mirror of
https://github.com/vcmi/vcmi.git
synced 2025-11-25 22:42:04 +02:00
Full rework of pre-game interface and networking
New features for players: * Loading for multiplayer. Any save could be used for multiplayer. * Restart for multiplayer. All clients will restart together. * Loading from single save. * Hotseat mixed with network game. Multiple players per client. * Now connection to server could be cancelled. * Return to menu on disconnections instead of crashes. * Restoring of last selected map, save or campaign on next run. TLDR on important changes in engine code: * UI: work with server separated from UI * UI: all explitic blitting replaced with IntObject's * UI: all new code use smart pointers instead of DISPOSE * Gameplay always start through lobby controlled by server. * Threads receiving netpacks now shared for lobby and gameplay. * Campaigns: heroes for crossover now serialized as JsonNode.
This commit is contained in:
674
client/CServerHandler.cpp
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674
client/CServerHandler.cpp
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@@ -0,0 +1,674 @@
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/*
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* CServerHandler.cpp, 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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#include "StdInc.h"
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#include "CServerHandler.h"
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#include "Client.h"
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#include "CGameInfo.h"
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#include "CPlayerInterface.h"
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#include "gui/CGuiHandler.h"
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#include "lobby/CSelectionBase.h"
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#include "lobby/CLobbyScreen.h"
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#include "mainmenu/CMainMenu.h"
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#ifndef VCMI_ANDROID
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#include "../lib/Interprocess.h"
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#endif
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#include "../lib/CConfigHandler.h"
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#include "../lib/CGeneralTextHandler.h"
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#include "../lib/CThreadHelper.h"
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#include "../lib/NetPacks.h"
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#include "../lib/StartInfo.h"
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#include "../lib/VCMIDirs.h"
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#include "../lib/mapping/CCampaignHandler.h"
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#include "../lib/mapping/CMap.h"
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#include "../lib/mapping/CMapInfo.h"
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#include "../lib/mapObjects/MiscObjects.h"
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#include "../lib/rmg/CMapGenOptions.h"
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#include "../lib/registerTypes/RegisterTypes.h"
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#include "../lib/serializer/Connection.h"
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#include "../lib/serializer/CMemorySerializer.h"
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#include <boost/uuid/uuid.hpp>
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#include <boost/uuid/uuid_io.hpp>
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#include <boost/uuid/uuid_generators.hpp>
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template<typename T> class CApplyOnLobby;
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class CBaseForLobbyApply
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{
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public:
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virtual bool applyOnLobbyHandler(CServerHandler * handler, void * pack) const = 0;
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virtual void applyOnLobbyScreen(CLobbyScreen * lobby, CServerHandler * handler, void * pack) const = 0;
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virtual ~CBaseForLobbyApply(){};
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template<typename U> static CBaseForLobbyApply * getApplier(const U * t = nullptr)
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{
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return new CApplyOnLobby<U>();
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}
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};
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template<typename T> class CApplyOnLobby : public CBaseForLobbyApply
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{
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public:
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bool applyOnLobbyHandler(CServerHandler * handler, void * pack) const override
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{
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T * ptr = static_cast<T *>(pack);
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logNetwork->trace("\tImmidiately apply on lobby: %s", typeList.getTypeInfo(ptr)->name());
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return ptr->applyOnLobbyHandler(handler);
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}
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void applyOnLobbyScreen(CLobbyScreen * lobby, CServerHandler * handler, void * pack) const override
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{
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T * ptr = static_cast<T *>(pack);
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logNetwork->trace("\tApply on lobby from queue: %s", typeList.getTypeInfo(ptr)->name());
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ptr->applyOnLobbyScreen(lobby, handler);
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}
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};
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template<> class CApplyOnLobby<CPack>: public CBaseForLobbyApply
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{
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public:
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bool applyOnLobbyHandler(CServerHandler * handler, void * pack) const override
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{
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logGlobal->error("Cannot apply plain CPack!");
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assert(0);
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return false;
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}
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void applyOnLobbyScreen(CLobbyScreen * lobby, CServerHandler * handler, void * pack) const override
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{
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logGlobal->error("Cannot apply plain CPack!");
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assert(0);
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}
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};
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extern std::string NAME;
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CServerHandler::CServerHandler()
