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vcmi/client/Client.cpp
2017-08-13 23:17:56 +03:00

1172 lines
32 KiB
C++

/*
* 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
*
*/
#include "StdInc.h"
#include "Client.h"
#include <SDL.h>
#include <boost/uuid/uuid.hpp>
#include <boost/uuid/uuid_io.hpp>
#include <boost/uuid/uuid_generators.hpp>
#include "CMusicHandler.h"
#include "../lib/mapping/CCampaignHandler.h"
#include "../CCallback.h"
#include "../lib/CConsoleHandler.h"
#include "CGameInfo.h"
#include "../lib/CGameState.h"
#include "CPlayerInterface.h"
#include "../lib/StartInfo.h"
#include "../lib/battle/BattleInfo.h"
#include "../lib/CModHandler.h"
#include "../lib/CArtHandler.h"
#include "../lib/CGeneralTextHandler.h"
#include "../lib/CHeroHandler.h"
#include "../lib/CTownHandler.h"
#include "../lib/CBuildingHandler.h"
#include "../lib/spells/CSpellHandler.h"
#include "../lib/serializer/CTypeList.h"
#include "../lib/serializer/Connection.h"
#include "../lib/serializer/CLoadIntegrityValidator.h"
#ifndef VCMI_ANDROID
#include "../lib/Interprocess.h"
#endif
#include "../lib/NetPacks.h"
#include "../lib/VCMI_Lib.h"
#include "../lib/VCMIDirs.h"
#include "../lib/mapping/CMap.h"
#include "../lib/JsonNode.h"
#include "mapHandler.h"
#include "../lib/CConfigHandler.h"
#include "CPreGame.h"
#include "battle/CBattleInterface.h"
#include "../lib/CThreadHelper.h"
#include "../lib/CScriptingModule.h"
#include "../lib/registerTypes/RegisterTypes.h"
#include "gui/CGuiHandler.h"
#include "CMT.h"
extern std::string NAME;
#ifdef VCMI_ANDROID
#include "lib/CAndroidVMHelper.h"
#endif
#ifdef VCMI_ANDROID
std::atomic_bool androidTestServerReadyFlag;
#endif
ThreadSafeVector<int> CClient::waitingRequest;
template <typename T> class CApplyOnCL;
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 U> static CBaseForCLApply *getApplier(const U * t=nullptr)
{
return new CApplyOnCL<U>();
}
};
template <typename T> class CApplyOnCL : public CBaseForCLApply
{
public:
void applyOnClAfter(CClient *cl, void *pack) const override
{
T *ptr = static_cast<T*>(pack);
ptr->applyCl(cl);
}
void applyOnClBefore(CClient *cl, void *pack) const override
{
T *ptr = static_cast<T*>(pack);
ptr->applyFirstCl(cl);
}
};
template <> class CApplyOnCL<CPack> : public CBaseForCLApply
{
public:
void applyOnClAfter(CClient *cl, void *pack) const override
{
logGlobal->error("Cannot apply on CL plain CPack!");
assert(0);
}
void applyOnClBefore(CClient *cl, void *pack) const override
{
logGlobal->error("Cannot apply on CL plain CPack!");
assert(0);
}
};
static CApplier<CBaseForCLApply> *applier = nullptr;
void CClient::init()
{
waitingRequest.clear();
hotSeat = false;
{
TLockGuard _(connectionHandlerMutex);
connectionHandler.reset();
}
pathInfo = nullptr;
applier = new CApplier<CBaseForCLApply>();
registerTypesClientPacks1(*applier);
registerTypesClientPacks2(*applier);
IObjectInterface::cb = this;
serv = nullptr;
gs = nullptr;
erm = nullptr;
terminate = false;
}
CClient::CClient(void)
{
init();
}
CClient::CClient(CConnection *con, StartInfo *si)
{
init();
newGame(con,si);
}
CClient::~CClient(void)
{
delete applier;
}
void CClient::waitForMoveAndSend(PlayerColor color)
{
try
{
setThreadName("CClient::waitForMoveAndSend");
assert(vstd::contains(battleints, color));
BattleAction ba = battleints[color]->activeStack(gs->curB->battleGetStackByID(gs->curB->activeStack, false));
if(ba.actionType != Battle::CANCEL)
{
logNetwork->trace("Send battle action to server: %s", ba.toString());
MakeAction temp_action(ba);
sendRequest(&temp_action, color);
}
}
catch(boost::thread_interrupted&)
{
logNetwork->debug("Wait for move thread was interrupted and no action will be send. Was a battle ended by spell?");
}
catch(...)
