mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
3474fdaf05
* Arena and Witch Hut support * improved support for Resources * minor fixes and changes
789 lines
22 KiB
C++
789 lines
22 KiB
C++
#include "../CCallback.h"
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#include "../CConsoleHandler.h"
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#include "../CGameInfo.h"
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#include "../CGameState.h"
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#include "../CPlayerInterface.h"
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#include "../StartInfo.h"
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#include "../hch/CArtHandler.h"
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#include "../hch/CDefObjInfoHandler.h"
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#include "../hch/CGeneralTextHandler.h"
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#include "../hch/CHeroHandler.h"
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#include "../hch/CTownHandler.h"
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#include "../hch/CObjectHandler.h"
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#include "../hch/CBuildingHandler.h"
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#include "../hch/CSpellHandler.h"
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#include "../lib/Connection.h"
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#include "../lib/Interprocess.h"
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#include "../lib/NetPacks.h"
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#include "../lib/VCMI_Lib.h"
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#include "../map.h"
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#include "../mapHandler.h"
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#include "CConfigHandler.h"
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#include "Client.h"
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#include <boost/bind.hpp>
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#include <boost/foreach.hpp>
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#include <boost/thread.hpp>
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#include <boost/thread/shared_mutex.hpp>
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#include <sstream>
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CSharedCond<std::set<IPack*> > mess(new std::set<IPack*>);
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extern std::string NAME;
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namespace intpr = boost::interprocess;
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SharedMem sm;
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CClient::CClient(void)
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{
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serv = NULL;
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gs = NULL;
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cb = NULL;
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}
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CClient::CClient(CConnection *con, StartInfo *si)
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{
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newGame(con,si);
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}
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CClient::~CClient(void)
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{
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}
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void CClient::process(int what)
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{
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static BattleAction curbaction;
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switch (what)
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{
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case 100: //one of our interfaces has turn
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{
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ui8 player;
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*serv >> player;//who?
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tlog5 << "It's turn of "<<(unsigned)player<<" player."<<std::endl;
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gs->currentPlayer = player;
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boost::thread(boost::bind(&CGameInterface::yourTurn,playerint[player]));
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break;
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}
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case 101:
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{
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NewTurn n;
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*serv >> n;
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tlog5 << "New day: "<<(unsigned)n.day<<". Applying changes... ";
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gs->apply(&n);
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tlog5 << "done!"<<std::endl;
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break;
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}
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case 102: //set resource amount
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{
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SetResource sr;
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*serv >> sr;
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tlog5 << "Set amount of "<<CGI->generaltexth->restypes[sr.resid]
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<< " of player "<<(unsigned)sr.player <<" to "<<sr.val<<std::endl;
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gs->apply(&sr);
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playerint[sr.player]->receivedResource(sr.resid,sr.val);
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break;
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}
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case 103: //show info dialog
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{
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InfoWindow iw;
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*serv >> iw;
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std::vector<Component*> comps;
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for(size_t i=0;i<iw.components.size();i++) {
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comps.push_back(&iw.components[i]);
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}
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std::string str = toString(iw.text);
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playerint[iw.player]->showInfoDialog(str,comps);
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break;
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}
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case 104:
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{
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SetResources sr;
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*serv >> sr;
