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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

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

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@ -12,14 +12,15 @@ void CEmptyAI::yourTurn()
{ {
cb->endTurn(); cb->endTurn();
} }
void CEmptyAI::heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback)
void CEmptyAI::heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, int queryID)
{ {
callback(rand()%skills.size()); cb->selectionMade(rand() % skills.size(), queryID);
} }
void CEmptyAI::commanderGotLevel(const CCommanderInstance * commander, std::vector<ui32> skills, boost::function<void(ui32)> &callback) void CEmptyAI::commanderGotLevel(const CCommanderInstance * commander, std::vector<ui32> skills, int queryID)
{ {
callback(0); cb->selectionMade(rand() % skills.size(), queryID);
} }
void CEmptyAI::showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel) void CEmptyAI::showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel)
@ -27,7 +28,7 @@ void CEmptyAI::showBlockingDialog(const std::string &text, const std::vector<Com
cb->selectionMade(0, askID); cb->selectionMade(0, askID);
} }
void CEmptyAI::showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, boost::function<void()> &onEnd) void CEmptyAI::showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, int queryID)
{ {
onEnd(); cb->selectionMade(0, queryID);
} }

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@ -12,10 +12,10 @@ class CEmptyAI : public CGlobalAI
public: public:
void init(CCallback * CB) override; void init(CCallback * CB) override;
void yourTurn() override; void yourTurn() override;
void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback) override; void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, int queryID) override;
void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, boost::function<void(ui32)> &callback) override; void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, int queryID) override;
void showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel) override; void showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel) override;
void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, boost::function<void()> &onEnd) override; void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, int queryID) override;
}; };
#define NAME "EmptyAI 0.1" #define NAME "EmptyAI 0.1"

