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https://github.com/vcmi/vcmi.git
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9bfe000724
Currently closing game while network thread is waiting for something is very bug-prone, since network thread may resume during shutdown and access partially destroyed client state. Now if exit has been requested, the very first step would be semi- graceful shutdown of network thread (via exception throwing). This may in theory skip some cleanup in non-RAII code, but since game is shutting down this does not matters much. This logic applies to: - shutting down while network thread is waiting for dialogs - shuttind down while network thread waiting for animations in combat
226 lines
7.8 KiB
C++
226 lines
7.8 KiB
C++
/*
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* CServerHandler.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "../lib/CStopWatch.h"
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#include "../lib/network/NetworkInterface.h"
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#include "../lib/StartInfo.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class CConnection;
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class PlayerColor;
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struct StartInfo;
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struct TurnTimerInfo;
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class CMapInfo;
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class CGameState;
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struct ClientPlayer;
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struct CPack;
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struct CPackForLobby;
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struct CPackForClient;
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template<typename T> class CApplier;
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VCMI_LIB_NAMESPACE_END
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class CClient;
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class CBaseForLobbyApply;
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class GlobalLobbyClient;
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class GameChatHandler;
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class IServerRunner;
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class HighScoreCalculation;
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class HighScoreParameter;
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enum class ESelectionScreen : ui8;
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enum class ELoadMode : ui8;
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// TODO: Add mutex so we can't set CONNECTION_CANCELLED if client already connected, but thread not setup yet
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enum class EClientState : ui8
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{
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NONE = 0,
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CONNECTING, // Trying to connect to server
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CONNECTION_CANCELLED, // Connection cancelled by player, stop attempts to connect
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LOBBY, // Client is connected to lobby
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LOBBY_CAMPAIGN, // Client is on scenario bonus selection screen
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STARTING, // Gameplay interfaces being created, we pause netpacks retrieving
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GAMEPLAY, // In-game, used by some UI
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DISCONNECTING, // We disconnecting, drop all netpacks
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};
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enum class EServerMode : uint8_t
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{
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NONE = 0,
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LOCAL, // no global lobby
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LOBBY_HOST, // We are hosting global server available via global lobby
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LOBBY_GUEST // Connecting to a remote server via proxy provided by global lobby
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};
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class IServerAPI
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{
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protected:
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virtual void sendLobbyPack(const CPackForLobby & pack) const = 0;
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public:
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virtual ~IServerAPI() {}
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virtual void sendClientConnecting() const = 0;
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virtual void sendClientDisconnecting() = 0;
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virtual void setCampaignState(std::shared_ptr<CampaignState> newCampaign) = 0;
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virtual void setCampaignMap(CampaignScenarioID mapId) const = 0;
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virtual void setCampaignBonus(int bonusId) const = 0;
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virtual void setMapInfo(std::shared_ptr<CMapInfo> to, std::shared_ptr<CMapGenOptions> mapGenOpts = {}) const = 0;
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virtual void setPlayer(PlayerColor color) const = 0;
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virtual void setPlayerName(PlayerColor color, const std::string & name) const = 0;
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virtual void setPlayerOption(ui8 what, int32_t value, PlayerColor player) const = 0;
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virtual void setDifficulty(int to) const = 0;
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virtual void setTurnTimerInfo(const TurnTimerInfo &) const = 0;
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virtual void setSimturnsInfo(const SimturnsInfo &) const = 0;
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virtual void setExtraOptionsInfo(const ExtraOptionsInfo & info) const = 0;
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virtual void sendMessage(const std::string & txt) const = 0;
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virtual void sendGuiAction(ui8 action) const = 0; // TODO: possibly get rid of it?
