mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
Moved management of turn order into a new class
This commit is contained in:
parent
979cf129bc
commit
c4bc6840ea
@ -29,7 +29,7 @@ public:
|
||||
using ExecHandler = Sub::ExecHandler;
|
||||
|
||||
static Sub * getRegistry();
|
||||
static void defaultExecute(const EventBus * bus, const ExecHandler & execHandler, PlayerColor & player);
|
||||
static void defaultExecute(const EventBus * bus, PlayerColor & player);
|
||||
|
||||
virtual PlayerColor getPlayer() const = 0;
|
||||
virtual void setPlayer(const PlayerColor & value) = 0;
|
||||
|
@ -24,11 +24,11 @@ SubscriptionRegistry<PlayerGotTurn> * PlayerGotTurn::getRegistry()
|
||||
return Instance.get();
|
||||
}
|
||||
|
||||
void PlayerGotTurn::defaultExecute(const EventBus * bus, const ExecHandler & execHandler, PlayerColor & player)
|
||||
void PlayerGotTurn::defaultExecute(const EventBus * bus, PlayerColor & player)
|
||||
{
|
||||
CPlayerGotTurn event;
|
||||
event.setPlayer(player);
|
||||
bus->executeEvent(event, execHandler);
|
||||
bus->executeEvent(event);
|
||||
player = event.getPlayer();
|
||||
}
|
||||
|
||||
|
@ -16,6 +16,7 @@
|
||||
#include "battles/BattleProcessor.h"
|
||||
#include "processors/HeroPoolProcessor.h"
|
||||
#include "processors/PlayerMessageProcessor.h"
|
||||
#include "processors/TurnOrderProcessor.h"
|
||||
#include "queries/QueriesProcessor.h"
|
||||
#include "queries/MapQueries.h"
|
||||
|
||||
@ -92,7 +93,7 @@ public:
|
||||
T *ptr = static_cast<T*>(pack);
|
||||
try
|
||||
{
|
||||
ApplyGhNetPackVisitor applier(*gh, *gs);
|
||||
ApplyGhNetPackVisitor applier(*gh);
|
||||
|
||||
ptr->visit(applier);
|
||||
|
||||
@ -123,51 +124,6 @@ static inline double distance(int3 a, int3 b)
|
||||
return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
|
||||
}
|
||||
|
||||
PlayerStatus PlayerStatuses::operator[](PlayerColor player)
|
||||
{
|
||||
boost::unique_lock<boost::mutex> l(mx);
|
||||
if (players.find(player) != players.end())
|
||||
{
|
||||
return players.at(player);
|
||||
}
|
||||
else
|
||||
{
|
||||
throw std::runtime_error("No such player!");
|
||||
}
|
||||
}
|
||||
void PlayerStatuses::addPlayer(PlayerColor player)
|
||||
{
|
||||
boost::unique_lock<boost::mutex> l(mx);
|
||||
players[player];
|
||||
}
|
||||
|
||||
bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
|
||||
{
|
||||
boost::unique_lock<boost::mutex> l(mx);
|
||||
if (players.find(player) != players.end())
|
||||
{
|
||||
return players[player].*flag;
|
||||
}
|
||||
else
|
||||
{
|
||||
throw std::runtime_error("No such player!");
|
||||
}
|
||||
}
|
||||
|
||||
void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
|
||||
{
|
||||
boost::unique_lock<boost::mutex> l(mx);
|
||||
if (players.find(player) != players.end())
|
||||
{
|
||||
players[player].*flag = val;
|
||||
}
|
||||
else
|
||||
{
|
||||
throw std::runtime_error("No such player!");
|
||||
}
|
||||
cv.notify_all();
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
|
||||
{
|
||||
@ -480,7 +436,7 @@ void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill wh
|
||||
|
||||
void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
|
||||
{
|
||||
if(lobby->state == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
|
||||
if(lobby->getState() == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
|
||||
return;
|
||||
|
||||
for(auto & playerConnections : connections)
|
||||
@ -546,6 +502,7 @@ CGameHandler::CGameHandler(CVCMIServer * lobby)
|
||||
: lobby(lobby)
|
||||
, heroPool(std::make_unique<HeroPoolProcessor>(this))
|
||||
, battles(std::make_unique<BattleProcessor>(this))
|
||||
, turnOrder(std::make_unique<TurnOrderProcessor>(this))
|
||||
