#include "StdInc.h" #include "CMusicHandler.h" #include "../lib/Mapping/CCampaignHandler.h" #include "../CCallback.h" #include "../lib/CConsoleHandler.h" #include "CGameInfo.h" #include "../lib/CGameState.h" #include "CPlayerInterface.h" #include "../lib/StartInfo.h" #include "../lib/BattleState.h" #include "../lib/CModHandler.h" #include "../lib/CArtHandler.h" #include "../lib/CDefObjInfoHandler.h" #include "../lib/CGeneralTextHandler.h" #include "../lib/CHeroHandler.h" #include "../lib/CTownHandler.h" #include "../lib/CObjectHandler.h" #include "../lib/CBuildingHandler.h" #include "../lib/CSpellHandler.h" #include "../lib/Connection.h" #include "../lib/Interprocess.h" #include "../lib/NetPacks.h" #include "../lib/VCMI_Lib.h" #include "../lib/VCMIDirs.h" #include "../lib/Mapping/CMap.h" #include "../lib/JsonNode.h" #include "mapHandler.h" #include "../lib/CConfigHandler.h" #include "Client.h" #include "CPreGame.h" #include "BattleInterface/CBattleInterface.h" #include "../lib/CThreadHelper.h" #include "../lib/CScriptingModule.h" #include "../lib/RegisterTypes.h" #include "UIFramework/CGuiHandler.h" extern std::string NAME; namespace intpr = boost::interprocess; /* * 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 * */ 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=NULL) { return new CApplyOnCL; } }; template class CApplyOnCL : public CBaseForCLApply { public: void applyOnClAfter(CClient *cl, void *pack) const { T *ptr = static_cast(pack); ptr->applyCl(cl); } void applyOnClBefore(CClient *cl, void *pack) const { T *ptr = static_cast(pack); ptr->applyFirstCl(cl); } }; static CApplier *applier = NULL; void CClient::init() { hotSeat = false; connectionHandler = NULL; pathInfo = NULL; applier = new CApplier; registerTypes2(*applier); IObjectInterface::cb = this; serv = NULL; gs = NULL; cb = NULL; erm = NULL; terminate = false; } CClient::CClient(void) { init(); } CClient::CClient(CConnection *con, StartInfo *si) { init(); newGame(con,si); } CClient::~CClient(void) { delete pathInfo; delete applier; } void CClient::waitForMoveAndSend(TPlayerColor color) { try { setThreadName("CClient::waitForMoveAndSend"); assert(vstd::contains(battleints, color)); BattleAction ba = battleints[color]->activeStack(gs->curB->battleGetStackByID(gs->curB->activeStack, false)); MakeAction temp_action(ba); sendRequest(&temp_action, color); return; } catch(boost::thread_interrupted&) { tlog5 << "Wait for move thread was interrupted and no action will be send. Was a battle ended by spell?\n"; return; } HANDLE_EXCEPTION tlog1 << "We should not be here!" << std::endl; } void CClient::run() { setThreadName("CClient::run"); try { CPack *pack = NULL; while(!terminate) { pack = serv->retreivePack(); //get the package from the server if (terminate) { delete pack; pack = NULL; break; } handlePack(pack); pack = NULL; } } //catch only asio exceptions catch (const boost::system::system_error& e) { tlog3 << "Lost connection to server, ending listening thread!\n"; tlog1 << e.what() << std::endl; if(!terminate) //rethrow (-> boom!) only if closing connection was unexpected { tlog1 << "Something wrong, lost connection while game is still ongoing...\n"; throw; } } } void CClient::save(const std::string & fname) { if(gs->curB) { tlog1 << "Game cannot be saved during battle!