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@ -733,7 +733,7 @@ void VCAI::requestRealized(PackageApplied *pa)
if(pa->packType == typeList.getTypeID<QueryReply>()) if(pa->packType == typeList.getTypeID<QueryReply>())
{ {
status.removeQuery(); status.receivedAnswerConfirmation(pa->requestID, pa->result);
} }
} }
@ -829,20 +829,20 @@ void VCAI::yourTurn()
makingTurn = new boost::thread(&VCAI::makeTurn, this); makingTurn = new boost::thread(&VCAI::makeTurn, this);
} }
void VCAI::heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback) void VCAI::heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, int queryID)
{ {
NET_EVENT_HANDLER; NET_EVENT_HANDLER;
LOG_ENTRY; LOG_ENTRY;
status.addQuery(); status.addQuery(queryID, boost::str(boost::format("Hero %s got level %d") % hero->name % hero->level));
requestActionASAP(boost::bind(callback, 0)); requestActionASAP([=]{ answerQuery(queryID, 0); });
} }
void VCAI::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, boost::function<void(ui32)> &callback) void VCAI::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, int queryID)
{ {
NET_EVENT_HANDLER; NET_EVENT_HANDLER;
LOG_ENTRY; LOG_ENTRY;
status.addQuery(); status.addQuery(queryID, boost::str(boost::format("Commander %s of %s got level %d") % commander->name % commander->armyObj->nodeName() % (int)commander->level));
requestActionASAP(boost::bind(callback, 0)); requestActionASAP([=]{ answerQuery(queryID, 0); });
} }
void VCAI::showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel) void VCAI::showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel)
@ -850,7 +850,8 @@ void VCAI::showBlockingDialog(const std::string &text, const std::vector<Compone
NET_EVENT_HANDLER; NET_EVENT_HANDLER;
LOG_ENTRY; LOG_ENTRY;
int sel = 0; int sel = 0;
status.addQuery(); status.addQuery(askID, boost::str(boost::format("Blocking dialog query with %d components - %s")
% components.size() % text));
if(selection) //select from multiple components -> take the last one (they're indexed [1-size]) if(selection) //select from multiple components -> take the last one (they're indexed [1-size])
sel = components.size(); sel = components.size();
@ -860,21 +861,25 @@ void VCAI::showBlockingDialog(const std::string &text, const std::vector<Compone
requestActionASAP([=]() requestActionASAP([=]()
{ {
cb->selectionMade(sel, askID); answerQuery(askID, sel);
}); });
} }
void VCAI::showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, boost::function<void()> &onEnd) void VCAI::showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, int queryID)
{ {
NET_EVENT_HANDLER; NET_EVENT_HANDLER;
LOG_ENTRY; LOG_ENTRY;
status.addQuery();
std::string s1 = up ? up->nodeName() : "NONE";
std::string s2 = down ? down->nodeName() : "NONE";
status.addQuery(queryID, boost::str(boost::format("Garrison dialog with %s and %s") % s1 % s2));
//you can't request action from action-response thread //you can't request action from action-response thread
requestActionASAP([=]() requestActionASAP([=]()
{ {
pickBestCreatures (down, up); pickBestCreatures (down, up);
onEnd(); answerQuery(queryID, 0);
}); });
} }
@ -2197,6 +2202,9 @@ void VCAI::finish()
void VCAI::requestActionASAP(boost::function<void()> whatToDo) void VCAI::requestActionASAP(boost::function<void()> whatToDo)
{ {
// static boost::mutex m;
// boost::unique_lock<boost::mutex> mylock(m);
boost::barrier b(2); boost::barrier b(2);
boost::thread newThread([&b,this,whatToDo]() boost::thread newThread([&b,this,whatToDo]()
{ {
@ -2221,10 +2229,32 @@ void VCAI::lostHero(HeroPtr h)
remove_if_present(reservedHeroesMap, h); remove_if_present(reservedHeroesMap, h);
} }
void VCAI::answerQuery(int queryID, int selection)
{
BNLOG("I'll answer the query %d giving the choice %d", queryID % selection);
if(queryID != -1)
{
int requestID = cb->selectionMade(selection, queryID);
}
else
{
BNLOG("Since the query ID is %d, the answer won't be sent. This is not a real query!", queryID);
//do nothing
}
}
void VCAI::requestSent(const CPackForServer *pack, int requestID)
{
//BNLOG("I have sent request of type %s", typeid(*pack).name());
if(auto reply = dynamic_cast<const QueryReply*>(pack))
{
status.attemptedAnsweringQuery(reply->qid, requestID);
}
}
AIStatus::AIStatus() AIStatus::AIStatus()
{ {
battle = NO_BATTLE; battle = NO_BATTLE;
remainingQueries = 0;
havingTurn = false; havingTurn = false;
} }
@ -2246,29 +2276,38 @@ BattleState AIStatus::getBattle()
return battle; return battle;
} }
void AIStatus::addQueries(int val) void AIStatus::addQuery(int ID, std::string description)
{ {
boost::unique_lock<boost::mutex> lock(mx); boost::unique_lock<boost::mutex> lock(mx);
remainingQueries += val; if(ID == -1)
BNLOG("Changing count of queries by %d, to a total of %d", val % remainingQueries); {
assert(remainingQueries >= 0); BNLOG("The \"query\" has an id %d, it'll be ignored as non-query. Description: %s", ID % description);
return;
}
assert(!vstd::contains(remainingQueries, ID));
assert(ID >= 0);
remainingQueries[ID] = description;
cv.notify_all(); cv.notify_all();
BNLOG("Adding query %d - %s. Total queries count: %d", ID % description % remainingQueries.size());
} }
void AIStatus::addQuery() void AIStatus::removeQuery(int ID)
{ {
addQueries(1); boost::unique_lock<boost::mutex> lock(mx);
} assert(vstd::contains(remainingQueries, ID));
void AIStatus::removeQuery() std::string description = remainingQueries[ID];
{ remainingQueries.erase(ID);
addQueries(-1); cv.notify_all();
BNLOG("Removing query %d - %s. Total queries count: %d", ID % description % remainingQueries.size());
} }
int AIStatus::getQueriesCount() int AIStatus::getQueriesCount()
{ {
boost::unique_lock<boost::mutex> lock(mx); boost::unique_lock<boost::mutex> lock(mx);
return remainingQueries; return remainingQueries.size();
} }
void AIStatus::startedTurn() void AIStatus::startedTurn()
@ -2288,7 +2327,7 @@ void AIStatus::madeTurn()
void AIStatus::waitTillFree() void AIStatus::waitTillFree()
{ {
boost::unique_lock<boost::mutex> lock(mx); boost::unique_lock<boost::mutex> lock(mx);
while(battle != NO_BATTLE || remainingQueries) while(battle != NO_BATTLE || remainingQueries.size())
cv.wait(lock); cv.wait(lock);
} }
@ -2298,6 +2337,33 @@ bool AIStatus::haveTurn()
return havingTurn; return havingTurn;
} }
void AIStatus::attemptedAnsweringQuery(int queryID, int answerRequestID)
{
boost::unique_lock<boost::mutex> lock(mx);
assert(vstd::contains(remainingQueries, queryID));
std::string description = remainingQueries[queryID];
BNLOG("Attempted answering query %d - %s. Request id=%d. Waiting for results...", queryID % description % answerRequestID);
requestToQueryID[answerRequestID] = queryID;
}
void AIStatus::receivedAnswerConfirmation(int answerRequestID, int result)
{
assert(vstd::contains(requestToQueryID, answerRequestID));
int query = requestToQueryID[answerRequestID];
assert(vstd::contains(remainingQueries, query));
requestToQueryID.erase(answerRequestID);
if(result)
{
removeQuery(query);
}
else
{
tlog1 << "Something went really wrong, failed to answer query " << query << ": " << remainingQueries[query];
//TODO safely retry
}
}
int3 whereToExplore(HeroPtr h) int3 whereToExplore(HeroPtr h)
{ {
//TODO it's stupid and ineffective, write sth better //TODO it's stupid and ineffective, write sth better

