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vcmi/client/Client.cpp

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#include "../CCallback.h"
#include "../CConsoleHandler.h"
#include "../CGameInfo.h"
#include "../CGameState.h"
#include "../CPlayerInterface.h"
#include "../StartInfo.h"
#include "../hch/CArtHandler.h"
#include "../hch/CDefObjInfoHandler.h"
#include "../hch/CGeneralTextHandler.h"
#include "../hch/CHeroHandler.h"
#include "../hch/CTownHandler.h"
#include "../hch/CObjectHandler.h"
#include "../hch/CBuildingHandler.h"
#include "../hch/CSpellHandler.h"
#include "../lib/Connection.h"
#include "../lib/Interprocess.h"
#include "../lib/NetPacks.h"
#include "../lib/VCMI_Lib.h"
#include "../map.h"
#include "../mapHandler.h"
#include "CConfigHandler.h"
#include "Client.h"
#include <boost/bind.hpp>
#include <boost/foreach.hpp>
#include <boost/thread.hpp>
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#include <boost/thread/shared_mutex.hpp>
#include <sstream>
CSharedCond<std::set<IPack*> > mess(new std::set<IPack*>);
extern std::string NAME;
namespace intpr = boost::interprocess;
void CClient::init()
{
IObjectInterface::cb = this;
serv = NULL;
gs = NULL;
cb = NULL;
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try
{
shared = new SharedMem();
} HANDLE_EXCEPTION
}
CClient::CClient(void)
{
init();
}
CClient::CClient(CConnection *con, StartInfo *si)
{
init();
newGame(con,si);
}
CClient::~CClient(void)
{
delete shared;
}
void CClient::process(int what)
{
static BattleAction curbaction;
switch (what)
{
case 95: //system message
{
std::string m;
*serv >> m;
tlog4 << "System message from server: " << m << std::endl;
break;
}
case 100: //one of our interfaces has turn
{
ui8 player;
*serv >> player;//who?
tlog5 << "It's turn of "<<(unsigned)player<<" player."<<std::endl;
gs->currentPlayer = player;
boost::thread(boost::bind(&CGameInterface::yourTurn,playerint[player]));
break;
}
case 101:
{
NewTurn n;
*serv >> n;
tlog5 << "New day: "<<(unsigned)n.day<<". Applying changes... ";
gs->apply(&n);
tlog5 << "done!"<<std::endl;
break;
}
case 102: //set resource amount
{
SetResource sr;
*serv >> sr;
tlog5 << "Set amount of "<<CGI->generaltexth->restypes[sr.resid]
<< " of player "<<(unsigned)sr.player <<" to "<<sr.val<<std::endl;
gs->apply(&sr);
playerint[sr.player]->receivedResource(sr.resid,sr.val);
break;
}
case 103: //show info dialog
{
InfoWindow iw;
*serv >> iw;
std::vector<Component*> comps;
for(size_t i=0;i<iw.components.size();i++) {
comps.push_back(&iw.components[i]);
}
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std::string str = toString(iw.text);
playerint[iw.player]->showInfoDialog(str,comps);
break;
}
case 104:
{
SetResources sr;
*serv >> sr;
tlog5 << "Set amount of resources of player "<<(unsigned)sr.player<<std::endl;
gs->apply(&sr);
playerint[sr.player]->receivedResource(-1,-1);
break;
}
case 105:
{
SetPrimSkill sps;
*serv >> sps;
tlog5 << "Changing hero primary skill"<<std::endl;
gs->apply(&sps);
playerint[gs->getHero(sps.id)->tempOwner]->heroPrimarySkillChanged(gs->getHero(sps.id),sps.which,sps.val);
break;
}
case 106:
{
SetSecSkill sr;
*serv >> sr;
tlog5 << "Changing hero secondary skill"<<std::endl;
gs->apply(&sr);
//TODO? - maybe inform interfaces
break;
}
case 107:
{
ShowInInfobox sii;
*serv >> sii;
SComponent sc(sii.c);
sc.description = toString(sii.text);
if(playerint[sii.player]->human)
static_cast<CPlayerInterface*>(playerint[sii.player])->showComp(sc);
break;
}
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case 108:
{
HeroVisitCastle vc;
