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Rewritten many parts of query handling. Fixed several scenarios leading to a hang (including #1012). Purged boost::function from player interface (handy but impossible to serialize). VCAI will keep description for each unanswered query, so the further debugging will be easier.

This commit is contained in:
Michał W. Urbańczyk
2012-07-15 15:34:00 +00:00
parent ab0a384d31
commit edccbd4809
21 changed files with 219 additions and 104 deletions

View File

@@ -56,7 +56,7 @@ public:
virtual void trade(const CGObjectInstance *market, int mode, int id1, int id2, int val1, const CGHeroInstance *hero = NULL)=0; //mode==0: sell val1 units of id1 resource for id2 resiurce
virtual void selectionMade(int selection, int asker) =0;
virtual int selectionMade(int selection, int queryID) =0;
virtual int swapCreatures(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2)=0;//swaps creatures between two possibly different garrisons // TODO: AI-unsafe code - fix it!
virtual int mergeStacks(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2)=0;//joins first stack to the second (creatures must be same type)
virtual int mergeOrSwapStacks(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2) =0; //first goes to the second
@@ -83,16 +83,15 @@ class CBattleCallback : public IBattleCallback, public CBattleInfoCallback
private:
CBattleCallback(CGameState *GS, int Player, CClient *C);
protected:
void sendRequest(const CPack *request);
int sendRequest(const CPack *request); //returns requestID (that'll be matched to requestID in PackageApplied)
CClient *cl;
//virtual bool hasAccess(int playerId) const;
public:
int battleMakeAction(BattleAction* action) OVERRIDE;//for casting spells by hero - DO NOT use it for moving active stack
bool battleMakeTacticAction(BattleAction * action) OVERRIDE; // performs tactic phase actions
friend class CCallback;
friend class CClient;
};
@@ -114,12 +113,13 @@ public:
virtual void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src = int3(-1,-1,-1), int movement = -1);
virtual void recalculatePaths(); //updates main, client pathfinder info (should be called when moving hero is over)
void unregisterMyInterface(); //stops delivering information about game events to that player's interface -> can be called ONLY after victory/loss
//commands
bool moveHero(const CGHeroInstance *h, int3 dst); //dst must be free, neighbouring tile (this function can move hero only by one tile)
bool teleportHero(const CGHeroInstance *who, const CGTownInstance *where);
void selectionMade(int selection, int asker);
int selectionMade(int selection, int queryID);
int swapCreatures(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2);
int mergeOrSwapStacks(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2); //first goes to the second
int mergeStacks(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2); //first goes to the second