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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-28 23:06:24 +02:00
vcmi/server/CGameHandler.h
Ivan Savenko 0c07384293 Refactoring of serialization versioning handling
- Removed 'version' field from serialize() method
- Handler classes - Binary(De)Serializer now have 'version' field
- Serialization versioning now uses named enum

Save compatibility with 1.4.X saves should be intact
2024-01-20 20:34:51 +02:00

300 lines
15 KiB
C++

/*
* CGameHandler.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 <vcmi/Environment.h>
#include "../lib/IGameCallback.h"
#include "../lib/LoadProgress.h"
#include "../lib/ScriptHandler.h"
#include "TurnTimerHandler.h"
VCMI_LIB_NAMESPACE_BEGIN
struct SideInBattle;
class IMarket;
class SpellCastEnvironment;
class CConnection;
class CCommanderInstance;
class EVictoryLossCheckResult;
struct CPack;
struct CPackForServer;
struct NewTurn;
struct CGarrisonOperationPack;
struct SetResources;
struct NewStructures;
#if SCRIPTING_ENABLED
namespace scripting
{
class PoolImpl;
}
#endif
template<typename T> class CApplier;
VCMI_LIB_NAMESPACE_END
class HeroPoolProcessor;
class CVCMIServer;
class CBaseForGHApply;
class PlayerMessageProcessor;
class BattleProcessor;
class TurnOrderProcessor;
class QueriesProcessor;
class CObjectVisitQuery;
class CGameHandler : public IGameCallback, public Environment
{
CVCMIServer * lobby;
std::shared_ptr<CApplier<CBaseForGHApply>> applier;
public:
std::unique_ptr<HeroPoolProcessor> heroPool;
std::unique_ptr<BattleProcessor> battles;
std::unique_ptr<QueriesProcessor> queries;
std::unique_ptr<TurnOrderProcessor> turnOrder;
//use enums as parameters, because doMove(sth, true, false, true) is not readable
enum EGuardLook {CHECK_FOR_GUARDS, IGNORE_GUARDS};
enum EVisitDest {VISIT_DEST, DONT_VISIT_DEST};
enum ELEaveTile {LEAVING_TILE, REMAINING_ON_TILE};
std::unique_ptr<PlayerMessageProcessor> playerMessages;
std::map<PlayerColor, std::set<std::shared_ptr<CConnection>>> connections; //player color -> connection to client with interface of that player
//queries stuff
boost::recursive_mutex gsm;
ui32 QID;
SpellCastEnvironment * spellEnv;
TurnTimerHandler turnTimerHandler;
const Services * services() const override;
const BattleCb * battle(const BattleID & battleID) const override;
const GameCb * game() const override;
vstd::CLoggerBase * logger() const override;
events::EventBus * eventBus() const override;
CVCMIServer * gameLobby() const;
bool isValidObject(const CGObjectInstance *obj) const;
bool isBlockedByQueries(const CPack *pack, PlayerColor player);
bool isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2);
void giveSpells(const CGTownInstance *t, const CGHeroInstance *h);
explicit CGameHandler(CVCMIServer * lobby);
~CGameHandler();
//////////////////////////////////////////////////////////////////////////
//from IGameCallback
//do sth
void changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells) override;
bool removeObject(const CGObjectInstance * obj, const PlayerColor & initiator) override;
void createObject(const int3 & visitablePosition, const PlayerColor & initiator, MapObjectID type, MapObjectSubID subtype) 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(BlockingDialog *iw) override;
void showTeleportDialog(TeleportDialog *iw) override;
void showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits) 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<CStackBasicDescriptor> &creatures) override;
bool changeStackType(const StackLocation &sl, const CCreature *c) override;
bool changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue = false) override;
bool insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count) override;
bool eraseStack(const StackLocation &sl, bool forceRemoval = false) override;
bool swapStacks(const StackLocation &sl1, const StackLocation &sl2) override;
bool addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count) override;
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;
void removeAfterVisit(const CGObjectInstance *object) override;
bool giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos = ArtifactPosition::FIRST_AVAILABLE) override;
bool putArtifact(const ArtifactLocation & al, const CArtifactInstance * art, std::optional<bool> askAssemble) override;
void removeArtifact(const ArtifactLocation &al) override;
bool moveArtifact(const ArtifactLocation & src, const ArtifactLocation & dst) override;
bool bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap, bool equipped, bool backpack);
bool eraseArtifactByClient(const ArtifactLocation & al);
void synchronizeArtifactHandlerLists();
void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override;
void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override;
void startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, const CGTownInstance *town = nullptr) override; //use hero=nullptr for no hero
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank = false) override; //if any of armies is hero, hero will be used
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank = false) override; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL) override;
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 heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2) override;
void changeFogOfWar(int3 center, ui32 radius, PlayerColor player, ETileVisibility mode) override;
void changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player,ETileVisibility mode) override;
void castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos) override;
/// Returns hero that is currently visiting this object, or nullptr if no visit is active
const CGHeroInstance * getVisitingHero(const CGObjectInstance *obj);
bool isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero) override;
void setObjPropertyValue(ObjectInstanceID objid, ObjProperty prop, int32_t value) override;
void setObjPropertyID(ObjectInstanceID objid, ObjProperty prop, ObjPropertyID identifier) override;
void showInfoDialog(InfoWindow * iw) override;
void showInfoDialog(const std::string & msg, PlayerColor player) override;
//////////////////////////////////////////////////////////////////////////
void useScholarSkill(ObjectInstanceID hero1, ObjectInstanceID hero2);
void setPortalDwelling(const CGTownInstance * town, bool forced, bool clear);
void visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h);
bool teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker = PlayerColor::NEUTRAL);
void visitCastleObjects(const CGTownInstance * obj, const CGHeroInstance * hero) override;
void levelUpHero(const CGHeroInstance * hero, SecondarySkill skill);//handle client respond and send one more request if needed
void levelUpHero(const CGHeroInstance * hero);//initial call - check if hero have remaining levelups & handle them
void levelUpCommander (const CCommanderInstance * c, int skill); //secondary skill 1 to 6, special skill : skill - 100
void levelUpCommander (const CCommanderInstance * c);
void expGiven(const CGHeroInstance *hero); //triggers needed level-ups, handles also commander of this hero
//////////////////////////////////////////////////////////////////////////
void init(StartInfo *si, Load::ProgressAccumulator & progressTracking);
void handleClientDisconnection(std::shared_ptr<CConnection> c);
void handleReceivedPack(CPackForServer * pack);
bool hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const;
bool hasBothPlayersAtSameConnection(PlayerColor left, PlayerColor right) const;
bool queryReply( QueryID qid, std::optional<int32_t> reply, PlayerColor player );
bool buildBoat( ObjectInstanceID objid, PlayerColor player );
bool setFormation( ObjectInstanceID hid, EArmyFormation formation );
bool tradeResources(const IMarket *market, ui32 amountToSell, PlayerColor player, GameResID toSell, GameResID toBuy);
bool sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count);
bool sendResources(ui32 val, PlayerColor player, GameResID r1, PlayerColor r2);
bool sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID resourceID);
bool transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot);
bool assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo);
bool buyArtifact( ObjectInstanceID hid, ArtifactID aid ); //for blacksmith and mage guild only -> buying for gold in common buildings
bool buyArtifact( const IMarket *m, const CGHeroInstance *h, GameResID rid, ArtifactID aid); //for artifact merchant and black market -> buying for any resource in special building / advobject
bool sellArtifact( const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID rid); //for artifact merchant selling
//void lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts); //after battle - move al arts to winer
bool buySecSkill( const IMarket *m, const CGHeroInstance *h, SecondarySkill skill);
bool garrisonSwap(ObjectInstanceID tid);
bool swapGarrisonOnSiege(ObjectInstanceID tid) override;
bool upgradeCreature( ObjectInstanceID objid, SlotID pos, CreatureID upgID );
bool recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dst, CreatureID crid, ui32 cram, si32 level, PlayerColor player);
bool buildStructure(ObjectInstanceID tid, BuildingID bid, bool force=false);//force - for events: no cost, no checkings
bool razeStructure(ObjectInstanceID tid, BuildingID bid);
bool disbandCreature( ObjectInstanceID id, SlotID pos );
bool arrangeStacks( ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player);
bool bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot);
bool bulkSplitStack(SlotID src, ObjectInstanceID srcOwner, si32 howMany);
bool bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner);
bool bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner);
void save(const std::string &fname);
bool load(const std::string &fname);
void onPlayerTurnStarted(PlayerColor which);
void onPlayerTurnEnded(PlayerColor which);
void onNewTurn();
void handleTimeEvents();
void handleTownEvents(CGTownInstance *town, NewTurn &n);
bool complain(const std::string &problem); //sends message to all clients, prints on the logs and return true
void objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h );
void objectVisitEnded(const CObjectVisitQuery &query);
bool dig(const CGHeroInstance *h);
void moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging);
template <typename Handler> void serialize(Handler &h)
{
h & QID;
h & getRandomGenerator();
h & *battles;
h & *heroPool;
h & *playerMessages;
h & *turnOrder;
#if SCRIPTING_ENABLED
JsonNode scriptsState;
if(h.saving)
serverScripts->serializeState(h.saving, scriptsState);
h & scriptsState;
if(!h.saving)
serverScripts->serializeState(h.saving, scriptsState);
#endif
}
void sendToAllClients(CPackForClient * pack);
void sendAndApply(CPackForClient * pack) override;
void sendAndApply(CGarrisonOperationPack * pack);
void sendAndApply(SetResources * pack);
void sendAndApply(NewStructures * pack);
void wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer);
/// Unconditionally throws with "Action not allowed" message
[[noreturn]] void throwNotAllowedAction(CPackForServer * pack);
/// Throws if player stated in pack is not making turn right now
void throwIfPlayerNotActive(CPackForServer * pack);
/// Throws if object is not owned by pack sender
void throwIfWrongOwner(CPackForServer * pack, ObjectInstanceID id);
/// Throws if player is not present on connection of this pack
void throwIfWrongPlayer(CPackForServer * pack, PlayerColor player);
void throwIfWrongPlayer(CPackForServer * pack);
[[noreturn]] void throwAndComplain(CPackForServer * pack, std::string txt);
bool isPlayerOwns(CPackForServer * pack, ObjectInstanceID id);
void run(bool resume);
bool sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot);
void spawnWanderingMonsters(CreatureID creatureID);
// Check for victory and loss conditions
void checkVictoryLossConditionsForPlayer(PlayerColor player);
void checkVictoryLossConditions(const std::set<PlayerColor> & playerColors);
void checkVictoryLossConditionsForAll();
CRandomGenerator & getRandomGenerator();
#if SCRIPTING_ENABLED
scripting::Pool * getGlobalContextPool() const override;
// scripting::Pool * getContextPool() const override;
#endif
friend class CVCMIServer;
private:
std::unique_ptr<events::EventBus> serverEventBus;
#if SCRIPTING_ENABLED
std::shared_ptr<scripting::PoolImpl> serverScripts;
#endif
void reinitScripting();
void getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const;
const std::string complainNoCreatures;
const std::string complainNotEnoughCreatures;
const std::string complainInvalidSlot;
};
class ExceptionNotAllowedAction : public std::exception
{
};