/* * CServerHandler.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 * */ #pragma once #include "../lib/CStopWatch.h" #include "../lib/StartInfo.h" #include "../lib/CondSh.h" VCMI_LIB_NAMESPACE_BEGIN class CConnection; class PlayerColor; struct StartInfo; struct TurnTimerInfo; class CMapInfo; class CGameState; struct ClientPlayer; struct CPack; struct CPackForLobby; struct CPackForClient; template class CApplier; VCMI_LIB_NAMESPACE_END class CClient; class CBaseForLobbyApply; class HighScoreCalculation; class HighScoreParameter; // TODO: Add mutex so we can't set CONNECTION_CANCELLED if client already connected, but thread not setup yet enum class EClientState : ui8 { NONE = 0, CONNECTING, // Trying to connect to server CONNECTION_CANCELLED, // Connection cancelled by player, stop attempts to connect LOBBY, // Client is connected to lobby LOBBY_CAMPAIGN, // Client is on scenario bonus selection screen STARTING, // Gameplay interfaces being created, we pause netpacks retrieving GAMEPLAY, // In-game, used by some UI DISCONNECTING, // We disconnecting, drop all netpacks CONNECTION_FAILED // We could not connect to server }; class IServerAPI { protected: virtual void sendLobbyPack(const CPackForLobby & pack) const = 0; public: virtual ~IServerAPI() {} virtual void sendClientConnecting() const = 0; virtual void sendClientDisconnecting() = 0; virtual void setCampaignState(std::shared_ptr newCampaign) = 0; virtual void setCampaignMap(CampaignScenarioID mapId) const = 0; virtual void setCampaignBonus(int bonusId) const = 0; virtual void setMapInfo(std::shared_ptr to, std::shared_ptr mapGenOpts = {}) const = 0; virtual void setPlayer(PlayerColor color) const = 0; virtual void setPlayerOption(ui8 what, int32_t value, PlayerColor player) const = 0; virtual void setDifficulty(int to) const = 0; virtual void setTurnTimerInfo(const TurnTimerInfo &) const = 0; virtual void setSimturnsInfo(const SimturnsInfo &) const = 0; virtual void sendMessage(const std::string & txt) const = 0; virtual void sendGuiAction(ui8 action) const = 0; // TODO: possibly get rid of it? virtual void sendStartGame(bool allowOnlyAI = false) const = 0; virtual void sendRestartGame() const = 0; }; /// structure to handle running server and connecting to it class CServerHandler : public IServerAPI, public LobbyInfo { friend class ApplyOnLobbyHandlerNetPackVisitor; std::shared_ptr> applier; std::shared_ptr mx; std::list packsForLobbyScreen; //protected by mx std::shared_ptr mapToStart; std::vector myNames; std::shared_ptr highScoreCalc; void threadHandleConnection(); void threadRunServer(); void onServerFinished(); void sendLobbyPack(const CPackForLobby & pack) const override; public: std::atomic state; //////////////////// // FIXME: Bunch of crutches to glue it all together // For starting non-custom campaign and continue to next mission std::shared_ptr campaignStateToSend; ui8 screenType; // To create lobby UI only after server is setup ui8 loadMode; // For saves filtering in SelectionTab //////////////////// std::unique_ptr th; std::shared_ptr threadRunLocalServer; std::shared_ptr c; CClient * client; CondSh campaignServerRestartLock; static const std::string localhostAddress; CServerHandler(); std::string getHostAddressFromSettings() const; ui16 getHostPortFromSettings() const; void resetStateForLobby(const StartInfo::EMode mode, const std::vector * names = nullptr); void startLocalServerAndConnect(); void justConnectToServer(const std::string & addr, const ui16 port); void applyPacksOnLobbyScreen(); void stopServerConnection(); // Helpers for lobby state access std::set getHumanColors(); PlayerColor myFirstColor() const; bool isMyColor(PlayerColor color) const; ui8 myFirstId() const; // Used by chat only! bool isServerLocal() const; bool isHost() const; bool isGuest() const; static ui16 getDefaultPort(); static std::string getDefaultPortStr(); // Lobby server API for UI void sendClientConnecting() const override; void sendClientDisconnecting() override; void setCampaignState(std::shared_ptr newCampaign) override; void setCampaignMap(CampaignScenarioID mapId) const override; void setCampaignBonus(int bonusId) const override; void setMapInfo(std::shared_ptr to, std::shared_ptr mapGenOpts = {}) const override; void setPlayer(PlayerColor color) const override; void setPlayerOption(ui8 what, int32_t value, PlayerColor player) const override; void setDifficulty(int to) const override; void setTurnTimerInfo(const TurnTimerInfo &) const override; void setSimturnsInfo(const SimturnsInfo &) const override; void sendMessage(const std::string & txt) const override; void sendGuiAction(ui8 action) const override; void sendRestartGame() const override; void sendStartGame(bool allowOnlyAI = false) const override; void startMapAfterConnection(std::shared_ptr to); bool validateGameStart(bool allowOnlyAI = false) const; void debugStartTest(std::string filename, bool save = false); void startGameplay(VCMI_LIB_WRAP_NAMESPACE(CGameState) * gameState = nullptr); void endGameplay(bool closeConnection = true, bool restart = false); void startCampaignScenario(HighScoreParameter param, std::shared_ptr cs = {}); void showServerError(const std::string & txt) const; // TODO: LobbyState must be updated within game so we should always know how many player interfaces our client handle int howManyPlayerInterfaces(); ui8 getLoadMode(); void restoreLastSession(); void visitForLobby(CPackForLobby & lobbyPack); void visitForClient(CPackForClient & clientPack); }; extern CServerHandler * CSH;