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vcmi/client/Client.cpp
Michał W. Urbańczyk ec6342d9a7 Serializer will now smartly send over network CArtifact* and CHero*. Unified handling of items stored in vector.
Started making support for Black Market / Artifact merchant.
2010-06-26 16:02:10 +00:00

515 lines
12 KiB
C++

#include "../hch/CCampaignHandler.h"
#include "../CCallback.h"
#include "../CConsoleHandler.h"
#include "CGameInfo.h"
#include "../lib/CGameState.h"
#include "CPlayerInterface.h"
#include "../StartInfo.h"
#include "../hch/CArtHandler.h"
#include "../hch/CDefObjInfoHandler.h"
#include "../hch/CGeneralTextHandler.h"
#include "../hch/CHeroHandler.h"
#include "../hch/CTownHandler.h"
#include "../hch/CObjectHandler.h"
#include "../hch/CBuildingHandler.h"
#include "../hch/CSpellHandler.h"
#include "../lib/Connection.h"
#include "../lib/Interprocess.h"
#include "../lib/NetPacks.h"
#include "../lib/VCMI_Lib.h"
#include "../lib/map.h"
#include "mapHandler.h"
#include "CConfigHandler.h"
#include "Client.h"
#include "GUIBase.h"
#include <boost/bind.hpp>
#include <boost/foreach.hpp>
#include <boost/thread.hpp>
#include <boost/thread/shared_mutex.hpp>
#include <sstream>
#undef DLL_EXPORT
#define DLL_EXPORT
#include "../lib/RegisterTypes.cpp"
extern std::string NAME;
namespace intpr = boost::interprocess;
/*
* Client.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
*
*/
class CBaseForCLApply
{
public:
virtual void applyOnClAfter(CClient *cl, void *pack) const =0;
virtual void applyOnClBefore(CClient *cl, void *pack) const =0;
virtual ~CBaseForCLApply(){}
};
template <typename T> class CApplyOnCL : public CBaseForCLApply
{
public:
void applyOnClAfter(CClient *cl, void *pack) const
{
T *ptr = static_cast<T*>(pack);
ptr->applyCl(cl);
}
void applyOnClBefore(CClient *cl, void *pack) const
{
T *ptr = static_cast<T*>(pack);
ptr->applyFirstCl(cl);
}
};
class CCLApplier
{
public:
std::map<ui16,CBaseForCLApply*> apps;
CCLApplier()
{
registerTypes2(*this);
}
~CCLApplier()
{
std::map<ui16,CBaseForCLApply*>::iterator iter;
for(iter = apps.begin(); iter != apps.end(); iter++)
delete iter->second;
}
template<typename T> void registerType(const T * t=NULL)
{
ui16 ID = typeList.registerType(t);
apps[ID] = new CApplyOnCL<T>;
}
} *applier = NULL;
void CClient::init()
{
hotSeat = false;
connectionHandler = NULL;
pathInfo = NULL;
applier = new CCLApplier;
IObjectInterface::cb = this;
serv = NULL;
gs = NULL;
cb = NULL;
terminate = false;
boost::interprocess::shared_memory_object::remove("vcmi_memory"); //if the application has previously crashed, the memory may not have been removed. to avoid problems - try to destroy it
try
{
shared = new SharedMem();
} HANDLE_EXCEPTIONC(tlog1 << "Cannot open interprocess memory: ";)
}
CClient::CClient(void)
:waitingRequest(false)
{
init();
}
CClient::CClient(CConnection *con, StartInfo *si)
:waitingRequest(false)
{
init();
newGame(con,si);
}
CClient::~CClient(void)
{
delete pathInfo;
delete applier;
delete shared;
}
void CClient::waitForMoveAndSend(int color)
{
try
{
BattleAction ba = playerint[color]->activeStack(gs->curB->activeStack);
*serv << &MakeAction(ba);
return;
}HANDLE_EXCEPTION
tlog1 << "We should not be here!" << std::endl;
}
void CClient::run()
{
try
{
CPack *pack = NULL;
while(!terminate)
{
pack = retreivePack(); //get the package from the server
if (terminate)
{
delete pack;
pack = NULL;
break;
}
handlePack(pack);
pack = NULL;
}
}
catch (const std::exception& e)
{
tlog3 << "Lost connection to server, ending listening thread!\n";
tlog1 << e.what() << std::endl;
if(!terminate) //rethrow (-> boom!) only if closing connection was unexpected
{
tlog1 << "Something wrong, lost connection while game is still ongoing...\n";