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@ -44,7 +44,9 @@ class AIStatus
boost::condition_variable cv; boost::condition_variable cv;
BattleState battle; BattleState battle;
int remainingQueries; std::map<int, std::string> remainingQueries;
std::map<int, int> requestToQueryID; //IDs of answer-requests sent to server => query ids (so we can match answer confirmation from server to the query)
bool havingTurn; bool havingTurn;
public: public:
@ -52,14 +54,15 @@ public:
~AIStatus(); ~AIStatus();
void setBattle(BattleState BS); void setBattle(BattleState BS);
BattleState getBattle(); BattleState getBattle();
void addQueries(int val); void addQuery(int ID, std::string description);
void addQuery(); void removeQuery(int ID);
void removeQuery();
int getQueriesCount(); int getQueriesCount();
void startedTurn(); void startedTurn();
void madeTurn(); void madeTurn();
void waitTillFree(); void waitTillFree();
bool haveTurn(); bool haveTurn();
void attemptedAnsweringQuery(int queryID, int answerRequestID);
void receivedAnswerConfirmation(int answerRequestID, int result);
}; };
enum EGoals enum EGoals
@ -245,10 +248,11 @@ public:
virtual void init(CCallback * CB); virtual void init(CCallback * CB);
virtual void yourTurn(); virtual void yourTurn();
virtual void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback) OVERRIDE; //pskill is gained primary skill, interface has to choose one of given skills and call callback with selection id
virtual void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, boost::function<void(ui32)> &callback) OVERRIDE; //TODO virtual void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, int queryID) OVERRIDE; //pskill is gained primary skill, interface has to choose one of given skills and call callback with selection id
virtual void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, int queryID) OVERRIDE; //TODO
virtual void showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel) OVERRIDE; //Show a dialog, player must take decision. If selection then he has to choose between one of given components, if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called with number of selected component (1 - n) or 0 for cancel (if allowed) and askID. virtual void showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel) OVERRIDE; //Show a dialog, player must take decision. If selection then he has to choose between one of given components, if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
virtual void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, boost::function<void()> &onEnd) OVERRIDE; //all stacks operations between these objects become allowed, interface has to call onEnd when done virtual void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, int queryID) OVERRIDE; //all stacks operations between these objects become allowed, interface has to call onEnd when done
virtual void serialize(COSer<CSaveFile> &h, const int version) OVERRIDE; //saving virtual void serialize(COSer<CSaveFile> &h, const int version) OVERRIDE; //saving
virtual void serialize(CISer<CLoadFile> &h, const int version) OVERRIDE; //loading virtual void serialize(CISer<CLoadFile> &h, const int version) OVERRIDE; //loading
virtual void finish() OVERRIDE; virtual void finish() OVERRIDE;
@ -353,6 +357,8 @@ public:
TResources estimateIncome() const; TResources estimateIncome() const;
bool containsSavedRes(const TResources &cost) const; bool containsSavedRes(const TResources &cost) const;
void requestSent(const CPackForServer *pack, int requestID) OVERRIDE;
void answerQuery(int queryID, int selection);
//special function that can be called ONLY from game events handling thread and will send request ASAP //special function that can be called ONLY from game events handling thread and will send request ASAP
void requestActionASAP(boost::function<void()> whatToDo); void requestActionASAP(boost::function<void()> whatToDo);
}; };

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@ -55,12 +55,20 @@ bool CCallback::moveHero(const CGHeroInstance *h, int3 dst)
sendRequest(&pack); sendRequest(&pack);
return true; return true;
} }
void CCallback::selectionMade(int selection, int asker)
int CCallback::selectionMade(int selection, int queryID)
{ {
QueryReply pack(asker,selection); if(queryID == -1)
{
tlog1 << "Cannot answer the query -1!\n";
return false;
}
QueryReply pack(queryID,selection);
pack.player = player; pack.player = player;
sendRequest(&pack); return sendRequest(&pack);
} }
void CCallback::recruitCreatures(const CGObjectInstance *obj, ui32 ID, ui32 amount, si32 level/*=-1*/) void CCallback::recruitCreatures(const CGObjectInstance *obj, ui32 ID, ui32 amount, si32 level/*=-1*/)
{ {
if(player!=obj->tempOwner && obj->ID != 106) if(player!=obj->tempOwner && obj->ID != 106)
@ -182,7 +190,7 @@ int CBattleCallback::battleMakeAction(BattleAction* action)
return 0; return 0;
} }
void CBattleCallback::sendRequest(const CPack* request) int CBattleCallback::sendRequest(const CPack *request)
{ {
int requestID = cl->sendRequest(request, player); int requestID = cl->sendRequest(request, player);
if(waitTillRealize) if(waitTillRealize)
@ -191,6 +199,8 @@ void CBattleCallback::sendRequest(const CPack* request)
auto gsUnlocker = vstd::makeUnlockSharedGuardIf(getGsMutex(), unlockGsWhenWaiting); auto gsUnlocker = vstd::makeUnlockSharedGuardIf(getGsMutex(), unlockGsWhenWaiting);
cl->waitingRequest.waitWhileContains(requestID); cl->waitingRequest.waitWhileContains(requestID);
} }
return requestID;
} }
void CCallback::swapGarrisonHero( const CGTownInstance *town ) void CCallback::swapGarrisonHero( const CGTownInstance *town )
@ -378,4 +388,4 @@ bool CBattleCallback::battleMakeTacticAction( BattleAction * action )
ma.ba = *action; ma.ba = *action;
sendRequest(&ma); sendRequest(&ma);
return true; return true;
} }