*serv >> vc;
gs->apply(&vc);
if(vc.start() && !vc.garrison() && vstd::contains(playerint,gs->getHero(vc.hid)->tempOwner))
{
playerint[gs->getHero(vc.hid)->tempOwner]->heroVisitsTown(gs->getHero(vc.hid),gs->getTown(vc.tid));
}
break;
}
case 109:
{
ChangeSpells vc;
*serv >> vc;
tlog5 << "Changing spells of hero "<<vc.hid<<std::endl;
gs->apply(&vc);
break;
}
case 110:
{
SetMana sm;
*serv >> sm;
tlog5 << "Setting mana value of hero "<<sm.hid<<" to "<<sm.val<<std::endl;
gs->apply(&sm);
CGHeroInstance *h = gs->getHero(sm.hid);
if(vstd::contains(playerint,h->tempOwner))
playerint[h->tempOwner]->heroManaPointsChanged(h);
break;
}
case 111:
{
SetMovePoints smp;
*serv >> smp;
tlog5 << "Setting movement points of hero "<<smp.hid<<" to "<<smp.val<<std::endl;
gs->apply(&smp);
CGHeroInstance *h = gs->getHero(smp.hid);
if(vstd::contains(playerint,h->tempOwner))
playerint[h->tempOwner]->heroMovePointsChanged(h);
break;
}
case 112:
{
FoWChange fc;
*serv >> fc;
tlog5 << "Changing FoW of player "<<(int)fc.player<<std::endl;
gs->apply(&fc);
if(!vstd::contains(playerint,fc.player))
break;
if(fc.mode)
playerint[fc.player]->tileRevealed(fc.tiles);
else
playerint[fc.player]->tileHidden(fc.tiles);
break;
}
case 113:
{
SetAvailableHeroes sav;
*serv >> sav;
tlog5 << "Setting available heroes for player "<<(int)sav.player<<std::endl;
gs->apply(&sav);
break;
}
case 115:
{
GiveBonus gb;
*serv >> gb;
tlog5 << "Hero receives bonus\n";
gs->apply(&gb);
break;
}
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case 500:
{
RemoveObject rh;
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*serv >> rh;
CGObjectInstance *obj = gs->map->objects[rh.id];
CGI->mh->removeObject(obj);
gs->apply(&rh);
if(obj->ID == 34)
{
CGHeroInstance *h = static_cast<CGHeroInstance*>(obj);
tlog5 << "Removing hero with id = "<<(unsigned)rh.id<<std::endl;
playerint[h->tempOwner]->heroKilled(h);
}
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break;
}
case 501: //hero movement response - we have to notify interfaces and callback
{
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TryMoveHero *th = new TryMoveHero; //will be deleted by callback after processing
*serv >> *th;
tlog5 << "HeroMove: id="<<th->id<<"\tResult: "<<(unsigned)th->result<<"\tPosition "<<th->end<<std::endl;
HeroMoveDetails hmd(th->start,th->end,static_cast<CGHeroInstance*>(gs->map->objects[th->id]));
hmd.style = th->result-1;
hmd.successful = th->result;
if(th->result>1)
CGI->mh->removeObject(hmd.ho);
gs->apply(th);
if(th->result>1)
CGI->mh->printObject(hmd.ho);
int player = gs->map->objects[th->id]->getOwner();
if(playerint[player])
{
playerint[player]->tileRevealed(th->fowRevealed);
//std::for_each(th->fowRevealed.begin(),th->fowRevealed.end(),boost::bind(&CGameInterface::tileRevealed,playerint[player],_1));
}
//notify interfaces about move
for(std::map<ui8, CGameInterface*>::iterator i=playerint.begin();i!=playerint.end();i++)
{
if(i->first >= PLAYER_LIMIT) continue;
if(gs->players[i->first].fogOfWarMap[th->start.x-1][th->start.y][th->start.z] || gs->players[i->first].fogOfWarMap[th->end.x-1][th->end.y][th->end.z])
{
i->second->heroMoved(hmd);
}
}
//add info for callback
if(th->result<2)
{
mess.mx->lock();
mess.res->insert(th);
mess.mx->unlock();
mess.cv->notify_all();
}
break;
}
case 502:
{
SetGarrisons sg;
*serv >> sg;
tlog5 << "Setting garrisons." << std::endl;
gs->apply(&sg);
for(std::map<ui32,CCreatureSet>::iterator i = sg.garrs.begin(); i!=sg.garrs.end(); i++)
playerint[gs->map->objects[i->first]->tempOwner]->garrisonChanged(gs->map->objects[i->first]);
break;
