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vcmi/client/NetPacksClient.cpp
Arseniy Shestakov a2284c3209 Automated testing: graceful shutdown for when game is ended
Before when CloseServer / LeaveGame applied there was no thread sync on server.
Now server use std::atomic bool for synchronization and graceful shutdown.
2017-06-06 07:30:16 +03:00

947 lines
27 KiB
C++

#include "StdInc.h"
#include "../lib/NetPacks.h"
#include "../lib/filesystem/Filesystem.h"
#include "../lib/filesystem/FileInfo.h"
#include "../CCallback.h"
#include "Client.h"
#include "CPlayerInterface.h"
#include "CGameInfo.h"
#include "../lib/serializer/Connection.h"
#include "../lib/serializer/BinarySerializer.h"
#include "../lib/CGeneralTextHandler.h"
#include "../lib/CHeroHandler.h"
#include "../lib/VCMI_Lib.h"
#include "../lib/mapping/CMap.h"
#include "../lib/VCMIDirs.h"
#include "../lib/spells/CSpellHandler.h"
#include "../lib/CSoundBase.h"
#include "../lib/StartInfo.h"
#include "mapHandler.h"
#include "windows/GUIClasses.h"
#include "../lib/CConfigHandler.h"
#include "gui/SDL_Extensions.h"
#include "battle/CBattleInterface.h"
#include "../lib/mapping/CCampaignHandler.h"
#include "../lib/CGameState.h"
#include "../lib/CStack.h"
#include "../lib/BattleInfo.h"
#include "../lib/GameConstants.h"
#include "../lib/CPlayerState.h"
#include "gui/CGuiHandler.h"
#include "widgets/MiscWidgets.h"
#include "widgets/AdventureMapClasses.h"
#include "CMT.h"
//macros to avoid code duplication - calls given method with given arguments if interface for specific player is present
//awaiting variadic templates...
#define CALL_IN_PRIVILAGED_INTS(function, ...) \
do \
{ \
for(auto &ger : cl->privilagedGameEventReceivers) \
ger->function(__VA_ARGS__); \
} while(0)
#define CALL_ONLY_THAT_INTERFACE(player, function, ...) \
do \
{ \
if(vstd::contains(cl->playerint,player)) \
cl->playerint[player]->function(__VA_ARGS__); \
}while(0)
#define INTERFACE_CALL_IF_PRESENT(player,function,...) \
do \
{ \
CALL_ONLY_THAT_INTERFACE(player, function, __VA_ARGS__);\
CALL_IN_PRIVILAGED_INTS(function, __VA_ARGS__); \
} while(0)
#define CALL_ONLY_THAT_BATTLE_INTERFACE(player,function, ...) \
do \
{ \
if(vstd::contains(cl->battleints,player)) \
cl->battleints[player]->function(__VA_ARGS__); \
\
if(cl->additionalBattleInts.count(player)) \
{ \
for(auto bInt : cl->additionalBattleInts[player])\
bInt->function(__VA_ARGS__); \
} \
} while (0);
#define BATTLE_INTERFACE_CALL_RECEIVERS(function,...) \
do \
{ \
for(auto & ber : cl->privilagedBattleEventReceivers)\
ber->function(__VA_ARGS__); \
} while(0)
#define BATTLE_INTERFACE_CALL_IF_PRESENT(player,function,...) \
do \
{ \
CALL_ONLY_THAT_INTERFACE(player, function, __VA_ARGS__);\
