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# include "CMusicHandler.h"
# include "../lib/CCampaignHandler.h"
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# include "../CCallback.h"
# include "../CConsoleHandler.h"
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# include "CGameInfo.h"
# include "../lib/CGameState.h"
# include "CPlayerInterface.h"
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# include "../StartInfo.h"
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# include "../lib/BattleState.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/map.h"
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# include "../lib/JsonNode.h"
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# include "mapHandler.h"
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# include "CConfigHandler.h"
# include "Client.h"
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# include "GUIBase.h"
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# include <boost/bind.hpp>
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# include <boost/foreach.hpp>
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# include <boost/thread.hpp>
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# include <boost/thread/shared_mutex.hpp>
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# include <boost/lexical_cast.hpp>
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# include <sstream>
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# include "CPreGame.h"
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# include "CBattleInterface.h"
# include "../CThreadHelper.h"
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# include "../lib/CScriptingModule.h"
# include "../lib/CFileUtility.h"
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# define NOT_LIB
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# include "../lib/RegisterTypes.cpp"
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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 = NULL )
{
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 = NULL ;
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void CClient : : init ( )
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{
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hotSeat = false ;
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connectionHandler = NULL ;
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pathInfo = NULL ;
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applier = new CApplier < CBaseForCLApply > ;
registerTypes2 ( * applier ) ;
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IObjectInterface : : cb = this ;
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serv = NULL ;
gs = NULL ;
cb = NULL ;
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erm = NULL ;
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terminate = false ;
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}
CClient : : CClient ( void )
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: waitingRequest ( 0 )
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{
init ( ) ;
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}
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CClient : : CClient ( CConnection * con , StartInfo * si )
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: waitingRequest ( 0 )
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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 pathInfo ;
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delete applier ;
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}
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void CClient : : waitForMoveAndSend ( int color )
{
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try
{
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assert ( vstd : : contains ( battleints , color ) ) ;
BattleAction ba = battleints [ color ] - > activeStack ( gs - > curB - > getStack ( gs - > curB - > activeStack , false ) ) ;
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MakeAction temp_action ( ba ) ;
* serv < < & temp_action ;
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return ;
} HANDLE_EXCEPTION
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tlog1 < < " We should not be here! " < < std : : endl ;
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}
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void CClient : : run ( )
{
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setThreadName ( - 1 , " CClient::run " ) ;
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try
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{
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CPack * pack = NULL ;
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while ( ! terminate )
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{
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pack = serv - > retreivePack ( ) ; //get the package from the server
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if ( terminate )
{
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delete pack ;
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pack = NULL ;
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break ;
}
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handlePack ( pack ) ;
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pack = NULL ;
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}
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}
catch ( const std : : exception & e )
{
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tlog3 < < " Lost connection to server, ending listening thread! \n " ;
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tlog1 < < e . what ( ) < < std : : endl ;
if ( ! terminate ) //rethrow (-> boom!) only if closing connection was unexpected
{
tlog1 < < " Something wrong, lost connection while game is still ongoing... \n " ;
throw ;
}
}
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}
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void CClient : : save ( const std : : string & fname )
{
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if ( gs - > curB )
{
tlog1 < < " Game cannot be saved during battle! \n " ;
return ;
}
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SaveGame save_game ( fname ) ;
* serv < < & save_game ;
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}
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void initVillagesCapitols ( Mapa * map )
{
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const JsonNode config ( DATA_DIR " /config/towns_defs.json " ) ;
int idx ;
idx = 0 ;
BOOST_FOREACH ( const JsonNode & t , config [ " town_defnames " ] . Vector ( ) ) {
