mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
Logging battle activites. Replaying battles with client.
Added an AI for answer validation (it returns junk action packets). Minor fixes.
This commit is contained in:
parent
1fc34d8a0b
commit
94e7fa5b3c
163
AI/MadAI/MadAI.vcxproj
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163
AI/MadAI/MadAI.vcxproj
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@ -0,0 +1,163 @@
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<?xml version="1.0" encoding="utf-8"?>
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<ProjectConfiguration Include="Debug|Win32">
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<Configuration>Debug</Configuration>
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<Platform>Win32</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Debug|x64">
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<Configuration>Debug</Configuration>
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<Platform>x64</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="RD|Win32">
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<Configuration>RD</Configuration>
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<Platform>Win32</Platform>
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<ProjectConfiguration Include="RD|x64">
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<Configuration>RD</Configuration>
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<Platform>x64</Platform>
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||||
</ProjectConfiguration>
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</ItemGroup>
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||||
<PropertyGroup Label="Globals">
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<ProjectGuid>{DF931F3D-6DD2-4D1F-ADE9-F0098B5AE3F0}</ProjectGuid>
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<RootNamespace>StupidAI</RootNamespace>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
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<ConfigurationType>DynamicLibrary</ConfigurationType>
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<UseDebugLibraries>true</UseDebugLibraries>
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<CharacterSet>MultiByte</CharacterSet>
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<UseDebugLibraries>true</UseDebugLibraries>
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<ConfigurationType>DynamicLibrary</ConfigurationType>
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<UseDebugLibraries>false</UseDebugLibraries>
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<WholeProgramOptimization>true</WholeProgramOptimization>
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<CharacterSet>MultiByte</CharacterSet>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='RD|x64'" Label="Configuration">
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<ConfigurationType>DynamicLibrary</ConfigurationType>
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<UseDebugLibraries>false</UseDebugLibraries>
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<WholeProgramOptimization>true</WholeProgramOptimization>
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<CharacterSet>MultiByte</CharacterSet>
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<Import Project="..\..\VCMI_global.props" />
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</ImportGroup>
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<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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<Import Project="..\..\VCMI_global.props" />
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<Import Project="..\..\VCMI_global.props" />
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<Import Project="..\..\VCMI_global.props" />
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</ImportGroup>
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<PropertyGroup Label="UserMacros" />
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<OutDir>$(SolutionDir)\AI\</OutDir>
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<IncludePath>$(IncludePath)</IncludePath>
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<LibraryPath>$(LibraryPath)</LibraryPath>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<OutDir>$(SolutionDir)\AI\</OutDir>
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<IncludePath>$(IncludePath)</IncludePath>
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<LibraryPath>$(LibraryPath)</LibraryPath>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='RD|Win32'">
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<OutDir>$(SolutionDir)$(Configuration)\bin\AI\</OutDir>
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<IncludePath>$(IncludePath)</IncludePath>
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<LibraryPath>$(LibraryPath)</LibraryPath>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='RD|x64'">
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<OutDir>$(SolutionDir)$(Configuration)\bin\AI\</OutDir>
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<IncludePath>$(IncludePath)</IncludePath>
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<LibraryPath>$(LibraryPath)</LibraryPath>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<AdditionalDependencies>VCMI_lib.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<AdditionalLibraryDirectories>$(OutDir)..;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
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<OutputFile>$(OutDir)$(TargetName).dll</OutputFile>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<ClCompile>
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<WarningLevel>Level3</WarningLevel>
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<Optimization>Disabled</Optimization>
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<AdditionalIncludeDirectories>%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<PrecompiledHeader>NotUsing</PrecompiledHeader>
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<PrecompiledHeaderFile>stdafx.h</PrecompiledHeaderFile>
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</ClCompile>
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||||
<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<AdditionalDependencies>VCMI_lib.lib;%(AdditionalDependencies)</AdditionalDependencies>
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||||
<AdditionalLibraryDirectories>$(OutDir)..;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
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<OutputFile>$(OutDir)StupidAI.dll</OutputFile>
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</Link>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='RD|Win32'">
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<ClCompile>
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<WarningLevel>Level3</WarningLevel>
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<Optimization>MaxSpeed</Optimization>
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<AdditionalIncludeDirectories>%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<PrecompiledHeader>NotUsing</PrecompiledHeader>
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<PrecompiledHeaderFile>stdafx.h</PrecompiledHeaderFile>
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</ClCompile>
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<Link>