BATTLE_INTERFACE_CALL_RECEIVERS(function, __VA_ARGS__); \
} while(0)
//calls all normal interfaces and privilaged ones, playerints may be updated when iterating over it, so we need a copy
#define CALL_IN_ALL_INTERFACES(function, ...) \
do \
{ \
auto ints = cl->playerint; \
for(auto i = ints.begin(); i != ints.end(); i++)\
CALL_ONLY_THAT_INTERFACE(i->first, function, __VA_ARGS__); \
} while(0)
#define BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(function,...) \
CALL_ONLY_THAT_BATTLE_INTERFACE(GS(cl)->curB->sides[0].color, function, __VA_ARGS__) \
CALL_ONLY_THAT_BATTLE_INTERFACE(GS(cl)->curB->sides[1].color, function, __VA_ARGS__) \
if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool() && LOCPLINT->battleInt) \
{ \
CALL_ONLY_THAT_BATTLE_INTERFACE(PlayerColor::SPECTATOR, function, __VA_ARGS__) \
} \
BATTLE_INTERFACE_CALL_RECEIVERS(function, __VA_ARGS__)
/*
* NetPacksClient.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
*
*/
void SetResources::applyCl(CClient *cl)
{
//todo: inform on actual resource set transfered
INTERFACE_CALL_IF_PRESENT(player,receivedResource);
}
void SetPrimSkill::applyCl(CClient *cl)
{
const CGHeroInstance *h = cl->getHero(id);
if(!h)
{
logNetwork->errorStream() << "Cannot find hero with ID " << id.getNum();
return;
}
INTERFACE_CALL_IF_PRESENT(h->tempOwner,heroPrimarySkillChanged,h,which,val);
}
void SetSecSkill::applyCl(CClient *cl)
{
const CGHeroInstance *h = cl->getHero(id);
if(!h)
{
logNetwork->errorStream() << "Cannot find hero with ID " << id;
return;
}
INTERFACE_CALL_IF_PRESENT(h->tempOwner,heroSecondarySkillChanged,h,which,val);
}
void HeroVisitCastle::applyCl(CClient *cl)
{
const CGHeroInstance *h = cl->getHero(hid);
if(start())
{
INTERFACE_CALL_IF_PRESENT(h->tempOwner, heroVisitsTown, h, GS(cl)->getTown(tid));
}
}
void ChangeSpells::applyCl(CClient *cl)
{
//TODO: inform interface?
}
void SetMana::applyCl(CClient *cl)
{
const CGHeroInstance *h = cl->getHero(hid);
INTERFACE_CALL_IF_PRESENT(h->tempOwner, heroManaPointsChanged, h);
}
void SetMovePoints::applyCl(CClient *cl)
{
const CGHeroInstance *h = cl->getHero(hid);
cl->invalidatePaths();
INTERFACE_CALL_IF_PRESENT(h->tempOwner, heroMovePointsChanged, h);
}
void FoWChange::applyCl(CClient *cl)
{
for(auto &i : cl->playerint)
{
if(cl->getPlayerRelations(i.first, player) == PlayerRelations::SAME_PLAYER && waitForDialogs && LOCPLINT == i.second.get())
{
LOCPLINT->waitWhileDialog();
}
if(cl->getPlayerRelations(i.first, player) != PlayerRelations::ENEMIES)
{
if(mode)
i.second->tileRevealed(tiles);
else
i.second->tileHidden(tiles);
}
}
cl->invalidatePaths();
}
void SetAvailableHeroes::applyCl(CClient *cl)
{
//TODO: inform interface?
