/* * Client.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 "Client.h" #include "CMusicHandler.h" #include "../lib/mapping/CCampaignHandler.h" #include "../CCallback.h" #include "adventureMap/CAdvMapInt.h" #include "adventureMap/mapHandler.h" #include "../lib/CConsoleHandler.h" #include "CGameInfo.h" #include "../lib/CGameState.h" #include "CPlayerInterface.h" #include "../lib/StartInfo.h" #include "../lib/battle/BattleInfo.h" #include "../lib/CModHandler.h" #include "../lib/CArtHandler.h" #include "../lib/CGeneralTextHandler.h" #include "../lib/CHeroHandler.h" #include "../lib/CTownHandler.h" #include "../lib/CBuildingHandler.h" #include "../lib/spells/CSpellHandler.h" #include "../lib/serializer/CTypeList.h" #include "../lib/serializer/Connection.h" #include "../lib/serializer/CLoadIntegrityValidator.h" #include "../lib/NetPacks.h" #include "../lib/VCMI_Lib.h" #include "../lib/VCMIDirs.h" #include "../lib/mapping/CMap.h" #include "../lib/mapping/CMapService.h" #include "../lib/JsonNode.h" #include "../lib/CConfigHandler.h" #include "mainmenu/CMainMenu.h" #include "mainmenu/CCampaignScreen.h" #include "lobby/CBonusSelection.h" #include "battle/BattleInterface.h" #include "../lib/CThreadHelper.h" #include "../lib/registerTypes/RegisterTypes.h" #include "gui/CGuiHandler.h" #include "CServerHandler.h" #include "../lib/ScriptHandler.h" #include #ifdef VCMI_ANDROID #include "lib/CAndroidVMHelper.h" #endif #ifdef VCMI_ANDROID std::atomic_bool androidTestServerReadyFlag; #endif ThreadSafeVector CClient::waitingRequest; template class CApplyOnCL; class CBaseForCLApply { public: virtual void applyOnClAfter(CClient * cl, void * pack) const =0; virtual void applyOnClBefore(CClient * cl, void * pack) const =0; virtual ~CBaseForCLApply(){} template static CBaseForCLApply * getApplier(const U * t = nullptr) { return new CApplyOnCL(); } }; template class CApplyOnCL : public CBaseForCLApply { public: void applyOnClAfter(CClient * cl, void * pack) const override { T * ptr = static_cast(pack); ptr->applyCl(cl); } void applyOnClBefore(CClient * cl, void * pack) const override { T * ptr = static_cast(pack); ptr->applyFirstCl(cl); } }; template<> class CApplyOnCL: public CBaseForCLApply { public: void applyOnClAfter(CClient * cl, void * pack) const override { logGlobal->error("Cannot apply on CL plain CPack!"); assert(0); } void applyOnClBefore(CClient * cl, void * pack) const override { logGlobal->error("Cannot apply on CL plain CPack!"); assert(0); } }; CPlayerEnvironment::CPlayerEnvironment(PlayerColor player_, CClient * cl_, std::shared_ptr mainCallback_) : player(player_), cl(cl_), mainCallback(mainCallback_) { } const Services * CPlayerEnvironment::services() const { return VLC; } vstd::CLoggerBase * CPlayerEnvironment::logger() const { return logGlobal; } events::EventBus * CPlayerEnvironment::eventBus() const { return cl->eventBus();//always get actual value } const CPlayerEnvironment::BattleCb * CPlayerEnvironment::battle() const { return mainCallback.get(); } const CPlayerEnvironment::GameCb * CPlayerEnvironment::game() const { return mainCallback.get(); } CClient::CClient() { waitingRequest.clear(); applier = std::make_shared>(); registerTypesClientPacks1(*applier); registerTypesClientPacks2(*applier); IObjectInterface::cb = this; gs = nullptr; } CClient::~CClient() { IObjectInterface::cb = nullptr; } const Services * CClient::services() const { return VLC; //todo: this should be CGI } const CClient::BattleCb * CClient::battle() const { return this; } const CClient::GameCb * CClient::game() const { return this; } vstd::CLoggerBase * CClient::logger() const { return logGlobal; } events::EventBus * CClient::eventBus() const { return clientEventBus.get(); } void CClient::newGame(CGameState * initializedGameState) { CSH->th->update(); CMapService mapService; gs = initializedGameState ? initializedGameState : new CGameState(); gs->preInit(VLC); logNetwork->trace("\tCreating gamestate: %i", CSH->th->getDiff()); if(!initializedGameState) gs->init(&mapService, CSH->si.get(), settings["general"]["saveRandomMaps"].Bool()); logNetwork->trace("Initializing