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274 lines
11 KiB
C++
274 lines
11 KiB
C++
/*
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* Client.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 <memory>
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#include <vcmi/Environment.h>
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#include "../lib/IGameCallback.h"
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#include "../lib/battle/BattleAction.h"
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#include "../lib/battle/CBattleInfoCallback.h"
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#include "../lib/CStopWatch.h"
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#include "../lib/int3.h"
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#include "../lib/CondSh.h"
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#include "../lib/CPathfinder.h"
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VCMI_LIB_NAMESPACE_BEGIN
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struct CPack;
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struct CPackForServer;
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class CCampaignState;
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class IGameEventsReceiver;
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class IBattleEventsReceiver;
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class CBattleGameInterface;
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class CGameState;
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class CGameInterface;
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class BattleAction;
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struct CPathsInfo;
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class BinaryDeserializer;
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class BinarySerializer;
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template<typename T> class CApplier;
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#if SCRIPTING_ENABLED
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namespace scripting
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{
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class PoolImpl;
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}
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#endif
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namespace events
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{
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class EventBus;
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}
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VCMI_LIB_NAMESPACE_END
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class CBattleCallback;
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class CCallback;
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class CClient;
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class CBaseForCLApply;
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namespace boost { class thread; }
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template<typename T>
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class ThreadSafeVector
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{
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typedef std::vector<T> TVector;
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typedef boost::unique_lock<boost::mutex> TLock;
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TVector items;
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boost::mutex mx;
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boost::condition_variable cond;
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public:
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void clear()
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{
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TLock lock(mx);
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items.clear();
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cond.notify_all();
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}
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void pushBack(const T & item)
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{
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TLock lock(mx);
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items.push_back(item);
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cond.notify_all();
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}
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// //to access list, caller must present a lock used to lock mx
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// TVector &getList(TLock &lockedLock)
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// {
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// assert(lockedLock.owns_lock() && lockedLock.mutex() == &mx);
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// return items;
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// }
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TLock getLock()
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{
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return TLock(mx);
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}
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void waitWhileContains(const T & item)
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{
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auto lock = getLock();
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while(vstd::contains(items, item))
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cond.wait(lock);
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}
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bool tryRemovingElement(const T & item) //returns false if element was not present
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{
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auto lock = getLock();
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auto itr = vstd::find(items, item);
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if(itr == items.end()) //not in container
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{
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return false;
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}
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items.erase(itr);
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cond.notify_all();
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return true;
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}
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};
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class CPlayerEnvironment : public Environment
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{
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public:
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PlayerColor player;
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CClient * cl;
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std::shared_ptr<CCallback> mainCallback;
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CPlayerEnvironment(PlayerColor player_, CClient * cl_, std::shared_ptr<CCallback> mainCallback_);
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const Services * services() const override;
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vstd::CLoggerBase * logger() const override;
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events::EventBus * eventBus() const override;
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const BattleCb * battle() const override;
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const GameCb * game() const override;
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};
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/// Class which handles client - server logic
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class CClient : public IGameCallback, public CBattleInfoCallback, public Environment
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{
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public:
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std::map<PlayerColor, std::shared_ptr<CGameInterface>> playerint;
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std::map<PlayerColor, std::shared_ptr<CBattleGameInterface>> battleints;
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std::map<PlayerColor, std::vector<std::shared_ptr<IBattleEventsReceiver>>> additionalBattleInts;
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boost::optional<BattleAction> curbaction;
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CClient();
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~CClient();
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const Services * services() const override;
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const BattleCb * battle() const override;
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const GameCb * game() const override;
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vstd::CLoggerBase * logger() const override;
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events::EventBus * eventBus() const override;
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void newGame(CGameState * gameState);
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void loadGame(CGameState * gameState);
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void serialize(BinarySerializer & h, const int version);
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void serialize(BinaryDeserializer & h, const int version);
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void save(const std::string & fname);
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void endGame();
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void initMapHandler();
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void initPlayerEnvironments();
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void initPlayerInterfaces();
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std::string aiNameForPlayer(const PlayerSettings & ps, bool battleAI); //empty means no AI -> human
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std::string aiNameForPlayer(bool battleAI);
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void installNewPlayerInterface(std::shared_ptr<CGameInterface> gameInterface, PlayerColor color, bool battlecb = false);
