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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 "Global.h"
#include "Client.h"
#include "CGameInfo.h"
#include "CPlayerInterface.h"
#include "PlayerLocalState.h"
#include "CServerHandler.h"
#include "ClientNetPackVisitors.h"
#include "adventureMap/AdventureMapInterface.h"
#include "battle/BattleInterface.h"
#include "gui/CGuiHandler.h"
#include "gui/WindowHandler.h"
#include "mapView/mapHandler.h"
#include "../CCallback.h"
#include "../lib/CConfigHandler.h"
#include "../lib/gameState/CGameState.h"
#include "../lib/CPlayerState.h"
#include "../lib/CThreadHelper.h"
#include "../lib/VCMIDirs.h"
#include "../lib/UnlockGuard.h"
#include "../lib/battle/BattleInfo.h"
#include "../lib/serializer/Connection.h"
#include "../lib/mapping/CMapService.h"
#include "../lib/pathfinder/CGPathNode.h"
#include "../lib/filesystem/Filesystem.h"
#include <memory>
#include <vcmi/events/EventBus.h>
#if SCRIPTING_ENABLED
#include "../lib/ScriptHandler.h"
#endif
#ifdef VCMI_ANDROID
#include "lib/CAndroidVMHelper.h"
#endif
ThreadSafeVector<int> CClient::waitingRequest;
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 BattleID & battleID) const
{
return mainCallback->getBattle(battleID).get();
}
const CPlayerEnvironment::GameCb * CPlayerEnvironment::game() const
{
return mainCallback.get();
}
CClient::CClient()
{
waitingRequest.clear();
gs = nullptr;
}
CClient::~CClient() = default;
const Services * CClient::services() const
{
return VLC; //todo: this should be CGI
}
const CClient::BattleCb * CClient::battle(const BattleID & battleID) const
{
return nullptr; //todo?
}
const CClient::GameCb * CClient::game() const
{
return this;
}
vstd::CLoggerBase * CClient::logger() const
{
return logGlobal;
}
events::EventBus * CClient::eventBus() const
{
return clientEventBus.get();
}
void CClient::newGame(CGameState * initializedGameState)
{
CSH->th->update();
CMapService mapService;
assert(initializedGameState);
gs = initializedGameState;
gs->preInit(VLC, this);
logNetwork->trace("\tCreating gamestate: %i", CSH->th->getDiff());
if(!initializedGameState)
{
Load::ProgressAccumulator progressTracking;
gs->init(&mapService, CSH->si.get(), progressTracking, settings["general"]["saveRandomMaps"].Bool());
}
logNetwork->trace("Initializing GameState (together): %d ms", CSH->th->getDiff());
initMapHandler();
reinitScripting();
initPlayerEnvironments();
initPlayerInterfaces();
}
void CClient::loadGame(CGameState * initializedGameState)
{
logNetwork->info("Loading procedure started!");
logNetwork->info("Game state was transferred over network, loading.");
gs = initializedGameState;
gs->preInit(VLC, this);
gs->updateOnLoad(CSH->si.get());
logNetwork->info("Game loaded, initialize interfaces.");
initMapHandler();
reinitScripting();
initPlayerEnvironments();
initPlayerInterfaces();
}
void CClient::save(const std::string & fname)
{
if(!gs->currentBattles.empty())
{
logNetwork->error("Game cannot be saved during battle!");
return;
}
SaveGame save_game(fname);
sendRequest(save_game, PlayerColor::NEUTRAL);
}
void CClient::endNetwork()
{
if (CGI->mh)
CGI->mh->endNetwork();
if (CPlayerInterface::battleInt)
CPlayerInterface::battleInt->endNetwork();
for(auto & i : playerint)
{
auto interface = std::dynamic_pointer_cast<CPlayerInterface>(i.second);
if (interface)
interface->endNetwork();
}
}
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;
{
logNetwork->info("Ending current game!");
removeGUI();
CGI->mh.reset();
vstd::clear_pointer(gs);
logNetwork->info("Deleted mapHandler and gameState.");
}
CPlayerInterface::battleInt.reset();
playerint.clear();
battleints.clear();
battleCallbacks.clear();
playerEnvironments.clear();
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())
{
CGI->mh = std::make_shared<CMapHandler>(gs->map);
logNetwork->trace("Creating mapHandler: %d ms", CSH->th->getDiff());
}
pathCache.clear();
}
void CClient::initPlayerEnvironments()
{
playerEnvironments.clear();
auto allPlayers = CSH->getAllClientPlayers(CSH->logicConnection->connectionID);
bool hasHumanPlayer = false;
for(auto & color : allPlayers)
{
logNetwork->info("Preparing environment for player %s", color.toString());
playerEnvironments[color] = std::make_shared<CPlayerEnvironment>(color, this, std::make_shared<CCallback>(gs, color, this));
if(!hasHumanPlayer && gs->players[color].isHuman())
hasHumanPlayer = true;
}
if(!hasHumanPlayer && !settings["session"]["headless"].Bool())
{
Settings session = settings.write["session"];
session["spectate"].Bool() = true;
session["spectate-skip-battle-result"].Bool() = true;