, queries(std::make_unique<QueriesProcessor>())
|
||||
, playerMessages(std::make_unique<PlayerMessageProcessor>(this))
|
||||
, complainNoCreatures("No creatures to split")
|
||||
@ -592,9 +549,7 @@ void CGameHandler::init(StartInfo *si, Load::ProgressAccumulator & progressTrack
|
||||
getRandomGenerator().resetSeed();
|
||||
|
||||
for (auto & elem : gs->players)
|
||||
{
|
||||
states.addPlayer(elem.first);
|
||||
}
|
||||
turnOrder->addPlayer(elem.first);
|
||||
|
||||
reinitScripting();
|
||||
}
|
||||
@ -646,7 +601,18 @@ void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=fa
|
||||
}
|
||||
}
|
||||
|
||||
void CGameHandler::newTurn()
|
||||
void CGameHandler::onPlayerTurnStarted(PlayerColor which)
|
||||
{
|
||||
events::PlayerGotTurn::defaultExecute(serverEventBus.get(), which);
|
||||
turnTimerHandler.onPlayerGetTurn(gs->players[which]);
|
||||
}
|
||||
|
||||
void CGameHandler::onPlayerTurnEnded(PlayerColor which)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void CGameHandler::onNewTurn()
|
||||
{
|
||||
logGlobal->trace("Turn %d", gs->day+1);
|
||||
NewTurn n;
|
||||
@ -965,6 +931,7 @@ void CGameHandler::newTurn()
|
||||
|
||||
synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
|
||||
}
|
||||
|
||||
void CGameHandler::run(bool resume)
|
||||
{
|
||||
LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
|
||||
@ -989,114 +956,31 @@ void CGameHandler::run(bool resume)
|
||||
services()->scripts()->run(serverScripts);
|
||||
#endif
|
||||
|
||||
if(resume)
|
||||
if (!resume)
|
||||
{
|
||||
onNewTurn();
|
||||
events::TurnStarted::defaultExecute(serverEventBus.get());
|
||||
for(auto & player : gs->players)
|
||||
turnTimerHandler.onGameplayStart(player.second);
|
||||
}
|
||||
else
|
||||
events::GameResumed::defaultExecute(serverEventBus.get());
|
||||
|
||||
auto playerTurnOrder = generatePlayerTurnOrder();
|
||||
|
||||
if(!resume)
|
||||
for(auto & playerColor : playerTurnOrder)
|
||||
turnTimerHandler.onGameplayStart(gs->players[playerColor]);
|
||||
|
||||
while(lobby->state == EServerState::GAMEPLAY)
|
||||
turnOrder->onGameStarted();
|
||||
|
||||
//wait till game is done
|
||||
while(lobby->getState() == EServerState::GAMEPLAY)
|
||||
{
|
||||
if(!resume)
|
||||
{
|
||||
newTurn();
|
||||
events::TurnStarted::defaultExecute(serverEventBus.get());
|
||||
}
|
||||
const int waitTime = 100; //ms
|
||||
|
||||
std::list<PlayerColor>::iterator it;
|
||||
if (resume)
|
||||
{
|
||||
it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
|
||||
}
|
||||
else
|
||||
{
|
||||
it = playerTurnOrder.begin();
|
||||
}
|
||||
turnTimerHandler.onPlayerMakingTurn(gs->players[gs->getCurrentPlayer()], waitTime);
|
||||
if(gs->curB)
|
||||
turnTimerHandler.onBattleLoop(waitTime);
|
||||
|
||||
resume = false;
|
||||
for (; (it != playerTurnOrder.end()) && (lobby->state == EServerState::GAMEPLAY) ; it++)
|
||||
{
|
||||
auto playerColor = *it;
|
||||
|
||||
auto onGetTurn = [&](events::PlayerGotTurn & event)
|
||||
{
|
||||
//if player runs out of time, he shouldn't get the turn (especially AI)
|
||||
//pre-trigger may change anything, should check before each player
|
||||
//TODO: is it enough to check only one player?
|
||||
checkVictoryLossConditionsForAll();
|
||||
|
||||
auto player = event.getPlayer();
|
||||
|
||||
const PlayerState * playerState = &gs->players[player];
|
||||
|
||||
if(playerState->status != EPlayerStatus::INGAME)
|
||||
{
|
||||
event.setPlayer(PlayerColor::CANNOT_DETERMINE);
|
||||
}
|
||||
else
|
||||
{
|
||||
states.setFlag(player, &PlayerStatus::makingTurn, true);
|
||||
|
||||
YourTurn yt;
|
||||
yt.player = player;
|
||||
//Change local daysWithoutCastle counter for local interface message //TODO: needed?
