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vcmi/client/Client.cpp

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#include "StdInc.h"
#include "CMusicHandler.h"
#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/BattleState.h"
#include "../lib/CModHandler.h"
#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"
#include "../lib/Connection.h"
#include "../lib/Interprocess.h"
#include "../lib/NetPacks.h"
#include "../lib/VCMI_Lib.h"
#include "../lib/VCMIDirs.h"
#include "../lib/Mapping/CMap.h"
#include "../lib/JsonNode.h"
#include "mapHandler.h"
#include "../lib/CConfigHandler.h"
#include "Client.h"
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#include "CPreGame.h"
#include "BattleInterface/CBattleInterface.h"
#include "../lib/CThreadHelper.h"
#include "../lib/CScriptingModule.h"
#include "../lib/RegisterTypes.h"
#include "UIFramework/CGuiHandler.h"
extern std::string NAME;
namespace intpr = boost::interprocess;
/*
* 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
*
*/
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=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()
{
hotSeat = false;
connectionHandler = NULL;
pathInfo = NULL;
applier = new CApplier<CBaseForCLApply>;
registerTypes2(*applier);
IObjectInterface::cb = this;
serv = NULL;
gs = NULL;
cb = NULL;
erm = NULL;
terminate = false;
}
CClient::CClient(void)
{
init();
}
CClient::CClient(CConnection *con, StartInfo *si)
{
init();
newGame(con,si);
}
CClient::~CClient(void)
{
delete pathInfo;
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delete applier;
}
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void CClient::waitForMoveAndSend(PlayerColor color)
{
try
{
setThreadName("CClient::waitForMoveAndSend");
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assert(vstd::contains(battleints, color));
BattleAction ba = battleints[color]->activeStack(gs->curB->battleGetStackByID(gs->curB->activeStack, false));
MakeAction temp_action(ba);
sendRequest(&temp_action, color);
return;
}
catch(boost::thread_interrupted&)
{
tlog5 << "Wait for move thread was interrupted and no action will be send. Was a battle ended by spell?\n";
return;
}
HANDLE_EXCEPTION
tlog1 << "We should not be here!" << std::endl;
}
void CClient::run()
{
setThreadName("CClient::run");
try
{
CPack *pack = NULL;
while(!terminate)
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{
pack = serv->retreivePack(); //get the package from the server
if (terminate)
{
delete pack;
pack = NULL;
break;
}
handlePack(pack);
pack = NULL;
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}
}
//catch only asio exceptions
catch (const boost::system::system_error& e)
{
tlog3 << "Lost connection to server, ending listening thread!\n";
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;
}
}
}
void CClient::save(const std::string & fname)
{
if(gs->curB)
{
tlog1 << "Game cannot be saved during battle!\n";
return;
}
SaveGame save_game(fname);
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sendRequest((CPackForClient*)&save_game, PlayerColor::NEUTRAL);
}
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void CClient::endGame( bool closeConnection /*= true*/ )
{
//suggest interfaces to finish their stuff (AI should interrupt any bg working threads)
BOOST_FOREACH(auto i, playerint)
i.second->finish();
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// Game is ending
// Tell the network thread to reach a stable state
if(closeConnection)
stopConnection();
tlog0 << "Closed connection." << std::endl;
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GH.curInt = NULL;
LOCPLINT->terminate_cond.setn(true);