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||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<OptimizeReferences>true</OptimizeReferences>
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<AdditionalDependencies>VCMI_lib.lib;%(AdditionalDependencies)</AdditionalDependencies>
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||||
<AdditionalLibraryDirectories>$(OutDir)..;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
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<OutputFile>$(OutDir)StupidAI.dll</OutputFile>
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</Link>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='RD|x64'">
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<ClCompile>
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<WarningLevel>Level3</WarningLevel>
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<Optimization>MaxSpeed</Optimization>
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<AdditionalIncludeDirectories>%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<PrecompiledHeader>NotUsing</PrecompiledHeader>
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<PrecompiledHeaderFile>stdafx.h</PrecompiledHeaderFile>
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</ClCompile>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<OptimizeReferences>true</OptimizeReferences>
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<AdditionalDependencies>VCMI_lib.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<AdditionalLibraryDirectories>$(OutDir)..;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
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<OutputFile>$(OutDir)StupidAI.dll</OutputFile>
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</Link>
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</ItemDefinitionGroup>
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<ItemGroup>
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<ClCompile Include="main.cpp" />
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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</Project>
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43
AI/MadAI/main.cpp
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43
AI/MadAI/main.cpp
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@ -0,0 +1,43 @@
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#include <cstring>
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#include "../../AI_Base.h"
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const char *g_cszAiName = "Mad AI";
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class CMadAI : public CBattleGameInterface
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{
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CBattleCallback *cb;
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virtual void init(CBattleCallback * CB)
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{
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cb = CB;
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}
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virtual BattleAction activeStack(const CStack * stack)
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{
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srand(time(NULL));
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BattleAction ba;
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ba.actionType = rand() % 14;
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ba.additionalInfo = rand() % BFIELD_SIZE + 5;
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ba.side = rand() % 7;
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ba.destinationTile = rand() % BFIELD_SIZE + 5;
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ba.stackNumber = rand() % 500;
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return ba;
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}
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};
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extern "C" DLL_F_EXPORT void GetAiName(char* name)
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{
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strcpy_s(name, strlen(g_cszAiName) + 1, g_cszAiName);
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}
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extern "C" DLL_F_EXPORT CBattleGameInterface* GetNewBattleAI()
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{
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return new CMadAI();
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}
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extern "C" DLL_F_EXPORT void ReleaseBattleAI(CBattleGameInterface* i)
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{
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delete (CMadAI*)i;
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}
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@ -8,22 +8,11 @@
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const char *g_cszAiName = "Stupid AI 0.1";
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extern "C" DLL_F_EXPORT int GetGlobalAiVersion()
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{
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return AI_INTERFACE_VER;
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}
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extern "C" DLL_F_EXPORT void GetAiName(char* name)
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{
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strcpy_s(name, strlen(g_cszAiName) + 1, g_cszAiName);
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}
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extern "C" DLL_F_EXPORT char* GetAiNameS()
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{
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// need to be defined
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return NULL;
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}
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extern "C" DLL_F_EXPORT CBattleGameInterface* GetNewBattleAI()
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{
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return new CStupidAI();
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@ -17,8 +17,10 @@ int main(int argc, const char **)
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#else
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"./vcmiserver"
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#endif
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;
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boost::thread t(boost::bind(std::system, (servername + " b1.json StupidAI StupidAI").c_str()));
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;
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std::string serverCommand = servername + " b1.json StupidAI StupidAI";
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boost::thread t(boost::bind(std::system, serverCommand.c_str()));
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boost::thread tt(boost::bind(std::system, runnername.c_str()));
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boost::thread ttt(boost::bind(std::system, runnername.c_str()));
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if(argc == 2)
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@ -53,7 +53,7 @@ struct PlayerSettings
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/// Struct which describes the difficulty, the turn time,.. of a heroes match.
