/* * CVCMIServer.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/network/NetworkInterface.h" #include "../lib/StartInfo.h" VCMI_LIB_NAMESPACE_BEGIN class CMapInfo; struct CPackForLobby; class CConnection; struct StartInfo; struct LobbyInfo; struct PlayerSettings; class PlayerColor; class MetaString; template class CApplier; VCMI_LIB_NAMESPACE_END class CGameHandler; class CBaseForServerApply; class CBaseForGHApply; class GlobalLobbyProcessor; enum class EServerState : ui8 { LOBBY, GAMEPLAY, SHUTDOWN }; class CVCMIServer : public LobbyInfo, public INetworkServerListener, public INetworkTimerListener { /// Network server instance that receives and processes incoming connections on active socket std::unique_ptr networkServer; std::unique_ptr lobbyProcessor; std::chrono::steady_clock::time_point gameplayStartTime; std::chrono::steady_clock::time_point lastTimerUpdateTime; std::unique_ptr networkHandler; std::shared_ptr> applier; EServerState state = EServerState::LOBBY; std::shared_ptr findConnection(const std::shared_ptr &); int currentClientId; ui8 currentPlayerId; uint16_t port; bool runByClient; public: /// List of all active connections std::vector> activeConnections; // INetworkListener impl void onDisconnected(const std::shared_ptr & connection, const std::string & errorMessage) override; void onPacketReceived(const std::shared_ptr & connection, const std::vector & message) override; void onNewConnection(const std::shared_ptr &) override; void onTimer() override; std::shared_ptr gh; CVCMIServer(uint16_t port, bool connectToLobby, bool runByClient); ~CVCMIServer(); void run(); bool wasStartedByClient() const; bool prepareToStartGame(); void prepareToRestart(); void startGameImmediately(); void startAcceptingIncomingConnections(); void threadHandleClient(std::shared_ptr c); void announcePack(std::unique_ptr pack); bool passHost(int toConnectionId); void announceTxt(MetaString txt, const std::string & playerName = "system"); void announceTxt(const std::string & txt, const std::string & playerName = "system"); void setPlayerConnectedId(PlayerSettings & pset, ui8 player) const; void updateStartInfoOnMapChange(std::shared_ptr mapInfo, std::shared_ptr mapGenOpt = {}); void clientConnected(std::shared_ptr c, std::vector & names, const std::string & uuid, EStartMode mode); void clientDisconnected(std::shared_ptr c); void reconnectPlayer(int connId); void announceMessage(MetaString txt); void announceMessage(const std::string & txt); void handleReceivedPack(std::unique_ptr pack); void updateAndPropagateLobbyState(); INetworkHandler & getNetworkHandler(); void setState(EServerState value); EServerState getState() const; // Work with LobbyInfo void setPlayer(PlayerColor clickedColor); void setPlayerName(PlayerColor player, std::string name); void optionNextHero(PlayerColor player, int dir); //dir == -1 or +1 void optionSetHero(PlayerColor player, HeroTypeID id); HeroTypeID nextAllowedHero(PlayerColor player, HeroTypeID id, int direction); bool canUseThisHero(PlayerColor player, HeroTypeID ID); std::vector getUsedHeroes(); void optionNextBonus(PlayerColor player, int dir); //dir == -1 or +1 void optionSetBonus(PlayerColor player, PlayerStartingBonus id); void optionNextCastle(PlayerColor player, int dir); //dir == -1 or + void optionSetCastle(PlayerColor player, FactionID id); // Campaigns void setCampaignMap(CampaignScenarioID mapId); void setCampaignBonus(int bonusId); ui8 getIdOfFirstUnallocatedPlayer() const; void multiplayerWelcomeMessage(); };