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void installNewBattleInterface(std::shared_ptr<CBattleGameInterface> battleInterface, PlayerColor color, bool needCallback = true);
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static ThreadSafeVector<int> waitingRequest; //FIXME: make this normal field (need to join all threads before client destruction)
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void handlePack(CPack * pack); //applies the given pack and deletes it
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int sendRequest(const CPackForServer * request, PlayerColor player); //returns ID given to that request
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void battleStarted(const BattleInfo * info);
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void commenceTacticPhaseForInt(std::shared_ptr<CBattleGameInterface> battleInt); //will be called as separate thread
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void battleFinished();
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void startPlayerBattleAction(PlayerColor color);
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void stopPlayerBattleAction(PlayerColor color);
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void stopAllBattleActions();
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void invalidatePaths();
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std::shared_ptr<const CPathsInfo> getPathsInfo(const CGHeroInstance * h);
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virtual PlayerColor getLocalPlayer() const override;
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friend class CCallback; //handling players actions
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friend class CBattleCallback; //handling players actions
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void changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> & spells) override {};
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bool removeObject(const CGObjectInstance * obj) override {return false;};
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void setOwner(const CGObjectInstance * obj, PlayerColor owner) override {};
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void changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs = false) override {};
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void changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs = false) override {};
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void showBlockingDialog(BlockingDialog * iw) override {};
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void showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits) override {};
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void showTeleportDialog(TeleportDialog * iw) override {};
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void showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId) override {};
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void giveResource(PlayerColor player, GameResID which, int val) override {};
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virtual void giveResources(PlayerColor player, TResources resources) override {};
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void giveCreatures(const CArmedInstance * objid, const CGHeroInstance * h, const CCreatureSet & creatures, bool remove) override {};
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void takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> & creatures) override {};
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bool changeStackType(const StackLocation & sl, const CCreature * c) override {return false;};
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bool changeStackCount(const StackLocation & sl, TQuantity count, bool absoluteValue = false) override {return false;};
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bool insertNewStack(const StackLocation & sl, const CCreature * c, TQuantity count) override {return false;};
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bool eraseStack(const StackLocation & sl, bool forceRemoval = false) override {return false;};
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bool swapStacks(const StackLocation & sl1, const StackLocation & sl2) override {return false;}
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bool addToSlot(const StackLocation & sl, const CCreature * c, TQuantity count) override {return false;}
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void tryJoiningArmy(const CArmedInstance * src, const CArmedInstance * dst, bool removeObjWhenFinished, bool allowMerging) override {}
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bool moveStack(const StackLocation & src, const StackLocation & dst, TQuantity count = -1) override {return false;}
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void removeAfterVisit(const CGObjectInstance * object) override {};
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bool swapGarrisonOnSiege(ObjectInstanceID tid) override {return false;};
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bool giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos) override {return false;}
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bool giveHeroArtifact(const CGHeroInstance * h, const CArtifactInstance * a, ArtifactPosition pos) override {return false;}
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void putArtifact(const ArtifactLocation & al, const CArtifactInstance * a) override {};
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void removeArtifact(const ArtifactLocation & al) override {};
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bool moveArtifact(const ArtifactLocation & al1, const ArtifactLocation & al2) override {return false;};
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void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override {};
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void visitCastleObjects(const CGTownInstance * obj, const CGHeroInstance * hero) override {};
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void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override {};
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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
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void startBattleI(const CArmedInstance * army1, const CArmedInstance * army2, int3 tile, bool creatureBank = false) override {}; //if any of armies is hero, hero will be used
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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
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bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL) override {return false;};
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void giveHeroBonus(GiveBonus * bonus) override {};
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void setMovePoints(SetMovePoints * smp) override {};
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void setManaPoints(ObjectInstanceID hid, int val) override {};
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void giveHero(ObjectInstanceID id, PlayerColor player) override {};
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void changeObjPos(ObjectInstanceID objid, int3 newPos) override {};
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void sendAndApply(CPackForClient * pack) override {};
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void heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2) override {};
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void castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos) override {};
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void changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide) override {}
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void changeFogOfWar(std::unordered_set<int3, ShashInt3> & tiles, PlayerColor player, bool hide) override {}
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void setObjProperty(ObjectInstanceID objid, int prop, si64 val) override {}
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void showInfoDialog(InfoWindow * iw) override {};
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void showInfoDialog(const std::string & msg, PlayerColor player) override {};
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void removeGUI();
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void cleanThreads();
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#if SCRIPTING_ENABLED
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scripting::Pool * getGlobalContextPool() const override;
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scripting::Pool * getContextPool() const override;
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#endif
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private:
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std::map<PlayerColor, std::shared_ptr<CBattleCallback>> battleCallbacks; //callbacks given to player interfaces
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std::map<PlayerColor, std::shared_ptr<CPlayerEnvironment>> playerEnvironments;
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#if SCRIPTING_ENABLED
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std::shared_ptr<scripting::PoolImpl> clientScripts;
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#endif
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std::unique_ptr<events::EventBus> clientEventBus;
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std::shared_ptr<CApplier<CBaseForCLApply>> applier;
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mutable boost::mutex pathCacheMutex;
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std::map<const CGHeroInstance *, std::shared_ptr<CPathsInfo>> pathCache;
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std::map<PlayerColor, std::shared_ptr<boost::thread>> playerActionThreads;
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std::map<PlayerColor, std::unique_ptr<boost::thread>> playerTacticThreads;
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void waitForMoveAndSend(PlayerColor color);
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void reinitScripting();
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};
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