map - > defy . push_back ( CGI - > state - > forts [ idx ] ) ;
const CGDefInfo * n = CGI - > state - > villages [ idx ] ;
const_cast < CGDefInfo * > ( n ) - > name = t [ " village " ] . String ( ) ;
map - > defy . push_back ( const_cast < CGDefInfo * > ( n ) ) ;
idx + + ;
}
idx = 0 ;
BOOST_FOREACH ( const JsonNode & t , config [ " town_defnames " ] . Vector ( ) ) {
const CGDefInfo * n = CGI - > state - > capitols [ idx ] ;
const_cast < CGDefInfo * > ( n ) - > name = t [ " capitol " ] . String ( ) ;
map - > defy . push_back ( const_cast < CGDefInfo * > ( n ) ) ;
idx + + ;
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}
}
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void CClient : : endGame ( bool closeConnection /*= true*/ )
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{
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// Game is ending
// Tell the network thread to reach a stable state
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if ( closeConnection )
stopConnection ( ) ;
tlog0 < < " Closed connection. " < < std : : endl ;
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GH . curInt = NULL ;
LOCPLINT - > terminate_cond . setn ( true ) ;
LOCPLINT - > pim - > lock ( ) ;
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tlog0 < < " \n \n Ending current game! " < < std : : endl ;
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if ( GH . topInt ( ) )
GH . topInt ( ) - > deactivate ( ) ;
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GH . listInt . clear ( ) ;
GH . objsToBlit . clear ( ) ;
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GH . statusbar = NULL ;
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tlog0 < < " Removed GUI. " < < std : : endl ;
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delete CGI - > mh ;
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const_cast < CGameInfo * > ( CGI ) - > mh = NULL ;
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const_cast < CGameInfo * > ( CGI ) - > state . dellNull ( ) ;
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tlog0 < < " Deleted mapHandler and gameState. " < < std : : endl ;
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CPlayerInterface * oldInt = LOCPLINT ;
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LOCPLINT = NULL ;
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oldInt - > pim - > unlock ( ) ;
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while ( ! playerint . empty ( ) )
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{
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CGameInterface * pint = playerint . begin ( ) - > second ;
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playerint . erase ( playerint . begin ( ) ) ;
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delete pint ;
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}
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BOOST_FOREACH ( CCallback * cb , callbacks )
{
delete cb ;
}
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tlog0 < < " Deleted playerInts. " < < std : : endl ;
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tlog0 < < " Client stopped. " < < std : : endl ;
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}
void CClient : : loadGame ( const std : : string & fname )
{
tlog0 < < " \n \n Loading procedure started! \n \n " ;
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CServerHandler sh ;
sh . startServer ( ) ;
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timeHandler tmh ;
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{
char sig [ 8 ] ;
CMapHeader dum ;
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const_cast < CGameInfo * > ( CGI ) - > mh = new CMapHandler ( ) ;
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StartInfo * si ;
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CLoadFile lf ( fname + " .vlgm1 " ) ;
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lf > > sig > > dum > > si ;
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tlog0 < < " Reading save signature: " < < tmh . getDif ( ) < < std : : endl ;
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lf > > * VLC ;
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const_cast < CGameInfo * > ( CGI ) - > setFromLib ( ) ;
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tlog0 < < " Reading handlers: " < < tmh . getDif ( ) < < std : : endl ;
lf > > gs ;
tlog0 < < " Reading gamestate: " < < tmh . getDif ( ) < < std : : endl ;
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const_cast < CGameInfo * > ( CGI ) - > state = gs ;
const_cast < CGameInfo * > ( CGI ) - > mh - > map = gs - > map ;
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pathInfo = new CPathsInfo ( int3 ( gs - > map - > width , gs - > map - > height , gs - > map - > twoLevel + 1 ) ) ;
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CGI - > mh - > init ( ) ;
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initVillagesCapitols ( gs - > map ) ;
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tlog0 < < " Initing maphandler: " < < tmh . getDif ( ) < < std : : endl ;
}
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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 )
throw " Server cannot open the savegame! " ;
else
tlog0 < < " Server opened savegame properly. \n " ;
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* serv < < ui32 ( gs - > scenarioOps - > playerInfos . size ( ) + 1 ) ; //number of players + neutral
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for ( std : : map < int , PlayerSettings > : : iterator it = gs - > scenarioOps - > playerInfos . begin ( ) ;
it ! = gs - > scenarioOps - > playerInfos . end ( ) ; + + it )
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{
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* serv < < ui8 ( it - > first ) ; //players
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}
* serv < < ui8 ( 255 ) ; // neutrals
tlog0 < < " Sent info to server: " < < tmh . getDif ( ) < < std : : endl ;
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{
CLoadFile lf ( fname + " .vcgm1 " ) ;
lf > > * this ;
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}
}
void CClient : : newGame ( CConnection * con , StartInfo * si )
{
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enum { SINGLE , HOST , GUEST } networkMode = SINGLE ;
std : : set < ui8 > myPlayers ;
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if ( con = = NULL )
{
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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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for ( std : : map < int , PlayerSettings > : : iterator it = si - > playerInfos . begin ( ) ;