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struct StartInfo
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{
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enum EMode {NEW_GAME, LOAD_GAME, CAMPAIGN, DUEL, INVALID = 255};
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enum EMode {NEW_GAME, LOAD_GAME, CAMPAIGN, DUEL, DUEL_REPLAY, INVALID = 255};
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ui8 mode; //uses EMode enum
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ui8 difficulty; //0=easy; 4=impossible
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@ -26,6 +26,8 @@ Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Solution Items", "Solution
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EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "VCMI_client", "client\VCMI_client.vcxproj", "{8355EBA8-65C2-44A4-BC2D-78053E1BF2D6}"
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EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "MadAI", "AI\MadAI\MadAI.vcxproj", "{DF931F3D-6DD2-4D1F-ADE9-F0098B5AE3F0}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Win32 = Debug|Win32
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@ -111,6 +113,17 @@ Global
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{8355EBA8-65C2-44A4-BC2D-78053E1BF2D6}.Release|Win32.ActiveCfg = RD|x64
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{8355EBA8-65C2-44A4-BC2D-78053E1BF2D6}.Release|x64.ActiveCfg = RD|x64
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{8355EBA8-65C2-44A4-BC2D-78053E1BF2D6}.Release|x64.Build.0 = RD|x64
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{DF931F3D-6DD2-4D1F-ADE9-F0098B5AE3F0}.Debug|Win32.ActiveCfg = Debug|Win32
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{DF931F3D-6DD2-4D1F-ADE9-F0098B5AE3F0}.Debug|Win32.Build.0 = Debug|Win32
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{DF931F3D-6DD2-4D1F-ADE9-F0098B5AE3F0}.Debug|x64.ActiveCfg = Debug|x64
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{DF931F3D-6DD2-4D1F-ADE9-F0098B5AE3F0}.Debug|x64.Build.0 = Debug|x64
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{DF931F3D-6DD2-4D1F-ADE9-F0098B5AE3F0}.RD|Win32.ActiveCfg = RD|Win32
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{DF931F3D-6DD2-4D1F-ADE9-F0098B5AE3F0}.RD|Win32.Build.0 = RD|Win32
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{DF931F3D-6DD2-4D1F-ADE9-F0098B5AE3F0}.RD|x64.ActiveCfg = RD|x64
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{DF931F3D-6DD2-4D1F-ADE9-F0098B5AE3F0}.RD|x64.Build.0 = RD|x64
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{DF931F3D-6DD2-4D1F-ADE9-F0098B5AE3F0}.Release|Win32.ActiveCfg = RD|x64
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{DF931F3D-6DD2-4D1F-ADE9-F0098B5AE3F0}.Release|x64.ActiveCfg = RD|x64
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{DF931F3D-6DD2-4D1F-ADE9-F0098B5AE3F0}.Release|x64.Build.0 = RD|x64
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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@ -185,6 +185,7 @@ static void prog_help(const char *progname)
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printf(" -v, --version display version information and exit\n");
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}
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CLoadFile *replayLoader;
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#ifdef _WIN32
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int _tmain(int argc, _TCHAR* argv[])
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@ -197,7 +198,8 @@ int main(int argc, char** argv)
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opts.add_options()
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("help,h", "display help and exit")
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("version,v", "display version information and exit")
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("battle,b", po::value<std::string>(), "runs game in duel mode (battle-only")
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("battle,b", po::value<std::string>(), "runs game in duel mode (battle-only)")
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("replay,r", "replays a recorded battle, use together with -b");
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("nointro,i", "skips intro movies");
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po::variables_map vm;
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@ -284,7 +286,27 @@ int main(int argc, char** argv)
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else
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{
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StartInfo *si = new StartInfo();
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si->mode = StartInfo::DUEL;
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if(vm.count("replay"))
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{
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si->mode = StartInfo::DUEL_REPLAY;
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replayLoader = new CLoadFile(vm["battle"].as<std::string>());
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replayLoader->smartPointerSerialization = false;
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if(!replayLoader->sfile)
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{
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tlog1 << "Cannot find file with recorded battle (" << si->mapname << ")!\n";
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exit(1);
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}
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std::string bname, ai1, ai2;
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ui8 magic;
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*replayLoader >> bname >> ai1 >> ai2 >> magic;
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assert(magic == '$');
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si->mapname = bname;
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tlog0 << "Replaying battle between " <<ai1 << " and " << ai2 << " on " << bname << std::endl;
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}
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else
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si->mode = StartInfo::DUEL;
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startGame(si);
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}
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mainGUIThread = new boost::thread(&CGuiHandler::run, boost::ref(GH));
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@ -718,6 +740,7 @@ void startGame(StartInfo * options, CConnection *serv/* = NULL*/)
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client->newGame(serv, options);
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break;
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case StartInfo::DUEL:
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case StartInfo::DUEL_REPLAY:
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client->newDuel(serv, options);
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break;
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case StartInfo::LOAD_GAME:
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@ -727,7 +750,11 @@ void startGame(StartInfo * options, CConnection *serv/* = NULL*/)
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break;
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}
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client->connectionHandler = new boost::thread(&CClient::run, client);
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if(client->serv)
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client->connectionHandler = new boost::thread(&CClient::run, client);
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else
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client->connectionHandler = new boost::thread(&CClient::runReplay, client, replayLoader);
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}
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void requestChangingResolution()
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@ -39,6 +39,7 @@
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||||
#define NOT_LIB
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#include "../lib/RegisterTypes.cpp"
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#include <fstream>
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extern std::string NAME;
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namespace intpr = boost::interprocess;
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@ -418,37 +419,46 @@ void CClient::newGame( CConnection *con, StartInfo *si )
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void CClient::newDuel(CConnection *con, StartInfo *si)
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||||
{
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||||
serv = con;
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if(!serv)
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if(si->mode == StartInfo::DUEL)
|
||||
{
|
||||
std::string host = "127.0.0.1";
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||||
std::string port = "3030";
|
||||
|
||||
int i = 3;
|
||||
while(!serv)
|
||||
serv = con;
|
||||
if(!serv)
|
||||
{
|
||||
try
|
||||
std::string host = "127.0.0.1";
|
||||
std::string port = "3030";
|
||||
|
||||
int i = 3;
|
||||
while(!serv)
|
||||
{
|
||||
tlog0 << "Establishing connection...\n";
|
||||
serv = new CConnection(host, port, "DLL host");
|
||||
}
|
||||
catch(...)