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: state(EClientState::NONE), mx(std::make_shared<boost::recursive_mutex>()), client(nullptr), loadMode(0), campaignStateToSend(nullptr)
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{
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uuid = boost::uuids::to_string(boost::uuids::random_generator()());
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applier = std::make_shared<CApplier<CBaseForLobbyApply>>();
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registerTypesLobbyPacks(*applier);
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}
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void CServerHandler::resetStateForLobby(const StartInfo::EMode mode, const std::vector<std::string> * names)
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{
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hostClientId = -1;
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state = EClientState::NONE;
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th = make_unique<CStopWatch>();
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packsForLobbyScreen.clear();
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c.reset();
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si.reset(new StartInfo());
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playerNames.clear();
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si->difficulty = 1;
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si->mode = mode;
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myNames.clear();
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if(names && !names->empty()) //if have custom set of player names - use it
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myNames = *names;
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else
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myNames.push_back(settings["general"]["playerName"].String());
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#ifndef VCMI_ANDROID
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shm.reset();
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if(!settings["session"]["disable-shm"].Bool())
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{
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std::string sharedMemoryName = "vcmi_memory";
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if(settings["session"]["enable-shm-uuid"].Bool())
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{
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//used or automated testing when multiple clients start simultaneously
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sharedMemoryName += "_" + uuid;
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}
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try
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{
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shm = std::make_shared<SharedMemory>(sharedMemoryName, true);
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}
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catch(...)
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{
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shm.reset();
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logNetwork->error("Cannot open interprocess memory. Continue without it...");
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}
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}
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#endif
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}
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void CServerHandler::startLocalServerAndConnect()
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{
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if(threadRunLocalServer)
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threadRunLocalServer->join();
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th->update();
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#ifdef VCMI_ANDROID
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CAndroidVMHelper envHelper;
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envHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "startServer", true);
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#else
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threadRunLocalServer = std::make_shared<boost::thread>(&CServerHandler::threadRunServer, this); //runs server executable;
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#endif
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logNetwork->trace("Setting up thread calling server: %d ms", th->getDiff());
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th->update();
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#ifndef VCMI_ANDROID
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if(shm)
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shm->sr->waitTillReady();
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#else
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logNetwork->info("waiting for server");
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while(!androidTestServerReadyFlag.load())
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{
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logNetwork->info("still waiting...");
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boost::this_thread::sleep(boost::posix_time::milliseconds(1000));
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}
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logNetwork->info("waiting for server finished...");
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androidTestServerReadyFlag = false;
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#endif
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logNetwork->trace("Waiting for server: %d ms", th->getDiff());
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th->update(); //put breakpoint here to attach to server before it does something stupid
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#ifndef VCMI_ANDROID
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justConnectToServer(settings["server"]["server"].String(), shm ? shm->sr->port : 0);
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#else
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justConnectToServer(settings["server"]["server"].String());
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#endif
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logNetwork->trace("\tConnecting to the server: %d ms", th->getDiff());
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}
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void CServerHandler::justConnectToServer(const std::string & addr, const ui16 port)
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{
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state = EClientState::CONNECTING;
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while(!c && state != EClientState::CONNECTION_CANCELLED)
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{
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try
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{
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logNetwork->info("Establishing connection...");
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c = std::make_shared<CConnection>(
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addr.size() ? addr : settings["server"]["server"].String(),
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port ? port : getDefaultPort(),
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NAME, uuid);
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}
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catch(...)