{
handleException();
}
}
void CClient::run()
{
setThreadName("CClient::run");
try
{
while(!terminate)
{
CPack *pack = serv->retreivePack(); //get the package from the server
if (terminate)
{
vstd::clear_pointer(pack);
break;
}
handlePack(pack);
}
}
//catch only asio exceptions
catch (const boost::system::system_error& e)
{
logNetwork->error("Lost connection to server, ending listening thread!");
logNetwork->error(e.what());
if(!terminate) //rethrow (-> boom!) only if closing connection was unexpected
{
logNetwork->error("Something wrong, lost connection while game is still ongoing...");
throw;
}
}
}
void CClient::save(const std::string & fname)
{
if(gs->curB)
{
logNetwork->error("Game cannot be saved during battle!");
return;
}
SaveGame save_game(fname);
sendRequest((CPackForClient*)&save_game, PlayerColor::NEUTRAL);
}
void CClient::endGame(bool closeConnection)
{
//suggest interfaces to finish their stuff (AI should interrupt any bg working threads)
for (auto& i : playerint)
i.second->finish();
// Game is ending
// Tell the network thread to reach a stable state
if (closeConnection)
stopConnection();
logNetwork->info("Closed connection.");
GH.curInt = nullptr;
{
boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
logNetwork->info("Ending current game!");
if(GH.topInt())
{
GH.topInt()->deactivate();
}
GH.listInt.clear();
GH.objsToBlit.clear();
GH.statusbar = nullptr;
logNetwork->info("Removed GUI.");
vstd::clear_pointer(const_cast<CGameInfo*>(CGI)->mh);
vstd::clear_pointer(gs);
logNetwork->info("Deleted mapHandler and gameState.");
LOCPLINT = nullptr;
}
playerint.clear();
battleints.clear();
callbacks.clear();
battleCallbacks.clear();
CGKeys::reset();
CGMagi::reset();
CGObelisk::reset();
logNetwork->info("Deleted playerInts.");
logNetwork->info("Client stopped.");
}
#if 1
void CClient::loadGame(const std::string & fname, const bool server, const std::vector<int>& humanplayerindices, const int loadNumPlayers, int player_, const std::string & ipaddr, const ui16 port)
{
PlayerColor player(player_); //intentional shadowing
logNetwork->info("Loading procedure started!");
CServerHandler sh;
if(server)
sh.startServer();
else
serv = sh.justConnectToServer(ipaddr, port);
CStopWatch tmh;
std::unique_ptr<CLoadFile> loader;
try
{
boost::filesystem::path clientSaveName = *CResourceHandler::get("local")->getResourceName(ResourceID(fname, EResType::CLIENT_SAVEGAME));
boost::filesystem::path controlServerSaveName;
if (CResourceHandler::get("local")->existsResource(ResourceID(fname, EResType::SERVER_SAVEGAME)))
{
controlServerSaveName = *CResourceHandler::get("local")->getResourceName(ResourceID(fname, EResType::SERVER_SAVEGAME));
}
else// create entry for server savegame. Triggered if save was made after launch and not yet present in res handler
{
controlServerSaveName = boost::filesystem::path(clientSaveName).replace_extension(".vsgm1");
CResourceHandler::get("local")->createResource(controlServerSaveName.string(), true);
}
if(clientSaveName.empty())
throw std::runtime_error("Cannot open client part of " + fname);
if(controlServerSaveName.empty() || !boost::filesystem::exists(controlServerSaveName))
throw std::runtime_error("Cannot open server part of " + fname);
{
