dllname & isHuman ;
LOG_TRACE_PARAMS ( logGlobal , " Loading player %s interface " , pid ) ;
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shared_ptr < CGameInterface > nInt ;
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if ( dllname . length ( ) )
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{
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if ( pid = = PlayerColor : : NEUTRAL )
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{
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installNewBattleInterface ( CDynLibHandler : : getNewBattleAI ( dllname ) , pid ) ;
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//TODO? consider serialization
continue ;
}
else
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{
assert ( ! isHuman ) ;
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nInt = CDynLibHandler : : getNewAI ( dllname ) ;
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}
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}
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else
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{
assert ( isHuman ) ;
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nInt = make_shared < CPlayerInterface > ( pid ) ;
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}
nInt - > dllName = dllname ;
nInt - > human = isHuman ;
nInt - > playerID = pid ;
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installNewPlayerInterface ( nInt , pid ) ;
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nInt - > loadGame ( dynamic_cast < CISer < CLoadFile > & > ( h ) , version ) ; //another evil cast, check above
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}
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if ( ! vstd : : contains ( battleints , PlayerColor : : NEUTRAL ) )
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loadNeutralBattleAI ( ) ;
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}
}
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void CClient : : handlePack ( CPack * pack )
{
CBaseForCLApply * apply = applier - > apps [ typeList . getTypeID ( pack ) ] ; //find the applier
if ( apply )
{
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boost : : unique_lock < boost : : recursive_mutex > guiLock ( * LOCPLINT - > pim ) ;
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apply - > applyOnClBefore ( this , pack ) ;
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logNetwork - > traceStream ( ) < < " \t Made first apply on cl " ;
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gs - > apply ( pack ) ;
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logNetwork - > traceStream ( ) < < " \t Applied on gs " ;
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apply - > applyOnClAfter ( this , pack ) ;
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logNetwork - > traceStream ( ) < < " \t Made second apply on cl " ;
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}
else
{
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logNetwork - > errorStream ( ) < < " Message cannot be applied, cannot find applier! TypeID " < < typeList . getTypeID ( pack ) ;
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}
delete pack ;
}
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void CClient : : updatePaths ( )
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{
//TODO? lazy evaluation? paths now can get recalculated multiple times upon various game events
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const CGHeroInstance * h = getSelectedHero ( ) ;
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if ( h ) //if we have selected hero...
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calculatePaths ( h ) ;
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}
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void CClient : : finishCampaign ( shared_ptr < CCampaignState > camp )
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{
}
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void CClient : : proposeNextMission ( shared_ptr < CCampaignState > camp )
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{
GH . pushInt ( new CBonusSelection ( camp ) ) ;
}
void CClient : : stopConnection ( )
{
terminate = true ;
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if ( serv ) //request closing connection
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{
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logNetwork - > infoStream ( ) < < " Connection has been requested to be closed. " ;
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boost : : unique_lock < boost : : mutex > ( * serv - > wmx ) ;
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CloseServer close_server ;
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sendRequest ( & close_server , PlayerColor : : NEUTRAL ) ;
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logNetwork - > infoStream ( ) < < " Sent closing signal to the server " ;
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}
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if ( connectionHandler ) //end connection handler
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{
if ( connectionHandler - > get_id ( ) ! = boost : : this_thread : : get_id ( ) )
connectionHandler - > join ( ) ;
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logNetwork - > infoStream ( ) < < " Connection handler thread joined " ;
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delete connectionHandler ;