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{
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logNetwork->error("\nCannot establish connection! Retrying within 1 second");
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boost::this_thread::sleep(boost::posix_time::seconds(1));
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}
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}
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if(state == EClientState::CONNECTION_CANCELLED)
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logNetwork->info("Connection aborted by player!");
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else
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c->handler = std::make_shared<boost::thread>(&CServerHandler::threadHandleConnection, this);
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}
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void CServerHandler::applyPacksOnLobbyScreen()
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{
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if(!c || !c->handler)
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return;
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boost::unique_lock<boost::recursive_mutex> lock(*mx);
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while(!packsForLobbyScreen.empty())
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{
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CPackForLobby * pack = packsForLobbyScreen.front();
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packsForLobbyScreen.pop_front();
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CBaseForLobbyApply * apply = applier->getApplier(typeList.getTypeID(pack)); //find the applier
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apply->applyOnLobbyScreen(static_cast<CLobbyScreen *>(SEL), this, pack);
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GH.totalRedraw();
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delete pack;
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}
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}
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void CServerHandler::stopServerConnection()
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{
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if(c->handler)
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{
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while(!c->handler->timed_join(boost::posix_time::milliseconds(50)))
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applyPacksOnLobbyScreen();
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c->handler->join();
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}
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}
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std::set<PlayerColor> CServerHandler::getHumanColors()
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{
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return clientHumanColors(c->connectionID);
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}
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PlayerColor CServerHandler::myFirstColor() const
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{
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return clientFirstColor(c->connectionID);
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}
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bool CServerHandler::isMyColor(PlayerColor color) const
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{
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return isClientColor(c->connectionID, color);
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}
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ui8 CServerHandler::myFirstId() const
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{
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return clientFirstId(c->connectionID);
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}
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bool CServerHandler::isServerLocal() const
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{
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if(threadRunLocalServer)
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return true;
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return false;
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}
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bool CServerHandler::isHost() const
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{
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return c && hostClientId == c->connectionID;
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}
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bool CServerHandler::isGuest() const
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{
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return !c || hostClientId != c->connectionID;
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}
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ui16 CServerHandler::getDefaultPort()
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{
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if(settings["session"]["serverport"].Integer())
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return settings["session"]["serverport"].Integer();
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else
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return settings["server"]["port"].Integer();
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}
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std::string CServerHandler::getDefaultPortStr()
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{
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return boost::lexical_cast<std::string>(getDefaultPort());
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}
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void CServerHandler::sendClientConnecting() const
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{
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LobbyClientConnected lcc;
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lcc.uuid = uuid;
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lcc.names = myNames;
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lcc.mode = si->mode;
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sendLobbyPack(lcc);
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}
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void CServerHandler::sendClientDisconnecting()
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{
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// FIXME: This is workaround needed to make sure client not trying to sent anything to non existed server
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if(state == EClientState::DISCONNECTING)
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return;
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state = EClientState::DISCONNECTING;