}
case 503:
{
//SetStrInfo ssi;
//*serv >> ssi;
//gs->apply(&ssi);
//TODO: notify interfaces
break;
}
case 504:
{
NewStructures ns;
*serv >> ns;
CGTownInstance *town = static_cast<CGTownInstance*>(gs->map->objects[ns.tid]);
tlog5 << "New structure(s) in " << ns.tid <<" " << town->name << " - " << *ns.bid.begin() << std::endl;
gs->apply(&ns);
BOOST_FOREACH(si32 bid, ns.bid)
{
if(bid==13) //for or capitol
{
town->defInfo = gs->capitols[town->subID];
}
if(bid ==7)
{
town->defInfo = gs->forts[town->subID];
}
playerint[town->tempOwner]->buildChanged(town,bid,1);
}
break;
}
case 506:
{
SetAvailableCreatures ns;
*serv >> ns;
tlog5 << "Setting available creatures in " << ns.tid << std::endl;
gs->apply(&ns);
CGTownInstance *t = gs->getTown(ns.tid);
if(vstd::contains(playerint,t->tempOwner))
playerint[t->tempOwner]->availableCreaturesChanged(t);
break;
}
case 508:
{
SetHeroesInTown inTown;
*serv >> inTown;
tlog5 << "Setting heroes in town " << inTown.tid << std::endl;
gs->apply(&inTown);
CGTownInstance *t = gs->getTown(inTown.tid);
if(vstd::contains(playerint,t->tempOwner))
playerint[t->tempOwner]->heroInGarrisonChange(t);
break;
}
case 509:
{
SetHeroArtifacts sha;
*serv >> sha;
tlog5 << "Setting artifacts of hero " << sha.hid << std::endl;
gs->apply(&sha);
CGHeroInstance *t = gs->getHero(sha.hid);
if(vstd::contains(playerint,t->tempOwner))
playerint[t->tempOwner]->heroArtifactSetChanged(t);
break;
}
case 513:
{
ui8 color;
std::string message;
*serv >> color >> message;
tlog4 << "Player "<<(int)color<<" sends a message: " << message << std::endl;
break;
}
case 514:
{
SetSelection ss;
*serv >> ss;
tlog5 << "Selection of player " << (int)ss.player << " set to " << ss.id << std::endl;
gs->apply(&ss);
break;
}
case 515:
{
HeroRecruited hr;
*serv >> hr;
tlog5 << "New hero bought\n";
CGHeroInstance *h = gs->hpool.heroesPool[hr.hid];
gs->apply(&hr);
CGI->mh->initHeroDef(h);
//CGI->mh->printObject(h);
playerint[h->tempOwner]->heroCreated(h);
playerint[h->tempOwner]->heroInGarrisonChange(gs->getTown(hr.tid));
break;
}
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case 1001:
{
SetObjectProperty sop;
*serv >> sop;
tlog5 << "Setting " << (unsigned)sop.what << " property of " << sop.id <<" object to "<<sop.val<<std::endl;
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gs->apply(&sop);
break;
}
case 1002:
{
SetHoverName shn;
*serv >> shn;
tlog5 << "Setting a name of " << shn.id <<" object to "<< toString(shn.name) <<std::endl;
gs->apply(&shn);
break;
}
case 2000:
{
HeroLevelUp bs;
*serv >> bs;
tlog5 << "Hero levels up!" <<std::endl;
gs->apply(&bs);
CGHeroInstance *h = gs->getHero(bs.heroid);
if(vstd::contains(playerint,h->tempOwner))
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{
boost::function<void(ui32)> callback = boost::function<void(ui32)>(boost::bind(&CCallback::selectionMade,LOCPLINT->cb,_1,bs.id));
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playerint[h->tempOwner]->heroGotLevel((const CGHeroInstance *)h,(int)bs.primskill,bs.skills, callback);
}
break;
}
case 2001:
{
SelectionDialog sd;
*serv >> sd;
tlog5 << "Showing selection dialog " <<std::endl;
std::vector<Component*> comps;
for(size_t i=0; i < sd.components.size(); ++i) {
comps.push_back(&sd.components[i]);
}
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std::string str = toString(sd.text);
playerint[sd.player]->showSelDialog(str,comps,sd.id);
break;
}
case 2002:
{
YesNoDialog ynd;
*serv >> ynd;
tlog5 << "Showing yes/no dialog " <<std::endl;
std::vector<Component*> comps;
for(size_t i=0; i < ynd.components.size(); ++i) {