\n"; return; } SaveGame save_game(fname); sendRequest((CPackForClient*)&save_game, 255); } void CClient::endGame( bool closeConnection /*= true*/ ) { //suggest interfaces to finish their stuff (AI should interrupt any bg working threads) BOOST_FOREACH(auto i, playerint) i.second->finish(); // Game is ending // Tell the network thread to reach a stable state if(closeConnection) stopConnection(); tlog0 << "Closed connection." << std::endl; GH.curInt = NULL; LOCPLINT->terminate_cond.setn(true); { boost::unique_lock un(*LOCPLINT->pim); tlog0 << "\n\nEnding current game!" << std::endl; if(GH.topInt()) GH.topInt()->deactivate(); GH.listInt.clear(); GH.objsToBlit.clear(); GH.statusbar = NULL; tlog0 << "Removed GUI." << std::endl; delete CGI->mh; const_cast(CGI)->mh = NULL; const_cast(CGI)->state.dellNull(); tlog0 << "Deleted mapHandler and gameState." << std::endl; LOCPLINT = NULL; } while (!playerint.empty()) { CGameInterface *pint = playerint.begin()->second; playerint.erase(playerint.begin()); delete pint; } callbacks.clear(); tlog0 << "Deleted playerInts." << std::endl; tlog0 << "Client stopped." << std::endl; } void CClient::loadGame( const std::string & fname ) { tlog0 <<"\n\nLoading procedure started!\n\n"; CServerHandler sh; sh.startServer(); CStopWatch tmh; { char sig[8]; CMapHeader dum; const_cast(CGI)->mh = new CMapHandler(); StartInfo *si; CLoadFile lf(CResourceHandler::get()->getResourceName(ResourceID(fname, EResType::LIB_SAVEGAME))); lf >> sig >> dum >> si; tlog0 <<"Reading save signature: "<> *VLC; const_cast(CGI)->setFromLib(); tlog0 <<"Reading handlers: "<> gs; tlog0 <<"Reading gamestate: "<(CGI)->state = gs; const_cast(CGI)->mh->map = gs->map; pathInfo = new CPathsInfo(int3(gs->map->width, gs->map->height, gs->map->twoLevel ? 2 : 1)); CGI->mh->init(); tlog0 <<"Initing maphandler: "<addStdVecItems(gs); tmh.update(); ui8 pom8; *serv << ui8(3) << ui8(1); //load game; one client *serv << fname; *serv >> pom8; if(pom8) throw std::runtime_error("Server cannot open the savegame!"); else tlog0 << "Server opened savegame properly.\n"; *serv << ui32(gs->scenarioOps->playerInfos.size()+1); //number of players + neutral for(auto it = gs->scenarioOps->playerInfos.begin(); it != gs->scenarioOps->playerInfos.end(); ++it) { *serv << ui8(it->first); //players } *serv << ui8(GameConstants::NEUTRAL_PLAYER); tlog0 <<"Sent info to server: "<enableStackSendingByID(); serv->disableSmartPointerSerialization(); { CLoadFile lf(CResourceHandler::get()->getResourceName(ResourceID(fname, EResType::CLIENT_SAVEGAME))); lf >> *this; } } void CClient::newGame( CConnection *con, StartInfo *si ) { enum {SINGLE, HOST, GUEST} networkMode = SINGLE; if (con == NULL) { CServerHandler sh; serv = sh.connectToServer(); } else { serv = con; networkMode = (con->connectionID == 1) ? HOST : GUEST; } CStopWatch tmh; const_cast(CGI)->state = new CGameState(); tlog0 <<"\tGamestate: "<> pom8; if(pom8) throw std::runtime_error("Server cannot open the map!"); else tlog0 << "Server opened map properly.\n"; } c >> si; tlog0 <<"\tSending/Getting info to/from the server: "<(CGI)->state; gs->scenarioOps = si; gs->init(si); tlog0 <<"Initializing GameState (together): "< myPlayers; for(auto it = gs->scenarioOps->playerInfos.begin(); it != gs->scenarioOps->playerInfos.end(); ++it) { if((networkMode == SINGLE) //single - one client has all player || (networkMode != SINGLE && serv->connectionID == it->second.playerID) //multi - client has only "its players" || (networkMode == HOST && it->second.playerID == PlayerSettings::PLAYER_AI))//multi - host has all AI players { myPlayers.insert(it->first); //add player } } if(networkMode != GUEST) myPlayers.insert(GameConstants::NEUTRAL_PLAYER); c << myPlayers; // Init map handler if(gs->map) { const_cast(CGI)->mh = new CMapHandler(); CGI->mh->map = gs->map; tlog0 <<"Creating mapHandler: "<mh->init(); pathInfo = new CPathsInfo(int3(gs->map->width, gs->map->height, gs->map->twoLevel ? 