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connectionHandler = nullptr ;
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}
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if ( serv ) //and delete connection
{
serv - > close ( ) ;
delete serv ;
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serv = nullptr ;
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logNetwork - > warnStream ( ) < < " Our socket has been closed. " ;
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}
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}
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void CClient : : battleStarted ( const BattleInfo * info )
{
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for ( auto & battleCb : battleCallbacks )
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{
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if ( vstd : : contains_if ( info - > sides , [ & ] ( const SideInBattle & side ) { return side . color = = battleCb . first ; } )
| | battleCb . first > = PlayerColor : : PLAYER_LIMIT )
{
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battleCb . second - > setBattle ( info ) ;
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}
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}
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// for(ui8 side : info->sides)
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// if(battleCallbacks.count(side))
// battleCallbacks[side]->setBattle(info);
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shared_ptr < CPlayerInterface > att , def ;
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auto & leftSide = info - > sides [ 0 ] , & rightSide = info - > sides [ 1 ] ;
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//If quick combat is not, do not prepare interfaces for battleint
if ( ! settings [ " adventure " ] [ " quickCombat " ] . Bool ( ) )
{
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if ( vstd : : contains ( playerint , leftSide . color ) & & playerint [ leftSide . color ] - > human )
att = std : : dynamic_pointer_cast < CPlayerInterface > ( playerint [ leftSide . color ] ) ;
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if ( vstd : : contains ( playerint , rightSide . color ) & & playerint [ rightSide . color ] - > human )
def = std : : dynamic_pointer_cast < CPlayerInterface > ( playerint [ rightSide . color ] ) ;
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}
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if ( ! gNoGUI & & ( ! ! att | | ! ! def | | gs - > scenarioOps - > mode = = StartInfo : : DUEL ) )
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{
boost : : unique_lock < boost : : recursive_mutex > un ( * LOCPLINT - > pim ) ;
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auto bi = new CBattleInterface ( leftSide . armyObject , rightSide . armyObject , leftSide . hero , rightSide . hero ,
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Rect ( ( screen - > w - 800 ) / 2 ,
( screen - > h - 600 ) / 2 , 800 , 600 ) , att , def ) ;
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GH . pushInt ( bi ) ;
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}
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auto callBattleStart = [ & ] ( PlayerColor color , ui8 side ) {
if ( vstd : : contains ( battleints , color ) )
battleints [ color ] - > battleStart ( leftSide . armyObject , rightSide . armyObject , info - > tile , leftSide . hero , rightSide . hero , side ) ;
} ;
callBattleStart ( leftSide . color , 0 ) ;
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callBattleStart ( rightSide . color , 1 ) ;
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callBattleStart ( PlayerColor : : UNFLAGGABLE , 1 ) ;
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if ( info - > tacticDistance & & vstd : : contains ( battleints , info - > sides [ info - > tacticsSide ] . color ) )
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{
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boost : : thread ( & CClient : : commenceTacticPhaseForInt , this , battleints [ info - > sides [ info - > tacticsSide ] . color ] ) ;
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}
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}
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void CClient : : battleFinished ( )
{
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for ( auto & side : gs - > curB - > sides )
if ( battleCallbacks . count ( side . color ) )
battleCallbacks [ side . color ] - > setBattle ( nullptr ) ;
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}
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void CClient : : loadNeutralBattleAI ( )
{
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installNewBattleInterface ( CDynLibHandler : : getNewBattleAI ( settings [ " server " ] [ " neutralAI " ] . String ( ) ) , PlayerColor : : NEUTRAL ) ;
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}
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void CClient : : commitPackage ( CPackForClient * pack )
{
CommitPackage cp ;
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cp . freePack = false ;
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cp . packToCommit = pack ;
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sendRequest ( & cp , PlayerColor : : NEUTRAL ) ;
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}
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PlayerColor CClient : : getLocalPlayer ( ) const