comps.push_back(&ynd.components[i]);
}
std::string str = toString(ynd.text);
playerint[ynd.player]->showYesNoDialog(str,comps,ynd.id);
break;
}
case 3000:
{
BattleStart bs;
*serv >> bs; //uses new to allocate memory for battleInfo - must be deleted when battle is over
tlog5 << "Starting battle!" <<std::endl;
gs->apply(&bs);
if(playerint.find(gs->curB->side1) != playerint.end())
playerint[gs->curB->side1]->battleStart(&gs->curB->army1, &gs->curB->army2, gs->curB->tile, gs->getHero(gs->curB->hero1), gs->getHero(gs->curB->hero2), 0);
if(playerint.find(gs->curB->side2) != playerint.end())
playerint[gs->curB->side2]->battleStart(&gs->curB->army1, &gs->curB->army2, gs->curB->tile, gs->getHero(gs->curB->hero1), gs->getHero(gs->curB->hero2), 1);
break;
}
case 3001:
{
BattleNextRound bnr;
*serv >> bnr;
tlog5 << "Round nr " << bnr.round <<std::endl;
gs->apply(&bnr);
//tell players about next round
if(playerint.find(gs->curB->side1) != playerint.end())
playerint[gs->curB->side1]->battleNewRound(bnr.round);
if(playerint.find(gs->curB->side2) != playerint.end())
playerint[gs->curB->side2]->battleNewRound(bnr.round);
break;
}
case 3002:
{
BattleSetActiveStack sas;
*serv >> sas;
tlog5 << "Active stack: " << sas.stack <<std::endl;
gs->apply(&sas);
int owner = gs->curB->getStack(sas.stack)->owner;
boost::thread(boost::bind(&CClient::waitForMoveAndSend,this,owner));
break;
}
case 3003:
{
BattleResult br;
*serv >> br;
tlog5 << "Battle ends. Winner: " << (unsigned)br.winner<< ". Type of end: "<< (unsigned)br.result <<std::endl;
if(playerint.find(gs->curB->side1) != playerint.end())
playerint[gs->curB->side1]->battleEnd(&br);
if(playerint.find(gs->curB->side2) != playerint.end())
playerint[gs->curB->side2]->battleEnd(&br);
gs->apply(&br);
break;
}
case 3004:
{
BattleStackMoved br;
*serv >> br;
tlog5 << "Stack "<<br.stack <<" moves to the tile "<<br.tile<<std::endl;
if(playerint.find(gs->curB->side1) != playerint.end())
playerint[gs->curB->side1]->battleStackMoved(br.stack,br.tile);
if(playerint.find(gs->curB->side2) != playerint.end())
playerint[gs->curB->side2]->battleStackMoved(br.stack,br.tile);
gs->apply(&br);
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break;
}
case 3005:
{
BattleStackAttacked bsa;
*serv >> bsa;
gs->apply(&bsa);
if(playerint.find(gs->curB->side1) != playerint.end())
playerint[gs->curB->side1]->battleStackAttacked(&bsa);
if(playerint.find(gs->curB->side2) != playerint.end())
playerint[gs->curB->side2]->battleStackAttacked(&bsa);
break;
}
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case 3006:
{
BattleAttack ba;
*serv >> ba;
tlog5 << "Stack: " << ba.stackAttacking << " is attacking stack "<< ba.bsa.stackAttacked <<std::endl;
if(playerint.find(gs->curB->side1) != playerint.end())
playerint[gs->curB->side1]->battleAttack(&ba);
if(playerint.find(gs->curB->side2) != playerint.end())
playerint[gs->curB->side2]->battleAttack(&ba);
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gs->apply(&ba);
if(playerint.find(gs->curB->side1) != playerint.end())
playerint[gs->curB->side1]->battleStackAttacked(&ba.bsa);
if(playerint.find(gs->curB->side2) != playerint.end())
playerint[gs->curB->side2]->battleStackAttacked(&ba.bsa);
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break;
}
case 3007:
{
*serv >> curbaction;
tlog5 << "Action started. ID: " << (int)curbaction.actionType << ". Destination: "<< curbaction.destinationTile <<std::endl;
if(playerint.find(gs->curB->side1) != playerint.end())
playerint[gs->curB->side1]->actionStarted(&curbaction);
if(playerint.find(gs->curB->side2) != playerint.end())
