#pragma once #include "../lib/IGameCallback.h" #include "../lib/CondSh.h" #include "../lib/CStopWatch.h" /* * Client.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 * */ class IGameEventsReceiver; class IBattleEventsReceiver; class CBattleGameInterface; struct StartInfo; class CGameState; class CGameInterface; class CConnection; class CCallback; struct BattleAction; struct SharedMem; class CClient; class CScriptingModule; struct CPathsInfo; namespace boost { class thread; } /// structure to handle running server and connecting to it class CServerHandler { private: void callServer(); //calls server via system(), should be called as thread public: CStopWatch th; boost::thread *serverThread; //thread that called system to run server SharedMem *shared; //interprocess memory (for waiting for server) bool verbose; //whether to print log msgs std::string port; //port number in text form //functions setting up local server void startServer(); //creates a thread with callServer void waitForServer(); //waits till server is ready CConnection * connectToServer(); //connects to server ////////////////////////////////////////////////////////////////////////// static CConnection * justConnectToServer(const std::string &host = "", const std::string &port = ""); //connects to given host without taking any other actions (like setting up server) CServerHandler(bool runServer = false); ~CServerHandler(); }; template class ThreadSafeVector { typedef std::vector TVector; typedef boost::unique_lock TLock; TVector items; boost::mutex mx; boost::condition_variable cond; public: void pushBack(const T &item) { TLock lock(mx); items.push_back(item); cond.notify_all(); } // //to access list, caller must present a lock used to lock mx // TVector &getList(TLock &lockedLock) // { // assert(lockedLock.owns_lock() && lockedLock.mutex() == &mx); // return items; // } TLock getLock() { return TLock(mx); } void waitWhileContains(const T &item) { auto lock = getLock(); while(vstd::contains(items, item)) cond.wait(lock); } bool tryRemovingElement(const T&item) //returns false if element was not present { auto lock = getLock(); auto itr = vstd::find(items, item); if(itr == items.end()) //not in container { return false; } items.erase(itr); cond.notify_all(); return true; } }; /// Class which handles client - server logic class CClient : public IGameCallback { public: std::map > callbacks; //callbacks given to player interfaces std::map > battleCallbacks; //callbacks given to player interfaces std::vector> privilagedGameEventReceivers; //scripting modules, spectator interfaces std::vector> privilagedBattleEventReceivers; //scripting modules, spectator interfaces std::map> playerint; std::map> battleints; std::map>> additionalPlayerInts; std::map>> additionalBattleInts; bool hotSeat; CConnection *serv; boost::optional curbaction; unique_ptr pathInfo; boost::mutex pathMx; //protects the variable above CScriptingModule *erm; ThreadSafeVector waitingRequest; void waitForMoveAndSend(PlayerColor color); //void sendRequest(const CPackForServer *request, bool waitForRealization); CClient(void); CClient(CConnection *con, StartInfo *si); ~CClient(void); void init(); void newGame(CConnection *con, StartInfo *si); //con - connection to server void loadNeutralBattleAI(); void installNewPlayerInterface(shared_ptr gameInterface, boost::optional color); void installNewBattleInterface(shared_ptr battleInterface, boost::optional color, bool needCallback = true); std::string aiNameForPlayer(const PlayerSettings &ps, bool battleAI); //empty means no AI -> human void endGame(bool closeConnection = true); void stopConnection(); void save(const std::string & fname); void loadGame(const std::string & fname); void run(); void campaignMapFinished( shared_ptr camp ); void finishCampaign( shared_ptr camp ); void proposeNextMission(shared_ptr camp); void invalidatePaths(const CGHeroInstance *h = nullptr); //invalidates paths for hero h or for any hero if h is nullptr => they'll got recalculated when the next query comes void calculatePaths(const CGHeroInstance *h); void updatePaths(); //calls calculatePaths for same hero for which we previously calculated paths bool terminate; // tell to terminate boost::thread *connectionHandler; //thread running run() method ////////////////////////////////////////////////////////////////////////// virtual PlayerColor getLocalPlayer() const override; ////////////////////////////////////////////////////////////////////////// //not working yet, will be implement somewhen later with support for local-sim-based gameplay void changeSpells(const CGHeroInstance * hero, bool give, const std::set &spells) override {}; bool removeObject(const CGObjectInstance * obj) override {return false;}; void setBlockVis(ObjectInstanceID objid, bool bv) override {}; void setOwner(const CGObjectInstance * obj, PlayerColor owner) override {}; void setHoverName(const CGObjectInstance * obj, MetaString * name) override {}; void changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs=false) override {}; void changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs=false) override {}; void showBlockingDialog(BlockingDialog *iw) override {}; void showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits) override {}; void showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId) override {}; void giveResource(PlayerColor player, Res::ERes which, int val) override {}; virtual void giveResources(PlayerColor player, TResources resources) override {}; void giveCreatures(const CArmedInstance * objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) override {}; void takeCreatures(ObjectInstanceID objid, const std::vector &creatures) override {}; bool changeStackType(const StackLocation &sl, CCreature *c) override {return false;}; bool changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue = false) override {return false;}; bool insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count) override {return false;}; bool eraseStack(const StackLocation &sl, bool forceRemoval = false){return false;}; bool swapStacks(const StackLocation &sl1, const StackLocation &sl2) override {return false;} bool addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count) override {return false;} void tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging) override {} bool moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count = -1) override {return false;} void removeAfterVisit(const CGObjectInstance *object) override {}; void giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos) override {}; void giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos) override {}; void putArtifact(const ArtifactLocation &al, const CArtifactInstance *a) override {}; void removeArtifact(const ArtifactLocation &al) override {}; bool moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2) override {return false;}; void synchronizeArtifactHandlerLists() override {}; void showCompInfo(ShowInInfobox * comp) override {}; void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override {}; void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override {}; //void giveHeroArtifact(int artid, int hid, int position){}; //void giveNewArtifact(int hid, int position){}; void startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, const CGTownInstance *town = nullptr) override {}; //use hero=nullptr for no hero void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank = false) override {}; //if any of armies is hero, hero will be used void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank = false) override {}; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle void setAmount(ObjectInstanceID objid, ui32 val) override {}; bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker = PlayerColor::NEUTRAL) override {return false;}; void giveHeroBonus(GiveBonus * bonus) override {}; void setMovePoints(SetMovePoints * smp) override {}; void setManaPoints(ObjectInstanceID hid, int val) override {}; void giveHero(ObjectInstanceID id, PlayerColor player) override {}; void changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags) override {}; void sendAndApply(CPackForClient * info) override {}; void heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2) override {}; ////////////////////////////////////////////////////////////////////////// friend class CCallback; //handling players actions friend class CBattleCallback; //handling players actions int sendRequest(const CPack *request, PlayerColor player); //returns ID given to that request void handlePack( CPack * pack ); //applies the given pack and deletes it void battleStarted(const BattleInfo * info); void commenceTacticPhaseForInt(shared_ptr battleInt); //will be called as separate thread void commitPackage(CPackForClient *pack) override; ////////////////////////////////////////////////////////////////////////// template void serialize(Handler &h, const int version); void battleFinished(); };