session["spectate-ignore-hero"].Bool() = true;
}
if(settings["session"]["spectate"].Bool())
{
playerEnvironments[PlayerColor::SPECTATOR] = std::make_shared<CPlayerEnvironment>(PlayerColor::SPECTATOR, this, std::make_shared<CCallback>(gs, std::nullopt, this));
}
}
void CClient::initPlayerInterfaces()
{
for(auto & playerInfo : gs->scenarioOps->playerInfos)
{
PlayerColor color = playerInfo.first;
if(!vstd::contains(CSH->getAllClientPlayers(CSH->logicConnection->connectionID), color))
continue;
if(!vstd::contains(playerint, color))
{
logNetwork->info("Preparing interface for player %s", color.toString());
if(playerInfo.second.isControlledByAI() || settings["session"]["onlyai"].Bool())
{
bool alliedToHuman = false;
for(auto & allyInfo : gs->scenarioOps->playerInfos)
if (gs->getPlayerTeam(allyInfo.first) == gs->getPlayerTeam(playerInfo.first) && allyInfo.second.isControlledByHuman())
alliedToHuman = true;
auto AiToGive = aiNameForPlayer(playerInfo.second, false, alliedToHuman);
logNetwork->info("Player %s will be lead by %s", color.toString(), AiToGive);
installNewPlayerInterface(CDynLibHandler::getNewAI(AiToGive), color);
}
else
{
logNetwork->info("Player %s will be lead by human", color.toString());
installNewPlayerInterface(std::make_shared<CPlayerInterface>(color), color);
}
}
}
if(settings["session"]["spectate"].Bool())
{
installNewPlayerInterface(std::make_shared<CPlayerInterface>(PlayerColor::SPECTATOR), PlayerColor::SPECTATOR, true);
}
if(CSH->getAllClientPlayers(CSH->logicConnection->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, bool alliedToHuman) const
{
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, alliedToHuman);
}
std::string CClient::aiNameForPlayer(bool battleAI, bool alliedToHuman) const
{
const int sensibleAILimit = settings["session"]["oneGoodAI"].Bool() ? 1 : PlayerColor::PLAYER_LIMIT_I;
std::string goodAdventureAI = alliedToHuman ? settings["server"]["alliedAI"].String() : settings["server"]["playerAI"].String();
std::string goodBattleAI = settings["server"]["neutralAI"].String();
std::string goodAI = battleAI ? goodBattleAI : goodAdventureAI;
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)
{
playerint[color] = gameInterface;
logGlobal->trace("\tInitializing the interface for player %s", color.toString());
auto cb = std::make_shared<CCallback>(gs, color, this);
battleCallbacks[color] = cb;
gameInterface->initGameInterface(playerEnvironments.at(color), cb);
installNewBattleInterface(gameInterface, color, battlecb);
}
void CClient::installNewBattleInterface(std::shared_ptr<CBattleGameInterface> battleInterface, PlayerColor color, bool needCallback)
{
battleints[color] = battleInterface;
if(needCallback)
{
logGlobal->trace("\tInitializing the battle interface for player %s", color.toString());
auto cbc = std::make_shared<CBattleCallback>(color, this);
battleCallbacks[color] = cbc;
battleInterface->initBattleInterface(playerEnvironments.at(color), cbc);
}
}
void CClient::handlePack(CPackForClient & pack)
{
ApplyClientNetPackVisitor afterVisitor(*this, *gameState());
ApplyFirstClientNetPackVisitor beforeVisitor(*this, *gameState());
pack.visit(beforeVisitor);
logNetwork->trace("\tMade first apply on cl: %s", typeid(pack).name());
{
boost::unique_lock lock(CGameState::mutex);
gs->apply(pack);
}
logNetwork->trace("\tApplied on gs: %s", typeid(pack).name());
pack.visit(afterVisitor);
logNetwork->trace("\tMade second apply on cl: %s", typeid(pack).name());
}
int CClient::sendRequest(const CPackForServer & request, PlayerColor player)
{
static ui32 requestCounter = 1;
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->logicConnection->sendPack(request);
if(vstd::contains(playerint, player))
playerint[player]->requestSent(&request, requestID);
return requestID;
}
void CClient::battleStarted(const BattleInfo * info)
{
std::shared_ptr<CPlayerInterface> att;
std::shared_ptr<CPlayerInterface> def;
const auto & leftSide = info->getSide(BattleSide::LEFT_SIDE);
const auto & rightSide = info->getSide(BattleSide::RIGHT_SIDE);
for(auto & battleCb : battleCallbacks)
{
if(!battleCb.first.isValidPlayer() || battleCb.first == leftSide.color || battleCb.first == rightSide.color)
battleCb.second->onBattleStarted(info);
}
//If quick combat is not, do not prepare interfaces for battleint
auto callBattleStart = [&](PlayerColor color, BattleSide side)
{
if(vstd::contains(battleints, color))
battleints[color]->battleStart(info->battleID, leftSide.armyObject, rightSide.armyObject, info->tile, leftSide.hero, rightSide.hero, side, info->replayAllowed);
};
callBattleStart(leftSide.color, BattleSide::LEFT_SIDE);
