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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>
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#undef DLL_EXPORT
#define DLL_EXPORT
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#include "../lib/RegisterTypes.cpp"
extern std::string NAME;
namespace intpr = boost::interprocess;
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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;
};
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);
}
};
class CCLApplier
{
public:
std::map<ui16,CBaseForCLApply*> apps;
CCLApplier()
{
registerTypes2(*this);
}
template<typename T> void registerType(const T * t=NULL)
{
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ui16 ID = typeList.registerType(t);
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apps[ID] = new CApplyOnCL<T>;
}
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} *applier = NULL;
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void CClient::init()
{
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applier = new CCLApplier;
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)
{
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delete applier;
delete shared;
}
void CClient::waitForMoveAndSend(int color)
{
try
{
BattleAction ba = playerint[color]->activeStack(gs->curB->activeStack);
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*serv << &MakeAction(ba);
return;
}HANDLE_EXCEPTION
tlog1 << "We should not be here!" << std::endl;
}
void CClient::run()
{
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CPack *pack;
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while(1)
{
tlog5 << "Listening... ";
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*serv >> pack;
tlog5 << "\treceived server message of type " << typeid(*pack).name() << std::endl;
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CBaseForCLApply *apply = applier->apps[typeList.getTypeID(pack)];
if(apply)
{
apply->applyOnClBefore(this,pack);
tlog5 << "\tMade first apply on cl\n";
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gs->apply(pack);
tlog5 << "\tApplied on gs\n";
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apply->applyOnClAfter(this,pack);
tlog5 << "\tMade second apply on cl\n";
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}
else
{
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tlog5 << "Message cannot be applied, cannot find applier!\n";
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}
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delete pack;
pack = NULL;
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}
}
void CClient::close()
{
if(!serv)
return;
tlog3 << "Connection has been requested to be closed.\n";
boost::unique_lock<boost::mutex>(*serv->wmx);
*serv << &CloseServer();
tlog3 << "Sent closing signal to the server\n";
serv->close();
tlog3 << "Our socket has been closed.\n";
}
void CClient::save(const std::string & fname)
{
if(gs->curB)
{
tlog1 << "Game cannot be saved during battle!\n";
return;
}
*serv << &SaveGame(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);
}
}
template <typename Handler>
void CClient::serialize( Handler &h, const int version )
{
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;
if(dllname.length())
{
CCallback *callback = new CCallback(gs,pid,this);
callbacks.insert(callback);
playerint[pid] = CAIHandler::getNewAI(callback,dllname);
playerint[pid]->init(callback);
}
}
}
}
template void CClient::serialize( CISer<CLoadFile> &h, const int version );
template void CClient::serialize( COSer<CSaveFile> &h, const int version );