2 : 1)); tlog0 <<"Initializing mapHandler (together): "<scenarioOps->playerInfos.begin(); it != gs->scenarioOps->playerInfos.end(); ++it)//initializing interfaces for players { TPlayerColor color = it->first; gs->currentPlayer = color; if(!vstd::contains(myPlayers, color)) continue; if(si->mode != StartInfo::DUEL) { auto cb = make_shared(gs,color,this); if(it->second.playerID == PlayerSettings::PLAYER_AI) { std::string AItoGive = settings["server"]["playerAI"].String(); if(!sensibleAILimit) AItoGive = "EmptyAI"; else sensibleAILimit--; playerint[color] = static_cast(CDynLibHandler::getNewAI(AItoGive)); tlog1 << "Player " << (int)color << " will be lead by " << AItoGive << std::endl; } else { playerint[color] = new CPlayerInterface(color); humanPlayers++; } battleints[color] = playerint[color]; playerint[color]->init(cb.get()); battleCallbacks[color] = callbacks[color] = cb; } else { auto cbc = make_shared(gs, color, this); battleCallbacks[color] = cbc; if(!color) battleints[color] = CDynLibHandler::getNewBattleAI(settings["server"]["neutralAI"].String()); else battleints[color] = CDynLibHandler::getNewBattleAI("StupidAI"); battleints[color]->init(cbc.get()); } } if(si->mode == StartInfo::DUEL) { boost::unique_lock un(*LOCPLINT->pim); CPlayerInterface *p = new CPlayerInterface(-1); p->observerInDuelMode = true; battleints[254] = playerint[254] = p; privilagedBattleEventReceivers.push_back(p); GH.curInt = p; auto cb = make_shared(gs, -1, this); battleCallbacks[-1] = callbacks[-1] = cb; p->init(cb.get()); battleStarted(gs->curB); } else { loadNeutralBattleAI(); } serv->addStdVecItems(const_cast(CGI)->state); hotSeat = (humanPlayers > 1); // std::vector scriptModules; // CFileUtility::getFilesWithExt(scriptModules, LIB_DIR "/Scripting", "." LIB_EXT); // BOOST_FOREACH(FileInfo &m, scriptModules) // { // CScriptingModule * nm = CDynLibHandler::getNewScriptingModule(m.name); // privilagedGameEventReceivers.push_back(nm); // privilagedBattleEventReceivers.push_back(nm); // nm->giveActionCB(this); // nm->giveInfoCB(this); // nm->init(); // // erm = nm; //something tells me that there'll at most one module and it'll be ERM // } } template void CClient::serialize( Handler &h, const int version ) { h & hotSeat; if(h.saving) { ui8 players = playerint.size(); h & players; for(std::map::iterator i = playerint.begin(); i != playerint.end(); i++) { h & i->first & i->second->dllName; i->second->serialize(h,version); } } else { ui8 players = 0; //fix for uninitialized warning h & players; for(int i=0; i < players; i++) { std::string dllname; ui8 pid = 0; //fix for uninitialized warning h & pid & dllname; CGameInterface *nInt = NULL; if(dllname.length()) { if(pid == GameConstants::NEUTRAL_PLAYER) { //CBattleCallback * cbc = new CBattleCallback(gs, pid, this);//FIXME: unused? CBattleGameInterface *cbgi = CDynLibHandler::getNewBattleAI(dllname); battleints[pid] = cbgi; cbgi->init(cb); //TODO? consider serialization continue; } else nInt = CDynLibHandler::getNewAI(dllname); } else nInt = new CPlayerInterface(pid); battleCallbacks[pid] = callbacks[pid] = make_shared(gs,pid,this); battleints[pid] = playerint[pid] = nInt; nInt->init(callbacks[pid].get()); nInt->serialize(h, version); } if(!vstd::contains(battleints, GameConstants::NEUTRAL_PLAYER)) loadNeutralBattleAI(); } } void CClient::handlePack( CPack * pack ) { CBaseForCLApply *apply = applier->apps[typeList.getTypeID(pack)]; //find the applier if(apply) { boost::unique_lock guiLock(*LOCPLINT->pim); apply->applyOnClBefore(this,pack); tlog5 << "\tMade