/* * 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 * */ #pragma once #include #include #include "../lib/IGameCallback.h" VCMI_LIB_NAMESPACE_BEGIN struct CPack; struct CPackForServer; class IBattleEventsReceiver; class CBattleGameInterface; class CGameInterface; class BattleAction; class BattleInfo; struct BankConfig; #if SCRIPTING_ENABLED namespace scripting { class PoolImpl; } #endif namespace events { class EventBus; } VCMI_LIB_NAMESPACE_END class CBattleCallback; class CCallback; class CClient; class CBaseForCLApply; namespace boost { class thread; } template class ThreadSafeVector { using TLock = boost::unique_lock; std::vector items; boost::mutex mx; boost::condition_variable cond; public: void clear() { TLock lock(mx); items.clear(); cond.notify_all(); } void pushBack(const T & item) { TLock lock(mx); items.push_back(item); cond.notify_all(); } void waitWhileContains(const T & item) { TLock lock(mx); while(vstd::contains(items, item)) cond.wait(lock); } bool tryRemovingElement(const T & item) //returns false if element was not present { TLock lock(mx); auto itr = vstd::find(items, item); if(itr == items.end()) //not in container { return false; } items.erase(itr); cond.notify_all(); return true; } }; class CPlayerEnvironment : public Environment { public: PlayerColor player; CClient * cl; std::shared_ptr mainCallback; CPlayerEnvironment(PlayerColor player_, CClient * cl_, std::shared_ptr mainCallback_); const Services * services() const override; vstd::CLoggerBase * logger() const override; events::EventBus * eventBus() const override; const BattleCb * battle(const BattleID & battle) const override; const GameCb * game() const override; }; /// Class which handles client - server logic class CClient : public IGameCallback, public Environment { public: std::map> playerint; std::map> battleints; std::map>> additionalBattleInts; std::unique_ptr currentBattleAction; CClient(); ~CClient(); const Services * services() const override; const BattleCb * battle(const BattleID & battle) const override; const GameCb * game() const override; vstd::CLoggerBase * logger() const override; events::EventBus * eventBus() const override; void newGame(CGameState * gameState); void loadGame(CGameState * gameState); void save(const std::string & fname); void endNetwork(); void endGame(); void initMapHandler(); void initPlayerEnvironments(); void initPlayerInterfaces(); std::string aiNameForPlayer(const PlayerSettings & ps, bool battleAI, bool alliedToHuman) const; //empty means no AI -> human std::string aiNameForPlayer(bool battleAI, bool alliedToHuman) const; void installNewPlayerInterface(std::shared_ptr gameInterface, PlayerColor color, bool battlecb = false); void installNewBattleInterface(std::shared_ptr battleInterface, PlayerColor color, bool needCallback = true); static ThreadSafeVector waitingRequest; //FIXME: make this normal field (need to join all threads before client destruction) void handlePack(CPackForClient * pack); //applies the given pack and deletes it int sendRequest(const CPackForServer * request, PlayerColor player); //returns ID given to that request void battleStarted(const BattleInfo * info); void battleFinished(const BattleID & battleID); void startPlayerBattleAction(const BattleID & battleID, PlayerColor color); void invalidatePaths(); // clears this->pathCache() void updatePath(const ObjectInstanceID & heroID); // invalidatePaths and update displayed hero path void updatePath(const CGHeroInstance * hero); std::shared_ptr getPathsInfo(const CGHeroInstance * h); friend class CCallback; //handling players actions friend class CBattleCallback; //handling players actions void changeSpells(const CGHeroInstance * hero, bool give, const std::set & spells) override {}; bool removeObject(const CGObjectInstance * obj, const PlayerColor & initiator) override {return false;}; void createBoat(const int3 & visitablePosition, BoatId type, PlayerColor initiator) override {}; void setOwner(const CGObjectInstance * obj, PlayerColor owner) override {}; void giveExperience(const CGHeroInstance * hero, TExpType val) override {}; void changePrimSkill(const CGHeroInstance * hero, PrimarySkill which, si64 val, bool abs = false) override {}; void changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs = false) override {}; void