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{
if ( LOCPLINT )
return LOCPLINT - > playerID ;
return getCurrentPlayer ( ) ;
}
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void CClient : : calculatePaths ( const CGHeroInstance * h )
{
assert ( h ) ;
boost : : unique_lock < boost : : mutex > pathLock ( pathMx ) ;
gs - > calculatePaths ( h , * pathInfo ) ;
}
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void CClient : : commenceTacticPhaseForInt ( shared_ptr < CBattleGameInterface > battleInt )
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{
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setThreadName ( " CClient::commenceTacticPhaseForInt " ) ;
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try
{
battleInt - > yourTacticPhase ( gs - > curB - > tacticDistance ) ;
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if ( gs & & ! ! gs - > curB & & gs - > curB - > tacticDistance ) //while awaiting for end of tactics phase, many things can happen (end of battle... or game)
{
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MakeAction ma ( BattleAction : : makeEndOFTacticPhase ( gs - > curB - > playerToSide ( battleInt - > playerID ) ) ) ;
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sendRequest ( & ma , battleInt - > playerID ) ;
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}
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} HANDLE_EXCEPTION
}
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void CClient : : invalidatePaths ( const CGHeroInstance * h /*= nullptr*/ )
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{
if ( ! h | | pathInfo - > hero = = h )
pathInfo - > isValid = false ;
}
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int CClient : : sendRequest ( const CPack * request , PlayerColor player )
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{
static ui32 requestCounter = 0 ;
ui32 requestID = requestCounter + + ;
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logNetwork - > traceStream ( ) < < boost : : format ( " Sending a request \" %s \" . It'll have an ID=%d. " )
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% typeid ( * request ) . name ( ) % requestID ;
waitingRequest . pushBack ( requestID ) ;
serv - > sendPackToServer ( * request , player , requestID ) ;
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if ( vstd : : contains ( playerint , player ) )
playerint [ player ] - > requestSent ( dynamic_cast < const CPackForServer * > ( request ) , requestID ) ;
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return requestID ;
}
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void CClient : : campaignMapFinished ( shared_ptr < CCampaignState > camp )
{
endGame ( false ) ;
GH . curInt = CGPreGame : : create ( ) ;
auto & epilogue = camp - > camp - > scenarios [ camp - > mapsConquered . back ( ) ] . epilog ;
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auto finisher = [ = ] ( )
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{
if ( camp - > mapsRemaining . size ( ) )
proposeNextMission ( camp ) ;
else
finishCampaign ( camp ) ;
} ;
if ( epilogue . hasPrologEpilog )
{
GH . pushInt ( new CPrologEpilogVideo ( epilogue , finisher ) ) ;
}
else
{
finisher ( ) ;
}
}
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void CClient : : installNewPlayerInterface ( shared_ptr < CGameInterface > gameInterface , boost : : optional < PlayerColor > color )
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{
boost : : unique_lock < boost : : recursive_mutex > un ( * LOCPLINT - > pim ) ;
PlayerColor colorUsed = color . get_value_or ( PlayerColor : : UNFLAGGABLE ) ;
if ( ! color )
privilagedGameEventReceivers . push_back ( gameInterface ) ;
playerint [ colorUsed ] = gameInterface ;
logGlobal - > traceStream ( ) < < boost : : format ( " \t Initializing the interface for player %s " ) % colorUsed ;
auto cb = make_shared < CCallback > ( gs , color , this ) ;
callbacks [ colorUsed ] = cb ;
battleCallbacks [ colorUsed ] = cb ;
gameInterface - > init ( cb ) ;
installNewBattleInterface ( gameInterface , color , false ) ;
}
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void CClient : : installNewBattleInterface ( shared_ptr < CBattleGameInterface > battleInterface , boost : : optional < PlayerColor > color , bool needCallback /*= true*/ )
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{
boost : : unique_lock < boost : : recursive_mutex > un ( * LOCPLINT - > pim ) ;
PlayerColor colorUsed = color . get_value_or ( PlayerColor : : UNFLAGGABLE ) ;
if ( ! color )
privilagedBattleEventReceivers . push_back ( battleInterface ) ;
battleints [ colorUsed ] = battleInterface ;
if ( needCallback )
{
logGlobal - > traceStream ( ) < < boost : : format ( " \t Initializing the battle interface for player %s " ) % * color ;
auto cbc = make_shared < CBattleCallback > ( gs , color , this ) ;
battleCallbacks [ colorUsed ] = cbc ;
battleInterface - > init ( cbc ) ;
}
}
std : : string CClient : : aiNameForPlayer ( const PlayerSettings & ps , bool battleAI )
{
if ( ps . name . size ( ) )
{
std : : string filename = VCMIDirs : : get ( ) . libraryPath ( ) + " /AI/ " + VCMIDirs : : get ( ) . libraryName ( ps . name ) ;
if ( boost : : filesystem : : exists ( filename ) )
return ps . name ;
}
const int sensibleAILimit = settings [ " session " ] [ " oneGoodAI " ] . Bool ( ) ? 1 : PlayerColor : : PLAYER_LIMIT_I ;
std : : string goodAI = battleAI ? settings [ " server " ] [ " neutralAI " ] . String ( ) : settings [ " server " ] [ " playerAI " ] . String ( ) ;