CLoadIntegrityValidator checkingLoader(clientSaveName, controlServerSaveName, MINIMAL_SERIALIZATION_VERSION);
loadCommonState(checkingLoader);
loader = checkingLoader.decay();
}
logNetwork->info("Loaded common part of save %d ms", tmh.getDiff());
const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
const_cast<CGameInfo*>(CGI)->mh->map = gs->map;
pathInfo = make_unique<CPathsInfo>(getMapSize());
CGI->mh->init();
logNetwork->info("Initing maphandler: %d ms", tmh.getDiff());
}
catch(std::exception &e)
{
logGlobal->error("Cannot load game %s. Error: %s", fname, e.what());
throw; //obviously we cannot continue here
}
/*
if(!server)
player = PlayerColor(player_);
*/
std::set<PlayerColor> clientPlayers;
if(server)
serv = sh.connectToServer();
//*loader >> *this;
if(server)
{
tmh.update();
ui8 pom8;
*serv << ui8(3) << ui8(loadNumPlayers); //load game; one client if single-player
*serv << fname;
*serv >> pom8;
if(pom8)
throw std::runtime_error("Server cannot open the savegame!");
else
logNetwork->info("Server opened savegame properly.");
}
if(server)
{
for(auto & elem : gs->scenarioOps->playerInfos)
{
if(!std::count(humanplayerindices.begin(),humanplayerindices.end(),elem.first.getNum()) || elem.first==player)
clientPlayers.insert(elem.first);
}
clientPlayers.insert(PlayerColor::NEUTRAL);
}
else
{
clientPlayers.insert(player);
}
std::cout << "CLIENTPLAYERS:\n";
for(auto x : clientPlayers)
std::cout << x << std::endl;
std::cout << "ENDCLIENTPLAYERS\n";
serialize(loader->serializer, loader->serializer.fileVersion, clientPlayers);
*serv << ui32(clientPlayers.size());
for(auto & elem : clientPlayers)
*serv << ui8(elem.getNum());
serv->addStdVecItems(gs); /*why is this here?*/
//*loader >> *this;
logNetwork->info("Loaded client part of save %d ms", tmh.getDiff());
logNetwork->info("Sent info to server: %d ms", tmh.getDiff());
//*serv << clientPlayers;
serv->enableStackSendingByID();
serv->disableSmartPointerSerialization();
// logGlobal->trace("Objects:");
// for(int i = 0; i < gs->map->objects.size(); i++)
// {
// auto o = gs->map->objects[i];
// if(o)
// logGlobal->trace("\tindex=%5d, id=%5d; address=%5d, pos=%s, name=%s", i, o->id, (int)o.get(), o->pos, o->getHoverText());
// else
// logGlobal->trace("\tindex=%5d --- nullptr", i);
// }
}
#endif
void CClient::newGame( CConnection *con, StartInfo *si )
{
enum {SINGLE, HOST, GUEST} networkMode = SINGLE;
if (con == nullptr)
{
CServerHandler sh;
serv = sh.connectToServer();
}
else
{
serv = con;
networkMode = con->isHost() ? HOST : GUEST;
}
CConnection &c = *serv;
////////////////////////////////////////////////////
logNetwork->info("\tWill send info to server...");
CStopWatch tmh;
if(networkMode == SINGLE)
{
ui8 pom8;
c << ui8(2) << ui8(1); //new game; one client
c << *si;
c >> pom8;
if(pom8) throw std::runtime_error("Server cannot open the map!");
}
c >> si;
logNetwork->info("\tSending/Getting info to/from the server: %d ms", tmh.getDiff());
c.enableStackSendingByID();
c.disableSmartPointerSerialization();
// Initialize game state
gs = new CGameState();
logNetwork->info("\tCreating gamestate: %i",tmh.getDiff());
gs->init(si, settings["general"]["saveRandomMaps"].Bool());
logNetwork->info("Initializing GameState (together): %d ms", tmh.getDiff());
// Now after possible random map gen, we know exact player count.