playerint[gs->curB->side2]->actionStarted(&curbaction);
gs->apply(&StartAction(curbaction));
break;
}
case 3008:
{
tlog5 << "Action ended!\n";
if(!gs->curB)
{
tlog2 << "There is no battle state!\n";
break;
}
if(playerint.find(gs->curB->side1) != playerint.end())
playerint[gs->curB->side1]->actionFinished(&curbaction);
if(playerint.find(gs->curB->side2) != playerint.end())
playerint[gs->curB->side2]->actionFinished(&curbaction);
break;
}
case 3009:
{
tlog5 << "Spell casted!\n";
SpellCasted sc;
*serv >> sc;
gs->apply(&sc);
if(playerint.find(gs->curB->side1) != playerint.end())
playerint[gs->curB->side1]->battleSpellCasted(&sc);
if(playerint.find(gs->curB->side2) != playerint.end())
playerint[gs->curB->side2]->battleSpellCasted(&sc);
break;
}
case 3010:
{
tlog5 << "Effect set!\n";
SetStackEffect sse;
*serv >> sse;
gs->apply(&sse);
SpellCasted sc;
sc.id = sse.effect.id;
sc.side = 3; //doesn't matter
sc.skill = sse.effect.level;
sc.tile = gs->curB->getStack(sse.stack)->position;
if(playerint.find(gs->curB->side1) != playerint.end())
playerint[gs->curB->side1]->battleSpellCasted(&sc);
if(playerint.find(gs->curB->side2) != playerint.end())
playerint[gs->curB->side2]->battleSpellCasted(&sc);
break;
}
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case 9999:
break;
default:
{
std::ostringstream ex;
ex << "Not supported server message (type=" << what <<")";
throw ex.str();
}
}
}
void CClient::waitForMoveAndSend(int color)
{
try
{
BattleAction ba = playerint[color]->activeStack(gs->curB->activeStack);
*serv << ui16(3002) << ba;
return;
}HANDLE_EXCEPTION
tlog1 << "We should not be here!" << std::endl;
}
void CClient::run()
{
try
{
ui16 typ;
while(1)
{
*serv >> typ;
process(typ);
}
} HANDLE_EXCEPTION
}
void CClient::close()
{
if(!serv)
return;
tlog3 << "Connection has been requested to be closed.\n";
boost::unique_lock<boost::mutex>(*serv->wmx);
*serv << ui16(99);
tlog3 << "Sent closing signal to the server\n";
serv->close();
tlog3 << "Our socket has been closed.\n";
}
void CClient::save(const std::string & fname)
{
*serv << ui16(98) << fname;
}
void CClient::load( const std::string & fname )
{
tlog0 <<"\n\nLoading procedure started!\n\n";
timeHandler tmh;
close(); //kill server
tlog0 <<"Sent kill signal to the server: "<<tmh.getDif()<<std::endl;
VLC->clear(); //delete old handlers
delete CGI->mh;
delete CGI->state;
//TODO: del callbacks
for(std::map<ui8,CGameInterface *>::iterator i = playerint.begin(); i!=playerint.end(); i++)
{
delete i->second; //delete player interfaces
}
tlog0 <<"Deleting old data: "<<tmh.getDif()<<std::endl;
char portc[10];
SDL_itoa(conf.cc.port,portc,10);
runServer(portc); //create new server
tlog0 <<"Restarting server: "<<tmh.getDif()<<std::endl;
{
ui32 ver;
char sig[8];
CMapHeader dum;
CGI->mh = new CMapHandler();
CLoadFile lf(fname + ".vlgm1");
lf >> sig >> ver >> dum >> *sig;
tlog0 <<"Reading save signature: "<<tmh.getDif()<<std::endl;
lf >> *VLC;
CGI->setFromLib();
tlog0 <<"Reading handlers: "<<tmh.getDif()<<std::endl;
lf >> gs;
tlog0 <<"Reading gamestate: "<<tmh.getDif()<<std::endl;
CGI->state = gs;
CGI->mh->map = gs->map;
CGI->mh->init();
tlog0 <<"Initing maphandler: "<<tmh.getDif()<<std::endl;
}
waitForServer();
tlog0 <<"Waiting for server: "<<tmh.getDif()<<std::endl;
serv = new CConnection(conf.cc.server,portc,NAME);
tlog0 <<"Setting up connection: "<<tmh.getDif()<<std::endl;
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";
*serv << ui8(gs->scenarioOps->playerInfos.size()+1); //number of players + neutral
for(size_t i=0;i<gs->scenarioOps->playerInfos.size();i++)