it ! = si - > playerInfos . end ( ) ; + + it )
{
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if ( ( networkMode = = SINGLE ) //single - one client has all player
| | ( networkMode ! = SINGLE & & serv - > connectionID = = it - > second . human ) //multi - client has only "its players"
| | ( networkMode = = HOST & & it - > second . human = = false ) ) //multi - host has all AI players
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{
myPlayers . insert ( ui8 ( it - > first ) ) ; //add player
}
}
if ( networkMode ! = GUEST )
myPlayers . insert ( 255 ) ; //neutral
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timeHandler tmh ;
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const_cast < CGameInfo * > ( CGI ) - > state = new CGameState ( ) ;
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tlog0 < < " \t Gamestate: " < < tmh . getDif ( ) < < std : : endl ;
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CConnection & c ( * serv ) ;
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////////////////////////////////////////////////////
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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 )
throw " Server cannot open the map! " ;
else
tlog0 < < " Server opened map properly. \n " ;
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}
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c < < myPlayers ;
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ui32 seed , sum ;
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c > > si > > sum > > seed ;
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tlog0 < < " \t Sending/Getting info to/from the server: " < < tmh . getDif ( ) < < std : : endl ;
tlog0 < < " \t Using random seed: " < < seed < < std : : endl ;
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gs = const_cast < CGameInfo * > ( CGI ) - > state ;
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gs - > scenarioOps = si ;
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gs - > init ( si , sum , seed ) ;
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tlog0 < < " Initializing GameState (together): " < < tmh . getDif ( ) < < std : : endl ;
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if ( gs - > map )
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{
const_cast < CGameInfo * > ( CGI ) - > mh = new CMapHandler ( ) ;
CGI - > mh - > map = gs - > map ;
tlog0 < < " Creating mapHandler: " < < tmh . getDif ( ) < < std : : endl ;
CGI - > mh - > init ( ) ;
initVillagesCapitols ( gs - > map ) ;
pathInfo = new CPathsInfo ( int3 ( gs - > map - > width , gs - > map - > height , gs - > map - > twoLevel + 1 ) ) ;
tlog0 < < " Initializing mapHandler (together): " < < tmh . getDif ( ) < < std : : endl ;
}
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int humanPlayers = 0 ;
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for ( std : : map < int , PlayerSettings > : : iterator it = gs - > scenarioOps - > playerInfos . begin ( ) ;
it ! = gs - > scenarioOps - > playerInfos . end ( ) ; + + it ) //initializing interfaces for players
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{
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ui8 color = it - > first ;
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gs - > currentPlayer = color ;
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if ( ! vstd : : contains ( myPlayers , color ) )
continue ;
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if ( si - > mode ! = StartInfo : : DUEL )
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{
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CCallback * cb = new CCallback ( gs , color , this ) ;
if ( ! it - > second . human )
{
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playerint [ color ] = static_cast < CGameInterface * > ( CDynLibHandler : : getNewAI ( conf . cc . defaultPlayerAI ) ) ;
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}
else
{
playerint [ color ] = new CPlayerInterface ( color ) ;
humanPlayers + + ;
}
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battleints [ color ] = playerint [ color ] ;
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playerint [ color ] - > init ( cb ) ;
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}
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else
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{
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CBattleCallback * cbc = new CBattleCallback ( gs , color , this ) ;
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battleints [ color ] = CDynLibHandler : : getNewBattleAI ( " StupidAI " ) ;
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battleints [ color ] - > init ( cbc ) ;
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}
}
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if ( si - > mode = = StartInfo : : DUEL )
{
CPlayerInterface * p = new CPlayerInterface ( - 1 ) ;
p - > observerInDuelMode = true ;
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battleints [ 254 ] = playerint [ 254 ] = p ;
GH . curInt = p ;
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p - > init ( new CCallback ( gs , - 1 , this ) ) ;
battleStarted ( gs - > curB ) ;
}
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else
{
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loadNeutralBattleAI ( ) ;
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}
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serv - > addStdVecItems ( const_cast < CGameInfo * > ( CGI ) - > state ) ;
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hotSeat = ( humanPlayers > 1 ) ;
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// std::vector<FileInfo> scriptModules;
// CFileUtility::getFilesWithExt(scriptModules, LIB_DIR "/Scripting", "." LIB_EXT);
// BOOST_FOREACH(FileInfo &m, scriptModules)
// {
// 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 ;
for ( std : : map < ui8 , CGameInterface * > : : iterator i = playerint . begin ( ) ; i ! = playerint . end ( ) ; i + + )
{
h & i - > first & i - > second - > dllName ;
i - > second - > serialize ( h , version ) ;
}
}
else
{
ui8 players ;
h & players ;
for ( int i = 0 ; i < players ; i + + )
{
std : : string dllname ;
ui8 pid ;
h & pid & dllname ;
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CGameInterface * nInt = NULL ;
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if ( dllname . length ( ) )
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{
if ( pid = = 255 )
{
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//CBattleCallback * cbc = new CBattleCallback(gs, pid, this);//FIXME: unused?