}
void ChangeStackCount::applyCl(CClient *cl)
{
INTERFACE_CALL_IF_PRESENT(sl.army->tempOwner, stackChagedCount, sl, count, absoluteValue);
}
void SetStackType::applyCl(CClient *cl)
{
INTERFACE_CALL_IF_PRESENT(sl.army->tempOwner, stackChangedType, sl, *type);
}
void EraseStack::applyCl(CClient *cl)
{
INTERFACE_CALL_IF_PRESENT(sl.army->tempOwner, stacksErased, sl);
}
void SwapStacks::applyCl(CClient *cl)
{
INTERFACE_CALL_IF_PRESENT(sl1.army->tempOwner, stacksSwapped, sl1, sl2);
if(sl1.army->tempOwner != sl2.army->tempOwner)
INTERFACE_CALL_IF_PRESENT(sl2.army->tempOwner, stacksSwapped, sl1, sl2);
}
void InsertNewStack::applyCl(CClient *cl)
{
INTERFACE_CALL_IF_PRESENT(sl.army->tempOwner,newStackInserted,sl, *sl.getStack());
}
void RebalanceStacks::applyCl(CClient *cl)
{
INTERFACE_CALL_IF_PRESENT(src.army->tempOwner, stacksRebalanced, src, dst, count);
if(src.army->tempOwner != dst.army->tempOwner)
INTERFACE_CALL_IF_PRESENT(dst.army->tempOwner,stacksRebalanced, src, dst, count);
}
void PutArtifact::applyCl(CClient *cl)
{
INTERFACE_CALL_IF_PRESENT(al.owningPlayer(), artifactPut, al);
}
void EraseArtifact::applyCl(CClient *cl)
{
INTERFACE_CALL_IF_PRESENT(al.owningPlayer(), artifactRemoved, al);
}
void MoveArtifact::applyCl(CClient *cl)
{
INTERFACE_CALL_IF_PRESENT(src.owningPlayer(), artifactMoved, src, dst);
if(src.owningPlayer() != dst.owningPlayer())
INTERFACE_CALL_IF_PRESENT(dst.owningPlayer(), artifactMoved, src, dst);
}
void AssembledArtifact::applyCl(CClient *cl)
{
INTERFACE_CALL_IF_PRESENT(al.owningPlayer(), artifactAssembled, al);
}
void DisassembledArtifact::applyCl(CClient *cl)
{
INTERFACE_CALL_IF_PRESENT(al.owningPlayer(), artifactDisassembled, al);
}
void HeroVisit::applyCl(CClient *cl)
{
assert(hero);
INTERFACE_CALL_IF_PRESENT(player, heroVisit, hero, obj, starting);
}
void NewTurn::applyCl(CClient *cl)
{
cl->invalidatePaths();
}
void GiveBonus::applyCl(CClient *cl)
{
cl->invalidatePaths();
switch(who)
{
case HERO:
{
const CGHeroInstance *h = GS(cl)->getHero(ObjectInstanceID(id));
INTERFACE_CALL_IF_PRESENT(h->tempOwner, heroBonusChanged, h, *h->getBonusList().back(),true);
}
break;
case PLAYER:
{
const PlayerState *p = GS(cl)->getPlayer(PlayerColor(id));
INTERFACE_CALL_IF_PRESENT(PlayerColor(id), playerBonusChanged, *p->getBonusList().back(), true);
}
break;
}
}
void ChangeObjPos::applyFirstCl(CClient *cl)
{
CGObjectInstance *obj = GS(cl)->getObjInstance(objid);
if(flags & 1 && CGI->mh)
CGI->mh->hideObject(obj);
}
void ChangeObjPos::applyCl(CClient *cl)
{
CGObjectInstance *obj = GS(cl)->getObjInstance(objid);
if(flags & 1 && CGI->mh)
CGI->mh->printObject(obj);
cl->invalidatePaths();
}
void PlayerEndsGame::applyCl(CClient *cl)
{
CALL_IN_ALL_INTERFACES(gameOver, player, victoryLossCheckResult);
// In auto testing mode we always close client if red player won or lose
if(!settings["session"]["testmap"].isNull() && player == PlayerColor(0))
handleQuit(settings["session"]["spectate"].Bool()); // if spectator is active ask to close client or not