|
||||
yt.daysWithoutCastle = playerState->daysWithoutCastle;
|
||||
applyAndSend(&yt);
|
||||
|
||||
turnTimerHandler.onPlayerGetTurn(gs->players[player]);
|
||||
}
|
||||
};
|
||||
|
||||
events::PlayerGotTurn::defaultExecute(serverEventBus.get(), onGetTurn, playerColor);
|
||||
|
||||
if(playerColor != PlayerColor::CANNOT_DETERMINE)
|
||||
{
|
||||
//wait till turn is done
|
||||
const int waitTime = 100; //ms
|
||||
boost::unique_lock<boost::mutex> lock(states.mx);
|
||||
while(states.players.at(playerColor).makingTurn && lobby->state == EServerState::GAMEPLAY)
|
||||
{
|
||||
turnTimerHandler.onPlayerMakingTurn(gs->players[playerColor], waitTime);
|
||||
if(gs->curB)
|
||||
turnTimerHandler.onBattleLoop(waitTime);
|
||||
|
||||
states.cv.wait_for(lock, boost::chrono::milliseconds(waitTime));
|
||||
}
|
||||
}
|
||||
}
|
||||
//additional check that game is not finished
|
||||
bool activePlayer = false;
|
||||
for (auto player : playerTurnOrder)
|
||||
{
|
||||
if (gs->players[player].status == EPlayerStatus::INGAME)
|
||||
activePlayer = true;
|
||||
}
|
||||
if(!activePlayer)
|
||||
lobby->state = EServerState::GAMEPLAY_ENDED;
|
||||
boost::this_thread::sleep_for(boost::chrono::milliseconds(waitTime));
|
||||
}
|
||||
}
|
||||
|
||||
std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
|
||||
{
|
||||
// Generate player turn order
|
||||
std::list<PlayerColor> playerTurnOrder;
|
||||
|
||||
for (const auto & player : gs->players) // add human players first
|
||||
{
|
||||
if (player.second.human)
|
||||
playerTurnOrder.push_back(player.first);
|
||||
}
|
||||
for (const auto & player : gs->players) // then add non-human players
|
||||
{
|
||||
if (!player.second.human)
|
||||
playerTurnOrder.push_back(player.first);
|
||||
}
|
||||
return playerTurnOrder;
|
||||
}
|
||||
|
||||
void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
|
||||
{
|
||||
if (!h->hasSpellbook())
|
||||
@ -3617,7 +3501,7 @@ void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
|
||||
|
||||
if(p->human)
|
||||
{
|
||||
lobby->state = EServerState::GAMEPLAY_ENDED;
|
||||
lobby->setState(EServerState::GAMEPLAY_ENDED);
|
||||
}
|
||||
}
|
||||
else
|
||||
@ -3662,12 +3546,11 @@ void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
|
||||
}
|
||||
|
||||
auto playerInfo = getPlayerState(gs->currentPlayer, false);
|
||||
|
||||
// If we are called before the actual game start, there might be no current player
|
||||
// If player making turn has lost his turn must be over as well
|
||||
if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
|
||||
{
|
||||
// If player making turn has lost his turn must be over as well
|
||||
states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
|
||||
}
|
||||
turnOrder->onPlayerEndsTurn(gs->currentPlayer);
|
||||
}
|
||||
}
|
||||
|
||||
@ -4229,15 +4112,6 @@ void CGameHandler::createObject(const int3 & visitablePosition, Obj type, int32_
|
||||
sendAndApply(&no);
|
||||
}
|
||||
|
||||
void CGameHandler::deserializationFix()
|
||||
{
|
||||
//FIXME: pointer to GameHandler itself can't be deserialized at the moment since GameHandler is top-level entity in serialization
|
||||
// restore any places that requires such pointer manually
|
||||
heroPool->gameHandler = this;
|
||||
battles->setGameHandler(this);
|
||||
playerMessages->gameHandler = this;
|
||||
}
|
||||
|
||||
void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, const CGTownInstance *town)
|
||||
{
|
||||
battles->startBattlePrimary(army1, army2, tile, hero1, hero2, creatureBank, town);
|
||||
|
@ -49,36 +49,10 @@ class CVCMIServer;
|
||||
class CBaseForGHApply;
|
||||
class PlayerMessageProcessor;
|
||||
class BattleProcessor;
|
||||
class TurnOrderProcessor;
|
||||
class QueriesProcessor;
|
||||
class CObjectVisitQuery;
|
||||
|
||||
struct PlayerStatus
|
||||
{
|
||||
bool makingTurn;
|
||||
|
||||
PlayerStatus():makingTurn(false){};
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & makingTurn;
|
||||
}
|
||||
};
|
||||
class PlayerStatuses
|
||||
{
|
||||
public:
|
||||
std::map<PlayerColor,PlayerStatus> players;
|
||||
boost::mutex mx;
|
||||
boost::condition_variable cv; //notifies when any changes are made
|
||||
|
||||
void addPlayer(PlayerColor player);
|
||||
