#ifndef __CLIENT_H__ #define __CLIENT_H__ #include "../global.h" #include #include "../lib/IGameCallback.h" #include "../lib/CondSh.h" #include /* * 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; } void processCommand(const std::string &message, CClient *&client); /// structure to handle running server and connecting to it class CServerHandler { private: void callServer(); //calls server via system(), should be called as thread public: timeHandler 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(); }; /// Class which handles client - server logic class CClient : public IGameCallback { public: CCallback *cb; std::set callbacks; //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; bool hotSeat; CConnection *serv; BattleAction *curbaction; CPathsInfo *pathInfo; CScriptingModule *erm; CondSh waitingRequest; std::queue packs; boost::mutex packsM; void waitForMoveAndSend(int 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 endGame(bool closeConnection = true); void stopConnection(); void save(const std::string & fname); void loadGame(const std::string & fname); void run(); void finishCampaign( CCampaignState * camp ); void proposeNextMission( CCampaignState * camp ); bool terminate; // tell to terminate boost::thread *connectionHandler; //thread running run() method ////////////////////////////////////////////////////////////////////////// virtual int getLocalPlayer() const OVERRIDE; ////////////////////////////////////////////////////////////////////////// //not working yet, will be implement somewhen later with support for local-sim-based gameplay void changeSpells(int hid, bool give, const std::set &spells) OVERRIDE {}; bool removeObject(int objid) OVERRIDE {return false;}; void setBlockVis(int objid, bool bv) OVERRIDE {}; void setOwner(int objid, ui8 owner) OVERRIDE {}; void setHoverName(int objid, MetaString * name) OVERRIDE {}; void changePrimSkill(int ID, int which, si64 val, bool abs=false) OVERRIDE {}; void changeSecSkill(int ID, int which, int val, bool abs=false) OVERRIDE {}; void showBlockingDialog(BlockingDialog *iw, const CFunctionList &callback) OVERRIDE {}; ui32 showBlockingDialog(BlockingDialog *iw) OVERRIDE {return 0;}; //synchronous version of above void showGarrisonDialog(int upobj, int hid, bool removableUnits, const boost::function &cb) OVERRIDE {}; void showThievesGuildWindow(int requestingObjId) OVERRIDE {}; void giveResource(int player, int which, int val) OVERRIDE {}; void giveCreatures(const CArmedInstance * objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) OVERRIDE {}; void takeCreatures(int 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 giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, int pos) OVERRIDE {}; void giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, int pos) OVERRIDE {}; void putArtifact(const ArtifactLocation &al, const CArtifactInstance *a) OVERRIDE {}; void removeArtifact(const ArtifactLocation &al) OVERRIDE {}; void moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2) OVERRIDE {}; void showCompInfo(ShowInInfobox * comp) OVERRIDE {}; void heroVisitCastle(int obj, int heroID) OVERRIDE {}; void stopHeroVisitCastle(int obj, int heroID) OVERRIDE {}; //void giveHeroArtifact(int artid, int hid, int position){}; //void giveNewArtifact(int hid, int position){}; void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, boost::function cb = 0, const CGTownInstance *town = NULL) OVERRIDE {}; //use hero=NULL for no hero void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function cb = 0, bool creatureBank = false) OVERRIDE {}; //if any of armies is hero, hero will be used void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, boost::function cb = 0, 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(int objid, ui32 val) OVERRIDE {}; bool moveHero(si32 hid, int3 dst, ui8 instant, ui8 asker = 255) OVERRIDE {return false;}; void giveHeroBonus(GiveBonus * bonus) OVERRIDE {}; void setMovePoints(SetMovePoints * smp) OVERRIDE {}; void setManaPoints(int hid, int val) OVERRIDE {}; void giveHero(int id, int player) OVERRIDE {}; void changeObjPos(int objid, int3 newPos, ui8 flags) OVERRIDE {}; void sendAndApply(CPackForClient * info) OVERRIDE {}; void heroExchange(si32 hero1, si32 hero2) OVERRIDE {}; ////////////////////////////////////////////////////////////////////////// friend class CCallback; //handling players actions friend void processCommand(const std::string &message, CClient *&client); //handling console void handlePack( CPack * pack ); //applies the given pack and deletes it void updatePaths(); void battleStarted(const BattleInfo * info); void commitPackage(CPackForClient *pack) OVERRIDE; ////////////////////////////////////////////////////////////////////////// template void serialize(Handler &h, const int version); }; #endif // __CLIENT_H__