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@ -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 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 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 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 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: private:
CBattleCallback(CGameState *GS, int Player, CClient *C); CBattleCallback(CGameState *GS, int Player, CClient *C);
protected: protected:
void sendRequest(const CPack *request); int sendRequest(const CPack *request); //returns requestID (that'll be matched to requestID in PackageApplied)
CClient *cl; CClient *cl;
//virtual bool hasAccess(int playerId) const; //virtual bool hasAccess(int playerId) const;
public: public:
int battleMakeAction(BattleAction* action) OVERRIDE;//for casting spells by hero - DO NOT use it for moving active stack 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 bool battleMakeTacticAction(BattleAction * action) OVERRIDE; // performs tactic phase actions
friend class CCallback; friend class CCallback;
friend class CClient; 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 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) 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 void unregisterMyInterface(); //stops delivering information about game events to that player's interface -> can be called ONLY after victory/loss
//commands //commands
bool moveHero(const CGHeroInstance *h, int3 dst); //dst must be free, neighbouring tile (this function can move hero only by one tile) 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); 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 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 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 int mergeStacks(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2); //first goes to the second

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@ -983,7 +983,12 @@ void CAdvMapInt::select(const CArmedInstance *sel, bool centerView /*= true*/)
LOCPLINT->cb->setSelection(sel); LOCPLINT->cb->setSelection(sel);
selection = sel; selection = sel;
if (LOCPLINT->battleInt == NULL && active & GENERAL) if (LOCPLINT->battleInt == NULL && active & GENERAL)
CCS->musich->playMusic(CCS->musich->terrainMusics[LOCPLINT->cb->getTile(sel->visitablePos())->tertype], -1); {
auto pos = sel->visitablePos();
auto tile = LOCPLINT->cb->getTile(pos);
if(tile)
CCS->musich->playMusic(CCS->musich->terrainMusics[tile->tertype], -1);
}
if(centerView) if(centerView)
centerOn(sel); centerOn(sel);

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@ -147,7 +147,7 @@ CCreatureWindow::CCreatureWindow (const CCommanderInstance * Commander):
dismiss = new CAdventureMapButton("",CGI->generaltexth->zelp[445].second, cfl, 333, 148,"IVIEWCR2.DEF", SDLK_d); dismiss = new CAdventureMapButton("",CGI->generaltexth->zelp[445].second, cfl, 333, 148,"IVIEWCR2.DEF", SDLK_d);
} }
CCreatureWindow::CCreatureWindow (std::vector<ui32> &skills, const CCommanderInstance * Commander, boost::function<void(ui32)> &callback): CCreatureWindow::CCreatureWindow (std::vector<ui32> &skills, const CCommanderInstance * Commander, boost::function<void(ui32)> callback):
CWindowObject(PLAYER_COLORED), CWindowObject(PLAYER_COLORED),
type(COMMANDER_LEVEL_UP), type(COMMANDER_LEVEL_UP),
commander (Commander), commander (Commander),

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@ -90,7 +90,7 @@ public:
CCreatureWindow (const CStackInstance &stack, int Type); //pop-up c-tor CCreatureWindow (const CStackInstance &stack, int Type); //pop-up c-tor
CCreatureWindow(const CStackInstance &st, int Type, boost::function<void()> Upg, boost::function<void()> Dsm, UpgradeInfo *ui); //full garrison window CCreatureWindow(const CStackInstance &st, int Type, boost::function<void()> Upg, boost::function<void()> Dsm, UpgradeInfo *ui); //full garrison window
CCreatureWindow(const CCommanderInstance * commander); //commander window CCreatureWindow(const CCommanderInstance * commander); //commander window
CCreatureWindow(std::vector<ui32> &skills, const CCommanderInstance * commander, boost::function<void(ui32)> &callback); CCreatureWindow(std::vector<ui32> &skills, const CCommanderInstance * commander, boost::function<void(ui32)> callback);
CCreatureWindow(int Cid, int Type, int creatureCount); //c-tor CCreatureWindow(int Cid, int Type, int creatureCount); //c-tor
void init(const CStackInstance *stack, const CBonusSystemNode *stackNode, const CGHeroInstance *heroOwner); void init(const CStackInstance *stack, const CBonusSystemNode *stackNode, const CGHeroInstance *heroOwner);