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tlog5 << "Set amount of resources of player "<<(unsigned)sr.player<<std::endl;
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gs->apply(&sr);
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playerint[sr.player]->receivedResource(-1,-1);
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break;
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}
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case 105:
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{
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SetPrimSkill sps;
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*serv >> sps;
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tlog5 << "Changing hero primary skill"<<std::endl;
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gs->apply(&sps);
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playerint[gs->getHero(sps.id)->tempOwner]->heroPrimarySkillChanged(gs->getHero(sps.id),sps.which,sps.val);
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break;
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}
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case 106:
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{
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SetSecSkill sr;
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*serv >> sr;
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tlog5 << "Changing hero secondary skill"<<std::endl;
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gs->apply(&sr);
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//TODO? - maybe inform interfaces
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break;
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}
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case 107:
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{
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ShowInInfobox sii;
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*serv >> sii;
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SComponent sc(sii.c);
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sc.description = toString(sii.text);
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if(playerint[sii.player]->human)
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static_cast<CPlayerInterface*>(playerint[sii.player])->showComp(sc);
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break;
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}
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case 108:
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{
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HeroVisitCastle vc;
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*serv >> vc;
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gs->apply(&vc);
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if(vc.start() && !vc.garrison() && vstd::contains(playerint,gs->getHero(vc.hid)->tempOwner))
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{
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playerint[gs->getHero(vc.hid)->tempOwner]->heroVisitsTown(gs->getHero(vc.hid),gs->getTown(vc.tid));
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}
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break;
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}
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case 109:
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{
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ChangeSpells vc;
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*serv >> vc;
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tlog5 << "Changing spells of hero "<<vc.hid<<std::endl;
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gs->apply(&vc);
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break;
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}
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case 110:
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{
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SetMana sm;
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*serv >> sm;
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tlog5 << "Setting mana value of hero "<<sm.hid<<" to "<<sm.val<<std::endl;
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gs->apply(&sm);
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CGHeroInstance *h = gs->getHero(sm.hid);
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if(vstd::contains(playerint,h->tempOwner))
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playerint[h->tempOwner]->heroManaPointsChanged(h);
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break;
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}
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case 111:
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{
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SetMovePoints smp;
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*serv >> smp;
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tlog5 << "Setting movement points of hero "<<smp.hid<<" to "<<smp.val<<std::endl;
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gs->apply(&smp);
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CGHeroInstance *h = gs->getHero(smp.hid);
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if(vstd::contains(playerint,h->tempOwner))
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playerint[h->tempOwner]->heroMovePointsChanged(h);
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break;
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}
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case 112:
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{
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FoWChange fc;
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*serv >> fc;
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tlog5 << "Changing FoW of player "<<(int)fc.player<<std::endl;
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gs->apply(&fc);
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if(!vstd::contains(playerint,fc.player))
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break;
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if(fc.mode)
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playerint[fc.player]->tileRevealed(fc.tiles);
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else
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playerint[fc.player]->tileHidden(fc.tiles);
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break;
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}
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case 113:
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{
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SetAvailableHeroes sav;
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*serv >> sav;
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tlog5 << "Setting available heroes for player "<<(int)sav.player<<std::endl;
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gs->apply(&sav);
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break;
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}
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case 500:
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{