}
void RemoveBonus::applyCl(CClient *cl)
{
cl->invalidatePaths();
switch(who)
{
case HERO:
{
const CGHeroInstance *h = GS(cl)->getHero(ObjectInstanceID(id));
INTERFACE_CALL_IF_PRESENT(h->tempOwner, heroBonusChanged, h, bonus,false);
}
break;
case PLAYER:
{
//const PlayerState *p = GS(cl)->getPlayer(id);
INTERFACE_CALL_IF_PRESENT(PlayerColor(id), playerBonusChanged, bonus, false);
}
break;
}
}
void UpdateCampaignState::applyCl(CClient *cl)
{
cl->stopConnection();
cl->campaignMapFinished(camp);
}
void PrepareForAdvancingCampaign::applyCl(CClient *cl)
{
cl->serv->prepareForSendingHeroes();
}
void RemoveObject::applyFirstCl(CClient *cl)
{
const CGObjectInstance *o = cl->getObj(id);
if(CGI->mh)
CGI->mh->hideObject(o, true);
//notify interfaces about removal
for(auto i=cl->playerint.begin(); i!=cl->playerint.end(); i++)
{
if(GS(cl)->isVisible(o, i->first))
i->second->objectRemoved(o);
}
}
void RemoveObject::applyCl(CClient *cl)
{
cl->invalidatePaths();
}
void TryMoveHero::applyFirstCl(CClient *cl)
{
CGHeroInstance *h = GS(cl)->getHero(id);
//check if playerint will have the knowledge about movement - if not, directly update maphandler
for(auto i=cl->playerint.begin(); i!=cl->playerint.end(); i++)
{
auto ps = GS(cl)->getPlayer(i->first);
if(ps && (GS(cl)->isVisible(start - int3(1, 0, 0), i->first) || GS(cl)->isVisible(end - int3(1, 0, 0), i->first)))
{
if(ps->human)
humanKnows = true;
}
}
if(!CGI->mh)
return;
if(result == TELEPORTATION || result == EMBARK || result == DISEMBARK || !humanKnows)
CGI->mh->hideObject(h, result == EMBARK && humanKnows);
if(result == DISEMBARK)
CGI->mh->printObject(h->boat);
}
void TryMoveHero::applyCl(CClient *cl)
{
const CGHeroInstance *h = cl->getHero(id);
cl->invalidatePaths();
if(CGI->mh)
{
if(result == TELEPORTATION || result == EMBARK || result == DISEMBARK)
CGI->mh->printObject(h, result == DISEMBARK);
if(result == EMBARK)
CGI->mh->hideObject(h->boat);
}
PlayerColor player = h->tempOwner;
for(auto &i : cl->playerint)
if(cl->getPlayerRelations(i.first, player) != PlayerRelations::ENEMIES)
i.second->tileRevealed(fowRevealed);
//notify interfaces about move
for(auto i=cl->playerint.begin(); i!=cl->playerint.end(); i++)
{
if(GS(cl)->isVisible(start - int3(1, 0, 0), i->first)
|| GS(cl)->isVisible(end - int3(1, 0, 0), i->first))
{
i->second->heroMoved(*this);
}
}
//maphandler didn't get update from playerint, do it now
//TODO: restructure nicely
if(!humanKnows && CGI->mh)
CGI->mh->printObject(h);
}
void NewStructures::applyCl(CClient *cl)
{
CGTownInstance *town = GS(cl)->getTown(tid);
for(const auto & id : bid)
{
if(vstd::contains(cl->playerint,town->tempOwner))
cl->playerint[town->tempOwner]->buildChanged(town,id,1);
}
}
void RazeStructures::applyCl (CClient *cl)
{
CGTownInstance *town = GS(cl)->getTown(tid);
for(const auto & id : bid)
{
if(vstd::contains (cl->playerint,town->tempOwner))
cl->playerint[town->tempOwner]->buildChanged (town,id,2);
}
}
void SetAvailableCreatures::applyCl(CClient *cl)