throw;
}
}
}
void CClient::stop()
{
// Game is ending
// Tell the network thread to reach a stable state
terminate = true;
GH.curInt = NULL;
LOCPLINT->terminate_cond.setn(true);
LOCPLINT->pim->lock();
endGame();
tlog0 << "Client stopped." << std::endl;
}
void CClient::save(const std::string & fname)
{
if(gs->curB)
{
tlog1 << "Game cannot be saved during battle!\n";
return;
}
*serv << &SaveGame(fname);
}
void CClient::endGame()
{
tlog0 << "\n\nEnding current game!" << std::endl;
if(GH.topInt())
GH.topInt()->deactivate();
GH.listInt.clear();
GH.objsToBlit.clear();
GH.statusbar = NULL;
tlog0 << "Removed GUI." << std::endl;
delete CGI->mh;
CGI->mh = NULL;
delete CGI->state;
CGI->state = NULL;
tlog0 << "Deleted mapHandler and gameState." << std::endl;
LOCPLINT = NULL;
while (!playerint.empty())
{
delete playerint.begin()->second;
playerint.erase(playerint.begin());
}
BOOST_FOREACH(CCallback *cb, callbacks)
{
delete cb;
}
tlog0 << "Deleted playerInts." << std::endl;
if (serv)
{
tlog0 << "Connection has been requested to be closed.\n";
boost::unique_lock<boost::mutex>(*serv->wmx);
*serv << &CloseServer();
tlog0 << "Sent closing signal to the server\n";
serv->close();
delete serv;
serv = NULL;
tlog3 << "Our socket has been closed." << std::endl;
}
connectionHandler->join();
tlog0 << "Connection handler thread joined" << std::endl;
delete connectionHandler;
connectionHandler = NULL;
}
void CClient::loadGame( const std::string & fname )
{
tlog0 <<"\n\nLoading procedure started!\n\n";
timeHandler tmh;
char portc[10];
SDL_itoa(conf.cc.port,portc,10);
runServer(portc); //create new server
tlog0 <<"Restarting server: "<<tmh.getDif()<<std::endl;
{
ui32 ver;
char sig[8];
CMapHeader dum;
CGI->mh = new CMapHandler();
StartInfo *si;
CLoadFile lf(fname + ".vlgm1");
lf >> sig >> dum >> si;
tlog0 <<"Reading save signature: "<<tmh.getDif()<<std::endl;
lf >> *VLC;
CGI->setFromLib();
tlog0 <<"Reading handlers: "<<tmh.getDif()<<std::endl;
lf >> gs;
tlog0 <<"Reading gamestate: "<<tmh.getDif()<<std::endl;
CGI->state = gs;
CGI->mh->map = gs->map;
pathInfo = new CPathsInfo(int3(gs->map->width, gs->map->height, gs->map->twoLevel+1));
CGI->mh->init();
tlog0 <<"Initing maphandler: "<<tmh.getDif()<<std::endl;
}
waitForServer();
tlog0 <<"Waiting for server: "<<tmh.getDif()<<std::endl;
serv = new CConnection(conf.cc.server,portc,NAME);
serv->addStdVecItems(gs);
tlog0 <<"Setting up connection: "<<tmh.getDif()<<std::endl;
ui8 pom8;
*serv << ui8(3) << ui8(1); //load game; one client
*serv << fname;
*serv >> pom8;
if(pom8)
throw "Server cannot open the savegame!";
else
tlog0 << "Server opened savegame properly.\n";
*serv << ui8(gs->scenarioOps->playerInfos.size()+1); //number of players + neutral
for(size_t i=0;i<gs->scenarioOps->playerInfos.size();i++)
{
*serv << ui8(gs->scenarioOps->playerInfos[i].color); //players
}
*serv << ui8(255); // neutrals
tlog0 <<"Sent info to server: "<<tmh.getDif()<<std::endl;
{
CLoadFile lf(fname + ".vcgm1");
lf >> *this;
}
}
int CClient::getCurrentPlayer()
{
return gs->currentPlayer;
}
int CClient::getSelectedHero()
{
if(const CGHeroInstance *selHero = IGameCallback::getSelectedHero(getCurrentPlayer()))
return selHero->id;
else
return -1;
}
void CClient::newGame( CConnection *con, StartInfo *si )
{
if (con == NULL)
{
timeHandler pomtime;
char portc[10];
SDL_itoa(conf.cc.port,portc,10);
CClient::runServer(portc);
tlog0<<"Preparing shared memory and starting server: "<<pomtime.getDif()<<std::endl;
pomtime.getDif();//reset timers
//wait until server is ready
tlog0<<"Waiting for server... ";
waitForServer();
tlog0 << pomtime.getDif()<<std::endl;
while(!con)
{
try
{
tlog0 << "Establishing connection...\n";
con = new CConnection(conf.cc.server,portc,NAME);
}
catch(...)