|
||||
{
|
||||
tlog1 << "\nCannot establish connection! Retrying within 2 seconds" << std::endl;
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||||
boost::this_thread::sleep(boost::posix_time::seconds(2));
|
||||
if(!--i)
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||||
exit(0);
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||||
try
|
||||
{
|
||||
tlog0 << "Establishing connection...\n";
|
||||
serv = new CConnection(host, port, "DLL host");
|
||||
}
|
||||
catch(...)
|
||||
{
|
||||
tlog1 << "\nCannot establish connection! Retrying within 2 seconds" << std::endl;
|
||||
boost::this_thread::sleep(boost::posix_time::seconds(2));
|
||||
if(!--i)
|
||||
exit(0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
ui8 color;
|
||||
std::string battleAIName;
|
||||
*serv >> *si >> battleAIName >> color;
|
||||
assert(si->mode == StartInfo::DUEL);
|
||||
assert(color > 1); //we are NOT participants
|
||||
//tlog0 << format("Server wants us to be %s in battle %s as side %d") % battleAIName % si.mapname % (int)color;
|
||||
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
si->mode = StartInfo::DUEL;
|
||||
}
|
||||
|
||||
|
||||
ui8 color;
|
||||
std::string battleAIName;
|
||||
*serv >> *si >> battleAIName >> color;
|
||||
assert(si->mode == StartInfo::DUEL);
|
||||
assert(color > 1); //we are NOT participants
|
||||
//tlog0 << format("Server wants us to be %s in battle %s as side %d") % battleAIName % si.mapname % (int)color;
|
||||
|
||||
gs = new CGameState();
|
||||
const_cast<CGameInfo*>(CGI)->state = gs;
|
||||
@ -463,7 +473,8 @@ void CClient::newDuel(CConnection *con, StartInfo *si)
|
||||
p->init(new CCallback(gs, -1, this));
|
||||
battleStarted(gs->curB);
|
||||
|
||||
serv->addStdVecItems(const_cast<CGameInfo*>(CGI)->state);
|
||||
if(serv)
|
||||
serv->addStdVecItems(const_cast<CGameInfo*>(CGI)->state);
|
||||
}
|
||||
|
||||
template <typename Handler>
|
||||
@ -669,6 +680,79 @@ void CClient::invalidatePaths(const CGHeroInstance *h /*= NULL*/)
|
||||
pathInfo->isValid = false;
|
||||
}
|
||||
|
||||
std::string typeName(CPack * pack)
|
||||
{
|
||||
try
|
||||
{
|
||||
return typeid(*pack).name();
|
||||
}
|
||||
catch(...)
|
||||
{
|
||||
return "unknown type";
|
||||
//tlog1 << "\Unknown type!\t" << e.what() << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
void CClient::runReplay(CLoadFile *f)
|
||||
{
|
||||
setThreadName(-1, "CClient::runReplay");
|
||||
try
|
||||
{
|
||||
f->sfile->exceptions(std::ifstream::failbit | std::ifstream::badbit | std::ifstream::eofbit);
|
||||
int i = 0;
|
||||
std::vector<CPack *> hlp;
|
||||
while(f->sfile)
|
||||
{
|
||||
i = hlp.size();
|
||||
tlog5 << i;
|
||||
ui8 magic;
|
||||
std::pair<ui8, CPack *> para;
|
||||
para.first = 254;
|
||||
para.second = NULL;
|
||||
|
||||
try
|
||||
{
|
||||
*f >> para >> magic;
|
||||
}
|
||||
catch(...)