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LobbyClientDisconnected lcd;
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lcd.clientId = c->connectionID;
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logNetwork->info("Connection has been requested to be closed.");
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if(isServerLocal())
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{
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lcd.shutdownServer = true;
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logNetwork->info("Sent closing signal to the server");
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}
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else
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{
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logNetwork->info("Sent leaving signal to the server");
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}
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sendLobbyPack(lcd);
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}
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void CServerHandler::setCampaignState(std::shared_ptr<CCampaignState> newCampaign)
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{
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state = EClientState::LOBBY_CAMPAIGN;
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LobbySetCampaign lsc;
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lsc.ourCampaign = newCampaign;
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sendLobbyPack(lsc);
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}
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void CServerHandler::setCampaignMap(int mapId) const
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{
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if(state == EClientState::GAMEPLAY) // FIXME: UI shouldn't sent commands in first place
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return;
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LobbySetCampaignMap lscm;
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lscm.mapId = mapId;
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sendLobbyPack(lscm);
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}
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void CServerHandler::setCampaignBonus(int bonusId) const
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{
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if(state == EClientState::GAMEPLAY) // FIXME: UI shouldn't sent commands in first place
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return;
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LobbySetCampaignBonus lscb;
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lscb.bonusId = bonusId;
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sendLobbyPack(lscb);
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}
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void CServerHandler::setMapInfo(std::shared_ptr<CMapInfo> to, std::shared_ptr<CMapGenOptions> mapGenOpts) const
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{
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LobbySetMap lsm;
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lsm.mapInfo = to;
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lsm.mapGenOpts = mapGenOpts;
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sendLobbyPack(lsm);
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}
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void CServerHandler::setPlayer(PlayerColor color) const
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{
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LobbySetPlayer lsp;
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lsp.clickedColor = color;
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sendLobbyPack(lsp);
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}
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void CServerHandler::setPlayerOption(ui8 what, ui8 dir, PlayerColor player) const
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{
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LobbyChangePlayerOption lcpo;
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lcpo.what = what;
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lcpo.direction = dir;
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lcpo.color = player;
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sendLobbyPack(lcpo);
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}
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void CServerHandler::setDifficulty(int to) const
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{
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LobbySetDifficulty lsd;
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lsd.difficulty = to;
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sendLobbyPack(lsd);
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}
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void CServerHandler::setTurnLength(int npos) const
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{
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vstd::amin(npos, GameConstants::POSSIBLE_TURNTIME.size() - 1);
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LobbySetTurnTime lstt;
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lstt.turnTime = GameConstants::POSSIBLE_TURNTIME[npos];
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sendLobbyPack(lstt);
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}
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void CServerHandler::sendMessage(const std::string & txt) const
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{
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std::istringstream readed;
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readed.str(txt);
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std::string command;
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readed >> command;
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if(command == "!passhost")
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{
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std::string id;
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readed >> id;
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if(id.length())
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{
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LobbyChangeHost lch;
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lch.newHostConnectionId = boost::lexical_cast<int>(id);
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sendLobbyPack(lch);
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}
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}
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else if(command == "!forcep")
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{
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std::string connectedId, playerColorId;
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readed >> connectedId;