// Inform server about how many players client handles
std::set<PlayerColor> myPlayers;
for(auto & elem : gs->scenarioOps->playerInfos)
{
if((networkMode == SINGLE) //single - one client has all player
|| (networkMode != SINGLE && serv->connectionID == elem.second.playerID) //multi - client has only "its players"
|| (networkMode == HOST && elem.second.playerID == PlayerSettings::PLAYER_AI))//multi - host has all AI players
{
myPlayers.insert(elem.first); //add player
}
}
if(networkMode != GUEST)
myPlayers.insert(PlayerColor::NEUTRAL);
c << myPlayers;
// Init map handler
if(gs->map)
{
if(!settings["session"]["headless"].Bool())
{
const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
CGI->mh->map = gs->map;
logNetwork->info("Creating mapHandler: %d ms", tmh.getDiff());
CGI->mh->init();
}
pathInfo = make_unique<CPathsInfo>(getMapSize());
logNetwork->info("Initializing mapHandler (together): %d ms", tmh.getDiff());
}
int humanPlayers = 0;
for(auto & elem : gs->scenarioOps->playerInfos)//initializing interfaces for players
{
PlayerColor color = elem.first;
gs->currentPlayer = color;
if(!vstd::contains(myPlayers, color))
continue;
logNetwork->trace("Preparing interface for player %s", color.getStr());
if(elem.second.playerID == PlayerSettings::PLAYER_AI)
{
auto AiToGive = aiNameForPlayer(elem.second, false);
logNetwork->info("Player %s will be lead by %s", color, AiToGive);
installNewPlayerInterface(CDynLibHandler::getNewAI(AiToGive), color);
}
else
{
installNewPlayerInterface(std::make_shared<CPlayerInterface>(color), color);
humanPlayers++;
}
}
if(settings["session"]["spectate"].Bool())
{
installNewPlayerInterface(std::make_shared<CPlayerInterface>(PlayerColor::SPECTATOR), PlayerColor::SPECTATOR, true);
}
loadNeutralBattleAI();
serv->addStdVecItems(gs);
hotSeat = (humanPlayers > 1);
// std::vector<FileInfo> scriptModules;
// CFileUtility::getFilesWithExt(scriptModules, LIB_DIR "/scripting", "." LIB_EXT);
// for(FileInfo &m : scriptModules)
// {
// CScriptingModule * nm = CDynLibHandler::getNewScriptingModule(m.name);
// privilagedGameEventReceivers.push_back(nm);
// privilagedBattleEventReceivers.push_back(nm);
// nm->giveActionCB(this);
// nm->giveInfoCB(this);
// nm->init();
//
// erm = nm; //something tells me that there'll at most one module and it'll be ERM
// }
}
void CClient::serialize(BinarySerializer & h, const int version)
{
assert(h.saving);
h & hotSeat;
{
ui8 players = playerint.size();
h & players;
for(auto i = playerint.begin(); i != playerint.end(); i++)
{
LOG_TRACE_PARAMS(logGlobal, "Saving player %s interface", i->first);
assert(i->first == i->second->playerID);
h & i->first;
h & i->second->dllName;
h & i->second->human;
i->second->saveGame(h, version);
}
}
}
void CClient::serialize(BinaryDeserializer & h, const int version)
{
assert(!h.saving);
h & hotSeat;
{
ui8 players = 0; //fix for uninitialized warning
h & players;
for(int i=0; i < players; i++)
{
std::string dllname;
PlayerColor pid;
bool isHuman = false;
h & pid;
h & dllname;
h & isHuman;
LOG_TRACE_PARAMS(logGlobal, "Loading player %s interface", pid);
std::shared_ptr<CGameInterface> nInt;
if(dllname.length())
{
if(pid == PlayerColor::NEUTRAL)
{
installNewBattleInterface(CDynLibHandler::getNewBattleAI(dllname), pid);