|
||||
{
|
||||
break;
|
||||
}
|
||||
if(magic != '*')
|
||||
throw std::runtime_error("Bad magic byte!");
|
||||
assert(para.second);
|
||||
|
||||
if(para.first != 255)
|
||||
{
|
||||
tlog5 << "\tIgnoring message from player " << (int)para.first
|
||||
<< " (" << typeName(para.second) << ")" << std::endl;
|
||||
}
|
||||
else
|
||||
{
|
||||
tlog5 << "\tRead message of type " << typeName(para.second) << std::endl;
|
||||
hlp.push_back(para.second);
|
||||
}
|
||||
}
|
||||
|
||||
i = 0;
|
||||
while(!terminate && i < hlp.size())
|
||||
{
|
||||
tlog1 << i << "\tHandling pack of type " << typeName(hlp[i]) << std::endl;
|
||||
handlePack(hlp[i++]);
|
||||
}
|
||||
}
|
||||
catch (const std::exception& e)
|
||||
{
|
||||
tlog3 << "Failure when replaying from file, ending reading thread!\n";
|
||||
tlog1 << e.what() << std::endl;
|
||||
if(!terminate) //rethrow (-> boom!) only if closing connection was unexpected
|
||||
{
|
||||
tlog1 << "Something wrong, failed reading while game is still ongoing...\n";
|
||||
throw;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
template void CClient::serialize( CISer<CLoadFile> &h, const int version );
|
||||
template void CClient::serialize( COSer<CSaveFile> &h, const int version );
|
||||
|
||||
|
@ -31,6 +31,7 @@ class CClient;
|
||||
class CScriptingModule;
|
||||
struct CPathsInfo;
|
||||
namespace boost { class thread; }
|
||||
class CLoadFile;
|
||||
|
||||
void processCommand(const std::string &message, CClient *&client);
|
||||
|
||||
@ -96,6 +97,7 @@ public:
|
||||
void save(const std::string & fname);
|
||||
void loadGame(const std::string & fname);
|
||||
void run();
|
||||
void runReplay(CLoadFile *f);
|
||||
void finishCampaign( CCampaignState * camp );
|
||||
void proposeNextMission( CCampaignState * camp );
|
||||
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
|
||||
|
@ -655,7 +655,7 @@ void BattleResultsApplied::applyCl( CClient *cl )
|
||||
INTERFACE_CALL_IF_PRESENT(player1, battleResultsApplied);
|
||||
INTERFACE_CALL_IF_PRESENT(player2, battleResultsApplied);
|
||||
INTERFACE_CALL_IF_PRESENT(254, battleResultsApplied);
|
||||
if(GS(cl)->initialOpts->mode == StartInfo::DUEL)
|
||||
if(GS(cl)->initialOpts->mode == StartInfo::DUEL && cl->serv)
|
||||
{
|
||||
cl->terminate = true;
|
||||
CloseServer cs;
|
||||
|
@ -471,6 +471,10 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHer
|
||||
casualtiesPoints = c->AIValue * i->second;
|
||||
}
|
||||
tlog0 << boost::format("Total casualties points: %d\n") % casualtiesPoints;
|
||||
|
||||
//battle ai1 ai2 winner_side winner_casualties
|
||||
std::ofstream resultsList("results.txt", std::fstream::out | std::fstream::app);
|
||||
resultsList << boost::format("\n%s\t%s\t%s\t%d\t%d") % gs->scenarioOps->mapname % ais[0] % ais[1] % (int)battleResult.data->winner % casualtiesPoints;
|
||||
}
|
||||
|
||||
sendAndApply(&resultsApplied);
|
||||
@ -640,6 +644,7 @@ void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
|
||||
while(1)//server should never shut connection first //was: while(!end2)
|
||||
{
|
||||
pack = c.retreivePack();
|
||||
receivedPack(c.connectionID, pack);
|
||||
int packType = typeList.getTypeID(pack); //get the id of type
|
||||
if(packType == typeList.getTypeID<CloseServer>())
|
||||
{
|
||||
