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vcmi/client/Client.cpp

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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
*
*/
#include "StdInc.h"
#include "Client.h"
#include <SDL.h>
#include "CMusicHandler.h"
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#include "../lib/mapping/CCampaignHandler.h"
#include "../CCallback.h"
#include "../lib/CConsoleHandler.h"
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#include "CGameInfo.h"
#include "../lib/CGameState.h"
#include "CPlayerInterface.h"
#include "../lib/StartInfo.h"
#include "../lib/battle/BattleInfo.h"
#include "../lib/CModHandler.h"
#include "../lib/CArtHandler.h"
#include "../lib/CGeneralTextHandler.h"
#include "../lib/CHeroHandler.h"
#include "../lib/CTownHandler.h"
#include "../lib/CBuildingHandler.h"
#include "../lib/spells/CSpellHandler.h"
#include "../lib/serializer/CTypeList.h"
#include "../lib/serializer/Connection.h"
#include "../lib/serializer/CLoadIntegrityValidator.h"
#include "../lib/NetPacks.h"
#include "../lib/VCMI_Lib.h"
#include "../lib/VCMIDirs.h"
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#include "../lib/mapping/CMap.h"
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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#include "../lib/mapping/CMapService.h"
#include "../lib/JsonNode.h"
#include "mapHandler.h"
#include "../lib/CConfigHandler.h"
#include "mainmenu/CMainMenu.h"
#include "mainmenu/CCampaignScreen.h"
#include "lobby/CBonusSelection.h"
#include "battle/CBattleInterface.h"
#include "../lib/CThreadHelper.h"
#include "../lib/registerTypes/RegisterTypes.h"
#include "gui/CGuiHandler.h"
#include "CMT.h"
#include "CServerHandler.h"
#include "../lib/ScriptHandler.h"
#include <vcmi/events/EventBus.h>
#ifdef VCMI_ANDROID
#include "lib/CAndroidVMHelper.h"
#endif
#ifdef VCMI_ANDROID
std::atomic_bool androidTestServerReadyFlag;
#endif
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ThreadSafeVector<int> CClient::waitingRequest;
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;
virtual ~CBaseForCLApply(){}
template<typename U> static CBaseForCLApply * getApplier(const U * t = nullptr)
{
return new CApplyOnCL<U>();
}
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};
template<typename T> class CApplyOnCL : public CBaseForCLApply
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{
public:
void applyOnClAfter(CClient * cl, void * pack) const override
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{
T * ptr = static_cast<T *>(pack);
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ptr->applyCl(cl);
}
void applyOnClBefore(CClient * cl, void * pack) const override
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{
T * ptr = static_cast<T *>(pack);
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ptr->applyFirstCl(cl);
}
};
template<> class CApplyOnCL<CPack>: public CBaseForCLApply
{
public:
void applyOnClAfter(CClient * cl, void * pack) const override
{
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logGlobal->error("Cannot apply on CL plain CPack!");
assert(0);
}
void applyOnClBefore(CClient * cl, void * pack) const override
{
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logGlobal->error("Cannot apply on CL plain CPack!");
assert(0);
}
};
CPlayerEnvironment::CPlayerEnvironment(PlayerColor player_, CClient * cl_, std::shared_ptr<CCallback> mainCallback_)
: player(player_),
cl(cl_),
mainCallback(mainCallback_)
{
}
const Services * CPlayerEnvironment::services() const
{
return VLC;
}
vstd::CLoggerBase * CPlayerEnvironment::logger() const
{
return logGlobal;
}
events::EventBus * CPlayerEnvironment::eventBus() const
{
return cl->eventBus();//always get actual value
}
const CPlayerEnvironment::BattleCb * CPlayerEnvironment::battle() const
{
return mainCallback.get();
}
const CPlayerEnvironment::GameCb * CPlayerEnvironment::game() const
{
return mainCallback.get();
}
CClient::CClient()
{
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waitingRequest.clear();
applier = std::make_shared<CApplier<CBaseForCLApply>>();
registerTypesClientPacks1(*applier);
registerTypesClientPacks2(*applier);
IObjectInterface::cb = this;
gs = nullptr;
}
CClient::~CClient()
{
IObjectInterface::cb = nullptr;
}
const Services * CClient::services() const
{
return VLC; //todo: this should be CGI
}
const CClient::BattleCb * CClient::battle() const
{
return this;
}
const CClient::GameCb * CClient::game() const
{
return this;
}
vstd::CLoggerBase * CClient::logger() const
{
return logGlobal;
}
events::EventBus * CClient::eventBus() const
{
return clientEventBus.get();
}
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void CClient::newGame(CGameState * initializedGameState)
{
CSH->th->update();
CMapService mapService;
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gs = initializedGameState ? initializedGameState : new CGameState();