PlayerStatus operator[](PlayerColor player);
|
||||
bool checkFlag(PlayerColor player, bool PlayerStatus::*flag);
|
||||
void setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val);
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & players;
|
||||
}
|
||||
};
|
||||
|
||||
class CGameHandler : public IGameCallback, public CBattleInfoCallback, public Environment
|
||||
{
|
||||
CVCMIServer * lobby;
|
||||
@ -90,6 +64,7 @@ public:
|
||||
std::unique_ptr<HeroPoolProcessor> heroPool;
|
||||
std::unique_ptr<BattleProcessor> battles;
|
||||
std::unique_ptr<QueriesProcessor> queries;
|
||||
std::unique_ptr<TurnOrderProcessor> turnOrder;
|
||||
|
||||
//use enums as parameters, because doMove(sth, true, false, true) is not readable
|
||||
enum EGuardLook {CHECK_FOR_GUARDS, IGNORE_GUARDS};
|
||||
@ -99,13 +74,11 @@ public:
|
||||
std::unique_ptr<PlayerMessageProcessor> playerMessages;
|
||||
|
||||
std::map<PlayerColor, std::set<std::shared_ptr<CConnection>>> connections; //player color -> connection to client with interface of that player
|
||||
PlayerStatuses states; //player color -> player state
|
||||
|
||||
//queries stuff
|
||||
boost::recursive_mutex gsm;
|
||||
ui32 QID;
|
||||
|
||||
|
||||
SpellCastEnvironment * spellEnv;
|
||||
|
||||
TurnTimerHandler turnTimerHandler;
|
||||
@ -237,6 +210,10 @@ public:
|
||||
void save(const std::string &fname);
|
||||
bool load(const std::string &fname);
|
||||
|
||||
void onPlayerTurnStarted(PlayerColor which);
|
||||
void onPlayerTurnEnded(PlayerColor which);
|
||||
void onNewTurn();
|
||||
|
||||
void handleTimeEvents();
|
||||
void handleTownEvents(CGTownInstance *town, NewTurn &n);
|
||||
bool complain(const std::string &problem); //sends message to all clients, prints on the logs and return true
|
||||
@ -248,14 +225,11 @@ public:
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & QID;
|
||||
h & states;
|
||||
h & battles;
|
||||
h & heroPool;
|
||||
h & getRandomGenerator();
|
||||
h & playerMessages;
|
||||
|
||||
if (!h.saving)
|
||||
deserializationFix();
|
||||
h & *battles;
|
||||
h & *heroPool;
|
||||
h & *playerMessages;
|
||||
h & *turnOrder;
|
||||
|
||||
#if SCRIPTING_ENABLED
|
||||
JsonNode scriptsState;
|
||||
@ -282,7 +256,6 @@ public:
|
||||
bool isPlayerOwns(CPackForServer * pack, ObjectInstanceID id);
|
||||
|
||||
void run(bool resume);
|
||||
void newTurn();
|
||||
bool sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot);
|
||||
void spawnWanderingMonsters(CreatureID creatureID);
|
||||
|
||||
@ -298,8 +271,6 @@ public:
|
||||
scripting::Pool * getContextPool() const override;
|
||||
#endif
|
||||
|
||||
std::list<PlayerColor> generatePlayerTurnOrder() const;
|
||||
|
||||
friend class CVCMIServer;
|
||||
private:
|
||||
std::unique_ptr<events::EventBus> serverEventBus;
|
||||
@ -308,7 +279,6 @@ private:
|
||||
#endif
|
||||
|
||||
void reinitScripting();
|
||||
void deserializationFix();
|
||||
|
||||
void getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const;
|
||||
|
||||
|
@ -13,6 +13,7 @@ set(server_SRCS
|
||||
|
||||
processors/HeroPoolProcessor.cpp
|
||||
processors/PlayerMessageProcessor.cpp
|
||||
processors/TurnOrderProcessor.cpp
|
||||
|
||||
CGameHandler.cpp
|
||||
ServerSpellCastEnvironment.cpp
|
||||
@ -37,6 +38,7 @@ set(server_HEADERS
|
||||
|
||||
processors/HeroPoolProcessor.h
|
||||
processors/PlayerMessageProcessor.h
|
||||
processors/TurnOrderProcessor.h
|
||||
|
||||
CGameHandler.h
|
||||
ServerSpellCastEnvironment.h
|
||||
|
@ -158,6 +158,16 @@ CVCMIServer::~CVCMIServer()
|
||||
announceLobbyThread->join();
|
||||
}
|
||||
|
||||
void CVCMIServer::setState(EServerState value)
|
||||
{
|
||||
state.store(value);
|
||||
}
|
||||
|
||||
EServerState CVCMIServer::getState() const
|
||||
{
|
||||
return state.load();
|
||||
}
|
||||
|
||||
void CVCMIServer::run()
|
||||
{
|
||||
if(!restartGameplay)
|
||||
@ -1159,7 +1169,7 @@ int main(int argc, const char * argv[])
|
||||
|
||||
try
|
||||
{
|
||||
while(server.state != EServerState::SHUTDOWN)
|
||||
while(server.getState() != EServerState::SHUTDOWN)
|
||||
{
|
||||
server.run();
|
||||
}
|
||||
@ -1168,7 +1178,7 @@ int main(int argc, const char * argv[])
|
||||
catch(boost::system::system_error & e) //for boost errors just log, not crash - probably client shut down connection