std : : string badAI = battleAI ? " StupidAI " : " EmptyAI " ;
//TODO what about human players
if ( battleints . size ( ) > = sensibleAILimit )
return badAI ;
return goodAI ;
}
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template void CClient : : serialize ( CISer < CLoadFile > & h , const int version ) ;
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template void CClient : : serialize ( COSer < CSaveFile > & h , const int version ) ;
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void CServerHandler : : startServer ( )
{
th . update ( ) ;
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serverThread = new boost : : thread ( & CServerHandler : : callServer , this ) ; //runs server executable;
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if ( verbose )
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logNetwork - > infoStream ( ) < < " Setting up thread calling server: " < < th . getDiff ( ) ;
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}
void CServerHandler : : waitForServer ( )
{
if ( ! serverThread )
startServer ( ) ;
th . update ( ) ;
intpr : : scoped_lock < intpr : : interprocess_mutex > slock ( shared - > sr - > mutex ) ;
while ( ! shared - > sr - > ready )
{
shared - > sr - > cond . wait ( slock ) ;
}
if ( verbose )
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logNetwork - > infoStream ( ) < < " Waiting for server: " < < th . getDiff ( ) ;
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}
CConnection * CServerHandler : : connectToServer ( )
{
if ( ! shared - > sr - > ready )
waitForServer ( ) ;
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th . update ( ) ; //put breakpoint here to attach to server before it does something stupid
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CConnection * ret = justConnectToServer ( settings [ " server " ] [ " server " ] . String ( ) , port ) ;
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if ( verbose )
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logNetwork - > infoStream ( ) < < " \t Connecting to the server: " < < th . getDiff ( ) ;
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return ret ;
}
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CServerHandler : : CServerHandler ( bool runServer /*= false*/ )
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{
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serverThread = nullptr ;
shared = nullptr ;
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port = boost : : lexical_cast < std : : string > ( settings [ " server " ] [ " port " ] . Float ( ) ) ;
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verbose = true ;
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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
try
{
shared = new SharedMem ( ) ;
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} HANDLE_EXCEPTIONC ( logNetwork - > errorStream ( ) < < " Cannot open interprocess memory: " ; )
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}
CServerHandler : : ~ CServerHandler ( )
{
delete shared ;
delete serverThread ; //detaches, not kills thread
}
void CServerHandler : : callServer ( )
{
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setThreadName ( " CServerHandler::callServer " ) ;
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std : : string logName = VCMIDirs : : get ( ) . userCachePath ( ) + " /server_log.txt " ;
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std : : string comm = VCMIDirs : : get ( ) . serverPath ( ) + " --port= " + port + " > " + logName ;
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int result = std : : system ( comm . c_str ( ) ) ;
if ( result = = 0 )
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logNetwork - > infoStream ( ) < < " Server closed correctly " ;
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else
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{
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logNetwork - > errorStream ( ) < < " Error: server failed to close correctly or crashed! " ;
logNetwork - > errorStream ( ) < < " Check " < < logName < < " for more info " ;
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exit ( 1 ) ; // exit in case of error. Othervice without working server VCMI will hang
}
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}
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CConnection * CServerHandler : : justConnectToServer ( const std : : string & host , const std : : string & port )
{
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CConnection * ret = nullptr ;
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while ( ! ret )
{
try
{
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logNetwork - > infoStream ( ) < < " Establishing connection... " ;
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ret = new CConnection ( host . size ( ) ? host : settings [ " server " ] [ " server " ] . String ( ) ,
port . size ( ) ? port : boost : : lexical_cast < std : : string > ( settings [ " server " ] [ " port " ] . Float ( ) ) ,
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NAME ) ;
}
catch ( . . . )
{
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logNetwork - > errorStream ( ) < < " \n Cannot establish connection! Retrying within 2 seconds " ;
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SDL_Delay ( 2000 ) ;
}
}
return ret ;
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}