gs->preInit(VLC);
logNetwork->trace("\tCreating gamestate: %i", CSH->th->getDiff());
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if(!initializedGameState)
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gs->init(&mapService, CSH->si.get(), settings["general"]["saveRandomMaps"].Bool());
logNetwork->trace("Initializing GameState (together): %d ms", CSH->th->getDiff());
initMapHandler();
reinitScripting();
initPlayerEnvironments();
initPlayerInterfaces();
}
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void CClient::loadGame(CGameState * initializedGameState)
{
logNetwork->info("Loading procedure started!");
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std::unique_ptr<CLoadFile> loader;
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if(initializedGameState)
{
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logNetwork->info("Game state was transferred over network, loading.");
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gs = initializedGameState;
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}
else
{
try
{
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boost::filesystem::path clientSaveName = *CResourceHandler::get("local")->getResourceName(ResourceID(CSH->si->mapname, EResType::CLIENT_SAVEGAME));
boost::filesystem::path controlServerSaveName;
if(CResourceHandler::get("local")->existsResource(ResourceID(CSH->si->mapname, EResType::SERVER_SAVEGAME)))
{
controlServerSaveName = *CResourceHandler::get("local")->getResourceName(ResourceID(CSH->si->mapname, EResType::SERVER_SAVEGAME));
}
else // create entry for server savegame. Triggered if save was made after launch and not yet present in res handler
{
controlServerSaveName = boost::filesystem::path(clientSaveName).replace_extension(".vsgm1");
CResourceHandler::get("local")->createResource(controlServerSaveName.string(), true);
}
if(clientSaveName.empty())
throw std::runtime_error("Cannot open client part of " + CSH->si->mapname);
if(controlServerSaveName.empty() || !boost::filesystem::exists(controlServerSaveName))
throw std::runtime_error("Cannot open server part of " + CSH->si->mapname);
{
CLoadIntegrityValidator checkingLoader(clientSaveName, controlServerSaveName, MINIMAL_SERIALIZATION_VERSION);
loadCommonState(checkingLoader);
loader = checkingLoader.decay();
}
}
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catch(std::exception & e)
{
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logGlobal->error("Cannot load game %s. Error: %s", CSH->si->mapname, e.what());
throw; //obviously we cannot continue here
}
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logNetwork->trace("Loaded common part of save %d ms", CSH->th->getDiff());
}
gs->preInit(VLC);
gs->updateOnLoad(CSH->si.get());
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logNetwork->info("Game loaded, initialize interfaces.");
initMapHandler();
reinitScripting();
initPlayerEnvironments();
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if(loader)
serialize(loader->serializer, loader->serializer.fileVersion);
initPlayerInterfaces();
}
void CClient::serialize(BinarySerializer & h, const int version)
{
assert(h.saving);
ui8 players = static_cast<ui8>(playerint.size());
h & players;
for(auto i = playerint.begin(); i != playerint.end(); i++)
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{
logGlobal->trace("Saving player %s interface", i->first);
assert(i->first == i->second->playerID);
h & i->first;
h & i->second->dllName;
h & i->second->human;
i->second->saveGame(h, version);
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}
#if SCRIPTING_ENABLED
if(version >= 800)
{
JsonNode scriptsState;
clientScripts->serializeState(h.saving, scriptsState);
h & scriptsState;
}
#endif
}
void CClient::serialize(BinaryDeserializer & h, const int version)
{
assert(!h.saving);
ui8 players = 0;
h & players;
for(int i = 0; i < players; i++)
{
std::string dllname;
PlayerColor pid;
bool isHuman = false;
auto prevInt = LOCPLINT;
h & pid;
h & dllname;
h & isHuman;
assert(dllname.length() == 0 || !isHuman);
if(pid == PlayerColor::NEUTRAL)
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{
logGlobal->trace("Neutral battle interfaces are not serialized.");
continue;
}
logGlobal->trace("Loading player %s interface", pid);
std::shared_ptr<CGameInterface> nInt;
if(dllname.length())
nInt = CDynLibHandler::getNewAI(dllname);
else
nInt = std::make_shared<CPlayerInterface>(pid);
nInt->dllName = dllname;
nInt->human = isHuman;
nInt->playerID = pid;
nInt->loadGame(h, version);
// Client no longer handle this player at all
if(!vstd::contains(CSH->getAllClientPlayers(CSH->c->connectionID), pid))
{
logGlobal->trace("Player %s is not belong to this client. Destroying interface", pid);
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}
else if(isHuman && !vstd::contains(CSH->getHumanColors(), pid))
{