@ -1929,6 +1934,7 @@ void CGameHandler::ask( Query * sel, ui8 player, const CFunctionList<void(ui32)>
|
||||
|
||||
void CGameHandler::sendToAllClients( CPackForClient * info )
|
||||
{
|
||||
broadcastedPack(info);
|
||||
tlog5 << "Sending to all clients a package of type " << typeid(*info).name() << std::endl;
|
||||
for(std::set<CConnection*>::iterator i=conns.begin(); i!=conns.end();i++)
|
||||
{
|
||||
@ -5247,6 +5253,25 @@ void CGameHandler::spawnWanderingMonsters(int creatureID)
|
||||
}
|
||||
}
|
||||
|
||||
static boost::mutex logMx;
|
||||
void CGameHandler::receivedPack(ui8 connectionNr, CPack *pack)
|
||||
{
|
||||
if(gameLog)
|
||||
{
|
||||
boost::unique_lock<boost::mutex> lock(logMx);
|
||||
*gameLog << connectionNr << pack << ui8('*');
|
||||
}
|
||||
}
|
||||
|
||||
void CGameHandler::broadcastedPack(CPack *pack)
|
||||
{
|
||||
if(gameLog)
|
||||
{
|
||||
boost::unique_lock<boost::mutex> lock(logMx);
|
||||
*gameLog << ui8(255) << pack << ui8('*');
|
||||
}
|
||||
}
|
||||
|
||||
CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance *army, BattleInfo *bat)
|
||||
{
|
||||
int color = army->tempOwner;
|
||||
|
@ -103,6 +103,11 @@ public:
|
||||
std::map<ui32, boost::function<void()> > garrisonCallbacks; //query id => callback - for garrison dialogs
|
||||
std::map<ui32, std::pair<si32,si32> > allowedExchanges;
|
||||
|
||||
std::string ais[2];
|
||||
CSaveFile *gameLog;
|
||||
void receivedPack(ui8 connectionNr, CPack *pack);
|
||||
void broadcastedPack(CPack *pack);
|
||||
|
||||
bool isAllowedExchange(int id1, int id2);
|
||||
bool isAllowedArrangePack(const ArrangeStacks *pack);
|
||||
void giveSpells(const CGTownInstance *t, const CGHeroInstance *h);
|
||||
|
@ -534,11 +534,14 @@ void CVCMIServer::startDuel(const std::string &battle, const std::string &leftAI
|
||||
tlog0 << "Preparing gh!\n";
|
||||
CGameHandler *gh = new CGameHandler();
|
||||
gh->init(&si,std::time(NULL));
|
||||
gh->ais[0] = leftAI;
|
||||
gh->ais[1] = rightAI;
|
||||
|
||||
BOOST_FOREACH(CConnection *c, conns)
|
||||
{
|
||||
ui8 player = gh->conns.size();
|
||||
tlog0 << boost::format("Preparing connection %d!\n") % (int)player;
|
||||
c->connectionID = player;
|
||||
c->addStdVecItems(gh->gs, VLC);
|
||||
gh->connections[player] = c;
|
||||
gh->conns.insert(c);
|
||||
@ -555,18 +558,24 @@ void CVCMIServer::startDuel(const std::string &battle, const std::string &leftAI
|
||||
*gh->connections[1] << rightAI << ui8(1);
|
||||
*gh->connections[2] << std::string() << ui8(254);
|
||||
|
||||
std::string logFName = "duel_log.vdat";
|
||||
tlog0 << "Logging battle activities (for replay possibility) in " << logFName << std::endl;
|
||||
gh->gameLog = new CSaveFile(logFName);
|
||||
gh->gameLog->smartPointerSerialization = false;
|
||||
*gh->gameLog << battle << leftAI << rightAI << ui8('$');
|
||||
|
||||
tlog0 << "Starting battle!\n";
|
||||
gh->runBattle();
|
||||
tlog0 << "Battle over!\n";
|
||||
delNull(gh);
|
||||
tlog0 << "Removed gh!\n";
|
||||
tlog0 << "Waiting for connections to close\n";
|
||||
BOOST_FOREACH(boost::thread *t, threads)
|
||||
{
|
||||
t->join();
|
||||
delNull(t);
|
||||
}
|
||||
tlog0 << "Removing gh\n";
|
||||
delNull(gh);
|
||||
tlog0 << "Removed gh!\n";
|
||||
|
||||
tlog0 << "Dying...\n";
|
||||
exit(0);
|
||||
|
Loading…
Reference in New Issue
Block a user