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Revert "multiplayer load changes"
This reverts commit 368d2c8836cc6e3b5af9cf71e892bf4515f26bda.
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parent
99a63c4bbd
commit
3685e96042
@ -247,8 +247,6 @@ void CClient::loadGame(const std::string & fname, const bool server, const std::
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serv = sh.justConnectToServer(ipaddr,port=="" ? "3030" : port);
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CStopWatch tmh;
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if(server)
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{
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try
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{
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std::string clientSaveName = *CResourceHandler::get("local")->getResourceName(ResourceID(fname, EResType::CLIENT_SAVEGAME));
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@ -290,24 +288,9 @@ void CClient::loadGame(const std::string & fname, const bool server, const std::
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logGlobal->errorStream() << "Cannot load game " << fname << ". Error: " << e.what();
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throw; //obviously we cannot continue here
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}
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}
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if(server)
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{
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serv = sh.connectToServer();
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(*serv) << *this;
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}
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else
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{
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(*serv) >> *this;
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const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
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CGI->mh->map = gs->map;
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logNetwork->infoStream() <<"Creating mapHandler: "<<tmh.getDiff();
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CGI->mh->init();
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pathInfo = make_unique<CPathsInfo>(getMapSize());
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logNetwork->infoStream() <<"Initializing mapHandler (together): "<<tmh.getDiff();
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}
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if(player_==-1)
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player_ = player->getNum();
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@ -330,13 +313,13 @@ void CClient::loadGame(const std::string & fname, const bool server, const std::
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logNetwork->infoStream() << "Server opened savegame properly.";
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}
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std::set<PlayerColor> clientPlayers;
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if(server)
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{
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*serv << ui32(gs->scenarioOps->playerInfos.size()+2-loadNumPlayers); //number of players + neutral
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for(auto & elem : gs->scenarioOps->playerInfos)
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if(!std::count(humanplayerindices.begin(),humanplayerindices.end(),elem.first.getNum()) || elem.first==player)
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{
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clientPlayers.insert(elem.first);
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*serv << ui8(elem.first.getNum()); //players
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if(elem.first!=player)
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{
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auto AiToGive = aiNameForPlayer(elem.second, false);
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@ -348,21 +331,20 @@ void CClient::loadGame(const std::string & fname, const bool server, const std::
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installNewPlayerInterface(make_shared<CPlayerInterface>(*player),*player);
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}
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}
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clientPlayers.insert(PlayerColor::NEUTRAL);
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*serv << ui8(PlayerColor::NEUTRAL.getNum());
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}
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else
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{
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clientPlayers.insert(*player);
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*serv << ui32(1);
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*serv << ui8(player->getNum());
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installNewPlayerInterface(make_shared<CPlayerInterface>(*player),*player);
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}
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serv->enableStackSendingByID();
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serv->disableSmartPointerSerialization();
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(*serv) << clientPlayers;
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logNetwork->infoStream() <<"Sent info to server: "<<tmh.getDiff();
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serv->addStdVecItems(gs);
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serv->enableStackSendingByID();
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serv->disableSmartPointerSerialization();
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loadNeutralBattleAI();
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@ -32,12 +32,6 @@
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#include "../lib/UnlockGuard.h"
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#include "../client/Client.h"
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extern template void CClient::serialize<COSer<CSaveFile>>( COSer<CSaveFile> &h, const int version );
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extern template void CClient::serialize<CISer<CConnection>>( CISer<CConnection> &h, const int version );
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extern template void CClient::serialize<COSer<CConnection>>( COSer<CConnection> &h, const int version );
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#if defined(__GNUC__) && !defined (__MINGW32__) && !defined(VCMI_ANDROID)
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#include <execinfo.h>
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#endif
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@ -497,13 +491,11 @@ void CVCMIServer::loadGame()
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c << ui8(0);
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CConnection* cc; //tcp::socket * ss;
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CClient client_in;
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for(int i=0; i<clients; i++)
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{
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if(!i)
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{
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cc = &c;
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(*cc) >> client_in;
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}
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else
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{
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@ -516,7 +508,7 @@ void CVCMIServer::loadGame()
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continue;
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}
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cc = new CConnection(s,NAME);
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(*cc) << client_in;
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cc->addStdVecItems(gh.gs);
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}
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gh.conns.insert(cc);
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}
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