{
const CGDwelling *dw = static_cast<const CGDwelling*>(cl->getObj(tid));
//inform order about the change
PlayerColor p;
if(dw->ID == Obj::WAR_MACHINE_FACTORY) //War Machines Factory is not flaggable, it's "owned" by visitor
p = cl->getTile(dw->visitablePos())->visitableObjects.back()->tempOwner;
else
p = dw->tempOwner;
INTERFACE_CALL_IF_PRESENT(p, availableCreaturesChanged, dw);
}
void SetHeroesInTown::applyCl(CClient *cl)
{
CGTownInstance *t = GS(cl)->getTown(tid);
CGHeroInstance *hGarr = GS(cl)->getHero(this->garrison);
CGHeroInstance *hVisit = GS(cl)->getHero(this->visiting);
//inform all players that see this object
for(auto i = cl->playerint.cbegin(); i != cl->playerint.cend(); ++i)
{
if(i->first >= PlayerColor::PLAYER_LIMIT)
continue;
if(GS(cl)->isVisible(t, i->first) ||
(hGarr && GS(cl)->isVisible(hGarr, i->first)) ||
(hVisit && GS(cl)->isVisible(hVisit, i->first)))
{
cl->playerint[i->first]->heroInGarrisonChange(t);
}
}
}
void HeroRecruited::applyCl(CClient *cl)
{
CGHeroInstance *h = GS(cl)->map->heroesOnMap.back();
if(h->subID != hid)
{
logNetwork->errorStream() << "Something wrong with hero recruited!";
}
bool needsPrinting = true;
if(vstd::contains(cl->playerint, h->tempOwner))
{
cl->playerint[h->tempOwner]->heroCreated(h);
if(const CGTownInstance *t = GS(cl)->getTown(tid))
{
cl->playerint[h->tempOwner]->heroInGarrisonChange(t);
needsPrinting = false;
}
}
if(needsPrinting && CGI->mh)
CGI->mh->printObject(h);
}
void GiveHero::applyCl(CClient *cl)
{
CGHeroInstance *h = GS(cl)->getHero(id);
if(CGI->mh)
CGI->mh->printObject(h);
cl->playerint[h->tempOwner]->heroCreated(h);
}
void GiveHero::applyFirstCl(CClient *cl)
{
if(CGI->mh)
CGI->mh->hideObject(GS(cl)->getHero(id));
}
void InfoWindow::applyCl(CClient *cl)
{
std::vector<Component*> comps;
for(auto & elem : components)
{
comps.push_back(&elem);
}
std::string str;
text.toString(str);
if(vstd::contains(cl->playerint,player))
cl->playerint.at(player)->showInfoDialog(str,comps,(soundBase::soundID)soundID);
else
logNetwork->warnStream() << "We received InfoWindow for not our player...";
}
void SetObjectProperty::applyCl(CClient *cl)
{
//inform all players that see this object
for(auto it = cl->playerint.cbegin(); it != cl->playerint.cend(); ++it)
{
if(GS(cl)->isVisible(GS(cl)->getObjInstance(id), it->first))
INTERFACE_CALL_IF_PRESENT(it->first, objectPropertyChanged, this);
}
}
void HeroLevelUp::applyCl(CClient *cl)
{
//INTERFACE_CALL_IF_PRESENT(h->tempOwner, heroGotLevel, h, primskill, skills, id);
if(vstd::contains(cl->playerint,hero->tempOwner))
{
cl->playerint[hero->tempOwner]->heroGotLevel(hero, primskill, skills, queryID);
}
//else
// cb->selectionMade(0, queryID);
}
void CommanderLevelUp::applyCl(CClient *cl)
{
const CCommanderInstance * commander = hero->commander;
assert (commander);
PlayerColor player = hero->tempOwner;
if (commander->armyObj && vstd::contains(cl->playerint, player)) //is it possible for Commander to exist beyond armed instance?