GameState (together): %d ms", CSH->th->getDiff()); initMapHandler(); reinitScripting(); initPlayerEnvironments(); initPlayerInterfaces(); } void CClient::loadGame(CGameState * initializedGameState) { logNetwork->info("Loading procedure started!"); std::unique_ptr loader; if(initializedGameState) { logNetwork->info("Game state was transferred over network, loading."); gs = initializedGameState; } else { try { boost::filesystem::path clientSaveName = *CResourceHandler::get("local")->getResourceName(ResourceID(CSH->si->mapname, EResType::CLIENT_SAVEGAME)); boost::filesystem::path controlServerSaveName; if(CResourceHandler::get("local")->existsResource(ResourceID(CSH->si->mapname, EResType::SERVER_SAVEGAME))) { controlServerSaveName = *CResourceHandler::get("local")->getResourceName(ResourceID(CSH->si->mapname, EResType::SERVER_SAVEGAME)); } else // create entry for server savegame. Triggered if save was made after launch and not yet present in res handler { controlServerSaveName = boost::filesystem::path(clientSaveName).replace_extension(".vsgm1"); CResourceHandler::get("local")->createResource(controlServerSaveName.string(), true); } if(clientSaveName.empty()) throw std::runtime_error("Cannot open client part of " + CSH->si->mapname); if(controlServerSaveName.empty() || !boost::filesystem::exists(controlServerSaveName)) throw std::runtime_error("Cannot open server part of " + CSH->si->mapname); { CLoadIntegrityValidator checkingLoader(clientSaveName, controlServerSaveName, MINIMAL_SERIALIZATION_VERSION); loadCommonState(checkingLoader); loader = checkingLoader.decay(); } } catch(std::exception & e) { logGlobal->error("Cannot load game %s. Error: %s", CSH->si->mapname, e.what()); throw; //obviously we cannot continue here } logNetwork->trace("Loaded common part of save %d ms", CSH->th->getDiff()); } gs->preInit(VLC); gs->updateOnLoad(CSH->si.get()); logNetwork->info("Game loaded, initialize interfaces."); initMapHandler(); reinitScripting(); initPlayerEnvironments(); if(loader) serialize(loader->serializer, loader->serializer.fileVersion); initPlayerInterfaces(); } void CClient::serialize(BinarySerializer & h, const int version) { assert(h.saving); ui8 players = static_cast(playerint.size()); h & players; for(auto i = playerint.begin(); i != playerint.end(); i++) { logGlobal->trace("Saving player %s interface", i->first); assert(i->first == i->second->playerID); h & i->first; h & i->second->dllName; h & i->second->human; i->second->saveGame(h, version); } #if SCRIPTING_ENABLED if(version >= 800) { JsonNode scriptsState; clientScripts->serializeState(h.saving, scriptsState); h & scriptsState; } #endif } void CClient::serialize(BinaryDeserializer & h, const int version) { assert(!h.saving); ui8 players = 0; h & players; for(int i = 0; i < players; i++) { std::string dllname; PlayerColor pid; bool isHuman = false; auto prevInt = LOCPLINT; h & pid; h & dllname; h & isHuman; assert(dllname.length() == 0 || !isHuman); if(pid == PlayerColor::NEUTRAL) { logGlobal->trace("Neutral battle interfaces are not serialized."); continue; } logGlobal->trace("Loading player %s interface", pid); std::shared_ptr nInt; if(dllname.length()) nInt = CDynLibHandler::getNewAI(dllname); else nInt = std::make_shared(pid); nInt->dllName = dllname; nInt->human = isHuman; nInt->playerID = pid; nInt->loadGame(h, version); // Client no longer handle this player at all if(!vstd::contains(CSH->getAllClientPlayers(CSH->c->connectionID), pid)) { logGlobal->trace("Player %s is not belong to this client. Destroying interface", pid); } else if(isHuman && !vstd::contains(CSH->getHumanColors(), pid)) { logGlobal->trace("Player %s is no longer controlled by human. Destroying interface", pid); } else if(!isHuman && vstd::contains(CSH->getHumanColors(), pid)) { logGlobal->trace("Player %s is no longer controlled by AI. Destroying interface", pid); } else { installNewPlayerInterface(nInt, pid); continue; } nInt.reset(); LOCPLINT = prevInt; } #if SCRIPTING_ENABLED { JsonNode scriptsState; h & scriptsState; clientScripts->serializeState(h.saving, scriptsState); } #endif logNetwork->trace("Loaded client part of save %d ms", CSH->th->getDiff()); } void CClient::save(const std::string & fname) { if(gs->curB) { logNetwork->error("Game cannot be saved during battle!"); return; } SaveGame save_game(fname); sendRequest(&save_game, PlayerColor::NEUTRAL); } void CClient::endGame() { #if SCRIPTING_ENABLED clientScripts.reset(); #endif //suggest interfaces to finish their stuff (AI should interrupt any bg working threads) for(auto & i : playerint) i.second->finish(); GH.curInt = nullptr; { boost::unique_lock un(*CPlayerInterface::pim); logNetwork->info("Ending current game!"); removeGUI(); vstd::clear_pointer(const_cast(CGI)->mh); vstd::clear_pointer(gs); logNetwork->info("Deleted mapHandler and gameState."); } playerint.clear(); battleints.clear(); battleCallbacks.clear(); playerEnvironments.clear(); logNetwork->info("Deleted playerInts."); logNetwork->info("Client stopped."); } void CClient::initMapHandler() { // TODO: CMapHandler initialization can probably go somewhere else // It's can't be before initialization of interfaces // During loading CPlayerInterface from serialized state it's depend on MH if(!settings["session"]["headless"].Bool()) { const_cast(CGI)->mh = new CMapHandler(); CGI->mh->map = gs->map; logNetwork->trace("Creating mapHandler: %d ms", CSH->th->getDiff()); CGI->mh->init(); logNetwork->trace("Initializing mapHandler (together): %d ms", CSH->th->getDiff()); } pathCache.clear(); } void CClient::initPlayerEnvironments() { playerEnvironments.clear(); auto allPlayers = CSH->getAllClientPlayers(CSH->c->connectionID); for(auto & color : allPlayers) { logNetwork->info("Preparing environment for player %s", color.getStr()); playerEnvironments[color] = std::make_shared(color, this, std::make_shared(gs, color, this)); } if(settings["session"]["spectate"].Bool()) { playerEnvironments[PlayerColor::SPECTATOR] = std::make_shared(PlayerColor::SPECTATOR, this, std::make_shared(gs, boost::none, this)); } } void CClient::initPlayerInterfaces() { for(auto & elem : gs->scenarioOps->playerInfos) { PlayerColor color = elem.first; if(!vstd::contains(CSH->getAllClientPlayers(CSH->c->connectionID), color)) continue; if(!vstd::contains(playerint, color)) { logNetwork->info("Preparing interface for player %s", color.getStr()); if(elem.second.isControlledByAI()) { auto AiToGive = aiNameForPlayer(elem.second, false); logNetwork->info("Player %s will be lead by %s", color.getStr(), AiToGive); installNewPlayerInterface(CDynLibHandler::getNewAI(AiToGive), color); } else { logNetwork->info("Player %s will be lead by human", color.getStr()); installNewPlayerInterface(std::make_shared(color), color); } } } if(settings["session"]["spectate"].Bool()) { installNewPlayerInterface(std::make_shared(PlayerColor::SPECTATOR), PlayerColor::SPECTATOR, true); } if(CSH->getAllClientPlayers(CSH->c->connectionID).count(PlayerColor::NEUTRAL)) installNewBattleInterface(CDynLibHandler::getNewBattleAI(settings["server"]["neutralAI"].String()), PlayerColor::NEUTRAL); logNetwork->trace("Initialized player interfaces %d ms", CSH->th->getDiff()); } std::string CClient::aiNameForPlayer(const PlayerSettings & ps, bool battleAI) { if(ps.name.size()) { const boost::filesystem::path aiPath = VCMIDirs::get().fullLibraryPath("AI", ps.name); if(boost::filesystem::exists(aiPath)) return ps.name; } return aiNameForPlayer(battleAI); } std::string CClient::aiNameForPlayer(bool battleAI) { const int sensibleAILimit = settings["session"]["oneGoodAI"].Bool() ? 