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# pragma once
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# include "../lib/IGameCallback.h"
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# include "../lib/CondSh.h"
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# include "../lib/CStopWatch.h"
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/*
* Client . 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
*
*/
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class IGameEventsReceiver ;
class IBattleEventsReceiver ;
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class CBattleGameInterface ;
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struct StartInfo ;
class CGameState ;
class CGameInterface ;
class CConnection ;
class CCallback ;
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struct BattleAction ;
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struct SharedMem ;
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class CClient ;
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class CScriptingModule ;
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struct CPathsInfo ;
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namespace boost { class thread ; }
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void processCommand ( const std : : string & message , CClient * & client ) ;
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/// structure to handle running server and connecting to it
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class CServerHandler
{
private :
void callServer ( ) ; //calls server via system(), should be called as thread
public :
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CStopWatch th ;
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boost : : thread * serverThread ; //thread that called system to run server
SharedMem * shared ; //interprocess memory (for waiting for server)
bool verbose ; //whether to print log msgs
std : : string port ; //port number in text form
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//functions setting up local server
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void startServer ( ) ; //creates a thread with callServer
void waitForServer ( ) ; //waits till server is ready
CConnection * connectToServer ( ) ; //connects to server
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//////////////////////////////////////////////////////////////////////////
static CConnection * justConnectToServer ( const std : : string & host = " " , const std : : string & port = " " ) ; //connects to given host without taking any other actions (like setting up server)
CServerHandler ( bool runServer = false ) ;
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~ CServerHandler ( ) ;
} ;
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template < typename T >
class ThreadSafeVector
{
typedef std : : vector < T > TVector ;
typedef boost : : unique_lock < boost : : mutex > TLock ;
TVector items ;
boost : : mutex mx ;
boost : : condition_variable cond ;
public :
void pushBack ( const T & item )
{
TLock lock ( mx ) ;
items . push_back ( item ) ;
cond . notify_all ( ) ;
}
// //to access list, caller must present a lock used to lock mx
// TVector &getList(TLock &lockedLock)
// {
// assert(lockedLock.owns_lock() && lockedLock.mutex() == &mx);
// return items;
// }
TLock getLock ( )
{
return TLock ( mx ) ;
}
void waitWhileContains ( const T & item )
{
auto lock = getLock ( ) ;
while ( vstd : : contains ( items , item ) )
cond . wait ( lock ) ;
}
bool tryRemovingElement ( const T & item ) //returns false if element was not present
{
auto lock = getLock ( ) ;
auto itr = vstd : : find ( items , item ) ;
if ( itr = = items . end ( ) ) //not in container
{
return false ;
}
items . erase ( itr ) ;
cond . notify_all ( ) ;
return true ;
}
} ;
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/// Class which handles client - server logic
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class CClient : public IGameCallback
{
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public :
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CCallback * cb ;
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std : : map < ui8 , shared_ptr < CCallback > > callbacks ; //callbacks given to player interfaces
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std : : vector < IGameEventsReceiver * > privilagedGameEventReceivers ; //scripting modules, spectator interfaces
std : : vector < IBattleEventsReceiver * > privilagedBattleEventReceivers ; //scripting modules, spectator interfaces
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std : : map < ui8 , CGameInterface * > playerint ;
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std : : map < ui8 , CBattleGameInterface * > battleints ;
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bool hotSeat ;
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CConnection * serv ;
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BattleAction * curbaction ;
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CPathsInfo * pathInfo ;
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boost : : mutex pathMx ; //protects the variable above
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CScriptingModule * erm ;
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ThreadSafeVector < int > waitingRequest ;
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std : : queue < CPack * > packs ;
boost : : mutex packsM ;
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void waitForMoveAndSend ( int color ) ;
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//void sendRequest(const CPackForServer *request, bool waitForRealization);
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CClient ( void ) ;
CClient ( CConnection * con , StartInfo * si ) ;
~ CClient ( void ) ;
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void init ( ) ;
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void newGame ( CConnection * con , StartInfo * si ) ; //con - connection to server
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void loadNeutralBattleAI ( ) ;
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void endGame ( bool closeConnection = true ) ;
void stopConnection ( ) ;
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void save ( const std : : string & fname ) ;
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void loadGame ( const std : : string & fname ) ;
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void run ( ) ;
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void finishCampaign ( CCampaignState * camp ) ;
void proposeNextMission ( CCampaignState * camp ) ;
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void invalidatePaths ( const CGHeroInstance * h = NULL ) ; //invalidates paths for hero h or for any hero if h is NULL => they'll got recalculated when the next query comes