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CBattleGameInterface * cbgi = CDynLibHandler : : getNewBattleAI ( dllname ) ;
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battleints [ pid ] = cbgi ;
cbgi - > init ( cb ) ;
//TODO? consider serialization
continue ;
}
else
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nInt = CDynLibHandler : : getNewAI ( dllname ) ;
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}
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else
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nInt = new CPlayerInterface ( pid ) ;
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CCallback * callback = new CCallback ( gs , pid , this ) ;
callbacks . insert ( callback ) ;
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battleints [ pid ] = playerint [ pid ] = nInt ;
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nInt - > init ( callback ) ;
nInt - > serialize ( h , version ) ;
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}
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if ( ! vstd : : contains ( battleints , NEUTRAL_PLAYER ) )
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 )
{
apply - > applyOnClBefore ( this , pack ) ;
tlog5 < < " \t Made first apply on cl \n " ;
gs - > apply ( pack ) ;
tlog5 < < " \t Applied on gs \n " ;
apply - > applyOnClAfter ( this , pack ) ;
tlog5 < < " \t Made second apply on cl \n " ;
}
else
{
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tlog1 < < " Message cannot be applied, cannot find applier! TypeID " < < typeList . getTypeID ( pack ) < < std : : endl ;
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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 ( CCampaignState * camp )
{
}
void CClient : : proposeNextMission ( CCampaignState * camp )
{
GH . pushInt ( new CBonusSelection ( camp ) ) ;
GH . curInt = CGP ;
}
void CClient : : stopConnection ( )
{
terminate = true ;
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if ( serv ) //request closing connection
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{
tlog0 < < " Connection has been requested to be closed. \n " ;
boost : : unique_lock < boost : : mutex > ( * serv - > wmx ) ;
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CloseServer close_server ;
* serv < < & close_server ;
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tlog0 < < " Sent closing signal to the server \n " ;
}
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if ( connectionHandler ) //end connection handler
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{
if ( connectionHandler - > get_id ( ) ! = boost : : this_thread : : get_id ( ) )
connectionHandler - > join ( ) ;
tlog0 < < " Connection handler thread joined " < < std : : endl ;
delete connectionHandler ;
connectionHandler = NULL ;
}
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if ( serv ) //and delete connection
{
serv - > close ( ) ;
delete serv ;
serv = NULL ;
tlog3 < < " Our socket has been closed. " < < std : : endl ;
}
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}
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void CClient : : battleStarted ( const BattleInfo * info )
{
CPlayerInterface * att , * def ;
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if ( vstd : : contains ( playerint , info - > sides [ 0 ] ) & & playerint [ info - > sides [ 0 ] ] - > human )
att = static_cast < CPlayerInterface * > ( playerint [ info - > sides [ 0 ] ] ) ;
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else
att = NULL ;
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if ( vstd : : contains ( playerint , info - > sides [ 1 ] ) & & playerint [ info - > sides [ 1 ] ] - > human )
def = static_cast < CPlayerInterface * > ( playerint [ info - > sides [ 1 ] ] ) ;
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else
def = NULL ;
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if ( att | | def | | gs - > scenarioOps - > mode = = StartInfo : : DUEL )
new CBattleInterface ( info - > belligerents [ 0 ] , info - > belligerents [ 1 ] , info - > heroes [ 0 ] , info - > heroes [ 1 ] , Rect ( ( conf . cc . resx - 800 ) / 2 , ( conf . cc . resy - 600 ) / 2 , 800 , 600 ) , att , def ) ;
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if ( vstd : : contains ( battleints , info - > sides [ 0 ] ) )
battleints [ info - > sides [ 0 ] ] - > battleStart ( info - > belligerents [ 0 ] , info - > belligerents [ 1 ] , info - > tile , info - > heroes [ 0 ] , info - > heroes [ 1 ] , 0 ) ;
