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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 "Global.h"
# include "StdInc.h"
# include "Client.h"
# include "CGameInfo.h"
# include "CPlayerInterface.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"
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# include "../lib/CPlayerState.h"
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# include "../lib/CThreadHelper.h"
# include "../lib/VCMIDirs.h"
# include "../lib/UnlockGuard.h"
# include "../lib/battle/BattleInfo.h"
# include "../lib/serializer/BinaryDeserializer.h"
# include "../lib/mapping/CMapService.h"
# include "../lib/pathfinder/CGPathNode.h"
# include "../lib/filesystem/Filesystem.h"
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# include "../lib/registerTypes/RegisterTypesClientPacks.h"
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# include "../lib/serializer/Connection.h"
# include <memory>
# include <vcmi/events/EventBus.h>
# if SCRIPTING_ENABLED
# include "../lib/ScriptHandler.h"
# endif
# ifdef VCMI_ANDROID
# include "lib/CAndroidVMHelper.h"
# ifndef SINGLE_PROCESS_APP
std : : atomic_bool androidTestServerReadyFlag ;
# endif
# endif
ThreadSafeVector < int > CClient : : waitingRequest ;
template < typename T > class CApplyOnCL ;
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 = nullptr )
{
return new CApplyOnCL < U > ( ) ;
}
} ;
template < typename T > class CApplyOnCL : public CBaseForCLApply
{
public :
void applyOnClAfter ( CClient * cl , void * pack ) const override
{
T * ptr = static_cast < T * > ( pack ) ;
ApplyClientNetPackVisitor visitor ( * cl , * cl - > gameState ( ) ) ;
ptr - > visit ( visitor ) ;
}
void applyOnClBefore ( CClient * cl , void * pack ) const override
{
T * ptr = static_cast < T * > ( pack ) ;
ApplyFirstClientNetPackVisitor visitor ( * cl , * cl - > gameState ( ) ) ;
ptr - > visit ( visitor ) ;
}
} ;
template < > class CApplyOnCL < CPack > : public CBaseForCLApply
{
public :
void applyOnClAfter ( CClient * cl , void * pack ) const override
{
logGlobal - > error ( " Cannot apply on CL plain CPack! " ) ;
assert ( 0 ) ;
}
void applyOnClBefore ( CClient * cl , void * pack ) const override
{
logGlobal - > error ( " Cannot apply on CL plain CPack! " ) ;
assert ( 0 ) ;
}
} ;
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 ( ) ;
applier = std : : make_shared < CApplier < CBaseForCLApply > > ( ) ;
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registerTypesClientPacks ( * applier ) ;
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IObjectInterface : : cb = this ;
gs = nullptr ;
}
CClient : : ~ CClient ( )
{
IObjectInterface : : cb = nullptr ;
}
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 ;
gs = initializedGameState ? initializedGameState : new CGameState ( ) ;
gs - > preInit ( VLC ) ;
logNetwork - > trace ( " \t Creating 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 ) ;
gs - > updateOnLoad ( CSH - > si . get ( ) ) ;
logNetwork - > info ( " Game loaded, initialize interfaces. " ) ;
initMapHandler ( ) ;
reinitScripting ( ) ;
initPlayerEnvironments ( ) ;
// Loading of client state - disabled for now
// Since client no longer writes or loads its own state and instead receives it from server
// client state serializer will serialize its own copies of all pointers, e.g. heroes/towns/objects
// and on deserialize will create its own copies (instead of using copies from state received from server)
// Potential solutions:
// 1) Use server gamestate to deserialize pointers, so any pointer to same object will point to server instance and not our copy
// 2) Remove all serialization of pointers with instance ID's and restore them on load (including AI deserializer code)
// 3) Completely remove client savegame and send all information, like hero paths and sleeping status to server (either in form of hero properties or as some generic "client options" message
# ifdef BROKEN_CLIENT_STATE_SERIALIZATION_HAS_BEEN_FIXED
// try to deserialize client data including sleepingHeroes
try
{
boost : : filesystem : : path clientSaveName = * CResourceHandler : : get ( ) - > getResourceName ( ResourcePath ( CSH - > si - > mapname , EResType : : CLIENT_SAVEGAME ) ) ;
if ( clientSaveName . empty ( ) )
throw std : : runtime_error ( " Cannot open client part of " + CSH - > si - > mapname ) ;
std : : unique_ptr < CLoadFile > loader ( new CLoadFile ( clientSaveName ) ) ;
serialize ( loader - > serializer , loader - > serializer . fileVersion ) ;
logNetwork - > info ( " Client data loaded. " ) ;
}
catch ( std : : exception & e )
{
