2018-01-05 19:21:07 +02:00
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/*
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* CServerHandler.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "../lib/CStopWatch.h"
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2023-11-18 16:34:18 +02:00
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#include "../lib/network/NetworkListener.h"
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2018-01-05 19:21:07 +02:00
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#include "../lib/StartInfo.h"
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2019-03-30 01:28:33 +02:00
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#include "../lib/CondSh.h"
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2018-01-05 19:21:07 +02:00
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2022-07-26 15:07:42 +02:00
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VCMI_LIB_NAMESPACE_BEGIN
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2018-01-05 19:21:07 +02:00
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class CConnection;
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class PlayerColor;
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struct StartInfo;
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2023-08-25 18:20:26 +02:00
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struct TurnTimerInfo;
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2018-01-05 19:21:07 +02:00
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class CMapInfo;
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class CGameState;
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2018-01-05 19:21:07 +02:00
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struct ClientPlayer;
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struct CPack;
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struct CPackForLobby;
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2023-02-12 09:23:39 +02:00
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struct CPackForClient;
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2018-01-05 19:21:07 +02:00
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template<typename T> class CApplier;
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VCMI_LIB_NAMESPACE_END
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class CClient;
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2018-01-05 19:21:07 +02:00
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class CBaseForLobbyApply;
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2023-09-23 02:14:45 +02:00
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class HighScoreCalculation;
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class HighScoreParameter;
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2018-01-05 19:21:07 +02:00
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// TODO: Add mutex so we can't set CONNECTION_CANCELLED if client already connected, but thread not setup yet
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enum class EClientState : ui8
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{
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NONE = 0,
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CONNECTING, // Trying to connect to server
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CONNECTION_CANCELLED, // Connection cancelled by player, stop attempts to connect
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LOBBY, // Client is connected to lobby
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LOBBY_CAMPAIGN, // Client is on scenario bonus selection screen
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STARTING, // Gameplay interfaces being created, we pause netpacks retrieving
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GAMEPLAY, // In-game, used by some UI
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DISCONNECTING, // We disconnecting, drop all netpacks
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CONNECTION_FAILED // We could not connect to server
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2018-01-05 19:21:07 +02:00
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};
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class IServerAPI
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{
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protected:
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virtual void sendLobbyPack(const CPackForLobby & pack) const = 0;
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public:
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virtual ~IServerAPI() {}
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virtual void sendClientConnecting() const = 0;
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virtual void sendClientDisconnecting() = 0;
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virtual void setCampaignState(std::shared_ptr<CampaignState> newCampaign) = 0;
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virtual void setCampaignMap(CampaignScenarioID mapId) const = 0;
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virtual void setCampaignBonus(int bonusId) const = 0;
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virtual void setMapInfo(std::shared_ptr<CMapInfo> to, std::shared_ptr<CMapGenOptions> mapGenOpts = {}) const = 0;
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virtual void setPlayer(PlayerColor color) const = 0;
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virtual void setPlayerName(PlayerColor color, const std::string & name) const = 0;
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virtual void setPlayerOption(ui8 what, int32_t value, PlayerColor player) const = 0;
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virtual void setDifficulty(int to) const = 0;
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virtual void setTurnTimerInfo(const TurnTimerInfo &) const = 0;
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virtual void setSimturnsInfo(const SimturnsInfo &) const = 0;
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virtual void setExtraOptionsInfo(const ExtraOptionsInfo & info) const = 0;
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virtual void sendMessage(const std::string & txt) const = 0;
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virtual void sendGuiAction(ui8 action) const = 0; // TODO: possibly get rid of it?