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RemoveObject rh;
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*serv >> rh;
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CGObjectInstance *obj = gs->map->objects[rh.id];
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CGI->mh->removeObject(obj);
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gs->apply(&rh);
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if(obj->ID == 34)
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{
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CGHeroInstance *h = static_cast<CGHeroInstance*>(obj);
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tlog5 << "Removing hero with id = "<<(unsigned)rh.id<<std::endl;
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playerint[h->tempOwner]->heroKilled(h);
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}
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break;
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}
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case 501: //hero movement response - we have to notify interfaces and callback
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{
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TryMoveHero *th = new TryMoveHero; //will be deleted by callback after processing
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*serv >> *th;
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tlog5 << "HeroMove: id="<<th->id<<"\tResult: "<<(unsigned)th->result<<"\tPosition "<<th->end<<std::endl;
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HeroMoveDetails hmd(th->start,th->end,static_cast<CGHeroInstance*>(gs->map->objects[th->id]));
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hmd.style = th->result-1;
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hmd.successful = th->result;
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if(th->result>1)
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CGI->mh->removeObject(hmd.ho);
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gs->apply(th);
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if(th->result>1)
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CGI->mh->printObject(hmd.ho);
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int player = gs->map->objects[th->id]->getOwner();
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if(playerint[player])
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{
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playerint[player]->tileRevealed(th->fowRevealed);
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//std::for_each(th->fowRevealed.begin(),th->fowRevealed.end(),boost::bind(&CGameInterface::tileRevealed,playerint[player],_1));
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}
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//notify interfaces about move
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for(std::map<ui8, CGameInterface*>::iterator i=playerint.begin();i!=playerint.end();i++)
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{
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if(i->first >= PLAYER_LIMIT) continue;
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if(gs->players[i->first].fogOfWarMap[th->start.x-1][th->start.y][th->start.z] || gs->players[i->first].fogOfWarMap[th->end.x-1][th->end.y][th->end.z])
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{
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i->second->heroMoved(hmd);
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}
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}
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//add info for callback
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if(th->result<2)
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{
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mess.mx->lock();
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mess.res->insert(th);
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mess.mx->unlock();
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mess.cv->notify_all();
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}
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break;
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}
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case 502:
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{
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SetGarrisons sg;
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*serv >> sg;
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tlog5 << "Setting garrisons." << std::endl;
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gs->apply(&sg);
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for(std::map<ui32,CCreatureSet>::iterator i = sg.garrs.begin(); i!=sg.garrs.end(); i++)
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playerint[gs->map->objects[i->first]->tempOwner]->garrisonChanged(gs->map->objects[i->first]);
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break;
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}
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case 503:
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{
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//SetStrInfo ssi;
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//*serv >> ssi;
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//gs->apply(&ssi);
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//TODO: notify interfaces
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break;
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}
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case 504:
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{
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NewStructures ns;
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*serv >> ns;
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CGTownInstance *town = static_cast<CGTownInstance*>(gs->map->objects[ns.tid]);
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tlog5 << "New structure(s) in " << ns.tid <<" " << town->name << " - " << *ns.bid.begin() << std::endl;
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gs->apply(&ns);
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BOOST_FOREACH(si32 bid, ns.bid)
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{
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if(bid==13) //for or capitol
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{
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town->defInfo = gs->capitols[town->subID];
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}
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if(bid ==7)
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{
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town->defInfo = gs->forts[town->subID];
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}
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playerint[town->tempOwner]->buildChanged(town,bid,1);
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}
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break;
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}
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case 506:
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{
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SetAvailableCreatures ns;
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*serv >> ns;
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tlog5 << "Setting available creatures in " << ns.tid << std::endl;
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gs->apply(&ns);
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CGTownInstance *t = gs->getTown(ns.tid);
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if(vstd::contains(playerint,t->tempOwner))
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playerint[t->tempOwner]->availableCreaturesChanged(t);
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break;
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}
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case 508:
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{
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SetHeroesInTown inTown;
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*serv >> inTown;
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tlog5 << "Setting heroes in town " << inTown.tid << std::endl;
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gs->apply(&inTown);
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CGTownInstance *t = gs->getTown(inTown.tid);
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if(vstd::contains(playerint,t->tempOwner))
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playerint[t->tempOwner]->heroInGarrisonChange(t);
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break;
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}
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case 509:
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{
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SetHeroArtifacts sha;
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*serv >> sha;
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tlog5 << "Setting artifacts of hero " << sha.hid << std::endl;
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gs->apply(&sha);
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CGHeroInstance *t = gs->getHero(sha.hid);
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if(vstd::contains(playerint,t->tempOwner))
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playerint[t->tempOwner]->heroArtifactSetChanged(t);
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break;
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}
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case 513:
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{
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ui8 color;
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std::string message;
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*serv >> color >> message;
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tlog4 << "Player "<<(int)color<<" sends a message: " << message << std::endl;
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break;
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}
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case 514:
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{
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SetSelection ss;
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*serv >> ss;
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tlog5 << "Selection of player " << (int)ss.player << " set to " << ss.id << std::endl;
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gs->apply(&ss);
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break;
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}
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case 515:
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{
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HeroRecruited hr;
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*serv >> hr;
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tlog5 << "New hero bought\n";
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CGHeroInstance *h = gs->hpool.heroesPool[hr.hid];
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gs->apply(&hr);
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CGI->mh->initHeroDef(h);
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//CGI->mh->printObject(h);
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playerint[h->tempOwner]->heroCreated(h);
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playerint[h->tempOwner]->heroInGarrisonChange(gs->getTown(hr.tid));
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break;
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}
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case 1001:
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{
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SetObjectProperty sop;
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*serv >> sop;
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tlog5 << "Setting " << (unsigned)sop.what << " property of " << sop.id <<" object to "<<sop.val<<std::endl;
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gs->apply(&sop);
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break;
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}
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case 1002:
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{
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SetHoverName shn;
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*serv >> shn;
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tlog5 << "Setting a name of " << shn.id <<" object to "<< toString(shn.name) <<std::endl;
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gs->apply(&shn);
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break;
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}
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case 2000:
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{
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HeroLevelUp bs;
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*serv >> bs;
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tlog5 << "Hero levels up!" <<std::endl;
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gs->apply(&bs);
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CGHeroInstance *h = gs->getHero(bs.heroid);
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if(vstd::contains(playerint,h->tempOwner))
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{
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boost::function<void(ui32)> callback = boost::function<void(ui32)>(boost::bind(&CCallback::selectionMade,LOCPLINT->cb,_1,bs.id));
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playerint[h->tempOwner]->heroGotLevel((const CGHeroInstance *)h,(int)bs.primskill,bs.skills, callback);
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}
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break;
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}
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case 2001:
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{
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SelectionDialog sd;