{
boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
tlog0 << "\n\nEnding current game!" << std::endl;
if(GH.topInt())
GH.topInt()->deactivate();
GH.listInt.clear();
GH.objsToBlit.clear();
GH.statusbar = NULL;
tlog0 << "Removed GUI." << std::endl;
delete CGI->mh;
const_cast<CGameInfo*>(CGI)->mh = NULL;
const_cast<CGameInfo*>(CGI)->state.dellNull();
tlog0 << "Deleted mapHandler and gameState." << std::endl;
LOCPLINT = NULL;
}
while (!playerint.empty())
{
CGameInterface *pint = playerint.begin()->second;
playerint.erase(playerint.begin());
delete pint;
}
callbacks.clear();
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tlog0 << "Deleted playerInts." << std::endl;
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tlog0 << "Client stopped." << std::endl;
}
void CClient::loadGame( const std::string & fname )
{
tlog0 <<"\n\nLoading procedure started!\n\n";
CServerHandler sh;
sh.startServer();
CStopWatch tmh;
{
auto clientSaveName = CResourceHandler::get()->getResourceName(ResourceID(fname, EResType::CLIENT_SAVEGAME));
auto controlServerSaveName = CResourceHandler::get()->getResourceName(ResourceID(fname, EResType::SERVER_SAVEGAME));
unique_ptr<CLoadFile> loader;
{
CLoadIntegrityValidator checkingLoader(clientSaveName, controlServerSaveName);
loadCommonState(checkingLoader);
loader = checkingLoader.decay();
}
tlog0 << "Loaded common part of save " << tmh.getDiff()<<std::endl;
const_cast<CGameInfo*>(CGI)->state = gs;
const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
const_cast<CGameInfo*>(CGI)->mh->map = gs->map;
pathInfo = new CPathsInfo(int3(gs->map->width, gs->map->height, gs->map->twoLevel ? 2 : 1));
CGI->mh->init();
tlog0 <<"Initing maphandler: "<<tmh.getDiff()<<std::endl;
*loader >> *this;
tlog0 << "Loaded client part of save " << tmh.getDiff()<<std::endl;
}
serv = sh.connectToServer();
serv->addStdVecItems(gs);
tmh.update();
ui8 pom8;
*serv << ui8(3) << ui8(1); //load game; one client
*serv << fname;
*serv >> pom8;
if(pom8)
throw std::runtime_error("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
for(auto it = gs->scenarioOps->playerInfos.begin();
it != gs->scenarioOps->playerInfos.end(); ++it)
{
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*serv << ui8(it->first.getNum()); //players
}
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*serv << ui8(PlayerColor::NEUTRAL.getNum());
tlog0 <<"Sent info to server: "<<tmh.getDiff()<<std::endl;
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serv->enableStackSendingByID();
serv->disableSmartPointerSerialization();
}
void CClient::newGame( CConnection *con, StartInfo *si )
{
enum {SINGLE, HOST, GUEST} networkMode = SINGLE;
if (con == NULL)
{
CServerHandler sh;
serv = sh.connectToServer();
}
else
{
serv = con;
networkMode = (con->connectionID == 1) ? HOST : GUEST;
}
CStopWatch tmh;
const_cast<CGameInfo*>(CGI)->state = new CGameState();
tlog0 <<"\tGamestate: "<<tmh.getDiff()<<std::endl;
CConnection &c(*serv);
////////////////////////////////////////////////////
if(networkMode == SINGLE)
{
ui8 pom8;
c << ui8(2) << ui8(1); //new game; one client
c << *si;
c >> pom8;
if(pom8)
throw std::runtime_error("Server cannot open the map!");
else
tlog0 << "Server opened map properly.\n";
}
c >> si;
tlog0 <<"\tSending/Getting info to/from the server: "<<tmh.getDiff()<<std::endl;
c.enableStackSendingByID();
c.disableSmartPointerSerialization();
// Initialize game state
gs = const_cast<CGameInfo*>(CGI)->state;
gs->scenarioOps = si;
gs->init(si);
tlog0 <<"Initializing GameState (together): "<<tmh.getDiff()<<std::endl;
// Now after possible random map gen, we know exact player count.