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readed >> playerColorId;
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if(connectedId.length(), playerColorId.length())
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{
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ui8 connected = boost::lexical_cast<int>(connectedId);
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auto color = PlayerColor(boost::lexical_cast<int>(playerColorId));
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if(color.isValidPlayer() && playerNames.find(connected) != playerNames.end())
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{
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LobbyForceSetPlayer lfsp;
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lfsp.targetConnectedPlayer = connected;
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lfsp.targetPlayerColor = color;
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sendLobbyPack(lfsp);
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}
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}
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}
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else
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{
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LobbyChatMessage lcm;
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lcm.message = txt;
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lcm.playerName = playerNames.find(myFirstId())->second.name;
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sendLobbyPack(lcm);
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}
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}
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void CServerHandler::sendGuiAction(ui8 action) const
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{
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LobbyGuiAction lga;
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lga.action = static_cast<LobbyGuiAction::EAction>(action);
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sendLobbyPack(lga);
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}
|
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void CServerHandler::sendStartGame(bool allowOnlyAI) const
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{
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verifyStateBeforeStart(allowOnlyAI ? true : settings["session"]["onlyai"].Bool());
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LobbyStartGame lsg;
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sendLobbyPack(lsg);
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}
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void CServerHandler::startGameplay()
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{
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client = new CClient();
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switch(si->mode)
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{
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case StartInfo::NEW_GAME:
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client->newGame();
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break;
|
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case StartInfo::CAMPAIGN:
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client->newGame();
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break;
|
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case StartInfo::LOAD_GAME:
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client->loadGame();
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break;
|
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default:
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throw std::runtime_error("Invalid mode");
|
||||
}
|
||||
// After everything initialized we can accept CPackToClient netpacks
|
||||
c->enterGameplayConnectionMode(client->gameState());
|
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state = EClientState::GAMEPLAY;
|
||||
}
|
||||
|
||||
void CServerHandler::endGameplay(bool closeConnection)
|
||||
{
|
||||
client->endGame();
|
||||
vstd::clear_pointer(client);
|
||||
|
||||
// Game is ending
|
||||
// Tell the network thread to reach a stable state
|
||||
CSH->sendClientDisconnecting();
|
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logNetwork->info("Closed connection.");
|
||||
}
|
||||
|
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void CServerHandler::startCampaignScenario(std::shared_ptr<CCampaignState> cs)
|
||||
{
|
||||
SDL_Event event;
|
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event.type = SDL_USEREVENT;
|
||||
event.user.code = EUserEvent::CAMPAIGN_START_SCENARIO;
|
||||
if(cs)
|
||||
event.user.data1 = CMemorySerializer::deepCopy(*cs.get()).release();
|
||||
else
|
||||
event.user.data1 = CMemorySerializer::deepCopy(*si->campState.get()).release();
|
||||
SDL_PushEvent(&event);
|
||||
}
|
||||
|
||||
int CServerHandler::howManyPlayerInterfaces()
|
||||
{
|
||||
int playerInts = 0;
|
||||
for(auto pint : client->playerint)
|
||||
{
|
||||
if(dynamic_cast<CPlayerInterface *>(pint.second.get()))
|
||||
playerInts++;
|
||||
}
|
||||
|
||||
return playerInts;
|
||||
}
|
||||
|
||||
ui8 CServerHandler::getLoadMode()
|
||||
{
|
||||
if(state == EClientState::GAMEPLAY)
|
||||
{
|
||||
if(si->campState)
|
||||
return ELoadMode::CAMPAIGN;
|
||||
for(auto pn : playerNames)
|
||||
{
|
||||
if(pn.second.connection != c->connectionID)
|
||||
return ELoadMode::MULTI;
|
||||
}
|
||||
|
||||
return ELoadMode::SINGLE;
|
||||
}
|
||||
return loadMode;
|
||||
}
|
||||
|
||||
void CServerHandler::debugStartTest(std::string filename, bool save)
|
||||
{
|
||||
logGlobal->info("Starting debug test with file: %s", filename);
|
||||
auto mapInfo = std::make_shared<CMapInfo>();
|
||||
if(save)
|
||||
{
|
||||
resetStateForLobby(StartInfo::LOAD_GAME);
|
||||
mapInfo->saveInit(ResourceID(filename, EResType::CLIENT_SAVEGAME));
|
||||
screenType = ESelectionScreen::loadGame;
|
||||
}
|
||||
else
|
||||
{
|
||||
resetStateForLobby(StartInfo::NEW_GAME);
|
||||
mapInfo->mapInit(filename);
|
||||
screenType = ESelectionScreen::newGame;
|
||||
}
|
||||
if(settings["session"]["donotstartserver"].Bool())
|
||||
justConnectToServer("127.0.0.1", 3030);
|
||||
else
|
||||
startLocalServerAndConnect();
|
||||
|
||||
while(!settings["session"]["headless"].Bool() && !dynamic_cast<CLobbyScreen *>(GH.topInt()))
|
||||
boost::this_thread::sleep(boost::posix_time::milliseconds(50));
|
||||
while(!mi || mapInfo->fileURI != CSH->mi->fileURI)
|
||||
{
|
||||
setMapInfo(mapInfo);
|
||||
boost::this_thread::sleep(boost::posix_time::milliseconds(50));
|
||||
}
|
||||
// "Click" on color to remove us from it
|
||||
setPlayer(myFirstColor());
|
||||
while(myFirstColor() != PlayerColor::CANNOT_DETERMINE)
|
||||
boost::this_thread::sleep(boost::posix_time::milliseconds(50));
|
||||
|
||||
while(true)
|
||||
{
|
||||
try
|
||||
{
|
||||
sendStartGame();
|
||||
break;
|
||||
}
|
||||
catch(...)