//TODO? consider serialization
continue;
}
else
{
assert(!isHuman);
nInt = CDynLibHandler::getNewAI(dllname);
}
}
else
{
assert(isHuman);
nInt = std::make_shared<CPlayerInterface>(pid);
}
nInt->dllName = dllname;
nInt->human = isHuman;
nInt->playerID = pid;
installNewPlayerInterface(nInt, pid);
nInt->loadGame(h, version); //another evil cast, check above
}
if(!vstd::contains(battleints, PlayerColor::NEUTRAL))
loadNeutralBattleAI();
}
}
void CClient::serialize(BinarySerializer & h, const int version, const std::set<PlayerColor> & playerIDs)
{
assert(h.saving);
h & hotSeat;
{
ui8 players = playerint.size();
h & players;
for(auto i = playerint.begin(); i != playerint.end(); i++)
{
LOG_TRACE_PARAMS(logGlobal, "Saving player %s interface", i->first);
assert(i->first == i->second->playerID);
h & i->first;
h & i->second->dllName;
h & i->second->human;
i->second->saveGame(h, version);
}
}
}
void CClient::serialize(BinaryDeserializer & h, const int version, const std::set<PlayerColor> & playerIDs)
{
assert(!h.saving);
h & hotSeat;
{
ui8 players = 0; //fix for uninitialized warning
h & players;
for(int i=0; i < players; i++)
{
std::string dllname;
PlayerColor pid;
bool isHuman = false;
h & pid;
h & dllname;
h & isHuman;
LOG_TRACE_PARAMS(logGlobal, "Loading player %s interface", pid);
std::shared_ptr<CGameInterface> nInt;
if(dllname.length())
{
if(pid == PlayerColor::NEUTRAL)
{
if(playerIDs.count(pid))
installNewBattleInterface(CDynLibHandler::getNewBattleAI(dllname), pid);
//TODO? consider serialization
continue;
}
else
{
assert(!isHuman);
nInt = CDynLibHandler::getNewAI(dllname);
}
}
else
{
assert(isHuman);
nInt = std::make_shared<CPlayerInterface>(pid);
}
nInt->dllName = dllname;
nInt->human = isHuman;
nInt->playerID = pid;
nInt->loadGame(h, version);
if(settings["session"]["onlyai"].Bool() && isHuman)
{
removeGUI();
nInt.reset();
dllname = aiNameForPlayer(false);
nInt = CDynLibHandler::getNewAI(dllname);
nInt->dllName = dllname;
nInt->human = false;
nInt->playerID = pid;
installNewPlayerInterface(nInt, pid);
GH.totalRedraw();
}
else
{
if(playerIDs.count(pid))
installNewPlayerInterface(nInt, pid);
}
}
if(settings["session"]["spectate"].Bool())
{
removeGUI();
auto p = std::make_shared<CPlayerInterface>(PlayerColor::SPECTATOR);
installNewPlayerInterface(p, PlayerColor::SPECTATOR, true);
GH.curInt = p.get();
LOCPLINT->activateForSpectator();
GH.totalRedraw();
}
if(playerIDs.count(PlayerColor::NEUTRAL))
loadNeutralBattleAI();
}
}
void CClient::handlePack( CPack * pack )
{
if(pack == nullptr)
{
logNetwork->error("Dropping nullptr CPack! You should check whether client and server ABI matches.");
return;
}
CBaseForCLApply *apply = applier->getApplier(typeList.getTypeID(pack)); //find the applier
if(apply)
{
boost::unique_lock<boost::recursive_mutex> guiLock(*CPlayerInterface::pim);
apply->applyOnClBefore(this, pack);
logNetwork->trace("\tMade first apply on cl");
gs->apply(pack);
logNetwork->trace("\tApplied on gs");
apply->applyOnClAfter(this, pack);
logNetwork->trace("\tMade second apply on cl");
}
else
{
logNetwork->error("Message %s cannot be applied, cannot find applier!", typeList.getTypeInfo(pack)->name());
}
delete pack;
}
void CClient::finishCampaign( std::shared_ptr<CCampaignState> camp )
{
}