|
||||
{
|
||||
logNetwork->error(e.what());
|
||||
server.state = EServerState::SHUTDOWN;
|
||||
server.setState(EServerState::SHUTDOWN);
|
||||
}
|
||||
}
|
||||
catch(boost::system::system_error & e)
|
||||
|
@ -56,10 +56,10 @@ class CVCMIServer : public LobbyInfo
|
||||
boost::recursive_mutex mx;
|
||||
std::shared_ptr<CApplier<CBaseForServerApply>> applier;
|
||||
std::unique_ptr<boost::thread> announceLobbyThread, remoteConnectionsThread;
|
||||
std::atomic<EServerState> state;
|
||||
|
||||
public:
|
||||
std::shared_ptr<CGameHandler> gh;
|
||||
std::atomic<EServerState> state;
|
||||
ui16 port;
|
||||
|
||||
boost::program_options::variables_map cmdLineOptions;
|
||||
@ -101,6 +101,9 @@ public:
|
||||
|
||||
void updateAndPropagateLobbyState();
|
||||
|
||||
void setState(EServerState value);
|
||||
EServerState getState() const;
|
||||
|
||||
// Work with LobbyInfo
|
||||
void setPlayer(PlayerColor clickedColor);
|
||||
void optionNextHero(PlayerColor player, int dir); //dir == -1 or +1
|
||||
|
@ -53,11 +53,11 @@ void ClientPermissionsCheckerNetPackVisitor::visitLobbyClientConnected(LobbyClie
|
||||
}
|
||||
}
|
||||
|
||||
if(srv.state == EServerState::LOBBY)
|
||||
{
|
||||
if(srv.getState() == EServerState::LOBBY)
|
||||
{
|
||||
result = true;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
//disconnect immediately and ignore this client
|
||||
srv.connections.erase(pack.c);
|
||||
@ -115,7 +115,7 @@ void ApplyOnServerAfterAnnounceNetPackVisitor::visitLobbyClientConnected(LobbyCl
|
||||
// Until UUID set we only pass LobbyClientConnected to this client
|
||||
pack.c->uuid = pack.uuid;
|
||||
srv.updateAndPropagateLobbyState();
|
||||
if(srv.state == EServerState::GAMEPLAY)
|
||||
if(srv.getState() == EServerState::GAMEPLAY)
|
||||
{
|
||||
//immediately start game
|
||||
std::unique_ptr<LobbyStartGame> startGameForReconnectedPlayer(new LobbyStartGame);
|
||||
@ -173,13 +173,13 @@ void ApplyOnServerAfterAnnounceNetPackVisitor::visitLobbyClientDisconnected(Lobb
|
||||
if(pack.shutdownServer)
|
||||
{
|
||||
logNetwork->info("Client requested shutdown, server will close itself...");
|
||||
srv.state = EServerState::SHUTDOWN;
|
||||
srv.setState(EServerState::SHUTDOWN);
|
||||
return;
|
||||
}
|
||||
else if(srv.connections.empty())
|
||||
{
|
||||
logNetwork->error("Last connection lost, server will close itself...");
|
||||
srv.state = EServerState::SHUTDOWN;
|
||||
srv.setState(EServerState::SHUTDOWN);
|
||||
}
|
||||
else if(pack.c == srv.hostClient)
|
||||
{
|
||||
@ -198,7 +198,7 @@ void ClientPermissionsCheckerNetPackVisitor::visitLobbyChatMessage(LobbyChatMess
|
||||
|
||||
void ApplyOnServerNetPackVisitor::visitLobbySetMap(LobbySetMap & pack)
|
||||
{
|
||||
if(srv.state != EServerState::LOBBY)
|
||||
if(srv.getState() != EServerState::LOBBY)
|
||||
{
|
||||
result = false;
|
||||
return;
|
||||
@ -300,7 +300,7 @@ void ApplyOnServerNetPackVisitor::visitLobbyStartGame(LobbyStartGame & pack)
|
||||
pack.initializedStartInfo = std::make_shared<StartInfo>(*srv.gh->getStartInfo(true));
|
||||
pack.initializedGameState = srv.gh->gameState();
|
||||
|
||||
srv.state = EServerState::GAMEPLAY_STARTING;
|
||||
srv.setState(EServerState::GAMEPLAY_STARTING);
|
||||
result = true;
|
||||
}
|
||||
|
||||
|
@ -14,6 +14,7 @@
|
||||
#include "battles/BattleProcessor.h"
|
||||
#include "processors/HeroPoolProcessor.h"
|
||||
#include "processors/PlayerMessageProcessor.h"
|
||||
#include "processors/TurnOrderProcessor.h"
|
||||
#include "queries/QueriesProcessor.h"
|
||||
|
||||
#include "../lib/IGameCallback.h"
|
||||
@ -36,24 +37,10 @@ void ApplyGhNetPackVisitor::visitSaveGame(SaveGame & pack)
|
||||
|
||||
void ApplyGhNetPackVisitor::visitEndTurn(EndTurn & pack)
|
||||
{
|
||||
PlayerColor currentPlayer = gs.currentPlayer;
|
||||
if(pack.player != currentPlayer)
|
||||
{
|
||||
if(gh.getPlayerStatus(pack.player) == EPlayerStatus::INGAME)
|
||||
gh.throwAndComplain(&pack, "pack.player attempted to end turn for another pack.player!");
|
||||
if (!gh.hasPlayerAt(pack.player, pack.c))
|
||||
gh.throwAndComplain(&pack, "No such pack.player!");
|
||||
|
||||
logGlobal->debug("pack.player attempted to end turn after game over. Ignoring this request.");