logGlobal->trace("Player %s is no longer controlled by human. Destroying interface", pid);
}
else if(!isHuman && vstd::contains(CSH->getHumanColors(), pid))
{
logGlobal->trace("Player %s is no longer controlled by AI. Destroying interface", pid);
}
else
{
installNewPlayerInterface(nInt, pid);
continue;
}
nInt.reset();
LOCPLINT = prevInt;
}
#if SCRIPTING_ENABLED
{
JsonNode scriptsState;
h & scriptsState;
clientScripts->serializeState(h.saving, scriptsState);
}
#endif
logNetwork->trace("Loaded client part of save %d ms", CSH->th->getDiff());
}
void CClient::save(const std::string & fname)
{
if(gs->curB)
{
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logNetwork->error("Game cannot be saved during battle!");
return;
}
SaveGame save_game(fname);
sendRequest(&save_game, PlayerColor::NEUTRAL);
}
void CClient::endGame()
{
#if SCRIPTING_ENABLED
clientScripts.reset();
#endif
//suggest interfaces to finish their stuff (AI should interrupt any bg working threads)
for(auto & i : playerint)
i.second->finish();
GH.curInt = nullptr;
{
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boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
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logNetwork->info("Ending current game!");
if(GH.topInt())
{
GH.topInt()->deactivate();
}
GH.listInt.clear();
GH.objsToBlit.clear();
GH.statusbar = nullptr;
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logNetwork->info("Removed GUI.");
vstd::clear_pointer(const_cast<CGameInfo *>(CGI)->mh);
vstd::clear_pointer(gs);
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logNetwork->info("Deleted mapHandler and gameState.");
LOCPLINT = nullptr;
}
playerint.clear();
battleints.clear();
battleCallbacks.clear();
playerEnvironments.clear();
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logNetwork->info("Deleted playerInts.");
logNetwork->info("Client stopped.");
}
void CClient::initMapHandler()
{
// TODO: CMapHandler initialization can probably go somewhere else
// It's can't be before initialization of interfaces
// During loading CPlayerInterface from serialized state it's depend on MH
if(!settings["session"]["headless"].Bool())
{
const_cast<CGameInfo *>(CGI)->mh = new CMapHandler();
CGI->mh->map = gs->map;
logNetwork->trace("Creating mapHandler: %d ms", CSH->th->getDiff());
CGI->mh->init();
logNetwork->trace("Initializing mapHandler (together): %d ms", CSH->th->getDiff());
}
pathCache.clear();
}
void CClient::initPlayerEnvironments()
{
playerEnvironments.clear();
auto allPlayers = CSH->getAllClientPlayers(CSH->c->connectionID);
for(auto & color : allPlayers)
{
logNetwork->info("Preparing environment for player %s", color.getStr());
playerEnvironments[color] = std::make_shared<CPlayerEnvironment>(color, this, std::make_shared<CCallback>(gs, color, this));
}
if(settings["session"]["spectate"].Bool())
{
playerEnvironments[PlayerColor::SPECTATOR] = std::make_shared<CPlayerEnvironment>(PlayerColor::SPECTATOR, this, std::make_shared<CCallback>(gs, boost::none, this));
}
}
void CClient::initPlayerInterfaces()
{
for(auto & elem : gs->scenarioOps->playerInfos)
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{
PlayerColor color = elem.first;
if(!vstd::contains(CSH->getAllClientPlayers(CSH->c->connectionID), color))
continue;
if(!vstd::contains(playerint, color))
{
logNetwork->info("Preparing interface for player %s", color.getStr());
if(elem.second.isControlledByAI())
{
auto AiToGive = aiNameForPlayer(elem.second, false);
logNetwork->info("Player %s will be lead by %s", color.getStr(), AiToGive);
installNewPlayerInterface(CDynLibHandler::getNewAI(AiToGive), color);
}
else
{
logNetwork->info("Player %s will be lead by human", color.getStr());
installNewPlayerInterface(std::make_shared<CPlayerInterface>(color), color);
}
}
}
if(settings["session"]["spectate"].Bool())
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{
installNewPlayerInterface(std::make_shared<CPlayerInterface>(PlayerColor::SPECTATOR), PlayerColor::SPECTATOR, true);
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}
if(CSH->getAllClientPlayers(CSH->c->connectionID).count(PlayerColor::NEUTRAL))
installNewBattleInterface(CDynLibHandler::getNewBattleAI(settings["server"]["neutralAI"].String()), PlayerColor::NEUTRAL);
logNetwork->trace("Initialized player interfaces %d ms", CSH->th->getDiff());
}
std::string CClient::aiNameForPlayer(const PlayerSettings & ps, bool battleAI)
{
if(ps.name.size())
{
const boost::filesystem::path aiPath = VCMIDirs::get().fullLibraryPath("AI", ps.name);
if(boost::filesystem::exists(aiPath))
return ps.name;
}
return aiNameForPlayer(battleAI);
}
std::string CClient::aiNameForPlayer(bool battleAI)
{
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;
}
void CClient::installNewPlayerInterface(std::shared_ptr<CGameInterface> gameInterface, PlayerColor color, bool battlecb)
{
boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
playerint[color] = gameInterface;