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*serv >> sd;
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tlog5 << "Showing selection dialog " <<std::endl;
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std::vector<Component*> comps;
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for(size_t i=0; i < sd.components.size(); ++i) {
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comps.push_back(&sd.components[i]);
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}
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std::string str = toString(sd.text);
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playerint[sd.player]->showSelDialog(str,comps,sd.id);
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break;
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}
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case 2002:
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{
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YesNoDialog ynd;
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*serv >> ynd;
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tlog5 << "Showing yes/no dialog " <<std::endl;
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std::vector<Component*> comps;
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for(size_t i=0; i < ynd.components.size(); ++i) {
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comps.push_back(&ynd.components[i]);
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}
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std::string str = toString(ynd.text);
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playerint[ynd.player]->showYesNoDialog(str,comps,ynd.id);
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break;
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}
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case 3000:
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{
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BattleStart bs;
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*serv >> bs; //uses new to allocate memory for battleInfo - must be deleted when battle is over
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tlog5 << "Starting battle!" <<std::endl;
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gs->apply(&bs);
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if(playerint.find(gs->curB->side1) != playerint.end())
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playerint[gs->curB->side1]->battleStart(&gs->curB->army1, &gs->curB->army2, gs->curB->tile, gs->getHero(gs->curB->hero1), gs->getHero(gs->curB->hero2), 0);
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if(playerint.find(gs->curB->side2) != playerint.end())
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playerint[gs->curB->side2]->battleStart(&gs->curB->army1, &gs->curB->army2, gs->curB->tile, gs->getHero(gs->curB->hero1), gs->getHero(gs->curB->hero2), 1);
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break;
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}
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case 3001:
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{
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BattleNextRound bnr;
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*serv >> bnr;
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tlog5 << "Round nr " << bnr.round <<std::endl;
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gs->apply(&bnr);
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//tell players about next round
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if(playerint.find(gs->curB->side1) != playerint.end())
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playerint[gs->curB->side1]->battleNewRound(bnr.round);
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if(playerint.find(gs->curB->side2) != playerint.end())
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playerint[gs->curB->side2]->battleNewRound(bnr.round);
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break;
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}
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case 3002:
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{
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BattleSetActiveStack sas;
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*serv >> sas;
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tlog5 << "Active stack: " << sas.stack <<std::endl;
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gs->apply(&sas);
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int owner = gs->curB->getStack(sas.stack)->owner;
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boost::thread(boost::bind(&CClient::waitForMoveAndSend,this,owner));
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break;
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}
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case 3003:
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{
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BattleResult br;
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*serv >> br;
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tlog5 << "Battle ends. Winner: " << (unsigned)br.winner<< ". Type of end: "<< (unsigned)br.result <<std::endl;
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if(playerint.find(gs->curB->side1) != playerint.end())
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playerint[gs->curB->side1]->battleEnd(&br);
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if(playerint.find(gs->curB->side2) != playerint.end())
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playerint[gs->curB->side2]->battleEnd(&br);
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gs->apply(&br);
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break;
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}
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case 3004:
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{
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BattleStackMoved br;
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*serv >> br;
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tlog5 << "Stack "<<br.stack <<" moves to the tile "<<br.tile<<std::endl;
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if(playerint.find(gs->curB->side1) != playerint.end())
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playerint[gs->curB->side1]->battleStackMoved(br.stack,br.tile);
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if(playerint.find(gs->curB->side2) != playerint.end())
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playerint[gs->curB->side2]->battleStackMoved(br.stack,br.tile);
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gs->apply(&br);
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break;
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}
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case 3005:
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{
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BattleStackAttacked bsa;
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*serv >> bsa;
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gs->apply(&bsa);