{
cl->playerint[player]->commanderGotLevel(commander, skills, queryID);
}
}
void BlockingDialog::applyCl(CClient *cl)
{
std::string str;
text.toString(str);
if(vstd::contains(cl->playerint,player))
cl->playerint.at(player)->showBlockingDialog(str,components,queryID,(soundBase::soundID)soundID,selection(),cancel());
else
logNetwork->warnStream() << "We received YesNoDialog for not our player...";
}
void GarrisonDialog::applyCl(CClient *cl)
{
const CGHeroInstance *h = cl->getHero(hid);
const CArmedInstance *obj = static_cast<const CArmedInstance*>(cl->getObj(objid));
if(!vstd::contains(cl->playerint,h->getOwner()))
return;
cl->playerint.at(h->getOwner())->showGarrisonDialog(obj,h,removableUnits,queryID);
}
void ExchangeDialog::applyCl(CClient *cl)
{
assert(heroes[0] && heroes[1]);
INTERFACE_CALL_IF_PRESENT(heroes[0]->tempOwner, heroExchangeStarted, heroes[0]->id, heroes[1]->id, queryID);
}
void TeleportDialog::applyCl(CClient *cl)
{
CALL_ONLY_THAT_INTERFACE(hero->tempOwner,showTeleportDialog,channel,exits,impassable,queryID);
}
void BattleStart::applyFirstCl(CClient *cl)
{
//Cannot use the usual macro because curB is not set yet
CALL_ONLY_THAT_BATTLE_INTERFACE(info->sides[0].color, battleStartBefore, info->sides[0].armyObject, info->sides[1].armyObject,
info->tile, info->sides[0].hero, info->sides[1].hero);
CALL_ONLY_THAT_BATTLE_INTERFACE(info->sides[1].color, battleStartBefore, info->sides[0].armyObject, info->sides[1].armyObject,
info->tile, info->sides[0].hero, info->sides[1].hero);
CALL_ONLY_THAT_BATTLE_INTERFACE(PlayerColor::SPECTATOR, battleStartBefore, info->sides[0].armyObject, info->sides[1].armyObject,
info->tile, info->sides[0].hero, info->sides[1].hero);
BATTLE_INTERFACE_CALL_RECEIVERS(battleStartBefore, info->sides[0].armyObject, info->sides[1].armyObject,
info->tile, info->sides[0].hero, info->sides[1].hero);
}
void BattleStart::applyCl(CClient *cl)
{
cl->battleStarted(info);
}
void BattleNextRound::applyFirstCl(CClient *cl)
{
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleNewRoundFirst,round);
}
void BattleNextRound::applyCl(CClient *cl)
{
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleNewRound,round);
}
void BattleSetActiveStack::applyCl(CClient *cl)
{
if(!askPlayerInterface)
return;
const CStack *activated = GS(cl)->curB->battleGetStackByID(stack);
PlayerColor playerToCall; //player that will move activated stack
if (activated->hasBonusOfType(Bonus::HYPNOTIZED))
{
playerToCall = (GS(cl)->curB->sides[0].color == activated->owner
? GS(cl)->curB->sides[1].color
: GS(cl)->curB->sides[0].color);
}
else
{
playerToCall = activated->owner;
}
if (vstd::contains(cl->battleints, playerToCall))
boost::thread(std::bind(&CClient::waitForMoveAndSend, cl, playerToCall));
}
void BattleTriggerEffect::applyCl(CClient * cl)
{
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleTriggerEffect, *this);
}
void BattleObstaclePlaced::applyCl(CClient * cl)
{
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleObstaclePlaced, *obstacle);
}
void BattleUpdateGateState::applyFirstCl(CClient * cl)
{
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleGateStateChanged, state);
}
void BattleResult::applyFirstCl(CClient *cl)
{
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleEnd,this);
cl->battleFinished();
}
void BattleStackMoved::applyFirstCl(CClient *cl)
{
const CStack * movedStack = GS(cl)->curB->battleGetStackByID(stack);
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleStackMoved,movedStack,tilesToMove,distance);
}
//void BattleStackAttacked::(CClient *cl)
void BattleStackAttacked::applyFirstCl(CClient *cl)
{
std::vector<BattleStackAttacked> bsa;
bsa.push_back(*this);
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleStacksAttacked,bsa);
}
void BattleAttack::applyFirstCl(CClient *cl)
{
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleAttack,this);
for (auto & elem : bsa)
{
for (int z=0; z<elem.healedStacks.size(); ++z)
{
elem.healedStacks[z].applyCl(cl);