logGlobal - > info ( " Cannot load client data for game %s. Error: %s " , CSH - > si - > mapname , e . what ( ) ) ;
}
# endif
initPlayerInterfaces ( ) ;
}
void CClient : : serialize ( BinarySerializer & h , const int version )
{
assert ( h . saving ) ;
ui8 players = static_cast < ui8 > ( playerint . size ( ) ) ;
h & players ;
for ( auto i = playerint . begin ( ) ; i ! = playerint . end ( ) ; i + + )
{
logGlobal - > trace ( " Saving player %s interface " , i - > first ) ;
assert ( i - > first = = i - > second - > playerID ) ;
h & i - > first ;
h & i - > second - > dllName ;
h & i - > second - > human ;
i - > second - > saveGame ( h , version ) ;
}
# if SCRIPTING_ENABLED
if ( version > = 800 )
{
JsonNode scriptsState ;
clientScripts - > serializeState ( h . saving , scriptsState ) ;
h & scriptsState ;
}
# endif
}
void CClient : : serialize ( BinaryDeserializer & h , const int version )
{
assert ( ! h . saving ) ;
ui8 players = 0 ;
h & players ;
for ( int i = 0 ; i < players ; i + + )
{
std : : string dllname ;
PlayerColor pid ;
bool isHuman = false ;
auto prevInt = LOCPLINT ;
h & pid ;
h & dllname ;
h & isHuman ;
assert ( dllname . length ( ) = = 0 | | ! isHuman ) ;
if ( pid = = PlayerColor : : NEUTRAL )
{
logGlobal - > trace ( " Neutral battle interfaces are not serialized. " ) ;
continue ;
}
logGlobal - > trace ( " Loading player %s interface " , pid ) ;
std : : shared_ptr < CGameInterface > nInt ;
if ( dllname . length ( ) )
nInt = CDynLibHandler : : getNewAI ( dllname ) ;
else
nInt = std : : make_shared < CPlayerInterface > ( pid ) ;
nInt - > dllName = dllname ;
nInt - > human = isHuman ;
nInt - > playerID = pid ;
bool shouldResetInterface = true ;
// Client no longer handle this player at all
if ( ! vstd : : contains ( CSH - > getAllClientPlayers ( CSH - > c - > connectionID ) , pid ) )
{
logGlobal - > trace ( " Player %s is not belong to this client. Destroying interface " , pid ) ;
}
else if ( isHuman & & ! vstd : : contains ( CSH - > getHumanColors ( ) , pid ) )
{
logGlobal - > trace ( " Player %s is no longer controlled by human. Destroying interface " , pid ) ;
}
else if ( ! isHuman & & vstd : : contains ( CSH - > getHumanColors ( ) , pid ) )
{
logGlobal - > trace ( " Player %s is no longer controlled by AI. Destroying interface " , pid ) ;
}
else
{
installNewPlayerInterface ( nInt , pid ) ;
shouldResetInterface = false ;
}
// loadGame needs to be called after initGameInterface to load paths correctly
// initGameInterface is called in installNewPlayerInterface
nInt - > loadGame ( h , version ) ;
if ( shouldResetInterface )
{
nInt . reset ( ) ;
LOCPLINT = prevInt ;
}
}
# if SCRIPTING_ENABLED
{
JsonNode scriptsState ;
h & scriptsState ;
clientScripts - > serializeState ( h . saving , scriptsState ) ;
}
# endif
logNetwork - > trace ( " Loaded client part of save %d ms " , CSH - > th - > getDiff ( ) ) ;
}
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 : : 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 ( ) ;
vstd : : clear_pointer ( const_cast < CGameInfo * > ( CGI ) - > mh ) ;
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 ( ) )
{
const_cast < CGameInfo * > ( CGI ) - > mh = new CMapHandler ( gs - > map ) ;
logNetwork - > trace ( " Creating mapHandler: %d ms " , CSH - > th - > getDiff ( ) ) ;
}
pathCache . clear ( ) ;
}
void CClient : : initPlayerEnvironments ( )
{
playerEnvironments . clear ( ) ;
auto allPlayers = CSH - > getAllClientPlayers ( CSH - > c - > 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 = 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 - > c - > connectionID ) , color ) )
continue ;
if ( ! vstd : : contains ( playerint , color ) )
{
logNetwork - > info ( " Preparing interface for player %s " , color . toString ( ) ) ;
if ( playerInfo . second . isControlledByAI ( ) )
{
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 - > c - > 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 )
{
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 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 ( " \t Initializing 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 ( " \t Initializing 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 ( CPack * pack )
{
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CBaseForCLApply * apply = applier - > getApplier ( CTypeList : : getInstance ( ) . getTypeID ( pack ) ) ; //find the applier
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if ( apply )
{
boost : : mutex : : scoped_lock interfaceLock ( GH . interfaceMutex ) ;
apply - > applyOnClBefore ( this , pack ) ;
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logNetwork - > trace ( " \t Made first apply on cl: %s " , typeid ( pack ) . name ( ) ) ;