|
||||
{
|
||||
|
||||
}
|
||||
boost::this_thread::sleep(boost::posix_time::milliseconds(50));
|
||||
}
|
||||
}
|
||||
|
||||
void CServerHandler::threadHandleConnection()
|
||||
{
|
||||
setThreadName("CServerHandler::threadHandleConnection");
|
||||
c->enterLobbyConnectionMode();
|
||||
|
||||
try
|
||||
{
|
||||
sendClientConnecting();
|
||||
while(c->connected)
|
||||
{
|
||||
while(state == EClientState::STARTING)
|
||||
boost::this_thread::sleep(boost::posix_time::milliseconds(10));
|
||||
|
||||
CPack * pack = c->retrievePack();
|
||||
if(state == EClientState::DISCONNECTING)
|
||||
{
|
||||
// FIXME: server shouldn't really send netpacks after it's tells client to disconnect
|
||||
// Though currently they'll be delivered and might cause crash.
|
||||
vstd::clear_pointer(pack);
|
||||
}
|
||||
else if(auto lobbyPack = dynamic_cast<CPackForLobby *>(pack))
|
||||
{
|
||||
if(applier->getApplier(typeList.getTypeID(pack))->applyOnLobbyHandler(this, pack))
|
||||
{
|
||||
if(!settings["session"]["headless"].Bool())
|
||||
{
|
||||
boost::unique_lock<boost::recursive_mutex> lock(*mx);
|
||||
packsForLobbyScreen.push_back(lobbyPack);
|
||||
}
|
||||
}
|
||||
}
|
||||
else if(auto clientPack = dynamic_cast<CPackForClient *>(pack))
|
||||
{
|
||||
client->handlePack(clientPack);
|
||||
}
|
||||
}
|
||||
}
|
||||
//catch only asio exceptions
|
||||
catch(const boost::system::system_error & e)
|
||||
{
|
||||
if(state == EClientState::DISCONNECTING)
|
||||
{
|
||||
logNetwork->info("Successfully closed connection to server, ending listening thread!");
|
||||
}
|
||||
else
|
||||
{
|
||||
logNetwork->error("Lost connection to server, ending listening thread!");
|
||||
logNetwork->error(e.what());
|
||||
if(client)
|
||||
{
|
||||
CGuiHandler::pushSDLEvent(SDL_USEREVENT, EUserEvent::RETURN_TO_MAIN_MENU);
|
||||
}
|
||||
else
|
||||
{
|
||||
auto lcd = new LobbyClientDisconnected();
|
||||
lcd->clientId = c->connectionID;
|
||||
boost::unique_lock<boost::recursive_mutex> lock(*mx);
|
||||
packsForLobbyScreen.push_back(lcd);
|
||||
}
|
||||
}
|
||||
}
|
||||
catch(...)
|
||||
{
|
||||
handleException();
|
||||
throw;
|
||||
}
|
||||
}
|
||||
|
||||
void CServerHandler::threadRunServer()
|
||||
{
|
||||
#ifndef VCMI_ANDROID
|
||||
setThreadName("CServerHandler::threadRunServer");
|
||||
const std::string logName = (VCMIDirs::get().userCachePath() / "server_log.txt").string();
|
||||
std::string comm = VCMIDirs::get().serverPath().string()
|
||||
+ " --port=" + getDefaultPortStr()
|
||||
+ " --run-by-client"
|
||||
+ " --uuid=" + uuid;
|
||||
if(shm)
|
||||
{
|
||||
comm += " --enable-shm";
|
||||
if(settings["session"]["enable-shm-uuid"].Bool())
|
||||
comm += " --enable-shm-uuid";
|
||||
}
|
||||
comm += " > \"" + logName + '\"';
|
||||
|
||||
int result = std::system(comm.c_str());
|
||||
if (result == 0)
|
||||
{
|
||||
logNetwork->info("Server closed correctly");
|
||||
}
|
||||
else
|
||||
{
|
||||
logNetwork->error("Error: server failed to close correctly or crashed!");
|
||||
logNetwork->error("Check %s for more info", logName);
|
||||
}
|
||||
threadRunLocalServer.reset();
|
||||
#endif
|
||||
}
|
||||
|
||||
void CServerHandler::sendLobbyPack(const CPackForLobby & pack) const
|
||||
{
|
||||
if(state != EClientState::STARTING)
|
||||
c->sendPack(&pack);
|
||||
}
|
||||
Reference in New Issue
Block a user