// Inform server about how many players client handles
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std::set<PlayerColor> myPlayers;
for(auto it = gs->scenarioOps->playerInfos.begin(); it != gs->scenarioOps->playerInfos.end(); ++it)
{
if((networkMode == SINGLE) //single - one client has all player
|| (networkMode != SINGLE && serv->connectionID == it->second.playerID) //multi - client has only "its players"
|| (networkMode == HOST && it->second.playerID == PlayerSettings::PLAYER_AI))//multi - host has all AI players
{
myPlayers.insert(it->first); //add player
}
}
if(networkMode != GUEST)
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myPlayers.insert(PlayerColor::NEUTRAL);
c << myPlayers;
// Init map handler
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if(gs->map)
{
const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
CGI->mh->map = gs->map;
tlog0 <<"Creating mapHandler: "<<tmh.getDiff()<<std::endl;
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CGI->mh->init();
pathInfo = new CPathsInfo(int3(gs->map->width, gs->map->height, gs->map->twoLevel ? 2 : 1));
tlog0 <<"Initializing mapHandler (together): "<<tmh.getDiff()<<std::endl;
}
int humanPlayers = 0;
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int sensibleAILimit = settings["session"]["oneGoodAI"].Bool() ? 1 : PlayerColor::PLAYER_LIMIT_I;
for(auto it = gs->scenarioOps->playerInfos.begin();
it != gs->scenarioOps->playerInfos.end(); ++it)//initializing interfaces for players
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{
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PlayerColor color = it->first;
gs->currentPlayer = color;
if(!vstd::contains(myPlayers, color))
continue;
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tlog5 << "Preparing interface for player " << color << std::endl;
if(si->mode != StartInfo::DUEL)
{
auto cb = make_shared<CCallback>(gs,color,this);
if(it->second.playerID == PlayerSettings::PLAYER_AI)
{
std::string AItoGive = settings["server"]["playerAI"].String();
if(!sensibleAILimit)
AItoGive = "EmptyAI";
else
sensibleAILimit--;
playerint[color] = static_cast<CGameInterface*>(CDynLibHandler::getNewAI(AItoGive));
tlog1 << "Player " << static_cast<int>(color.getNum()) << " will be lead by " << AItoGive << std::endl;
}
else
{
playerint[color] = new CPlayerInterface(color);
humanPlayers++;
}
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battleints[color] = playerint[color];
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tlog5 << "\tInitializing the interface\n";
playerint[color]->init(cb.get());
battleCallbacks[color] = callbacks[color] = cb;
}
else
{
auto cbc = make_shared<CBattleCallback>(gs, color, this);
battleCallbacks[color] = cbc;
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if(color == PlayerColor(0))
battleints[color] = CDynLibHandler::getNewBattleAI(settings["server"]["neutralAI"].String());
else
battleints[color] = CDynLibHandler::getNewBattleAI("StupidAI");
battleints[color]->init(cbc.get());
}
}
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if(si->mode == StartInfo::DUEL)
{
boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
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CPlayerInterface *p = new CPlayerInterface(PlayerColor::NEUTRAL); //TODO: check if neutral really works -- was -1, but CPlayerInterface seems to cooperate with this value not too well
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p->observerInDuelMode = true;
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battleints[PlayerColor::UNFLAGGABLE] = playerint[PlayerColor::UNFLAGGABLE] = p;
privilagedBattleEventReceivers.push_back(p);
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GH.curInt = p;
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auto cb = make_shared<CCallback>(gs, boost::optional<PlayerColor>(), this);
battleCallbacks[PlayerColor::NEUTRAL] = callbacks[PlayerColor::NEUTRAL] = cb;
p->init(cb.get());
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battleStarted(gs->curB);
}
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else
{
loadNeutralBattleAI();
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}
serv->addStdVecItems(const_cast<CGameInfo*>(CGI)->state);
hotSeat = (humanPlayers > 1);
// 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
// }
}
template <typename Handler>
void CClient::serialize( Handler &h, const int version )
{
h & hotSeat;
if(h.saving)
{
ui8 players = playerint.size();
h & players;
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for(auto i = playerint.begin(); i != playerint.end(); i++)
{
h & i->first & i->second->dllName;
i->second->serialize(h,version);
}
}
else
{
ui8 players = 0; //fix for uninitialized warning
h & players;
for(int i=0; i < players; i++)
{
std::string dllname;
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PlayerColor pid = PlayerColor(0); //fix for uninitialized warning
h & pid & dllname;
CGameInterface *nInt = NULL;
if(dllname.length())
{
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if(pid == PlayerColor::NEUTRAL)
{
//CBattleCallback * cbc = new CBattleCallback(gs, pid, this);//FIXME: unused?