}
}
}
void BattleAttack::applyCl(CClient *cl)
{
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleStacksAttacked,bsa);
}
void StartAction::applyFirstCl(CClient *cl)
{
cl->curbaction = ba;
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(actionStarted, ba);
}
void BattleSpellCast::applyCl(CClient *cl)
{
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleSpellCast,this);
}
void SetStackEffect::applyCl(CClient *cl)
{
//informing about effects
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleStacksEffectsSet,*this);
}
void StacksInjured::applyCl(CClient *cl)
{
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleStacksAttacked,stacks);
}
void BattleResultsApplied::applyCl(CClient *cl)
{
INTERFACE_CALL_IF_PRESENT(player1, battleResultsApplied);
INTERFACE_CALL_IF_PRESENT(player2, battleResultsApplied);
INTERFACE_CALL_IF_PRESENT(PlayerColor::SPECTATOR, battleResultsApplied);
if(GS(cl)->initialOpts->mode == StartInfo::DUEL)
{
handleQuit();
}
}
void StacksHealedOrResurrected::applyCl(CClient *cl)
{
std::vector<std::pair<ui32, ui32> > shiftedHealed;
for(auto & elem : healedStacks)
{
shiftedHealed.push_back(std::make_pair(elem.stackID, elem.healedHP));
}
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleStacksHealedRes, shiftedHealed, lifeDrain, tentHealing, drainedFrom);
}
void ObstaclesRemoved::applyCl(CClient *cl)
{
//inform interfaces about removed obstacles
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleObstaclesRemoved, obstacles);
}
void CatapultAttack::applyCl(CClient *cl)
{
//inform interfaces about catapult attack
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleCatapultAttacked, *this);
}
void BattleStacksRemoved::applyFirstCl(CClient * cl)
{
//inform interfaces about removed stacks
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleStacksRemoved, *this);
}
void BattleStackAdded::applyCl(CClient *cl)
{
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleNewStackAppeared, GS(cl)->curB->stacks.back());
}
CGameState* CPackForClient::GS(CClient *cl)
{
return cl->gs;
}
void EndAction::applyCl(CClient *cl)
{
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(actionFinished, *cl->curbaction);
cl->curbaction.reset();
}
void PackageApplied::applyCl(CClient *cl)
{
INTERFACE_CALL_IF_PRESENT(player, requestRealized, this);
if(!cl->waitingRequest.tryRemovingElement(requestID))
logNetwork->warnStream() << "Surprising server message!";
}
void SystemMessage::applyCl(CClient *cl)
{
std::ostringstream str;
str << "System message: " << text;
logNetwork->errorStream() << str.str(); // usually used to receive error messages from server
if(LOCPLINT && !settings["session"]["hideSystemMessages"].Bool())
LOCPLINT->cingconsole->print(str.str());
}
void PlayerBlocked::applyCl(CClient *cl)
{
INTERFACE_CALL_IF_PRESENT(player,playerBlocked,reason, startOrEnd==BLOCKADE_STARTED);
}
void YourTurn::applyCl(CClient *cl)
{
CALL_IN_ALL_INTERFACES(playerStartsTurn, player);
CALL_ONLY_THAT_INTERFACE(player,yourTurn);
}
void SaveGame::applyCl(CClient *cl)
{
const auto stem = FileInfo::GetPathStem(fname);
CResourceHandler::get("local")->createResource(stem.to_string() + ".vcgm1");
try
{
CSaveFile save(*CResourceHandler::get()->getResourceName(ResourceID(stem.to_string(), EResType::CLIENT_SAVEGAME)));
cl->saveCommonState(save);
save << *cl;
}
catch(std::exception &e)
{
logNetwork->errorStream() << "Failed to save game:" << e.what();
}
}
void PlayerMessage::applyCl(CClient *cl)
{
logNetwork->debugStream() << "Player "<< player <<" sends a message: " << text;
std::ostringstream str;
if(player.isSpectator())
str << "Spectator: " << text;
else
str << cl->getPlayer(player)->nodeName() <<": " << text;
if(LOCPLINT)
LOCPLINT->cingconsole->print(str.str());
}
void ShowInInfobox::applyCl(CClient *cl)
{
INTERFACE_CALL_IF_PRESENT(player,showComp, c, text.toString());
}
void AdvmapSpellCast::applyCl(CClient *cl)
{
cl->invalidatePaths();
//consider notifying other interfaces that see hero?