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void calculatePaths ( const CGHeroInstance * h ) ;
void updatePaths ( ) ; //calls calculatePaths for same hero for which we previously calculated paths
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bool terminate ; // tell to terminate
boost : : thread * connectionHandler ; //thread running run() method
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//////////////////////////////////////////////////////////////////////////
virtual int getLocalPlayer ( ) const OVERRIDE ;
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//////////////////////////////////////////////////////////////////////////
//not working yet, will be implement somewhen later with support for local-sim-based gameplay
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void changeSpells ( int hid , bool give , const std : : set < ui32 > & spells ) OVERRIDE { } ;
bool removeObject ( int objid ) OVERRIDE { return false ; } ;
void setBlockVis ( int objid , bool bv ) OVERRIDE { } ;
void setOwner ( int objid , ui8 owner ) OVERRIDE { } ;
void setHoverName ( int objid , MetaString * name ) OVERRIDE { } ;
void changePrimSkill ( int ID , int which , si64 val , bool abs = false ) OVERRIDE { } ;
void changeSecSkill ( int ID , int which , int val , bool abs = false ) OVERRIDE { } ;
void showBlockingDialog ( BlockingDialog * iw , const CFunctionList < void ( ui32 ) > & callback ) OVERRIDE { } ;
ui32 showBlockingDialog ( BlockingDialog * iw ) OVERRIDE { return 0 ; } ; //synchronous version of above
void showGarrisonDialog ( int upobj , int hid , bool removableUnits , const boost : : function < void ( ) > & cb ) OVERRIDE { } ;
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void showThievesGuildWindow ( int player , int requestingObjId ) OVERRIDE { } ;
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void giveResource ( int player , int which , int val ) OVERRIDE { } ;
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void giveCreatures ( const CArmedInstance * objid , const CGHeroInstance * h , const CCreatureSet & creatures , bool remove ) OVERRIDE { } ;
void takeCreatures ( int objid , const std : : vector < CStackBasicDescriptor > & creatures ) OVERRIDE { } ;
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bool changeStackType ( const StackLocation & sl , CCreature * c ) OVERRIDE { return false ; } ;
bool changeStackCount ( const StackLocation & sl , TQuantity count , bool absoluteValue = false ) OVERRIDE { return false ; } ;
bool insertNewStack ( const StackLocation & sl , const CCreature * c , TQuantity count ) OVERRIDE { return false ; } ;
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bool eraseStack ( const StackLocation & sl , bool forceRemoval = false ) { return false ; } ;
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bool swapStacks ( const StackLocation & sl1 , const StackLocation & sl2 ) OVERRIDE { return false ; }
bool addToSlot ( const StackLocation & sl , const CCreature * c , TQuantity count ) OVERRIDE { return false ; }
void tryJoiningArmy ( const CArmedInstance * src , const CArmedInstance * dst , bool removeObjWhenFinished , bool allowMerging ) OVERRIDE { }
bool moveStack ( const StackLocation & src , const StackLocation & dst , TQuantity count = - 1 ) OVERRIDE { return false ; }
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void giveHeroNewArtifact ( const CGHeroInstance * h , const CArtifact * artType , int pos ) OVERRIDE { } ;
void giveHeroArtifact ( const CGHeroInstance * h , const CArtifactInstance * a , int pos ) OVERRIDE { } ;
void putArtifact ( const ArtifactLocation & al , const CArtifactInstance * a ) OVERRIDE { } ;
void removeArtifact ( const ArtifactLocation & al ) OVERRIDE { } ;
void moveArtifact ( const ArtifactLocation & al1 , const ArtifactLocation & al2 ) OVERRIDE { } ;
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void showCompInfo ( ShowInInfobox * comp ) OVERRIDE { } ;
void heroVisitCastle ( int obj , int heroID ) OVERRIDE { } ;
void stopHeroVisitCastle ( int obj , int heroID ) OVERRIDE { } ;
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//void giveHeroArtifact(int artid, int hid, int position){};
//void giveNewArtifact(int hid, int position){};
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void startBattleI ( const CArmedInstance * army1 , const CArmedInstance * army2 , int3 tile , const CGHeroInstance * hero1 , const CGHeroInstance * hero2 , bool creatureBank = false , boost : : function < void ( BattleResult * ) > cb = 0 , const CGTownInstance * town = NULL ) OVERRIDE { } ; //use hero=NULL for no hero
void startBattleI ( const CArmedInstance * army1 , const CArmedInstance * army2 , int3 tile , boost : : function < void ( BattleResult * ) > cb = 0 , bool creatureBank = false ) OVERRIDE { } ; //if any of armies is hero, hero will be used
void startBattleI ( const CArmedInstance * army1 , const CArmedInstance * army2 , boost : : function < void ( BattleResult * ) > cb = 0 , bool creatureBank = false ) OVERRIDE { } ; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
void setAmount ( int objid , ui32 val ) OVERRIDE { } ;
bool moveHero ( si32 hid , int3 dst , ui8 instant , ui8 asker = 255 ) OVERRIDE { return false ; } ;
void giveHeroBonus ( GiveBonus * bonus ) OVERRIDE { } ;
void setMovePoints ( SetMovePoints * smp ) OVERRIDE { } ;
void setManaPoints ( int hid , int val ) OVERRIDE { } ;
void giveHero ( int id , int player ) OVERRIDE { } ;
void changeObjPos ( int objid , int3 newPos , ui8 flags ) OVERRIDE { } ;
void sendAndApply ( CPackForClient * info ) OVERRIDE { } ;
void heroExchange ( si32 hero1 , si32 hero2 ) OVERRIDE { } ;
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//////////////////////////////////////////////////////////////////////////
friend class CCallback ; //handling players actions
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friend class CBattleCallback ; //handling players actions
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friend void processCommand ( const std : : string & message , CClient * & client ) ; //handling console
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int sendRequest ( const CPack * request , int player ) ; //returns ID given to that request
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void handlePack ( CPack * pack ) ; //applies the given pack and deletes it
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void battleStarted ( const BattleInfo * info ) ;
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void commenceTacticPhaseForInt ( CBattleGameInterface * battleInt ) ; //will be called as separate thread
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void commitPackage ( CPackForClient * pack ) OVERRIDE ;
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//////////////////////////////////////////////////////////////////////////
template < typename Handler > void serialize ( Handler & h , const int version ) ;
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} ;