CBattleGameInterface *cbgi = CDynLibHandler::getNewBattleAI(dllname);
battleints[pid] = cbgi;
cbgi->init(cb);
//TODO? consider serialization
continue;
}
else
nInt = CDynLibHandler::getNewAI(dllname);
}
else
nInt = new CPlayerInterface(pid);
battleCallbacks[pid] = callbacks[pid] = make_shared<CCallback>(gs,pid,this);
battleints[pid] = playerint[pid] = nInt;
nInt->init(callbacks[pid].get());
nInt->serialize(h, version);
}
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if(!vstd::contains(battleints, PlayerColor::NEUTRAL))
loadNeutralBattleAI();
}
}
void CClient::handlePack( CPack * pack )
{
CBaseForCLApply *apply = applier->apps[typeList.getTypeID(pack)]; //find the applier
if(apply)
{
boost::unique_lock<boost::recursive_mutex> guiLock(*LOCPLINT->pim);
apply->applyOnClBefore(this,pack);
tlog5 << "\tMade first apply on cl\n";
gs->apply(pack);
tlog5 << "\tApplied on gs\n";
apply->applyOnClAfter(this,pack);
tlog5 << "\tMade second apply on cl\n";
}
else
{
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tlog1 << "Message cannot be applied, cannot find applier! TypeID " << typeList.getTypeID(pack) << std::endl;
}
delete pack;
}
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void CClient::updatePaths()
{
//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( shared_ptr<CCampaignState> camp )
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{
}
void CClient::proposeNextMission(shared_ptr<CCampaignState> camp)
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{
GH.pushInt(new CBonusSelection(camp));
}
void CClient::stopConnection()
{
terminate = true;
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);
CloseServer close_server;
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sendRequest(&close_server, PlayerColor::NEUTRAL);
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tlog0 << "Sent closing signal to the server\n";
}
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;
}
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)
{
BOOST_FOREACH(auto &battleCb, battleCallbacks)
{
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if(vstd::contains(info->sides, battleCb.first) || battleCb.first >= PlayerColor::PLAYER_LIMIT)
battleCb.second->setBattle(info);
}
// BOOST_FOREACH(ui8 side, info->sides)
// if(battleCallbacks.count(side))
// battleCallbacks[side]->setBattle(info);
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CPlayerInterface * att, * def;
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;
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;
if(att || def || gs->scenarioOps->mode == StartInfo::DUEL)
{
boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
new CBattleInterface(info->belligerents[0], info->belligerents[1], info->heroes[0], info->heroes[1],
Rect((screen->w - 800)/2,
(screen->h - 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,PlayerColor::UNFLAGGABLE))
battleints[PlayerColor::UNFLAGGABLE]->battleStart(info->belligerents[0], info->belligerents[1], info->tile, info->heroes[0], info->heroes[1], 1);
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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}
void CClient::battleFinished()
{
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BOOST_FOREACH(PlayerColor side, gs->curB->sides)
if(battleCallbacks.count(side))
battleCallbacks[side]->setBattle(nullptr);
}
void CClient::loadNeutralBattleAI()
{
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battleints[PlayerColor::NEUTRAL] = CDynLibHandler::getNewBattleAI(settings["server"]["neutralAI"].String());
auto cbc = make_shared<CBattleCallback>(gs, PlayerColor::NEUTRAL, this);
battleCallbacks[PlayerColor::NEUTRAL] = cbc;
battleints[PlayerColor::NEUTRAL]->init(cbc.get());
}
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void CClient::commitPackage( CPackForClient *pack )
{
CommitPackage cp;
cp.freePack = false;