void CClient::proposeNextMission(std::shared_ptr<CCampaignState> camp)
{
GH.pushInt(new CBonusSelection(camp));
}
void CClient::stopConnection()
{
terminate = true;
if(serv)
{
boost::unique_lock<boost::mutex>(*serv->wmx);
if(serv->isHost()) //request closing connection
{
logNetwork->info("Connection has been requested to be closed.");
CloseServer close_server;
sendRequest(&close_server, PlayerColor::NEUTRAL);
logNetwork->info("Sent closing signal to the server");
}
else
{
LeaveGame leave_Game;
sendRequest(&leave_Game, PlayerColor::NEUTRAL);
logNetwork->info("Sent leaving signal to the server");
}
}
{
TLockGuard _(connectionHandlerMutex);
if(connectionHandler)//end connection handler
{
if(connectionHandler->get_id() != boost::this_thread::get_id())
connectionHandler->join();
logNetwork->info("Connection handler thread joined");
connectionHandler.reset();
}
}
if (serv) //and delete connection
{
serv->close();
vstd::clear_pointer(serv);
logNetwork->warn("Our socket has been closed.");
}
}
void CClient::battleStarted(const BattleInfo * info)
{
for(auto &battleCb : battleCallbacks)
{
if(vstd::contains_if(info->sides, [&](const SideInBattle& side) {return side.color == battleCb.first; })
|| battleCb.first >= PlayerColor::PLAYER_LIMIT)
{
battleCb.second->setBattle(info);
}
}
// for(ui8 side : info->sides)
// if(battleCallbacks.count(side))
// battleCallbacks[side]->setBattle(info);
std::shared_ptr<CPlayerInterface> att, def;
auto &leftSide = info->sides[0], &rightSide = info->sides[1];
//If quick combat is not, do not prepare interfaces for battleint
if(!settings["adventure"]["quickCombat"].Bool())
{
if(vstd::contains(playerint, leftSide.color) && playerint[leftSide.color]->human)
att = std::dynamic_pointer_cast<CPlayerInterface>( playerint[leftSide.color] );
if(vstd::contains(playerint, rightSide.color) && playerint[rightSide.color]->human)
def = std::dynamic_pointer_cast<CPlayerInterface>( playerint[rightSide.color] );
}
if(!settings["session"]["headless"].Bool())
{
if(!!att || !!def)
{
boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
auto bi = new CBattleInterface(leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero,
Rect((screen->w - 800)/2,
(screen->h - 600)/2, 800, 600), att, def);
GH.pushInt(bi);
}
else if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
{
//TODO: This certainly need improvement
auto spectratorInt = std::dynamic_pointer_cast<CPlayerInterface>(playerint[PlayerColor::SPECTATOR]);
spectratorInt->cb->setBattle(info);
boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
auto bi = new CBattleInterface(leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero,
Rect((screen->w - 800)/2,
(screen->h - 600)/2, 800, 600), att, def, spectratorInt);
GH.pushInt(bi);
}
}
auto callBattleStart = [&](PlayerColor color, ui8 side){
if(vstd::contains(battleints, color))
battleints[color]->battleStart(leftSide.armyObject, rightSide.armyObject, info->tile, leftSide.hero, rightSide.hero, side);
};
callBattleStart(leftSide.color, 0);
callBattleStart(rightSide.color, 1);
callBattleStart(PlayerColor::UNFLAGGABLE, 1);
if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
callBattleStart(PlayerColor::SPECTATOR, 1);
if(info->tacticDistance && vstd::contains(battleints,info->sides[info->tacticsSide].color))
{