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@ -470,22 +470,24 @@ void CPlayerInterface::receivedResource(int type, int val)
GH.totalRedraw(); GH.totalRedraw();
} }
void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16>& skills, boost::function<void(ui32)> &callback) void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16>& skills, int queryID)
{ {
EVENT_HANDLER_CALLED_BY_CLIENT; EVENT_HANDLER_CALLED_BY_CLIENT;
waitWhileDialog(); waitWhileDialog();
CCS->soundh->playSound(soundBase::heroNewLevel); CCS->soundh->playSound(soundBase::heroNewLevel);
CLevelWindow *lw = new CLevelWindow(hero,pskill,skills,callback); CLevelWindow *lw = new CLevelWindow(hero,pskill,skills,
[=](ui32 selection){ cb->selectionMade(selection, queryID); });
GH.pushInt(lw); GH.pushInt(lw);
} }
void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, boost::function<void(ui32)> &callback) void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, int queryID)
{ {
EVENT_HANDLER_CALLED_BY_CLIENT; EVENT_HANDLER_CALLED_BY_CLIENT;
waitWhileDialog(); waitWhileDialog();
CCS->soundh->playSound(soundBase::heroNewLevel); CCS->soundh->playSound(soundBase::heroNewLevel);
CCreatureWindow * cw = new CCreatureWindow(skills, commander, callback); CCreatureWindow * cw = new CCreatureWindow(skills, commander,
[=](ui32 selection){ cb->selectionMade(selection, queryID); });
GH.pushInt(cw); GH.pushInt(cw);
} }
void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town) void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
@ -1279,9 +1281,10 @@ bool CPlayerInterface::altPressed() const
return SDL_GetKeyState(NULL)[SDLK_LALT] || SDL_GetKeyState(NULL)[SDLK_RALT]; return SDL_GetKeyState(NULL)[SDLK_LALT] || SDL_GetKeyState(NULL)[SDLK_RALT];
} }
void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, boost::function<void()> &onEnd ) void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, int queryID)
{ {
EVENT_HANDLER_CALLED_BY_CLIENT; EVENT_HANDLER_CALLED_BY_CLIENT;
auto onEnd = [=]{ cb->selectionMade(0, queryID); };
if(stillMoveHero.get() == DURING_MOVE && adventureInt->terrain.currentPath && adventureInt->terrain.currentPath->nodes.size() > 1) //to ignore calls on passing through garrisons if(stillMoveHero.get() == DURING_MOVE && adventureInt->terrain.currentPath && adventureInt->terrain.currentPath->nodes.size() > 1) //to ignore calls on passing through garrisons
{ {

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@ -140,8 +140,8 @@ public:
void artifactDisassembled(const ArtifactLocation &al); void artifactDisassembled(const ArtifactLocation &al);
void heroCreated(const CGHeroInstance* hero) OVERRIDE; void heroCreated(const CGHeroInstance* hero) OVERRIDE;
void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback) OVERRIDE; void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, int queryID) OVERRIDE;
void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, boost::function<void(ui32)> &callback) OVERRIDE; void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, int queryID) OVERRIDE;
void heroInGarrisonChange(const CGTownInstance *town) OVERRIDE; void heroInGarrisonChange(const CGTownInstance *town) OVERRIDE;
void heroMoved(const TryMoveHero & details) OVERRIDE; void heroMoved(const TryMoveHero & details) OVERRIDE;
void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val) OVERRIDE; void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val) OVERRIDE;
@ -154,7 +154,7 @@ public:
void showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level) OVERRIDE; void showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level) OVERRIDE;
void showShipyardDialog(const IShipyard *obj) OVERRIDE; //obj may be town or shipyard; void showShipyardDialog(const IShipyard *obj) OVERRIDE; //obj may be town or shipyard;
void showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, int soundID, bool selection, bool cancel) OVERRIDE; //Show a dialog, player must take decision. If selection then he has to choose between one of given components, if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called with number of selected component (1 - n) or 0 for cancel (if allowed) and askID. void showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, int soundID, bool selection, bool cancel) OVERRIDE; //Show a dialog, player must take decision. If selection then he has to choose between one of given components, if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, boost::function<void()> &onEnd) OVERRIDE; void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, int queryID) OVERRIDE;
void showPuzzleMap() OVERRIDE; void showPuzzleMap() OVERRIDE;
void showMarketWindow(const IMarket *market, const CGHeroInstance *visitor) OVERRIDE; void showMarketWindow(const IMarket *market, const CGHeroInstance *visitor) OVERRIDE;
void showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor) OVERRIDE; void showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor) OVERRIDE;

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@ -642,6 +642,9 @@ int CClient::sendRequest(const CPack *request, int player)
waitingRequest.pushBack(requestID); waitingRequest.pushBack(requestID);
serv->sendPackToServer(*request, player, requestID); serv->sendPackToServer(*request, player, requestID);
if(vstd::contains(playerint, player))
playerint[player]->requestSent(dynamic_cast<const CPackForServer*>(request), requestID);
return requestID; return requestID;
} }

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@ -1619,7 +1619,7 @@ void CSplitWindow::sliderMoved(int to)
setAmount(rightMin + to, false); setAmount(rightMin + to, false);
} }
CLevelWindow::CLevelWindow(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback): CLevelWindow::CLevelWindow(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> callback):
CWindowObject(PLAYER_COLORED, "LVLUPBKG"), CWindowObject(PLAYER_COLORED, "LVLUPBKG"),
cb(callback) cb(callback)
{ {

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@ -481,7 +481,7 @@ class CLevelWindow : public CWindowObject
void selectionChanged(unsigned to); void selectionChanged(unsigned to);
public: public:
CLevelWindow(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback); //c-tor CLevelWindow(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> callback); //c-tor
~CLevelWindow(); //d-tor ~CLevelWindow(); //d-tor
}; };