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if(playerint.find(gs->curB->side1) != playerint.end())
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playerint[gs->curB->side1]->battleStackAttacked(&bsa);
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if(playerint.find(gs->curB->side2) != playerint.end())
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playerint[gs->curB->side2]->battleStackAttacked(&bsa);
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break;
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}
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case 3006:
|
|
{
|
|
BattleAttack ba;
|
|
*serv >> ba;
|
|
tlog5 << "Stack: " << ba.stackAttacking << " is attacking stack "<< ba.bsa.stackAttacked <<std::endl;
|
|
if(playerint.find(gs->curB->side1) != playerint.end())
|
|
playerint[gs->curB->side1]->battleAttack(&ba);
|
|
if(playerint.find(gs->curB->side2) != playerint.end())
|
|
playerint[gs->curB->side2]->battleAttack(&ba);
|
|
gs->apply(&ba);
|
|
if(playerint.find(gs->curB->side1) != playerint.end())
|
|
playerint[gs->curB->side1]->battleStackAttacked(&ba.bsa);
|
|
if(playerint.find(gs->curB->side2) != playerint.end())
|
|
playerint[gs->curB->side2]->battleStackAttacked(&ba.bsa);
|
|
break;
|
|
}
|
|
case 3007:
|
|
{
|
|
*serv >> curbaction;
|
|
tlog5 << "Action started. ID: " << (int)curbaction.actionType << ". Destination: "<< curbaction.destinationTile <<std::endl;
|
|
if(playerint.find(gs->curB->side1) != playerint.end())
|
|
playerint[gs->curB->side1]->actionStarted(&curbaction);
|
|
if(playerint.find(gs->curB->side2) != playerint.end())
|
|
playerint[gs->curB->side2]->actionStarted(&curbaction);
|
|
gs->apply(&StartAction(curbaction));
|
|
break;
|
|
}
|
|
case 3008:
|
|
{
|
|
tlog5 << "Action ended!\n";
|
|
if(!gs->curB)
|
|
{
|
|
tlog2 << "There is no battle state!\n";
|
|
break;
|
|
}
|
|
if(playerint.find(gs->curB->side1) != playerint.end())
|
|
playerint[gs->curB->side1]->actionFinished(&curbaction);
|
|
if(playerint.find(gs->curB->side2) != playerint.end())
|
|
playerint[gs->curB->side2]->actionFinished(&curbaction);
|
|
break;
|
|
}
|
|
case 3009:
|
|
{
|
|
tlog5 << "Spell casted!\n";
|
|
SpellCasted sc;
|
|
*serv >> sc;
|
|
gs->apply(&sc);
|
|
if(playerint.find(gs->curB->side1) != playerint.end())
|
|
playerint[gs->curB->side1]->battleSpellCasted(&sc);
|
|
if(playerint.find(gs->curB->side2) != playerint.end())
|
|
playerint[gs->curB->side2]->battleSpellCasted(&sc);
|
|
break;
|
|
}
|
|
case 3010:
|
|
{
|
|
tlog5 << "Effect set!\n";
|
|
SetStackEffect sse;
|
|
*serv >> sse;
|
|
gs->apply(&sse);
|
|
SpellCasted sc;
|
|
sc.id = sse.stack;
|
|
sc.side = 3; //doesn't matter
|
|
sc.skill = sse.effect.level;
|
|
sc.tile = gs->curB->getStack(sse.stack)->position;
|
|
if(playerint.find(gs->curB->side1) != playerint.end())
|
|
playerint[gs->curB->side1]->battleSpellCasted(&sc);
|
|
if(playerint.find(gs->curB->side2) != playerint.end())
|
|
playerint[gs->curB->side2]->battleSpellCasted(&sc);
|
|
break;
|
|
}
|
|
case 9999:
|
|
break;
|
|
default:
|
|
{
|
|
std::ostringstream ex;
|
|
ex << "Not supported server message (type=" << what <<")";
|
|
throw ex.str();
|
|
}
|
|
}
|
|
}
|
|
void CClient::waitForMoveAndSend(int color)
|
|
{
|
|
try
|
|
{
|
|
BattleAction ba = playerint[color]->activeStack(gs->curB->activeStack);
|
|
*serv << ui16(3002) << ba;
|
|
return;
|
|
}HANDLE_EXCEPTION
|
|
tlog1 << "We should not be here!" << std::endl;
|
|
}
|
|
void CClient::run()
|
|
{
|
|
try
|
|
{
|
|
ui16 typ;
|
|
while(1)
|
|
{
|
|
*serv >> typ;
|
|
process(typ);
|
|
}
|
|
} HANDLE_EXCEPTION
|
|
}
|
|
|
|
void CClient::close()
|
|
{
|
|
if(!serv)
|
|
return;
|
|
|
|
tlog3 << "Connection has been requested to be closed.\n";
|
|
boost::unique_lock<boost::mutex>(*serv->wmx);
|
|
*serv << ui16(99);
|
|
tlog3 << "Sent closing signal to the server\n";
|
|
serv->close();
|
|
tlog3 << "Our socket has been closed.\n";
|
|
}
|
|
|
|
void CClient::save(const std::string & fname)
|
|
{
|
|
*serv << ui16(98) << fname;
|
|
}
|
|
|
|
void CClient::load( const std::string & fname )
|
|
{
|
|
tlog0 <<"\n\nLoading procedure started!\n\n";
|
|
|
|
timeHandler tmh;
|
|
close(); //kill server
|
|
tlog0 <<"Sent kill signal to the server: "<<tmh.getDif()<<std::endl;
|
|
|
|
VLC->clear(); //delete old handlers
|
|
delete CGI->mh;
|
|
delete CGI->state;
|
|
//TODO: del callbacks
|
|
|
|
for(std::map<ui8,CGameInterface *>::iterator i = playerint.begin(); i!=playerint.end(); i++)
|
|
{
|
|
delete i->second; //delete player interfaces
|
|
}
|
|
tlog0 <<"Deleting old data: "<<tmh.getDif()<<std::endl;
|
|
|
|
char portc[10];
|
|
SDL_itoa(conf.cc.port,portc,10);
|
|
runServer(portc); //create new server
|
|
tlog0 <<"Restarting server: "<<tmh.getDif()<<std::endl;
|
|
|
|
{
|
|
char sig[8];
|
|
CMapHeader dum;
|
|
CGI->mh = new CMapHandler();
|
|
|
|
CLoadFile lf(fname + ".vlgm1");
|
|
lf >> sig >> dum;
|
|
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;
|
|
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);
|
|
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;
|
|
|
|
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);
|
|
}
|
|
gs->currentPlayer = color;
|
|
playerint[color]->init(cb);
|
|
tlog0 <<"Setting up interface for player "<< (int)color <<": "<<tmh.getDif()<<std::endl;
|
|
}
|
|
playerint[255] = CAIHandler::getNewAI(cb,conf.cc.defaultAI);
|
|
playerint[255]->init(new CCallback(gs,255,this));
|
|
tlog0 <<"Setting up interface for neutral \"player\"" << tmh.getDif() << std::endl;
|
|
|
|
|
|
}
|
|
|
|
int CClient::getCurrentPlayer()
|
|
{
|
|
return gs->currentPlayer;
|
|
}
|
|
|
|
int CClient::getSelectedHero()
|
|
{
|
|
return IGameCallback::getSelectedHero(getCurrentPlayer())->id;
|
|
}
|
|
|
|
void CClient::newGame( CConnection *con, StartInfo *si )
|
|
{
|
|
timeHandler tmh;
|
|
IObjectInterface::cb = this;
|
|
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;
|
|
std::string mapname;
|
|
c >> mapname >> sum >> seed;
|
|
tlog0 <<"\tSending/Getting info to/from the server: "<<tmh.getDif()<<std::endl;
|
|
|
|
Mapa * mapa = new Mapa(mapname);
|
|
tlog0 <<"Reading and detecting map file (together): "<<tmh.getDif()<<std::endl;
|
|
tlog0 << "\tServer checksum for "<<mapname <<": "<<sum << std::endl;
|
|
tlog0 << "\tOur checksum for the map: "<< mapa->checksum << std::endl;
|
|
|
|
if(mapa->checksum != sum)
|
|
{
|
|
tlog1 << "Wrong map checksum!!!" << std::endl;
|
|
throw std::string("Wrong checksum");
|
|
}
|
|
tlog0 << "\tUsing random seed: "<<seed << std::endl;
|
|
|
|
gs = CGI->state;
|
|
gs->scenarioOps = si;
|
|
gs->init(si,mapa,seed);
|
|
|
|
CGI->mh = new CMapHandler();
|
|
tlog0 <<"Initializing GameState (together): "<<tmh.getDif()<<std::endl;
|
|
CGI->mh->map = mapa;
|
|
tlog0 <<"Creating mapHandler: "<<tmh.getDif()<<std::endl;
|
|
CGI->mh->init();
|
|
tlog0 <<"Initializing mapHandler (together): "<<tmh.getDif()<<std::endl;
|
|
|
|
for (size_t i=0; i<CGI->state->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);
|
|
}
|
|
gs->currentPlayer = color;
|
|
playerint[color]->init(cb);
|
|
}
|
|
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(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(sm.sr->mutex);
|
|
while(!sm.sr->ready)
|
|
{
|
|
sm.sr->cond.wait(slock);
|
|
}
|
|
}
|
|
intpr::shared_memory_object::remove("vcmi_memory");
|
|
} |