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virtual void sendStartGame(bool allowOnlyAI = false) const = 0;
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virtual void sendRestartGame() const = 0;
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};
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/// structure to handle running server and connecting to it
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class CServerHandler final : public IServerAPI, public LobbyInfo, public INetworkClientListener, public INetworkTimerListener, boost::noncopyable
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{
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friend class ApplyOnLobbyHandlerNetPackVisitor;
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std::unique_ptr<INetworkHandler> networkHandler;
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std::shared_ptr<INetworkConnection> networkConnection;
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std::unique_ptr<GlobalLobbyClient> lobbyClient;
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std::unique_ptr<GameChatHandler> gameChat;
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std::unique_ptr<CApplier<CBaseForLobbyApply>> applier;
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std::unique_ptr<IServerRunner> serverRunner;
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std::shared_ptr<CMapInfo> mapToStart;
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std::vector<std::string> localPlayerNames;
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std::shared_ptr<HighScoreCalculation> campaignScoreCalculator;
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boost::thread threadNetwork;
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std::atomic<EClientState> state;
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void threadRunNetwork();
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void waitForServerShutdown();
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void onPacketReceived(const NetworkConnectionPtr &, const std::vector<std::byte> & message) override;
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void onConnectionFailed(const std::string & errorMessage) override;
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void onConnectionEstablished(const NetworkConnectionPtr &) override;
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void onDisconnected(const NetworkConnectionPtr &, const std::string & errorMessage) override;
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void onTimer() override;
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void applyPackOnLobbyScreen(CPackForLobby & pack);
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std::string serverHostname;
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ui16 serverPort;
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bool isServerLocal() const;
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HighScoreParameter prepareHighScores(PlayerColor player, bool victory);
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public:
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/// High-level connection overlay that is capable of (de)serializing network data
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std::shared_ptr<CConnection> logicConnection;
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////////////////////
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// FIXME: Bunch of crutches to glue it all together
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// For starting non-custom campaign and continue to next mission
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std::shared_ptr<CampaignState> campaignStateToSend;
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ESelectionScreen screenType; // To create lobby UI only after server is setup
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EServerMode serverMode;
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ELoadMode loadMode; // For saves filtering in SelectionTab
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////////////////////
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std::unique_ptr<CStopWatch> th;
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std::unique_ptr<CClient> client;
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CServerHandler();
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~CServerHandler();
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void resetStateForLobby(EStartMode mode, ESelectionScreen screen, EServerMode serverMode, const std::vector<std::string> & playerNames);
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void startLocalServerAndConnect(bool connectToLobby);
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void connectToServer(const std::string & addr, const ui16 port);
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GameChatHandler & getGameChat();
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GlobalLobbyClient & getGlobalLobby();
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INetworkHandler & getNetworkHandler();
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// Helpers for lobby state access
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std::set<PlayerColor> getHumanColors();
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PlayerColor myFirstColor() const;
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bool isMyColor(PlayerColor color) const;
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ui8 myFirstId() const; // Used by chat only!
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EClientState getState() const;
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void setState(EClientState newState);
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bool isHost() const;
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bool isGuest() const;
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bool inLobbyRoom() const;
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bool inGame() const;
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const std::string & getCurrentHostname() const;
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const std::string & getLocalHostname() const;
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const std::string & getRemoteHostname() const;
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ui16 getCurrentPort() const;
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ui16 getLocalPort() const;
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ui16 getRemotePort() const;
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// Lobby server API for UI
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void sendLobbyPack(const CPackForLobby & pack) const override;
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void sendClientConnecting() const override;
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void sendClientDisconnecting() override;
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void setCampaignState(std::shared_ptr<CampaignState> newCampaign) override;
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void setCampaignMap(CampaignScenarioID mapId) const override;
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void setCampaignBonus(int bonusId) const override;
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void setMapInfo(std::shared_ptr<CMapInfo> to, std::shared_ptr<CMapGenOptions> mapGenOpts = {}) const override;
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void setPlayer(PlayerColor color) const override;
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void setPlayerName(PlayerColor color, const std::string & name) const override;
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void setPlayerOption(ui8 what, int32_t value, PlayerColor player) const override;
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void setDifficulty(int to) const override;
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void setTurnTimerInfo(const TurnTimerInfo &) const override;
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void setSimturnsInfo(const SimturnsInfo &) const override;
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void setExtraOptionsInfo(const ExtraOptionsInfo &) const override;
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void sendMessage(const std::string & txt) const override;
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void sendGuiAction(ui8 action) const override;
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void sendRestartGame() const override;
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void sendStartGame(bool allowOnlyAI = false) const override;
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void startMapAfterConnection(std::shared_ptr<CMapInfo> to);
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bool validateGameStart(bool allowOnlyAI = false) const;
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void debugStartTest(std::string filename, bool save = false);
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void startGameplay(VCMI_LIB_WRAP_NAMESPACE(CGameState) * gameState = nullptr);
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void showHighScoresAndEndGameplay(PlayerColor player, bool victory);
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void endNetwork();
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void endGameplay();
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void restartGameplay();
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void startCampaignScenario(HighScoreParameter param, std::shared_ptr<CampaignState> cs = {});
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void showServerError(const std::string & txt) const;
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// TODO: LobbyState must be updated within game so we should always know how many player interfaces our client handle
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int howManyPlayerInterfaces();
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ELoadMode getLoadMode();
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void visitForLobby(CPackForLobby & lobbyPack);
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void visitForClient(CPackForClient & clientPack);
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void setHighScoreCalc(const std::shared_ptr<HighScoreCalculation> &newHighScoreCalc);
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};
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extern CServerHandler * CSH;
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