callBattleStart(rightSide.color, BattleSide::RIGHT_SIDE);
callBattleStart(PlayerColor::UNFLAGGABLE, BattleSide::RIGHT_SIDE);
if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
callBattleStart(PlayerColor::SPECTATOR, BattleSide::RIGHT_SIDE);
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]);
//Remove player interfaces for auto battle (quickCombat option)
if((att && att->isAutoFightOn) || (def && def->isAutoFightOn))
{
auto endTacticPhaseIfEligible = [info](const CPlayerInterface * interface)
{
if (interface->cb->getBattle(info->battleID)->battleGetTacticDist())
{
auto side = interface->cb->getBattle(info->battleID)->playerToSide(interface->playerID);
if(interface->playerID == info->getSide(info->tacticsSide).color)
{
auto action = BattleAction::makeEndOFTacticPhase(side);
interface->cb->battleMakeTacticAction(info->battleID, action);
}
}
};
if(att && att->isAutoFightOn)
endTacticPhaseIfEligible(att.get());
else // def && def->isAutoFightOn
endTacticPhaseIfEligible(def.get());
att.reset();
def.reset();
}
if(!settings["session"]["headless"].Bool())
{
if(att || def)
{
CPlayerInterface::battleInt = std::make_shared<BattleInterface>(info->getBattleID(), leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero, 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->onBattleStarted(info);
CPlayerInterface::battleInt = std::make_shared<BattleInterface>(info->getBattleID(), leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero, att, def, spectratorInt);
}
}
if(info->tacticDistance)
{
auto tacticianColor = info->getSide(info->tacticsSide).color;
if (vstd::contains(battleints, tacticianColor))
battleints[tacticianColor]->yourTacticPhase(info->battleID, info->tacticDistance);
}
}
void CClient::battleFinished(const BattleID & battleID)
{
for(auto side : { BattleSide::ATTACKER, BattleSide::DEFENDER })
{
if(battleCallbacks.count(gs->getBattle(battleID)->getSide(side).color))
battleCallbacks[gs->getBattle(battleID)->getSide(side).color]->onBattleEnded(battleID);
}
if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
battleCallbacks[PlayerColor::SPECTATOR]->onBattleEnded(battleID);
}
void CClient::startPlayerBattleAction(const BattleID & battleID, PlayerColor color)
{
if (battleints.count(color) == 0)
return; // not our combat in MP
auto battleint = battleints.at(color);
if (!battleint->human)
{
// we want to avoid locking gamestate and causing UI to freeze while AI is making turn
auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
battleint->activeStack(battleID, gs->getBattle(battleID)->battleGetStackByID(gs->getBattle(battleID)->activeStack, false));
}
else
{
battleint->activeStack(battleID, gs->getBattle(battleID)->battleGetStackByID(gs->getBattle(battleID)->activeStack, false));
}
}
void CClient::updatePath(const ObjectInstanceID & id)
{
invalidatePaths();
auto hero = getHero(id);
updatePath(hero);
}
void CClient::updatePath(const CGHeroInstance * hero)
{
if(LOCPLINT && hero)
LOCPLINT->localState->verifyPath(hero);
}
void CClient::invalidatePaths()
{
boost::unique_lock<boost::mutex> pathLock(pathCacheMutex);
pathCache.clear();
}
vstd::RNG & CClient::getRandomGenerator()
{
// Client should use CRandomGenerator::getDefault() for UI logic
// Gamestate should never call this method on client!
throw std::runtime_error("Illegal access to random number generator from client code!");
}
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))
{
auto paths = std::make_shared<CPathsInfo>(getMapSize(), h);
gs->calculatePaths(h, *paths.get());
pathCache[h] = paths;
return paths;
}
else
{
return iter->second;
}
}
#if SCRIPTING_ENABLED
scripting::Pool * CClient::getGlobalContextPool() const
{
return clientScripts.get();
}
#endif
void CClient::reinitScripting()
{
clientEventBus = std::make_unique<events::EventBus>();
#if SCRIPTING_ENABLED
clientScripts.reset(new scripting::PoolImpl(this));
#endif
}
void CClient::removeGUI() const
{
// CClient::endGame
GH.curInt = nullptr;
GH.windows().clear();
adventureInt.reset();
logGlobal->info("Removed GUI.");
LOCPLINT = nullptr;
}
#ifdef VCMI_ANDROID
extern "C" JNIEXPORT jboolean JNICALL Java_eu_vcmi_vcmi_NativeMethods_tryToSaveTheGame(JNIEnv * env, jclass cls)
{
boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
logGlobal->info("Received emergency save game request");
if(!LOCPLINT || !LOCPLINT->cb)
{
logGlobal->info("... but no active player interface found!");
return false;
}
if (!CSH || !CSH->logicConnection)
{
logGlobal->info("... but no active connection found!");
return false;
}
LOCPLINT->cb->save("Saves/_Android_Autosave");
return true;
}
#endif