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@ -528,13 +528,14 @@ void SetObjectProperty::applyCl( CClient *cl )
void HeroLevelUp::applyCl( CClient *cl ) void HeroLevelUp::applyCl( CClient *cl )
{ {
CGHeroInstance *h = GS(cl)->getHero(heroid); const CGHeroInstance *h = cl->getHero(heroid);
//INTERFACE_CALL_IF_PRESENT(h->tempOwner, heroGotLevel, h, primskill, skills, id);
if(vstd::contains(cl->playerint,h->tempOwner)) if(vstd::contains(cl->playerint,h->tempOwner))
{ {
boost::function<void(ui32)> callback = boost::function<void(ui32)>(boost::bind(&CCallback::selectionMade,cl->callbacks[h->tempOwner].get(),_1,id)); cl->playerint[h->tempOwner]->heroGotLevel(h, static_cast<int>(primskill), skills, queryID);
cl->playerint[h->tempOwner]->heroGotLevel(const_cast<const CGHeroInstance*>(h),static_cast<int>(primskill),skills, callback);
} }
} }
void CommanderLevelUp::applyCl( CClient *cl ) void CommanderLevelUp::applyCl( CClient *cl )
{ {
CCommanderInstance * commander = GS(cl)->getHero(heroid)->commander; CCommanderInstance * commander = GS(cl)->getHero(heroid)->commander;
@ -542,8 +543,7 @@ void CommanderLevelUp::applyCl( CClient *cl )
ui8 player = commander->armyObj->tempOwner; ui8 player = commander->armyObj->tempOwner;
if (commander->armyObj && vstd::contains(cl->playerint, player)) //is it possible for Commander to exist beyond armed instance? if (commander->armyObj && vstd::contains(cl->playerint, player)) //is it possible for Commander to exist beyond armed instance?
{ {
auto callback = boost::function<void(ui32)>(boost::bind(&CCallback::selectionMade,cl->callbacks[player].get(),_1,id)); cl->playerint[player]->commanderGotLevel(commander, skills, queryID);
cl->playerint[player]->commanderGotLevel(commander, skills, callback);
} }
} }
@ -553,7 +553,7 @@ void BlockingDialog::applyCl( CClient *cl )
text.toString(str); text.toString(str);
if(vstd::contains(cl->playerint,player)) if(vstd::contains(cl->playerint,player))
cl->playerint[player]->showBlockingDialog(str,components,id,(soundBase::soundID)soundID,selection(),cancel()); cl->playerint[player]->showBlockingDialog(str,components,queryID,(soundBase::soundID)soundID,selection(),cancel());
else else
tlog2 << "We received YesNoDialog for not our player...\n"; tlog2 << "We received YesNoDialog for not our player...\n";
} }
@ -566,8 +566,7 @@ void GarrisonDialog::applyCl(CClient *cl)
if(!vstd::contains(cl->playerint,h->getOwner())) if(!vstd::contains(cl->playerint,h->getOwner()))
return; return;
boost::function<void()> callback = boost::bind(&CCallback::selectionMade,cl->callbacks[h->getOwner()].get(),0,id); cl->playerint[h->getOwner()]->showGarrisonDialog(obj,h,removableUnits,queryID);
cl->playerint[h->getOwner()]->showGarrisonDialog(obj,h,removableUnits,callback);
} }
void BattleStart::applyCl( CClient *cl ) void BattleStart::applyCl( CClient *cl )

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@ -76,8 +76,8 @@ public:
virtual void yourTurn(){}; //called AFTER playerStartsTurn(player) virtual void yourTurn(){}; //called AFTER playerStartsTurn(player)
//pskill is gained primary skill, interface has to choose one of given skills and call callback with selection id //pskill is gained primary skill, interface has to choose one of given skills and call callback with selection id
virtual void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback)=0; virtual void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, int queryID)=0;
virtual void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, boost::function<void(ui32)> &callback)=0; virtual void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, int queryID)=0;
// Show a dialog, player must take decision. If selection then he has to choose between one of given components, // Show a dialog, player must take decision. If selection then he has to choose between one of given components,
// if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called // if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called
@ -85,7 +85,7 @@ public:
virtual void showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel) = 0; virtual void showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel) = 0;
// all stacks operations between these objects become allowed, interface has to call onEnd when done // all stacks operations between these objects become allowed, interface has to call onEnd when done
virtual void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, boost::function<void()> &onEnd) = 0; virtual void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, int queryID) = 0;
virtual void serialize(COSer<CSaveFile> &h, const int version){}; //saving virtual void serialize(COSer<CSaveFile> &h, const int version){}; //saving
virtual void serialize(CISer<CLoadFile> &h, const int version){}; //loading virtual void serialize(CISer<CLoadFile> &h, const int version){}; //loading
virtual void finish(){}; //if for some reason we want to end virtual void finish(){}; //if for some reason we want to end