{
tlog1 << "\nCannot establish connection! Retrying within 2 seconds" <<std::endl;
SDL_Delay(2000);
}
}
THC tlog0<<"\tConnecting to the server: "<<pomtime.getDif()<<std::endl;
}
timeHandler tmh;
CGI->state = new CGameState();
tlog0 <<"\tGamestate: "<<tmh.getDif()<<std::endl;
serv = con;
CConnection &c(*con);
////////////////////////////////////////////////////
ui8 pom8;
c << ui8(2) << ui8(1); //new game; one client
c << *si;
c >> pom8;
if(pom8)
throw "Server cannot open the map!";
else
tlog0 << "Server opened map properly.\n";
c << ui8(si->playerInfos.size()+1); //number of players + neutral
for(size_t i=0;i<si->playerInfos.size();i++)
{
c << ui8(si->playerInfos[i].color); //players
}
c << ui8(255); // neutrals
ui32 seed, sum;
delete si;
c >> si >> sum >> seed;
tlog0 <<"\tSending/Getting info to/from the server: "<<tmh.getDif()<<std::endl;
tlog0 << "\tUsing random seed: "<<seed << std::endl;
gs = CGI->state;
gs->scenarioOps = si;
gs->init(si, sum, seed);
CGI->mh = new CMapHandler();
tlog0 <<"Initializing GameState (together): "<<tmh.getDif()<<std::endl;
CGI->mh->map = gs->map;
tlog0 <<"Creating mapHandler: "<<tmh.getDif()<<std::endl;
CGI->mh->init();
pathInfo = new CPathsInfo(int3(gs->map->width, gs->map->height, gs->map->twoLevel+1));
tlog0 <<"Initializing mapHandler (together): "<<tmh.getDif()<<std::endl;
int humanPlayers = 0;
for (size_t i=0; i<gs->scenarioOps->playerInfos.size();++i) //initializing interfaces for players
{
ui8 color = gs->scenarioOps->playerInfos[i].color;
CCallback *cb = new CCallback(gs,color,this);
if(!gs->scenarioOps->playerInfos[i].human)
{
playerint[color] = static_cast<CGameInterface*>(CAIHandler::getNewAI(cb,conf.cc.defaultAI));
}
else
{
playerint[color] = new CPlayerInterface(color,i);
humanPlayers++;
}
gs->currentPlayer = color;
playerint[color]->init(cb);
}
serv->addStdVecItems(CGI->state);
hotSeat = (humanPlayers > 1);
playerint[255] = CAIHandler::getNewAI(cb,conf.cc.defaultAI);
playerint[255]->init(new CCallback(gs,255,this));
}
void CClient::runServer(const char * portc)
{
static std::string comm = std::string(BIN_DIR PATH_SEPARATOR SERVER_NAME " ") + portc + " > server_log.txt"; //needs to be static, if not - will be probably destroyed before new thread reads it
boost::thread servthr(boost::bind(system,comm.c_str())); //runs server executable; //TODO: will it work on non-windows platforms?
}
void CClient::waitForServer()
{
intpr::scoped_lock<intpr::interprocess_mutex> slock(shared->sr->mutex);
while(!shared->sr->ready)
{
shared->sr->cond.wait(slock);
}
}
template <typename Handler>
void CClient::serialize( Handler &h, const int version )
{
h & hotSeat;
if(h.saving)
{
ui8 players = playerint.size();
h & players;
for(std::map<ui8,CGameInterface *>::iterator i = playerint.begin(); i != playerint.end(); i++)
{
h & i->first & i->second->dllName;
i->second->serialize(h,version);
}
}
else
{
ui8 players;
h & players;
for(int i=0; i < players; i++)
{
std::string dllname;
ui8 pid;
h & pid & dllname;
CCallback *callback = new CCallback(gs,pid,this);
callbacks.insert(callback);
CGameInterface *nInt = NULL;
if(dllname.length())
nInt = CAIHandler::getNewAI(callback,dllname);
else
nInt = new CPlayerInterface(pid,i);
playerint[pid] = nInt;
nInt->init(callback);
nInt->serialize(h, version);
}
}
}
CPack * CClient::retreivePack()
{
CPack *ret = NULL;
boost::unique_lock<boost::mutex> lock(*serv->rmx);
tlog5 << "Listening... ";
*serv >> ret;
tlog5 << "\treceived server message of type " << typeid(*ret).name() << std::endl;
return ret;
}
void CClient::handlePack( CPack * pack )
{
CBaseForCLApply *apply = applier->apps[typeList.getTypeID(pack)]; //find the applier
if(apply)
{
apply->applyOnClBefore(this,pack);
tlog5 << "\tMade first apply on cl\n";
gs->apply(pack);
tlog5 << "\tApplied on gs\n";
apply->applyOnClAfter(this,pack);
tlog5 << "\tMade second apply on cl\n";
}
else
{
tlog1 << "Message cannot be applied, cannot find applier!\n";
}
delete pack;
}
void CClient::updatePaths()
{
const CGHeroInstance *h = getHero(getSelectedHero());
if (h)//if we have selected hero...
gs->calculatePaths(h, *pathInfo);
}
template void CClient::serialize( CISer<CLoadFile> &h, const int version );
template void CClient::serialize( COSer<CSaveFile> &h, const int version );