if ( vstd : : contains ( battleints , info - > sides [ 1 ] ) )
battleints [ info - > sides [ 1 ] ] - > battleStart ( info - > belligerents [ 0 ] , info - > belligerents [ 1 ] , info - > tile , info - > heroes [ 0 ] , info - > heroes [ 1 ] , 1 ) ;
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if ( vstd : : contains ( battleints , 254 ) )
battleints [ 254 ] - > battleStart ( info - > belligerents [ 0 ] , info - > belligerents [ 1 ] , info - > tile , info - > heroes [ 0 ] , info - > heroes [ 1 ] , 1 ) ;
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if ( info - > tacticDistance & & vstd : : contains ( battleints , info - > sides [ info - > tacticsSide ] ) )
{
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boost : : thread ( & CClient : : commenceTacticPhaseForInt , this , battleints [ info - > sides [ info - > tacticsSide ] ] ) ;
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}
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}
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void CClient : : loadNeutralBattleAI ( )
{
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battleints [ 255 ] = CDynLibHandler : : getNewBattleAI ( conf . cc . defaultBattleAI ) ;
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battleints [ 255 ] - > init ( new CBattleCallback ( gs , 255 , this ) ) ;
}
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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 ;
* serv < < & cp ;
}
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int CClient : : getLocalPlayer ( ) const
{
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 ( CBattleGameInterface * battleInt )
{
setThreadName ( - 1 , " CClient::commenceTacticPhaseForInt " ) ;
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)
{
MakeAction ma ( BattleAction : : makeEndOFTacticPhase ( battleInt - > playerID ) ) ;
serv - > sendPack ( ma ) ;
}
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} HANDLE_EXCEPTION
}
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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 )
tlog0 < < " Setting up thread calling server: " < < th . getDif ( ) < < std : : endl ;
}
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 )
tlog0 < < " Waiting for server: " < < th . getDif ( ) < < std : : endl ;
}
CConnection * CServerHandler : : connectToServer ( )
{
if ( ! shared - > sr - > ready )
waitForServer ( ) ;
th . update ( ) ;
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CConnection * ret = justConnectToServer ( conf . cc . server , port ) ;
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if ( verbose )
tlog0 < < " \t Connecting to the server: " < < th . getDif ( ) < < std : : endl ;
return ret ;
}
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CServerHandler : : CServerHandler ( bool runServer /*= false*/ )
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{
serverThread = NULL ;
shared = NULL ;
port = boost : : lexical_cast < std : : string > ( conf . cc . port ) ;
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verbose = false ;
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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 ( ) ;
} HANDLE_EXCEPTIONC ( tlog1 < < " Cannot open interprocess memory: " ; )
}
CServerHandler : : ~ CServerHandler ( )
{
delete shared ;
delete serverThread ; //detaches, not kills thread
}
void CServerHandler : : callServer ( )
{
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setThreadName ( - 1 , " CServerHandler::callServer " ) ;
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std : : string comm = std : : string ( BIN_DIR PATH_SEPARATOR SERVER_NAME " " ) + port + " > server_log.txt " ;
std : : system ( comm . c_str ( ) ) ;
tlog0 < < " Server finished \n " ;
}
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CConnection * CServerHandler : : justConnectToServer ( const std : : string & host , const std : : string & port )
{
CConnection * ret = NULL ;
while ( ! ret )
{
try
{
tlog0 < < " Establishing connection... \n " ;
ret = new CConnection ( host . size ( ) ? host : conf . cc . server ,
port . size ( ) ? port : boost : : lexical_cast < std : : string > ( conf . cc . port ) ,
NAME ) ;
}
catch ( . . . )
{
tlog1 < < " \n Cannot establish connection! Retrying within 2 seconds " < < std : : endl ;
SDL_Delay ( 2000 ) ;
}
}
return ret ;
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}