showBlockingDialog(const IObjectInterface * caller, BlockingDialog * iw) override {}; void showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits) override {}; void showTeleportDialog(TeleportDialog * iw) override {}; void showObjectWindow(const CGObjectInstance * object, EOpenWindowMode window, const CGHeroInstance * visitor, bool addQuery) override {}; void giveResource(PlayerColor player, GameResID which, int val) override {}; void giveResources(PlayerColor player, TResources resources) override {}; void giveCreatures(const CArmedInstance * objid, const CGHeroInstance * h, const CCreatureSet & creatures, bool remove) override {}; void takeCreatures(ObjectInstanceID objid, const std::vector & creatures) override {}; bool changeStackType(const StackLocation & sl, const 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) override {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 removeAfterVisit(const CGObjectInstance * object) override {}; bool swapGarrisonOnSiege(ObjectInstanceID tid) override {return false;}; bool giveHeroNewArtifact(const CGHeroInstance * h, const ArtifactID & artId, const ArtifactPosition & pos) override {return false;}; bool giveHeroNewScroll(const CGHeroInstance * h, const SpellID & spellId, const ArtifactPosition & pos) override {return false;}; bool putArtifact(const ArtifactLocation & al, const CArtifactInstance * art, std::optional askAssemble) override {return false;}; void removeArtifact(const ArtifactLocation & al) override {}; bool moveArtifact(const PlayerColor & player, const ArtifactLocation & al1, const ArtifactLocation & al2) override {return false;}; void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override {}; void visitCastleObjects(const CGTownInstance * obj, const CGHeroInstance * hero) override {}; void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override {}; void startBattle(const CArmedInstance * army1, const CArmedInstance * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, const BattleLayout & layout, const CGTownInstance * town) override {}; //use hero=nullptr for no hero void startBattle(const CArmedInstance * army1, const CArmedInstance * army2) override {}; //if any of armies is hero, hero will be used bool moveHero(ObjectInstanceID hid, int3 dst, EMovementMode movementMode, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL) override {return false;}; void giveHeroBonus(GiveBonus * bonus) override {}; void setMovePoints(SetMovePoints * smp) override {}; void setMovePoints(ObjectInstanceID hid, int val, bool absolute) override {}; void setManaPoints(ObjectInstanceID hid, int val) override {}; void giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId = ObjectInstanceID()) override {}; void changeObjPos(ObjectInstanceID objid, int3 newPos, const PlayerColor & initiator) override {}; void sendAndApply(CPackForClient * pack) override {}; void heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2) override {}; void castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos) override {}; void changeFogOfWar(int3 center, ui32 radius, PlayerColor player, ETileVisibility mode) override {} void changeFogOfWar(const std::unordered_set & tiles, PlayerColor player, ETileVisibility mode) override {} void setObjPropertyValue(ObjectInstanceID objid, ObjProperty prop, int32_t value) override {}; void setObjPropertyID(ObjectInstanceID objid, ObjProperty prop, ObjPropertyID identifier) override {}; void setBankObjectConfiguration(ObjectInstanceID objid, const BankConfig & configuration) override {}; void setRewardableObjectConfiguration(ObjectInstanceID objid, const Rewardable::Configuration & configuration) override {}; void setRewardableObjectConfiguration(ObjectInstanceID townInstanceID, BuildingID buildingID, const Rewardable::Configuration & configuration) override{}; void showInfoDialog(InfoWindow * iw) override {}; void removeGUI() const; vstd::RNG & getRandomGenerator() override; #if SCRIPTING_ENABLED scripting::Pool * getGlobalContextPool() const override; #endif private: std::map> battleCallbacks; //callbacks given to player interfaces std::map> playerEnvironments; #if SCRIPTING_ENABLED std::shared_ptr clientScripts; #endif std::unique_ptr clientEventBus; mutable boost::mutex pathCacheMutex; std::map> pathCache; void reinitScripting(); };