logGlobal->trace("\tInitializing the interface for player %s", color.getStr());
auto cb = std::make_shared<CCallback>(gs, color, this);
battleCallbacks[color] = cb;
gameInterface->init(playerEnvironments.at(color), cb);
installNewBattleInterface(gameInterface, color, battlecb);
}
void CClient::installNewBattleInterface(std::shared_ptr<CBattleGameInterface> battleInterface, PlayerColor color, bool needCallback)
{
boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
battleints[color] = battleInterface;
if(needCallback)
{
logGlobal->trace("\tInitializing the battle interface for player %s", color.getStr());
auto cbc = std::make_shared<CBattleCallback>(color, this);
battleCallbacks[color] = cbc;
battleInterface->init(playerEnvironments.at(color), cbc);
}
}
void CClient::handlePack(CPack * pack)
{
CBaseForCLApply * apply = applier->getApplier(typeList.getTypeID(pack)); //find the applier
if(apply)
{
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boost::unique_lock<boost::recursive_mutex> guiLock(*CPlayerInterface::pim);
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apply->applyOnClBefore(this, pack);
logNetwork->trace("\tMade first apply on cl: %s", typeList.getTypeInfo(pack)->name());
gs->apply(pack);
logNetwork->trace("\tApplied on gs: %s", typeList.getTypeInfo(pack)->name());
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apply->applyOnClAfter(this, pack);
logNetwork->trace("\tMade second apply on cl: %s", typeList.getTypeInfo(pack)->name());
}
else
{
logNetwork->error("Message %s cannot be applied, cannot find applier!", typeList.getTypeInfo(pack)->name());
}
delete pack;
}
int CClient::sendRequest(const CPackForServer * request, PlayerColor player)
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{
static ui32 requestCounter = 0;
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ui32 requestID = requestCounter++;
logNetwork->trace("Sending a request \"%s\". It'll have an ID=%d.", typeid(*request).name(), requestID);
waitingRequest.pushBack(requestID);
request->requestID = requestID;
request->player = player;
CSH->c->sendPack(request);
if(vstd::contains(playerint, player))
playerint[player]->requestSent(request, requestID);
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return requestID;
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}
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void CClient::battleStarted(const BattleInfo * info)
{
setBattle(info);
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for(auto & battleCb : battleCallbacks)
{
if(vstd::contains_if(info->sides, [&](const SideInBattle& side) {return side.color == battleCb.first; })
|| battleCb.first >= PlayerColor::PLAYER_LIMIT)
{
battleCb.second->setBattle(info);
}
}
std::shared_ptr<CPlayerInterface> att, def;
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())
{
if(vstd::contains(playerint, leftSide.color) && playerint[leftSide.color]->human)
att = std::dynamic_pointer_cast<CPlayerInterface>(playerint[leftSide.color]);
if(vstd::contains(playerint, rightSide.color) && playerint[rightSide.color]->human)
def = std::dynamic_pointer_cast<CPlayerInterface>(playerint[rightSide.color]);
}
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if(!settings["session"]["headless"].Bool())
{
Rect battleIntRect((screen->w - 800)/2, (screen->h - 600)/2, 800, 600);
if(!!att || !!def)
{
boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
GH.pushIntT<CBattleInterface>(leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero, battleIntRect, att, def);
}
else if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
{
//TODO: This certainly need improvement
auto spectratorInt = std::dynamic_pointer_cast<CPlayerInterface>(playerint[PlayerColor::SPECTATOR]);
spectratorInt->cb->setBattle(info);
boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
GH.pushIntT<CBattleInterface>(leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero, battleIntRect, att, def, spectratorInt);
}
}
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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);
callBattleStart(rightSide.color, 1);
callBattleStart(PlayerColor::UNFLAGGABLE, 1);
if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
callBattleStart(PlayerColor::SPECTATOR, 1);
if(info->tacticDistance && vstd::contains(battleints, info->sides[info->tacticsSide].color))
{
boost::thread(&CClient::commenceTacticPhaseForInt, this, battleints[info->sides[info->tacticsSide].color]);
}
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}
void CClient::commenceTacticPhaseForInt(std::shared_ptr<CBattleGameInterface> battleInt)
{
setThreadName("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(gs->curB->playerToSide(battleInt->playerID).get()));
sendRequest(&ma, battleInt->playerID);
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}
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}
catch(...)