|
||||
|
||||
result = true;
|
||||
return;
|
||||
}
|
||||
|
||||
gh.throwOnWrongPlayer(&pack, pack.player);
|
||||
if(gh.queries->topQuery(pack.player))
|
||||
gh.throwAndComplain(&pack, "Cannot end turn before resolving queries!");
|
||||
|
||||
gh.states.setFlag(gs.currentPlayer, &PlayerStatus::makingTurn, false);
|
||||
result = true;
|
||||
result = gh.turnOrder->onPlayerEndsTurn(pack.player);
|
||||
}
|
||||
|
||||
void ApplyGhNetPackVisitor::visitDismissHero(DismissHero & pack)
|
||||
@ -274,8 +261,6 @@ void ApplyGhNetPackVisitor::visitQueryReply(QueryReply & pack)
|
||||
if(pack.qid == QueryID(-1))
|
||||
gh.throwAndComplain(&pack, "Cannot answer the query with pack.id -1!");
|
||||
|
||||
assert(vstd::contains(gh.states.players, pack.player));
|
||||
|
||||
result = gh.queryReply(pack.qid, pack.reply, pack.player);
|
||||
}
|
||||
|
||||
|
@ -16,11 +16,10 @@ class ApplyGhNetPackVisitor : public VCMI_LIB_WRAP_NAMESPACE(ICPackVisitor)
|
||||
private:
|
||||
bool result;
|
||||
CGameHandler & gh;
|
||||
CGameState & gs;
|
||||
|
||||
public:
|
||||
ApplyGhNetPackVisitor(CGameHandler & gh, CGameState & gs)
|
||||
:gh(gh), gs(gs), result(false)
|
||||
ApplyGhNetPackVisitor(CGameHandler & gh)
|
||||
:gh(gh), result(false)
|
||||
{
|
||||
}
|
||||
|
||||
|
@ -12,6 +12,7 @@
|
||||
#include "CGameHandler.h"
|
||||
#include "battles/BattleProcessor.h"
|
||||
#include "queries/QueriesProcessor.h"
|
||||
#include "processors/TurnOrderProcessor.h"
|
||||
#include "../lib/battle/BattleInfo.h"
|
||||
#include "../lib/gameState/CGameState.h"
|
||||
#include "../lib/CPlayerState.h"
|
||||
@ -83,8 +84,8 @@ void TurnTimerHandler::onPlayerMakingTurn(PlayerState & state, int waitTime)
|
||||
state.turnTimer.baseTimer = 0;
|
||||
onPlayerMakingTurn(state, waitTime);
|
||||
}
|
||||
else if(!gameHandler.queries->topQuery(state.color)) //wait for replies to avoid pending queries
|
||||
gameHandler.states.players.at(state.color).makingTurn = false; //force end turn
|
||||
else if(!gameHandler.queries->topQuery(state.color))
|
||||
gameHandler.turnOrder->onPlayerEndsTurn(state.color);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -286,7 +286,6 @@ const CStack * BattleFlowProcessor::getNextStack()
|
||||
|
||||
void BattleFlowProcessor::activateNextStack()
|
||||
{
|
||||
//TODO: activate next round if next == nullptr
|
||||
const auto & curB = *gameHandler->gameState()->curB;
|
||||
|
||||
// Find next stack that requires manual control
|
||||
|
@ -10,6 +10,7 @@
|
||||
#include "StdInc.h"
|
||||
#include "HeroPoolProcessor.h"
|
||||
|
||||
#include "TurnOrderProcessor.h"
|
||||
#include "../CGameHandler.h"
|
||||
|
||||
#include "../../lib/CHeroHandler.h"
|
||||
@ -32,29 +33,6 @@ HeroPoolProcessor::HeroPoolProcessor(CGameHandler * gameHandler)
|
||||
{
|
||||
}
|
||||
|
||||
bool HeroPoolProcessor::playerEndedTurn(const PlayerColor & player)
|
||||
{
|
||||
// our player is acting right now and have not ended turn
|
||||
if (player == gameHandler->gameState()->currentPlayer)
|
||||
return false;
|
||||
|
||||
auto turnOrder = gameHandler->generatePlayerTurnOrder();
|
||||
|
||||
for (auto const & entry : turnOrder)
|
||||
{
|
||||
// our player is yet to start turn
|
||||
if (entry == gameHandler->gameState()->currentPlayer)
|
||||
return false;
|
||||
|
||||
// our player have finished turn
|
||||
if (entry == player)
|
||||
return true;
|
||||
}
|
||||
|
||||
assert(false);
|
||||
return false;
|
||||
}
|
||||
|
||||
TavernHeroSlot HeroPoolProcessor::selectSlotForRole(const PlayerColor & player, TavernSlotRole roleID)
|
||||
{
|
||||
const auto & heroesPool = gameHandler->gameState()->heroesPool;
|
||||
@ -90,7 +68,7 @@ TavernHeroSlot HeroPoolProcessor::selectSlotForRole(const PlayerColor & player,
|
||||
void HeroPoolProcessor::onHeroSurrendered(const PlayerColor & color, const CGHeroInstance * hero)
|
||||
{
|
||||
SetAvailableHero sah;
|
||||
if (playerEndedTurn(color))
|
||||
if (gameHandler->turnOrder->playerAwaitsNewDay(color))
|
||||
sah.roleID = TavernSlotRole::SURRENDERED_TODAY;
|
||||
else
|
||||
sah.roleID = TavernSlotRole::SURRENDERED;
|
||||
@ -104,7 +82,7 @@ void HeroPoolProcessor::onHeroSurrendered(const PlayerColor & color, const CGHer