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cp.packToCommit = pack;
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sendRequest(&cp, PlayerColor::NEUTRAL);
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}
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PlayerColor 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);
}
void CClient::commenceTacticPhaseForInt(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)
{
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MakeAction ma(BattleAction::makeEndOFTacticPhase(gs->curB->playerToSide(battleInt->playerID)));
sendRequest(&ma, battleInt->playerID);
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}
} HANDLE_EXCEPTION
}
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void CClient::invalidatePaths(const CGHeroInstance *h /*= NULL*/)
{
if(!h || pathInfo->hero == h)
pathInfo->isValid = false;
}
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int CClient::sendRequest(const CPack *request, PlayerColor player)
{
static ui32 requestCounter = 0;
ui32 requestID = requestCounter++;
tlog5 << boost::format("Sending a request \"%s\". It'll have an ID=%d.\n")
% typeid(*request).name() % requestID;
waitingRequest.pushBack(requestID);
serv->sendPackToServer(*request, player, requestID);
if(vstd::contains(playerint, player))
playerint[player]->requestSent(dynamic_cast<const CPackForServer*>(request), requestID);
return requestID;
}
void CClient::campaignMapFinished( shared_ptr<CCampaignState> camp )
{
endGame(false);
LOCPLINT = nullptr; //TODO free res
GH.curInt = CGPreGame::create();
auto & epilogue = camp->camp->scenarios[camp->mapsConquered.back()].epilog;
auto finisher = [&]()
{
if(camp->mapsRemaining.size())
proposeNextMission(camp);
else
finishCampaign(camp);
};
if(epilogue.hasPrologEpilog)
{
GH.pushInt(new CPrologEpilogVideo(epilogue, finisher));
}
else
{
finisher();
}
}
template void CClient::serialize( CISer<CLoadFile> &h, const int version );
template void CClient::serialize( COSer<CSaveFile> &h, const int version );
void CServerHandler::startServer()
{
th.update();
serverThread = new boost::thread(&CServerHandler::callServer, this); //runs server executable;
if(verbose)
tlog0 << "Setting up thread calling server: " << th.getDiff() << 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.getDiff() << std::endl;
}
CConnection * CServerHandler::connectToServer()
{
if(!shared->sr->ready)
waitForServer();
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th.update(); //put breakpoint here to attach to server before it does something stupid
CConnection *ret = justConnectToServer(settings["server"]["server"].String(), port);
if(verbose)
tlog0<<"\tConnecting to the server: "<<th.getDiff()<<std::endl;
return ret;
}
CServerHandler::CServerHandler(bool runServer /*= false*/)
{
serverThread = NULL;
shared = NULL;
port = boost::lexical_cast<std::string>(settings["server"]["port"].Float());
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verbose = true;
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()
{
setThreadName("CServerHandler::callServer");
std::string logName = VCMIDirs::get().localPath() + "/server_log.txt";
std::string comm = VCMIDirs::get().serverPath() + " " + port + " > " + logName;
int result = std::system(comm.c_str());
if (result == 0)
tlog1 << "Server closed correctly\n";
else
{
tlog0 << "Error: server failed to close correctly or crashed!\n";
tlog0 << "Check " << logName << " for more info\n";
exit(1);// exit in case of error. Othervice without working server VCMI will hang
}
}
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 : settings["server"]["server"].String(),
port.size() ? port : boost::lexical_cast<std::string>(settings["server"]["port"].Float()),
NAME);
}
catch(...)
{
tlog1 << "\nCannot establish connection! Retrying within 2 seconds" << std::endl;
SDL_Delay(2000);
}
}
return ret;
}