{
handleException();
}
}
void CClient::battleFinished()
{
stopAllBattleActions();
for(auto & side : gs->curB->sides)
if(battleCallbacks.count(side.color))
battleCallbacks[side.color]->setBattle(nullptr);
if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
battleCallbacks[PlayerColor::SPECTATOR]->setBattle(nullptr);
setBattle(nullptr);
}
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void CClient::startPlayerBattleAction(PlayerColor color)
{
stopPlayerBattleAction(color);
if(vstd::contains(battleints, color))
{
auto thread = std::make_shared<boost::thread>(std::bind(&CClient::waitForMoveAndSend, this, color));
playerActionThreads[color] = thread;
}
}
void CClient::stopPlayerBattleAction(PlayerColor color)
{
if(vstd::contains(playerActionThreads, color))
{
auto thread = playerActionThreads.at(color);
if(thread->joinable())
{
thread->interrupt();
thread->join();
}
playerActionThreads.erase(color);
}
}
void CClient::stopAllBattleActions()
{
while(!playerActionThreads.empty())
stopPlayerBattleAction(playerActionThreads.begin()->first);
}
void CClient::waitForMoveAndSend(PlayerColor color)
{
try
{
setThreadName("CClient::waitForMoveAndSend");
assert(vstd::contains(battleints, color));
BattleAction ba = battleints[color]->activeStack(gs->curB->battleGetStackByID(gs->curB->activeStack, false));
if(ba.actionType != EActionType::CANCEL)
{
logNetwork->trace("Send battle action to server: %s", ba.toString());
MakeAction temp_action(ba);
sendRequest(&temp_action, color);
}
}
catch(boost::thread_interrupted &)
{
logNetwork->debug("Wait for move thread was interrupted and no action will be send. Was a battle ended by spell?");
}
catch(...)
{
handleException();
}
}
void CClient::invalidatePaths()
{
boost::unique_lock<boost::mutex> pathLock(pathCacheMutex);
pathCache.clear();
}
std::shared_ptr<const CPathsInfo> CClient::getPathsInfo(const CGHeroInstance * h)
{
assert(h);
boost::unique_lock<boost::mutex> pathLock(pathCacheMutex);
auto iter = pathCache.find(h);
if(iter == std::end(pathCache))
{
std::shared_ptr<CPathsInfo> paths = std::make_shared<CPathsInfo>(getMapSize(), h);
gs->calculatePaths(h, *paths.get());
pathCache[h] = paths;
return paths;
}
else
{
return iter->second;
}
}
PlayerColor CClient::getLocalPlayer() const
{
if(LOCPLINT)
return LOCPLINT->playerID;
return getCurrentPlayer();
}
#if SCRIPTING_ENABLED
scripting::Pool * CClient::getGlobalContextPool() const
{
return clientScripts.get();
}
scripting::Pool * CClient::getContextPool() const
{
return clientScripts.get();
}
#endif
void CClient::reinitScripting()
{
clientEventBus = make_unique<events::EventBus>();
#if SCRIPTING_ENABLED
clientScripts.reset(new scripting::PoolImpl(this));
#endif
}
#ifdef VCMI_ANDROID
extern "C" JNIEXPORT void JNICALL Java_eu_vcmi_vcmi_NativeMethods_notifyServerClosed(JNIEnv * env, jobject cls)
{
logNetwork->info("Received server closed signal");
if (CSH) {
CSH->campaignServerRestartLock.setn(false);
}
}
extern "C" JNIEXPORT void JNICALL Java_eu_vcmi_vcmi_NativeMethods_notifyServerReady(JNIEnv * env, jobject cls)
{
2017-08-10 18:39:27 +02:00
logNetwork->info("Received server ready signal");
androidTestServerReadyFlag.store(true);
}
extern "C" JNIEXPORT bool JNICALL Java_eu_vcmi_vcmi_NativeMethods_tryToSaveTheGame(JNIEnv * env, jobject cls)
{
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logGlobal->info("Received emergency save game request");
if(!LOCPLINT || !LOCPLINT->cb)
{
return false;
}
LOCPLINT->cb->save("Saves/_Android_Autosave");
return true;
}
#endif