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vcmi/server/CVCMIServer.h

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/*
* CVCMIServer.h, 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
*
*/
#pragma once
#include "../lib/network/NetworkListener.h"
#include "../lib/StartInfo.h"
#include <boost/program_options/variables_map.hpp>
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#if defined(VCMI_ANDROID) && !defined(SINGLE_PROCESS_APP)
#define VCMI_ANDROID_DUAL_PROCESS 1
#endif
VCMI_LIB_NAMESPACE_BEGIN
class CMapInfo;
struct CPackForLobby;
class CConnection;
struct StartInfo;
struct LobbyInfo;
struct PlayerSettings;
class PlayerColor;
template<typename T> class CApplier;
VCMI_LIB_NAMESPACE_END
class CGameHandler;
class CBaseForServerApply;
class CBaseForGHApply;
enum class EServerState : ui8
{
LOBBY,
GAMEPLAY_STARTING,
GAMEPLAY,
GAMEPLAY_ENDED,
SHUTDOWN
};
class CVCMIServer : public LobbyInfo, public INetworkServerListener, public INetworkClientListener
{
/// Network server instance that receives and processes incoming connections on active socket
std::unique_ptr<NetworkServer> networkServer;
/// Outgoing connection established by this server to game lobby for proxy mode (only in lobby game)
std::unique_ptr<NetworkClient> outgoingConnection;
public:
/// List of all active connections
std::vector<std::shared_ptr<CConnection>> activeConnections;
private:
/// List of all connections that were closed (but can still reconnect later)
std::vector<std::shared_ptr<CConnection>> inactiveConnections;
std::atomic<bool> restartGameplay; // FIXME: this is just a hack
boost::recursive_mutex mx;
std::shared_ptr<CApplier<CBaseForServerApply>> applier;
std::unique_ptr<boost::thread> remoteConnectionsThread;
std::atomic<EServerState> state;
// INetworkListener impl
void onDisconnected(const std::shared_ptr<NetworkConnection> & connection) override;
void onPacketReceived(const std::shared_ptr<NetworkConnection> & connection, const std::vector<uint8_t> & message) override;
void onNewConnection(const std::shared_ptr<NetworkConnection> &) override;
void onConnectionFailed(const std::string & errorMessage) override;
void onConnectionEstablished(const std::shared_ptr<NetworkConnection> &) override;
void establishOutgoingConnection();
std::shared_ptr<CConnection> findConnection(const std::shared_ptr<NetworkConnection> &);
std::atomic<int> currentClientId;
std::atomic<ui8> currentPlayerId;
public:
std::shared_ptr<CGameHandler> gh;
boost::program_options::variables_map cmdLineOptions;
CVCMIServer(boost::program_options::variables_map & opts);
~CVCMIServer();
void run();
bool prepareToStartGame();
void prepareToRestart();
void startGameImmediately();
void threadHandleClient(std::shared_ptr<CConnection> c);
void announcePack(std::unique_ptr<CPackForLobby> pack);
bool passHost(int toConnectionId);
void announceTxt(const std::string & txt, const std::string & playerName = "system");
void setPlayerConnectedId(PlayerSettings & pset, ui8 player) const;
void updateStartInfoOnMapChange(std::shared_ptr<CMapInfo> mapInfo, std::shared_ptr<CMapGenOptions> mapGenOpt = {});
void clientConnected(std::shared_ptr<CConnection> c, std::vector<std::string> & names, std::string uuid, StartInfo::EMode mode);
void clientDisconnected(std::shared_ptr<CConnection> c);
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void reconnectPlayer(int connId);
public:
void announceMessage(const std::string & txt);
void handleReceivedPack(std::unique_ptr<CPackForLobby> pack);
void updateAndPropagateLobbyState();
void setState(EServerState value);
EServerState getState() const;
// Work with LobbyInfo
void setPlayer(PlayerColor clickedColor);
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void setPlayerName(PlayerColor player, std::string name);
void optionNextHero(PlayerColor player, int dir); //dir == -1 or +1
void optionSetHero(PlayerColor player, HeroTypeID id);
HeroTypeID nextAllowedHero(PlayerColor player, HeroTypeID id, int direction);
bool canUseThisHero(PlayerColor player, HeroTypeID ID);
std::vector<HeroTypeID> getUsedHeroes();
void optionNextBonus(PlayerColor player, int dir); //dir == -1 or +1
void optionSetBonus(PlayerColor player, PlayerStartingBonus id);
void optionNextCastle(PlayerColor player, int dir); //dir == -1 or +
void optionSetCastle(PlayerColor player, FactionID id);
// Campaigns
void setCampaignMap(CampaignScenarioID mapId);
void setCampaignBonus(int bonusId);
ui8 getIdOfFirstUnallocatedPlayer() const;
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#if VCMI_ANDROID_DUAL_PROCESS
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static void create();
#elif defined(SINGLE_PROCESS_APP)
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static void create(boost::condition_variable * cond, const std::vector<std::string> & args);
# ifdef VCMI_ANDROID
static void reuseClientJNIEnv(void * jniEnv);
# endif // VCMI_ANDROID
#endif // VCMI_ANDROID_DUAL_PROCESS
};