first apply on cl\n"; gs->apply(pack); tlog5 << "\tApplied on gs\n"; apply->applyOnClAfter(this,pack); tlog5 << "\tMade second apply on cl\n"; } else { tlog1 << "Message cannot be applied, cannot find applier! TypeID " << typeList.getTypeID(pack) << std::endl; } delete pack; } void CClient::updatePaths() { //TODO? lazy evaluation? paths now can get recalculated multiple times upon various game events const CGHeroInstance *h = getSelectedHero(); if (h)//if we have selected hero... calculatePaths(h); } void CClient::finishCampaign( shared_ptr camp ) { } void CClient::proposeNextMission(shared_ptr camp) { endGame(false); LOCPLINT = nullptr; //TODO free res GH.pushInt(new CBonusSelection(camp)); GH.curInt = CGP; } void CClient::stopConnection() { terminate = true; if (serv) //request closing connection { tlog0 << "Connection has been requested to be closed.\n"; boost::unique_lock(*serv->wmx); CloseServer close_server; sendRequest(&close_server, 255); tlog0 << "Sent closing signal to the server\n"; } if(connectionHandler)//end connection handler { if(connectionHandler->get_id() != boost::this_thread::get_id()) connectionHandler->join(); tlog0 << "Connection handler thread joined" << std::endl; delete connectionHandler; connectionHandler = NULL; } if (serv) //and delete connection { serv->close(); delete serv; serv = NULL; tlog3 << "Our socket has been closed." << std::endl; } } void CClient::battleStarted(const BattleInfo * info) { BOOST_FOREACH(auto &battleCb, battleCallbacks) { if(vstd::contains(info->sides, battleCb.first) || battleCb.first >= GameConstants::PLAYER_LIMIT) battleCb.second->setBattle(info); } // BOOST_FOREACH(ui8 side, info->sides) // if(battleCallbacks.count(side)) // battleCallbacks[side]->setBattle(info); CPlayerInterface * att, * def; if(vstd::contains(playerint, info->sides[0]) && playerint[info->sides[0]]->human) att = static_cast( playerint[info->sides[0]] ); else att = NULL; if(vstd::contains(playerint, info->sides[1]) && playerint[info->sides[1]]->human) def = static_cast( playerint[info->sides[1]] ); else def = NULL; if(att || def || gs->scenarioOps->mode == StartInfo::DUEL) { boost::unique_lock un(*LOCPLINT->pim); new CBattleInterface(info->belligerents[0], info->belligerents[1], info->heroes[0], info->heroes[1], Rect((screen->w - 800)/2, (screen->h - 600)/2, 800, 600), att, def); } if(vstd::contains(battleints,info->sides[0])) battleints[info->sides[0]]->battleStart(info->belligerents[0], info->belligerents[1], info->tile, info->heroes[0], info->heroes[1], 0); if(vstd::contains(battleints,info->sides[1])) battleints[info->sides[1]]->battleStart(info->belligerents[0], info->belligerents[1], info->tile, info->heroes[0], info->heroes[1], 1); if(vstd::contains(battleints,254)) battleints[254]->battleStart(info->belligerents[0], info->belligerents[1], info->tile, info->heroes[0], info->heroes[1], 1); if(info->tacticDistance && vstd::contains(battleints,info->sides[info->tacticsSide])) { boost::thread(&CClient::commenceTacticPhaseForInt, this, battleints[info->sides[info->tacticsSide]]); } } void CClient::battleFinished() { BOOST_FOREACH(ui8 side, gs->curB->sides) if(battleCallbacks.count(side)) battleCallbacks[side]->setBattle(nullptr); } void CClient::loadNeutralBattleAI() { battleints[GameConstants::NEUTRAL_PLAYER] = CDynLibHandler::getNewBattleAI(settings["server"]["neutralAI"].String()); auto cbc = make_shared(gs, GameConstants::NEUTRAL_PLAYER, this); battleCallbacks[GameConstants::NEUTRAL_PLAYER] = cbc; battleints[GameConstants::NEUTRAL_PLAYER]->init(cbc.get()); } void CClient::commitPackage( CPackForClient *pack ) { CommitPackage cp; cp.freePack = false; cp.packToCommit = pack; sendRequest(&cp, 255); } int CClient::getLocalPlayer() const { if(LOCPLINT) return LOCPLINT->playerID; return getCurrentPlayer(); } void CClient::calculatePaths(const CGHeroInstance *h) { assert(h); boost::unique_lock pathLock(pathMx); gs->calculatePaths(h, *pathInfo); } void CClient::commenceTacticPhaseForInt(CBattleGameInterface *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(battleInt->playerID)); sendRequest(&ma, battleInt->playerID); } } HANDLE_EXCEPTION } void CClient::invalidatePaths(const CGHeroInstance *h /*= NULL*/) { if(!h || pathInfo->hero == h) pathInfo->isValid = false; } int CClient::sendRequest(const CPack *request, TPlayerColor player) { static ui32 requestCounter = 0; ui32 requestID = requestCounter++; tlog5 << boost::format("Sending a request \"%s\". It'll have an ID=%d.\n") % typeid(*request).name() % requestID; waitingRequest.pushBack(requestID); serv->sendPackToServer(*request, player, requestID); if(vstd::contains(playerint, player)) playerint[player]->requestSent(dynamic_cast(request), requestID); return requestID; } template void CClient::serialize( CISer &h, const int version ); template void CClient::serialize( COSer &h, const int version ); void CServerHandler::startServer() { th.update(); serverThread = new boost::thread(&CServerHandler::callServer, this); //runs server executable; if(verbose) tlog0 << "Setting up thread calling server: " << th.getDiff() << std::endl; } void CServerHandler::waitForServer() { if(!serverThread) startServer(); th.update(); intpr::scoped_lock slock(shared->sr->mutex); while(!shared->sr->ready) { shared->sr->cond.wait(slock); } if(verbose) tlog0 << "Waiting for server: " << th.getDiff() << std::endl; } CConnection * CServerHandler::connectToServer() { if(!shared->sr->ready) waitForServer(); th.update(); //put breakpoint here to attach to server before it does something stupid CConnection *ret = justConnectToServer(settings["server"]["server"].String(), port); if(verbose) tlog0<<"\tConnecting to the server: "<(settings["server"]["port"].Float()); verbose = false; boost::interprocess::shared_memory_object::remove("vcmi_memory"); //if the application has previously crashed, the memory may not have been removed. to avoid problems - try to destroy it try { shared = new SharedMem(); } HANDLE_EXCEPTIONC(tlog1 << "Cannot open interprocess memory: ";) } CServerHandler::~CServerHandler() { delete shared; delete serverThread; //detaches, not kills thread } void CServerHandler::callServer() { setThreadName("CServerHandler::callServer"); std::string logName = GVCMIDirs.UserPath + "/server_log.txt"; std::string comm = GameConstants::BIN_DIR + GameConstants::PATH_SEPARATOR + GameConstants::SERVER_NAME + " " + port + " > " + logName; int result = std::system(comm.c_str()); if (result == 0) tlog1 << "Server closed correctly\n"; else { tlog0 << "Error: server failed to close correctly or crashed!\n"; tlog0 << "Check " << logName << " for more info\n"; exit(1);// exit in case of error. Othervice without working server VCMI will hang } } CConnection * CServerHandler::justConnectToServer(const std::string &host, const std::string &port) { CConnection *ret = NULL; while(!ret) { try { tlog0 << "Establishing connection...\n"; ret = new CConnection( host.size() ? host : settings["server"]["server"].String(), port.size() ? port : boost::lexical_cast(settings["server"]["port"].Float()), NAME); } catch(...) { tlog1 << "\nCannot establish connection! Retrying within 2 seconds" << std::endl; SDL_Delay(2000); } } return ret; }