{
*serv << ui8(gs->scenarioOps->playerInfos[i].color); //players
}
*serv << ui8(255); // neutrals
tlog0 <<"Sent info to server: "<<tmh.getDif()<<std::endl;
for (size_t i=0; i<gs->scenarioOps->playerInfos.size();++i) //initializing interfaces for players
{
ui8 color = gs->scenarioOps->playerInfos[i].color;
CCallback *cb = new CCallback(gs,color,this);
if(!gs->scenarioOps->playerInfos[i].human) {
playerint[color] = static_cast<CGameInterface*>(CAIHandler::getNewAI(cb,conf.cc.defaultAI));
}
else {
playerint[color] = new CPlayerInterface(color,i);
}
gs->currentPlayer = color;
playerint[color]->init(cb);
tlog0 <<"Setting up interface for player "<< (int)color <<": "<<tmh.getDif()<<std::endl;
}
playerint[255] = CAIHandler::getNewAI(cb,conf.cc.defaultAI);
playerint[255]->init(new CCallback(gs,255,this));
tlog0 <<"Setting up interface for neutral \"player\"" << tmh.getDif() << std::endl;
}
int CClient::getCurrentPlayer()
{
return gs->currentPlayer;
}
int CClient::getSelectedHero()
{
return IGameCallback::getSelectedHero(getCurrentPlayer())->id;
}
void CClient::newGame( CConnection *con, StartInfo *si )
{
timeHandler tmh;
CGI->state = new CGameState();
tlog0 <<"\tGamestate: "<<tmh.getDif()<<std::endl;
serv = con;
CConnection &c(*con);
////////////////////////////////////////////////////
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";
c << ui8(si->playerInfos.size()+1); //number of players + neutral
for(size_t i=0;i<si->playerInfos.size();i++)
{
c << ui8(si->playerInfos[i].color); //players
}
c << ui8(255); // neutrals
ui32 seed, sum;
std::string mapname;
c >> mapname >> sum >> seed;
tlog0 <<"\tSending/Getting info to/from the server: "<<tmh.getDif()<<std::endl;
Mapa * mapa = new Mapa(mapname);
tlog0 <<"Reading and detecting map file (together): "<<tmh.getDif()<<std::endl;
tlog0 << "\tServer checksum for "<<mapname <<": "<<sum << std::endl;
tlog0 << "\tOur checksum for the map: "<< mapa->checksum << std::endl;
if(mapa->checksum != sum)
{
tlog1 << "Wrong map checksum!!!" << std::endl;
throw std::string("Wrong checksum");
}
tlog0 << "\tUsing random seed: "<<seed << std::endl;
gs = CGI->state;
gs->scenarioOps = si;
gs->init(si,mapa,seed);
CGI->mh = new CMapHandler();
tlog0 <<"Initializing GameState (together): "<<tmh.getDif()<<std::endl;
CGI->mh->map = mapa;
tlog0 <<"Creating mapHandler: "<<tmh.getDif()<<std::endl;
CGI->mh->init();
tlog0 <<"Initializing mapHandler (together): "<<tmh.getDif()<<std::endl;
for (size_t i=0; i<CGI->state->scenarioOps->playerInfos.size();++i) //initializing interfaces for players
{
ui8 color = gs->scenarioOps->playerInfos[i].color;
CCallback *cb = new CCallback(gs,color,this);
if(!gs->scenarioOps->playerInfos[i].human) {
playerint[color] = static_cast<CGameInterface*>(CAIHandler::getNewAI(cb,conf.cc.defaultAI));
}
else {
playerint[color] = new CPlayerInterface(color,i);
}
gs->currentPlayer = color;
playerint[color]->init(cb);
}
playerint[255] = CAIHandler::getNewAI(cb,conf.cc.defaultAI);
playerint[255]->init(new CCallback(gs,255,this));
}
void CClient::runServer(const char * portc)
{
static std::string comm = std::string(SERVER_NAME) + " " + portc + " > server_log.txt"; //needs to be static, if not - will be probably destroyed before new thread reads it
boost::thread servthr(boost::bind(system,comm.c_str())); //runs server executable; //TODO: will it work on non-windows platforms?
}
void CClient::waitForServer()
{
intpr::scoped_lock<intpr::interprocess_mutex> slock(shared->sr->mutex);
while(!shared->sr->ready)
{
shared->sr->cond.wait(slock);
}
}