|
||||
void HeroPoolProcessor::onHeroEscaped(const PlayerColor & color, const CGHeroInstance * hero)
|
||||
{
|
||||
SetAvailableHero sah;
|
||||
if (playerEndedTurn(color))
|
||||
if (gameHandler->turnOrder->playerAwaitsNewDay(color))
|
||||
sah.roleID = TavernSlotRole::RETREATED_TODAY;
|
||||
else
|
||||
sah.roleID = TavernSlotRole::RETREATED;
|
||||
|
@ -43,7 +43,6 @@ class HeroPoolProcessor : boost::noncopyable
|
||||
|
||||
TavernHeroSlot selectSlotForRole(const PlayerColor & player, TavernSlotRole roleID);
|
||||
|
||||
bool playerEndedTurn(const PlayerColor & player);
|
||||
public:
|
||||
CGameHandler * gameHandler;
|
||||
|
||||
|
@ -71,7 +71,7 @@ bool PlayerMessageProcessor::handleHostCommand(PlayerColor player, const std::st
|
||||
if(words[1] == "exit" || words[1] == "quit" || words[1] == "end")
|
||||
{
|
||||
broadcastSystemMessage("game was terminated");
|
||||
gameHandler->gameLobby()->state = EServerState::SHUTDOWN;
|
||||
gameHandler->gameLobby()->setState(EServerState::SHUTDOWN);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
183
server/processors/TurnOrderProcessor.cpp
Normal file
183
server/processors/TurnOrderProcessor.cpp
Normal file
@ -0,0 +1,183 @@
|
||||
/*
|
||||
* TurnOrderProcessor.cpp, part of VCMI engine
|
||||
*
|
||||
* Authors: listed in file AUTHORS in main folder
|
||||
*
|
||||
* License: GNU General Public License v2.0 or later
|
||||
* Full text of license available in license.txt file, in main folder
|
||||
*
|
||||
*/
|
||||
#include "StdInc.h"
|
||||
#include "TurnOrderProcessor.h"
|
||||
|
||||
#include "../queries/QueriesProcessor.h"
|
||||
#include "../CGameHandler.h"
|
||||
#include "../CVCMIServer.h"
|
||||
|
||||
#include "../../lib/CPlayerState.h"
|
||||
#include "../../lib/NetPacks.h"
|
||||
|
||||
TurnOrderProcessor::TurnOrderProcessor(CGameHandler * owner):
|
||||
gameHandler(owner)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
bool TurnOrderProcessor::canActSimultaneously(PlayerColor active, PlayerColor waiting) const
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
bool TurnOrderProcessor::mustActBefore(PlayerColor left, PlayerColor right) const
|
||||
{
|
||||
const auto * leftInfo = gameHandler->getPlayerState(left, false);
|
||||
const auto * rightInfo = gameHandler->getPlayerState(right, false);
|
||||
|
||||
assert(left != right);
|
||||
assert(leftInfo && rightInfo);
|
||||
|
||||
if (!leftInfo)
|
||||
return false;
|
||||
if (!rightInfo)
|
||||
return true;
|
||||
|
||||
if (leftInfo->isHuman() && !rightInfo->isHuman())
|
||||
return true;
|
||||
|
||||
if (!leftInfo->isHuman() && rightInfo->isHuman())
|
||||
return false;
|
||||
|
||||
return left < right;
|
||||
}
|
||||
|
||||
bool TurnOrderProcessor::canStartTurn(PlayerColor which) const
|
||||
{
|
||||
for (auto player : awaitingPlayers)
|
||||
{
|
||||
if (mustActBefore(player, which))
|
||||
return false;
|
||||
}
|
||||
|
||||
for (auto player : actingPlayers)
|
||||
{
|
||||
if (!canActSimultaneously(player, which))
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void TurnOrderProcessor::doStartNewDay()
|
||||
{
|
||||
assert(awaitingPlayers.empty());
|
||||
assert(actingPlayers.empty());
|
||||
|
||||
bool activePlayer = false;
|
||||
for (auto player : actedPlayers)
|
||||
{
|
||||
if (gameHandler->getPlayerState(player)->status == EPlayerStatus::INGAME)
|
||||
activePlayer = true;
|
||||
}
|
||||
|
||||
if(!activePlayer)
|
||||
gameHandler->gameLobby()->setState(EServerState::GAMEPLAY_ENDED);
|
||||
|
||||
std::swap(actedPlayers, awaitingPlayers);
|
||||
}
|
||||
|
||||
void TurnOrderProcessor::doStartPlayerTurn(PlayerColor which)
|
||||
{
|
||||
//if player runs out of time, he shouldn't get the turn (especially AI)
|
||||
//pre-trigger may change anything, should check before each player
|
||||
//TODO: is it enough to check only one player?
|
||||
gameHandler->checkVictoryLossConditionsForAll();
|
||||
|
||||
assert(gameHandler->getPlayerState(which));
|
||||
assert(gameHandler->getPlayerState(which)->status == EPlayerStatus::INGAME);
|
||||
|
||||
gameHandler->onPlayerTurnStarted(which);
|
||||
|
||||
YourTurn yt;
|
||||
yt.player = which;
|
||||
//Change local daysWithoutCastle counter for local interface message //TODO: needed?