INTERFACE_CALL_IF_PRESENT(caster->getOwner(),advmapSpellCast, caster, spellID);
}
void ShowWorldViewEx::applyCl(CClient * cl)
{
CALL_ONLY_THAT_INTERFACE(player, showWorldViewEx, objectPositions);
}
void OpenWindow::applyCl(CClient *cl)
{
switch(window)
{
case RECRUITMENT_FIRST:
case RECRUITMENT_ALL:
{
const CGDwelling *dw = dynamic_cast<const CGDwelling*>(cl->getObj(ObjectInstanceID(id1)));
const CArmedInstance *dst = dynamic_cast<const CArmedInstance*>(cl->getObj(ObjectInstanceID(id2)));
INTERFACE_CALL_IF_PRESENT(dst->tempOwner,showRecruitmentDialog, dw, dst, window == RECRUITMENT_FIRST ? 0 : -1);
}
break;
case SHIPYARD_WINDOW:
{
const IShipyard *sy = IShipyard::castFrom(cl->getObj(ObjectInstanceID(id1)));
INTERFACE_CALL_IF_PRESENT(sy->o->tempOwner, showShipyardDialog, sy);
}
break;
case THIEVES_GUILD:
{
//displays Thieves' Guild window (when hero enters Den of Thieves)
const CGObjectInstance *obj = cl->getObj(ObjectInstanceID(id2));
INTERFACE_CALL_IF_PRESENT(PlayerColor(id1), showThievesGuildWindow, obj);
}
break;
case UNIVERSITY_WINDOW:
{
//displays University window (when hero enters University on adventure map)
const IMarket *market = IMarket::castFrom(cl->getObj(ObjectInstanceID(id1)));
const CGHeroInstance *hero = cl->getHero(ObjectInstanceID(id2));
INTERFACE_CALL_IF_PRESENT(hero->tempOwner,showUniversityWindow, market, hero);
}
break;
case MARKET_WINDOW:
{
//displays Thieves' Guild window (when hero enters Den of Thieves)
const CGObjectInstance *obj = cl->getObj(ObjectInstanceID(id1));
const CGHeroInstance *hero = cl->getHero(ObjectInstanceID(id2));
const IMarket *market = IMarket::castFrom(obj);
INTERFACE_CALL_IF_PRESENT(cl->getTile(obj->visitablePos())->visitableObjects.back()->tempOwner, showMarketWindow, market, hero);
}
break;
case HILL_FORT_WINDOW:
{
//displays Hill fort window
const CGObjectInstance *obj = cl->getObj(ObjectInstanceID(id1));
const CGHeroInstance *hero = cl->getHero(ObjectInstanceID(id2));
INTERFACE_CALL_IF_PRESENT(cl->getTile(obj->visitablePos())->visitableObjects.back()->tempOwner, showHillFortWindow, obj, hero);
}
break;
case PUZZLE_MAP:
{
INTERFACE_CALL_IF_PRESENT(PlayerColor(id1), showPuzzleMap);
}
break;
case TAVERN_WINDOW:
const CGObjectInstance *obj1 = cl->getObj(ObjectInstanceID(id1)),
*obj2 = cl->getObj(ObjectInstanceID(id2));
INTERFACE_CALL_IF_PRESENT(obj1->tempOwner, showTavernWindow, obj2);
break;
}
}
void CenterView::applyCl(CClient *cl)
{
INTERFACE_CALL_IF_PRESENT (player, centerView, pos, focusTime);
}
void NewObject::applyCl(CClient *cl)
{
cl->invalidatePaths();
const CGObjectInstance *obj = cl->getObj(id);
if(CGI->mh)
CGI->mh->printObject(obj, true);
for(auto i=cl->playerint.begin(); i!=cl->playerint.end(); i++)
{
if(GS(cl)->isVisible(obj, i->first))
i->second->newObject(obj);
}
}
void SetAvailableArtifacts::applyCl(CClient *cl)
{
if(id < 0) //artifact merchants globally
{
for(auto & elem : cl->playerint)
elem.second->availableArtifactsChanged(nullptr);
}
else
{
const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(cl->getObj(ObjectInstanceID(id)));
assert(bm);
INTERFACE_CALL_IF_PRESENT(cl->getTile(bm->visitablePos())->visitableObjects.back()->tempOwner, availableArtifactsChanged, bm);
}
}