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gs - > apply ( pack ) ;
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logNetwork - > trace ( " \t Applied on gs: %s " , typeid ( pack ) . name ( ) ) ;
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apply - > applyOnClAfter ( this , pack ) ;
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logNetwork - > trace ( " \t Made second apply on cl: %s " , typeid ( pack ) . name ( ) ) ;
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}
else
{
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logNetwork - > error ( " Message %s cannot be applied, cannot find applier! " , typeid ( pack ) . name ( ) ) ;
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}
delete pack ;
}
int CClient : : sendRequest ( const CPackForServer * request , PlayerColor player )
{
static ui32 requestCounter = 0 ;
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 - > c - > sendPack ( request ) ;
if ( vstd : : contains ( playerint , player ) )
playerint [ player ] - > requestSent ( request , requestID ) ;
return requestID ;
}
void CClient : : battleStarted ( const BattleInfo * info )
{
for ( auto & battleCb : battleCallbacks )
{
if ( vstd : : contains_if ( info - > sides , [ & ] ( const SideInBattle & side ) { return side . color = = battleCb . first ; } )
| | ! battleCb . first . isValidPlayer ( ) )
{
battleCb . second - > onBattleStarted ( info ) ;
}
}
std : : shared_ptr < CPlayerInterface > att , def ;
auto & leftSide = info - > sides [ 0 ] , & rightSide = info - > sides [ 1 ] ;
//If quick combat is not, do not prepare interfaces for battleint
auto callBattleStart = [ & ] ( PlayerColor color , ui8 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 , 0 ) ;
callBattleStart ( rightSide . color , 1 ) ;
callBattleStart ( PlayerColor : : UNFLAGGABLE , 1 ) ;
if ( settings [ " session " ] [ " spectate " ] . Bool ( ) & & ! settings [ " session " ] [ " spectate-skip-battle " ] . Bool ( ) )
callBattleStart ( PlayerColor : : SPECTATOR , 1 ) ;
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 )
{
if ( att - > cb - > getBattle ( info - > battleID ) - > battleGetTacticDist ( ) )
{
auto side = att - > cb - > getBattle ( info - > battleID ) - > playerToSide ( att - > playerID ) ;
auto action = BattleAction : : makeEndOFTacticPhase ( * side ) ;
att - > cb - > battleMakeTacticAction ( info - > battleID , action ) ;
}
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 - > sides [ info - > tacticsSide ] . color ;
if ( vstd : : contains ( battleints , tacticianColor ) )
battleints [ tacticianColor ] - > yourTacticPhase ( info - > battleID , info - > tacticDistance ) ;
}
}
void CClient : : battleFinished ( const BattleID & battleID )
{
for ( auto & side : gs - > getBattle ( battleID ) - > sides )
if ( battleCallbacks . count ( side . color ) )
battleCallbacks [ 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 )
{
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if ( battleints . count ( color ) = = 0 )
return ; // not our combat in MP
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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 : : invalidatePaths ( )
{
boost : : unique_lock < boost : : mutex > pathLock ( pathCacheMutex ) ;
pathCache . clear ( ) ;
}
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 ) )
{
std : : shared_ptr < CPathsInfo > 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
}
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void CClient : : removeGUI ( ) const
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{
// CClient::endGame
GH . curInt = nullptr ;
GH . windows ( ) . clear ( ) ;
adventureInt . reset ( ) ;
logGlobal - > info ( " Removed GUI. " ) ;
LOCPLINT = nullptr ;
}
# ifdef VCMI_ANDROID
# ifndef SINGLE_PROCESS_APP
extern " C " JNIEXPORT void JNICALL Java_eu_vcmi_vcmi_NativeMethods_notifyServerClosed ( JNIEnv * env , jclass cls )
{
logNetwork - > info ( " Received server closed signal " ) ;
if ( CSH ) {
CSH - > campaignServerRestartLock . setn ( false ) ;
}
}
extern " C " JNIEXPORT void JNICALL Java_eu_vcmi_vcmi_NativeMethods_notifyServerReady ( JNIEnv * env , jclass cls )
{
logNetwork - > info ( " Received server ready signal " ) ;
androidTestServerReadyFlag . store ( true ) ;
}
# endif
extern " C " JNIEXPORT jboolean JNICALL Java_eu_vcmi_vcmi_NativeMethods_tryToSaveTheGame ( JNIEnv * env , jclass cls )
{
logGlobal - > info ( " Received emergency save game request " ) ;
if ( ! LOCPLINT | | ! LOCPLINT - > cb )
{
return false ;
}
LOCPLINT - > cb - > save ( " Saves/_Android_Autosave " ) ;
return true ;
}
# endif