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@ -35,6 +35,7 @@ struct SetStackEffect;
struct BattleTriggerEffect; struct BattleTriggerEffect;
class CComponent; class CComponent;
struct CObstacleInstance; struct CObstacleInstance;
struct CPackForServer;
class DLL_LINKAGE IBattleEventsReceiver class DLL_LINKAGE IBattleEventsReceiver
{ {
@ -112,6 +113,7 @@ public:
virtual void availableCreaturesChanged(const CGDwelling *town){}; virtual void availableCreaturesChanged(const CGDwelling *town){};
virtual void heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain){};//if gain hero received bonus, else he lost it virtual void heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain){};//if gain hero received bonus, else he lost it
virtual void playerBonusChanged(const Bonus &bonus, bool gain){};//if gain hero received bonus, else he lost it virtual void playerBonusChanged(const Bonus &bonus, bool gain){};//if gain hero received bonus, else he lost it
virtual void requestSent(const CPackForServer *pack, int requestID){};
virtual void requestRealized(PackageApplied *pa){}; virtual void requestRealized(PackageApplied *pa){};
virtual void heroExchangeStarted(si32 hero1, si32 hero2){}; virtual void heroExchangeStarted(si32 hero1, si32 hero2){};
virtual void objectPropertyChanged(const SetObjectProperty * sop){}; //eg. mine has been flagged virtual void objectPropertyChanged(const SetObjectProperty * sop){}; //eg. mine has been flagged

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@ -81,7 +81,12 @@ struct CPackForServer : public CPack
struct Query : public CPackForClient struct Query : public CPackForClient
{ {
ui32 id; ui32 queryID; // equals to -1 if it is not an actual query (and should not be answered)
Query()
{
queryID = -1;
}
}; };
@ -201,6 +206,7 @@ struct PackageApplied : public CPackForClient //94
ui32 requestID; //an ID given by client to the request that was applied ui32 requestID; //an ID given by client to the request that was applied
ui8 player; ui8 player;
template <typename Handler> void serialize(Handler &h, const int version) template <typename Handler> void serialize(Handler &h, const int version)
{ {
h & result & packType & requestID & player; h & result & packType & requestID & player;
@ -1156,7 +1162,7 @@ struct HeroLevelUp : public Query//2000
template <typename Handler> void serialize(Handler &h, const int version) template <typename Handler> void serialize(Handler &h, const int version)
{ {
h & id & heroid & primskill & level & skills; h & queryID & heroid & primskill & level & skills;
} }
}; };
@ -1174,7 +1180,7 @@ struct CommanderLevelUp : public Query
template <typename Handler> void serialize(Handler &h, const int version) template <typename Handler> void serialize(Handler &h, const int version)
{ {
h & id & heroid & sl & skills; h & queryID & heroid & sl & skills;
} }
}; };
@ -1235,7 +1241,7 @@ struct BlockingDialog : public Query//2003
template <typename Handler> void serialize(Handler &h, const int version) template <typename Handler> void serialize(Handler &h, const int version)
{ {
h & id & text & components & player & flags & soundID; h & queryID & text & components & player & flags & soundID;
} }
}; };
@ -1248,7 +1254,7 @@ struct GarrisonDialog : public Query//2004
template <typename Handler> void serialize(Handler &h, const int version) template <typename Handler> void serialize(Handler &h, const int version)
{ {
h & id & objid & hid & removableUnits; h & queryID & objid & hid & removableUnits;
} }
}; };