1 : PlayerColor::PLAYER_LIMIT_I; std::string goodAI = battleAI ? settings["server"]["neutralAI"].String() : settings["server"]["playerAI"].String(); std::string badAI = battleAI ? "StupidAI" : "EmptyAI"; //TODO what about human players if(battleints.size() >= sensibleAILimit) return badAI; return goodAI; } void CClient::installNewPlayerInterface(std::shared_ptr gameInterface, PlayerColor color, bool battlecb) { boost::unique_lock un(*CPlayerInterface::pim); playerint[color] = gameInterface; logGlobal->trace("\tInitializing the interface for player %s", color.getStr()); auto cb = std::make_shared(gs, color, this); battleCallbacks[color] = cb; gameInterface->initGameInterface(playerEnvironments.at(color), cb); installNewBattleInterface(gameInterface, color, battlecb); } void CClient::installNewBattleInterface(std::shared_ptr battleInterface, PlayerColor color, bool needCallback) { boost::unique_lock un(*CPlayerInterface::pim); battleints[color] = battleInterface; if(needCallback) { logGlobal->trace("\tInitializing the battle interface for player %s", color.getStr()); auto cbc = std::make_shared(color, this); battleCallbacks[color] = cbc; battleInterface->initBattleInterface(playerEnvironments.at(color), cbc); } } void CClient::handlePack(CPack * pack) { CBaseForCLApply * apply = applier->getApplier(typeList.getTypeID(pack)); //find the applier if(apply) { boost::unique_lock guiLock(*CPlayerInterface::pim); apply->applyOnClBefore(this, pack); logNetwork->trace("\tMade first apply on cl: %s", typeList.getTypeInfo(pack)->name()); gs->apply(pack); logNetwork->trace("\tApplied on gs: %s", typeList.getTypeInfo(pack)->name()); apply->applyOnClAfter(this, pack); logNetwork->trace("\tMade second apply on cl: %s", typeList.getTypeInfo(pack)->name()); } else { logNetwork->error("Message %s cannot be applied, cannot find applier!", typeList.getTypeInfo(pack)->name()); } delete pack; } int CClient::sendRequest(const CPackForServer * request, PlayerColor player) { static ui32 requestCounter = 0; ui32 requestID = requestCounter++; logNetwork->trace("Sending a request \"%s\". It'll have an ID=%d.", typeid(*request).name(), requestID); waitingRequest.pushBack(requestID); request->requestID = requestID; request->player = player; CSH->c->sendPack(request); if(vstd::contains(playerint, player)) playerint[player]->requestSent(request, requestID); return requestID; } void CClient::battleStarted(const BattleInfo * info) { setBattle(info); for(auto & battleCb : battleCallbacks) { if(vstd::contains_if(info->sides, [&](const SideInBattle& side) {return side.color == battleCb.first; }) || battleCb.first >= PlayerColor::PLAYER_LIMIT) { battleCb.second->setBattle(info); } } std::shared_ptr att, def; auto & leftSide = info->sides[0], & rightSide = info->sides[1]; //If quick combat is not, do not prepare interfaces for battleint if(!settings["adventure"]["quickCombat"].Bool()) { if(vstd::contains(playerint, leftSide.color) && playerint[leftSide.color]->human) att = std::dynamic_pointer_cast(playerint[leftSide.color]); if(vstd::contains(playerint, rightSide.color) && playerint[rightSide.color]->human) def = std::dynamic_pointer_cast(playerint[rightSide.color]); } if(!settings["session"]["headless"].Bool()) { if(!!att || !!def) { boost::unique_lock un(*CPlayerInterface::pim); CPlayerInterface::battleInt = std::make_shared(leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero, att, def); } else if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool()) { //TODO: This certainly need improvement auto spectratorInt = std::dynamic_pointer_cast(playerint[PlayerColor::SPECTATOR]); spectratorInt->cb->setBattle(info); boost::unique_lock un(*CPlayerInterface::pim); CPlayerInterface::battleInt = std::make_shared(leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero, att, def, spectratorInt); } } auto callBattleStart = [&](PlayerColor color, ui8 side) { if(vstd::contains(battleints, color)) battleints[color]->battleStart(leftSide.armyObject, rightSide.armyObject, info->tile, leftSide.hero, rightSide.hero, side); }; callBattleStart(leftSide.color, 0); callBattleStart(rightSide.color, 1); callBattleStart(PlayerColor::UNFLAGGABLE, 1); if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool()) callBattleStart(PlayerColor::SPECTATOR, 1); if(info->tacticDistance && vstd::contains(battleints, info->sides[info->tacticsSide].color)) { boost::thread(&CClient::commenceTacticPhaseForInt, this, battleints[info->sides[info->tacticsSide].color]); } } void CClient::commenceTacticPhaseForInt(std::shared_ptr battleInt) { setThreadName("CClient::commenceTacticPhaseForInt"); try { battleInt->yourTacticPhase(gs->curB->tacticDistance); if(gs && !!gs->curB && gs->curB->tacticDistance) //while awaiting for end of tactics phase, many things can happen (end of battle... or game) { MakeAction ma(BattleAction::makeEndOFTacticPhase(gs->curB->playerToSide(battleInt->playerID).get())); sendRequest(&ma, battleInt->playerID); } } catch(...) { handleException(); } } void CClient::battleFinished() { stopAllBattleActions(); for(auto & side : gs->curB->sides) if(battleCallbacks.count(side.color)) battleCallbacks[side.color]->setBattle(nullptr); if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool()) battleCallbacks[PlayerColor::SPECTATOR]->setBattle(nullptr); setBattle(nullptr); } void CClient::startPlayerBattleAction(PlayerColor color) { stopPlayerBattleAction(color); if(vstd::contains(battleints, color)) { auto thread = std::make_shared(std::bind(&CClient::waitForMoveAndSend, this, color)); playerActionThreads[color] = thread; } } void CClient::stopPlayerBattleAction(PlayerColor color) { if(vstd::contains(playerActionThreads, color)) { auto thread = playerActionThreads.at(color); if(thread->joinable()) { thread->interrupt(); thread->join(); } playerActionThreads.erase(color); } } void CClient::stopAllBattleActions() { while(!playerActionThreads.empty()) stopPlayerBattleAction(playerActionThreads.begin()->first); } void CClient::waitForMoveAndSend(PlayerColor color) { try { setThreadName("CClient::waitForMoveAndSend"); assert(vstd::contains(battleints, color)); BattleAction ba = battleints[color]->activeStack(gs->curB->battleGetStackByID(gs->curB->activeStack, false)); if(ba.actionType != EActionType::CANCEL) { logNetwork->trace("Send battle action to server: %s", ba.toString()); MakeAction temp_action(ba); sendRequest(&temp_action, color); } } catch(boost::thread_interrupted &) { logNetwork->debug("Wait for move thread was interrupted and no action will be send. Was a battle ended by spell?"); } catch(...) { handleException(); } } void CClient::invalidatePaths() { boost::unique_lock pathLock(pathCacheMutex); pathCache.clear(); } std::shared_ptr CClient::getPathsInfo(const CGHeroInstance * h) { assert(h); boost::unique_lock pathLock(pathCacheMutex); auto iter = pathCache.find(h); if(iter == std::end(pathCache)) { std::shared_ptr paths = std::make_shared(getMapSize(), h); gs->calculatePaths(h, *paths.get()); pathCache[h] = paths; return paths; } else { return iter->second; } } PlayerColor CClient::getLocalPlayer() const { if(LOCPLINT) return LOCPLINT->playerID; return getCurrentPlayer(); } #if SCRIPTING_ENABLED scripting::Pool * CClient::getGlobalContextPool() const { return clientScripts.get(); } scripting::Pool * CClient::getContextPool() const { return clientScripts.get(); } #endif void CClient::reinitScripting() { clientEventBus = std::make_unique(); #if SCRIPTING_ENABLED clientScripts.reset(new scripting::PoolImpl(this)); #endif } void CClient::removeGUI() { // CClient::endGame GH.curInt = nullptr; if(GH.topInt()) GH.topInt()->deactivate(); adventureInt.reset(); GH.listInt.clear(); GH.objsToBlit.clear(); GH.statusbar.reset(); logGlobal->info("Removed GUI."); LOCPLINT = nullptr; } #ifdef VCMI_ANDROID extern "C" JNIEXPORT void JNICALL Java_eu_vcmi_vcmi_NativeMethods_clientSetupJNI(JNIEnv * env, jclass cls) { logNetwork->info("Received clientSetupJNI"); CAndroidVMHelper::cacheVM(env); } extern "C" JNIEXPORT void JNICALL Java_eu_vcmi_vcmi_NativeMethods_notifyServerClosed(JNIEnv * env, jclass cls) { logNetwork->info("Received server closed signal"); if (CSH) { CSH->campaignServerRestartLock.setn(false); } } extern "C" JNIEXPORT void JNICALL Java_eu_vcmi_vcmi_NativeMethods_notifyServerReady(JNIEnv * env, jclass cls) { logNetwork->info("Received server ready signal"); androidTestServerReadyFlag.store(true); } extern "C" JNIEXPORT jboolean JNICALL Java_eu_vcmi_vcmi_NativeMethods_tryToSaveTheGame(JNIEnv * env, jclass cls) { logGlobal->info("Received emergency save game request"); if(!LOCPLINT || !LOCPLINT->cb) { return false; } LOCPLINT->cb->save("Saves/_Android_Autosave"); return true; } #endif