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virtual void sendStartGame(bool allowOnlyAI = false) const = 0;
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virtual void sendRestartGame() const = 0;
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};
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/// structure to handle running server and connecting to it
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class CServerHandler : public IServerAPI, public LobbyInfo, public INetworkClientListener, boost::noncopyable
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{
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friend class ApplyOnLobbyHandlerNetPackVisitor;
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2023-12-25 22:26:59 +02:00
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std::unique_ptr<NetworkClient> networkClient;
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std::unique_ptr<CApplier<CBaseForLobbyApply>> applier;
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std::shared_ptr<CMapInfo> mapToStart;
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std::vector<std::string> myNames;
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std::shared_ptr<HighScoreCalculation> highScoreCalc;
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2023-12-25 21:23:27 +02:00
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void threadRunNetwork();
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void threadRunServer();
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void onServerFinished();
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2018-01-05 19:21:07 +02:00
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void sendLobbyPack(const CPackForLobby & pack) const override;
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void onPacketReceived(const std::shared_ptr<NetworkConnection> &, const std::vector<uint8_t> & message) override;
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void onConnectionFailed(const std::string & errorMessage) override;
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void onConnectionEstablished(const std::shared_ptr<NetworkConnection> &) override;
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void onDisconnected(const std::shared_ptr<NetworkConnection> &) override;
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void onTimer() override;
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void applyPackOnLobbyScreen(CPackForLobby & pack);
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std::string serverHostname;
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ui16 serverPort;
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bool isServerLocal() const;
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2018-01-05 19:21:07 +02:00
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public:
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std::shared_ptr<CConnection> c;
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std::atomic<EClientState> state;
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////////////////////
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// FIXME: Bunch of crutches to glue it all together
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// For starting non-custom campaign and continue to next mission
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std::shared_ptr<CampaignState> campaignStateToSend;
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ui8 screenType; // To create lobby UI only after server is setup
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ui8 loadMode; // For saves filtering in SelectionTab
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////////////////////
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std::unique_ptr<CStopWatch> th;
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std::unique_ptr<boost::thread> threadRunLocalServer;
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std::unique_ptr<boost::thread> threadNetwork;
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CClient * client;
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2019-03-30 01:28:33 +02:00
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CondSh<bool> campaignServerRestartLock;
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2018-01-05 19:21:07 +02:00
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CServerHandler();
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~CServerHandler();
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2018-01-05 19:21:07 +02:00
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void resetStateForLobby(const StartInfo::EMode mode, const std::vector<std::string> * names = nullptr);
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void startLocalServerAndConnect();
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void connectToServer(const std::string & addr, const ui16 port);
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// Helpers for lobby state access
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std::set<PlayerColor> getHumanColors();
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PlayerColor myFirstColor() const;
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bool isMyColor(PlayerColor color) const;
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ui8 myFirstId() const; // Used by chat only!
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bool isHost() const;
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bool isGuest() const;
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const std::string & getCurrentHostname() const;
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const std::string & getLocalHostname() const;
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const std::string & getRemoteHostname() const;
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ui16 getCurrentPort() const;
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ui16 getLocalPort() const;
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ui16 getRemotePort() const;
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// Lobby server API for UI
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void sendClientConnecting() const override;
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void sendClientDisconnecting() override;
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2023-06-25 20:16:03 +02:00
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void setCampaignState(std::shared_ptr<CampaignState> newCampaign) override;
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void setCampaignMap(CampaignScenarioID mapId) const override;
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2018-01-05 19:21:07 +02:00
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void setCampaignBonus(int bonusId) const override;
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void setMapInfo(std::shared_ptr<CMapInfo> to, std::shared_ptr<CMapGenOptions> mapGenOpts = {}) const override;
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void setPlayer(PlayerColor color) const override;
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void setPlayerName(PlayerColor color, const std::string & name) const override;
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2023-08-17 18:15:42 +02:00
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void setPlayerOption(ui8 what, int32_t value, PlayerColor player) const override;
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2018-01-05 19:21:07 +02:00
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void setDifficulty(int to) const override;
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2023-08-25 18:20:26 +02:00
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void setTurnTimerInfo(const TurnTimerInfo &) const override;
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2023-09-22 18:57:43 +02:00
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void setSimturnsInfo(const SimturnsInfo &) const override;
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2023-12-28 21:48:19 +02:00
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void setExtraOptionsInfo(const ExtraOptionsInfo &) const override;
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2018-01-05 19:21:07 +02:00
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void sendMessage(const std::string & txt) const override;
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void sendGuiAction(ui8 action) const override;
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2022-09-29 19:08:05 +02:00
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void sendRestartGame() const override;
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2018-01-05 19:21:07 +02:00
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void sendStartGame(bool allowOnlyAI = false) const override;
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2023-08-11 18:04:14 +02:00
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void startMapAfterConnection(std::shared_ptr<CMapInfo> to);
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2023-09-11 18:39:32 +02:00
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bool validateGameStart(bool allowOnlyAI = false) const;
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void debugStartTest(std::string filename, bool save = false);
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2023-09-11 18:39:32 +02:00
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2023-02-12 09:23:39 +02:00
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void startGameplay(VCMI_LIB_WRAP_NAMESPACE(CGameState) * gameState = nullptr);
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2018-07-18 23:58:38 +02:00
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void endGameplay(bool closeConnection = true, bool restart = false);
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2023-09-23 00:21:36 +02:00
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void startCampaignScenario(HighScoreParameter param, std::shared_ptr<CampaignState> cs = {});
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2023-09-11 18:39:32 +02:00
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void showServerError(const std::string & txt) const;
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2018-01-05 19:21:07 +02:00
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// TODO: LobbyState must be updated within game so we should always know how many player interfaces our client handle
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int howManyPlayerInterfaces();
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ui8 getLoadMode();
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2023-02-12 09:23:39 +02:00
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void visitForLobby(CPackForLobby & lobbyPack);
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void visitForClient(CPackForClient & clientPack);
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2018-01-05 19:21:07 +02:00
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};
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extern CServerHandler * CSH;
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