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@ -176,6 +176,7 @@ void PlayerStatuses::removeQuery(ui8 player, ui32 id)
boost::unique_lock<boost::mutex> l(mx); boost::unique_lock<boost::mutex> l(mx);
if(players.find(player) != players.end()) if(players.find(player) != players.end())
{ {
assert(vstd::contains(players[player].queries, id));
players[player].queries.erase(id); players[player].queries.erase(id);
} }
else else
@ -2164,24 +2165,28 @@ void CGameHandler::heroExchange(si32 hero1, si32 hero2)
} }
} }
void CGameHandler::prepareNewQuery(Query * queryPack, ui8 player, const boost::function<void(ui32)> &callback)
{
boost::unique_lock<boost::recursive_mutex> lock(gsm);
tlog4 << "Creating a query for player " << (int)player << " with ID=" << QID << std::endl;
callbacks[QID] = callback;
states.addQuery(player, QID);
queryPack->queryID = QID;
QID++;
}
void CGameHandler::applyAndAsk( Query * sel, ui8 player, boost::function<void(ui32)> &callback ) void CGameHandler::applyAndAsk( Query * sel, ui8 player, boost::function<void(ui32)> &callback )
{ {
boost::unique_lock<boost::recursive_mutex> lock(gsm); boost::unique_lock<boost::recursive_mutex> lock(gsm);
sel->id = QID; prepareNewQuery(sel, player, callback);
callbacks[QID] = callback;
states.addQuery(player,QID);
QID++;
sendAndApply(sel); sendAndApply(sel);
} }
void CGameHandler::ask( Query * sel, ui8 player, const CFunctionList<void(ui32)> &callback ) void CGameHandler::ask( Query * sel, ui8 player, const CFunctionList<void(ui32)> &callback )
{ {
boost::unique_lock<boost::recursive_mutex> lock(gsm); boost::unique_lock<boost::recursive_mutex> lock(gsm);
sel->id = QID; prepareNewQuery(sel, player, callback);
callbacks[QID] = callback;
states.addQuery(player,QID);
sendToAllClients(sel); sendToAllClients(sel);
QID++;
} }
void CGameHandler::sendToAllClients( CPackForClient * info ) void CGameHandler::sendToAllClients( CPackForClient * info )
@ -3207,16 +3212,9 @@ bool CGameHandler::queryReply(ui32 qid, ui32 answer, ui8 player)
if(callb) if(callb)
callb(answer); callb(answer);
} }
else if(vstd::contains(garrisonCallbacks,qid))
{
if(garrisonCallbacks[qid])
garrisonCallbacks[qid]();
garrisonCallbacks.erase(qid);
allowedExchanges.erase(qid);
}
else else
{ {
tlog1 << "Unknown query reply...\n"; complain("Unknown query reply!");
return false; return false;
} }
return true; return true;
@ -4752,15 +4750,22 @@ void CGameHandler::showGarrisonDialog( int upobj, int hid, bool removableUnits,
GarrisonDialog gd; GarrisonDialog gd;
gd.hid = hid; gd.hid = hid;
gd.objid = upobj; gd.objid = upobj;
gd.removableUnits = removableUnits;
{ {
boost::unique_lock<boost::recursive_mutex> lock(gsm); boost::unique_lock<boost::recursive_mutex> lock(gsm);
gd.id = QID; prepareNewQuery(&gd, player);
garrisonCallbacks[QID] = cb;
allowedExchanges[QID] = std::pair<si32,si32>(upobj,hid); //register callback manually since we need to use query ID that's given in result of prepareNewQuery call
states.addQuery(player,QID); callbacks[gd.queryID] = [=](ui32 answer)
QID++; {
gd.removableUnits = removableUnits; // Garrison callback calls the "original callback" and closes the exchange between objs.
cb();
boost::unique_lock<boost::recursive_mutex> lockGsm(this->gsm);
allowedExchanges.erase(gd.queryID);
};
allowedExchanges[gd.queryID] = std::pair<si32,si32>(upobj,hid);
sendAndApply(&gd); sendAndApply(&gd);
} }
} }

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@ -94,8 +94,9 @@ public:
//queries stuff //queries stuff
boost::recursive_mutex gsm; boost::recursive_mutex gsm;
ui32 QID; ui32 QID;
//TODO get rid of cfunctionlist (or similar) and use serialziable callback structure
std::map<ui32, CFunctionList<void(ui32)> > callbacks; //query id => callback function - for selection and yes/no dialogs std::map<ui32, CFunctionList<void(ui32)> > callbacks; //query id => callback function - for selection and yes/no dialogs
std::map<ui32, boost::function<void()> > garrisonCallbacks; //query id => callback - for garrison dialogs
std::map<ui32, std::pair<si32,si32> > allowedExchanges; std::map<ui32, std::pair<si32,si32> > allowedExchanges;
bool isBlockedByQueries(const CPack *pack, int packType, ui8 player); bool isBlockedByQueries(const CPack *pack, int packType, ui8 player);
@ -243,6 +244,7 @@ public:
void sendMessageToAll(const std::string &message); void sendMessageToAll(const std::string &message);
void sendMessageTo(CConnection &c, const std::string &message); void sendMessageTo(CConnection &c, const std::string &message);
void applyAndAsk(Query * sel, ui8 player, boost::function<void(ui32)> &callback); void applyAndAsk(Query * sel, ui8 player, boost::function<void(ui32)> &callback);
void prepareNewQuery(Query * queryPack, ui8 player, const boost::function<void(ui32)> &callback = 0); //generates unique query id and writes it to the pack; blocks the player till query is answered (then callback is called)
void ask(Query * sel, ui8 player, const CFunctionList<void(ui32)> &callback); void ask(Query * sel, ui8 player, const CFunctionList<void(ui32)> &callback);
void sendToAllClients(CPackForClient * info); void sendToAllClients(CPackForClient * info);
void sendAndApply(CPackForClient * info); void sendAndApply(CPackForClient * info);

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@ -226,7 +226,14 @@ bool BuildBoat::applyGh( CGameHandler *gh )
bool QueryReply::applyGh( CGameHandler *gh ) bool QueryReply::applyGh( CGameHandler *gh )
{ {
ERROR_IF_NOT(player); auto playerToConnection = gh->connections.find(player);
if(playerToConnection == gh->connections.end())
COMPLAIN_AND_RETURN("No such player!");
if(playerToConnection->second != c)
COMPLAIN_AND_RETURN("Message came from wrong connection!");
if(qid == -1)
COMPLAIN_AND_RETURN("Cannot answer the query with id -1!");
assert(vstd::contains(gh->states.players, player)); assert(vstd::contains(gh->states.players, player));
return gh->queryReply(qid, answer, player); return gh->queryReply(qid, answer, player);
} }