|
||||
yt.daysWithoutCastle = gameHandler->getPlayerState(which)->daysWithoutCastle;
|
||||
gameHandler->sendAndApply(&yt);
|
||||
}
|
||||
|
||||
void TurnOrderProcessor::doEndPlayerTurn(PlayerColor which)
|
||||
{
|
||||
assert(playerMakingTurn(which));
|
||||
|
||||
actingPlayers.erase(which);
|
||||
actedPlayers.insert(which);
|
||||
|
||||
if (!awaitingPlayers.empty())
|
||||
tryStartTurnsForPlayers();
|
||||
|
||||
if (actingPlayers.empty())
|
||||
doStartNewDay();
|
||||
}
|
||||
|
||||
void TurnOrderProcessor::addPlayer(PlayerColor which)
|
||||
{
|
||||
awaitingPlayers.insert(which);
|
||||
}
|
||||
|
||||
bool TurnOrderProcessor::onPlayerEndsTurn(PlayerColor which)
|
||||
{
|
||||
if (!playerMakingTurn(which))
|
||||
{
|
||||
gameHandler->complain("Can not end turn for player that is not acting!");
|
||||
return false;
|
||||
}
|
||||
|
||||
if(gameHandler->getPlayerStatus(which) != EPlayerStatus::INGAME)
|
||||
{
|
||||
gameHandler->complain("Can not end turn for player that is not in game!");
|
||||
return false;
|
||||
}
|
||||
|
||||
if(gameHandler->queries->topQuery(which) != nullptr)
|
||||
{
|
||||
gameHandler->complain("Cannot end turn before resolving queries!");
|
||||
return false;
|
||||
}
|
||||
|
||||
doEndPlayerTurn(which);
|
||||
return true;
|
||||
}
|
||||
|
||||
void TurnOrderProcessor::onGameStarted()
|
||||
{
|
||||
tryStartTurnsForPlayers();
|
||||
|
||||
// this may be game load - send notification to players that they can act
|
||||
auto actingPlayersCopy = actingPlayers;
|
||||
for (auto player : actingPlayersCopy)
|
||||
doStartPlayerTurn(player);
|
||||
}
|
||||
|
||||
void TurnOrderProcessor::tryStartTurnsForPlayers()
|
||||
{
|
||||
auto awaitingPlayersCopy = awaitingPlayers;
|
||||
for (auto player : awaitingPlayersCopy)
|
||||
{
|
||||
if (canStartTurn(player))
|
||||
doStartPlayerTurn(player);
|
||||
}
|
||||
}
|
||||
|
||||
bool TurnOrderProcessor::playerAwaitsTurn(PlayerColor which) const
|
||||
{
|
||||
return vstd::contains(awaitingPlayers, which);
|
||||
}
|
||||
|
||||
bool TurnOrderProcessor::playerMakingTurn(PlayerColor which) const
|
||||
{
|
||||
return vstd::contains(actingPlayers, which);
|
||||
}
|
||||
|
||||
bool TurnOrderProcessor::playerAwaitsNewDay(PlayerColor which) const
|
||||
{
|
||||
return vstd::contains(actedPlayers, which);
|
||||
}
|
67
server/processors/TurnOrderProcessor.h
Normal file
67
server/processors/TurnOrderProcessor.h
Normal file
@ -0,0 +1,67 @@
|
||||
/*
|
||||
* TurnOrderProcessor.h, part of VCMI engine
|
||||
*
|
||||
* Authors: listed in file AUTHORS in main folder
|
||||
*
|
||||
* License: GNU General Public License v2.0 or later
|
||||
* Full text of license available in license.txt file, in main folder
|
||||
*
|
||||
*/
|
||||
#pragma once
|
||||
|
||||
#include "../../lib/GameConstants.h"
|
||||
|
||||
class CGameHandler;
|
||||
|
||||
class TurnOrderProcessor : boost::noncopyable
|
||||
{
|
||||
CGameHandler * gameHandler;
|
||||
|
||||
std::set<PlayerColor> awaitingPlayers;
|
||||
std::set<PlayerColor> actingPlayers;
|
||||
std::set<PlayerColor> actedPlayers;
|
||||
|
||||
/// Returns true if waiting player can act alongside with currently acting player
|
||||
bool canActSimultaneously(PlayerColor active, PlayerColor waiting) const;
|
||||
|
||||
/// Returns true if left player must act before right player
|
||||
bool mustActBefore(PlayerColor left, PlayerColor right) const;
|
||||
|
||||
/// Returns true if player is ready to start turn
|
||||
bool canStartTurn(PlayerColor which) const;
|
||||
|
||||
/// Starts turn for all players that can start turn
|
||||
void tryStartTurnsForPlayers();
|
||||
|
||||
void doStartNewDay();
|
||||
void doStartPlayerTurn(PlayerColor which);
|
||||
void doEndPlayerTurn(PlayerColor which);
|
||||
|
||||
public:
|
||||
TurnOrderProcessor(CGameHandler * owner);
|
||||
|
||||
/// Add new player to handle (e.g. on game start)
|
||||
void addPlayer(PlayerColor which);
|
||||
|
||||
/// NetPack call-in
|
||||
bool onPlayerEndsTurn(PlayerColor which);
|
||||
|
||||
/// Start game (or resume from save) and send YourTurn pack to player(s)
|
||||
void onGameStarted();
|
||||
|
||||
/// Returns true if player turn has not started today
|
||||
bool playerAwaitsTurn(PlayerColor which) const;
|
||||
|
||||
/// Returns true if player is currently making his turn
|
||||
bool playerMakingTurn(PlayerColor which) const;
|
||||
|
||||
/// Returns true if player has finished his turn and is waiting for new day
|
||||
bool playerAwaitsNewDay(PlayerColor which) const;
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & awaitingPlayers;
|
||||
h & actingPlayers;
|
||||
h & actedPlayers;
|
||||
}
|
||||
};
|
Loading…
Reference in New Issue
Block a user