boost::thread(&CClient::commenceTacticPhaseForInt, this, battleints[info->sides[info->tacticsSide].color]);
}
}
void CClient::battleFinished()
{
for(auto & side : gs->curB->sides)
if(battleCallbacks.count(side.color))
battleCallbacks[side.color]->setBattle(nullptr);
if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
battleCallbacks[PlayerColor::SPECTATOR]->setBattle(nullptr);
}
void CClient::loadNeutralBattleAI()
{
installNewBattleInterface(CDynLibHandler::getNewBattleAI(settings["server"]["neutralAI"].String()), PlayerColor::NEUTRAL);
}
void CClient::commitPackage( CPackForClient *pack )
{
CommitPackage cp;
cp.freePack = false;
cp.packToCommit = pack;
sendRequest(&cp, PlayerColor::NEUTRAL);
}
PlayerColor CClient::getLocalPlayer() const
{
if(LOCPLINT)
return LOCPLINT->playerID;
return getCurrentPlayer();
}
void CClient::commenceTacticPhaseForInt(std::shared_ptr<CBattleGameInterface> battleInt)
{
setThreadName("CClient::commenceTacticPhaseForInt");
try
{
battleInt->yourTacticPhase(gs->curB->tacticDistance);
if(gs && !!gs->curB && gs->curB->tacticDistance) //while awaiting for end of tactics phase, many things can happen (end of battle... or game)
{
MakeAction ma(BattleAction::makeEndOFTacticPhase(gs->curB->playerToSide(battleInt->playerID).get()));
sendRequest(&ma, battleInt->playerID);
}
}
catch(...)
{
handleException();
}
}
void CClient::invalidatePaths()
{
// turn pathfinding info into invalid. It will be regenerated later
boost::unique_lock<boost::mutex> pathLock(pathInfo->pathMx);
pathInfo->hero = nullptr;
}
const CPathsInfo * CClient::getPathsInfo(const CGHeroInstance *h)
{
assert(h);
boost::unique_lock<boost::mutex> pathLock(pathInfo->pathMx);
if (pathInfo->hero != h)
{
gs->calculatePaths(h, *pathInfo.get());
}
return pathInfo.get();
}
int CClient::sendRequest(const CPack *request, PlayerColor player)
{
static ui32 requestCounter = 0;
ui32 requestID = requestCounter++;
logNetwork->trace("Sending a request \"%s\". It'll have an ID=%d.", typeid(*request).name(), requestID);
waitingRequest.pushBack(requestID);
serv->sendPackToServer(*request, player, requestID);
if(vstd::contains(playerint, player))
playerint[player]->requestSent(dynamic_cast<const CPackForServer*>(request), requestID);
return requestID;
}
void CClient::campaignMapFinished( std::shared_ptr<CCampaignState> camp )
{
endGame(false);
GH.curInt = CGPreGame::create();
auto & epilogue = camp->camp->scenarios[camp->mapsConquered.back()].epilog;
auto finisher = [=]()
{
if(camp->mapsRemaining.size())
proposeNextMission(camp);
else
finishCampaign(camp);
};
if(epilogue.hasPrologEpilog)
{
GH.pushInt(new CPrologEpilogVideo(epilogue, finisher));
}
else
{
finisher();
}
}
void CClient::installNewPlayerInterface(std::shared_ptr<CGameInterface> gameInterface, boost::optional<PlayerColor> color, bool battlecb)
{
boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
PlayerColor colorUsed = color.get_value_or(PlayerColor::UNFLAGGABLE);
if(!color)
privilagedGameEventReceivers.push_back(gameInterface);
playerint[colorUsed] = gameInterface;
logGlobal->trace("\tInitializing the interface for player %s", colorUsed);
auto cb = std::make_shared<CCallback>(gs, color, this);
callbacks[colorUsed] = cb;
battleCallbacks[colorUsed] = cb;
gameInterface->init(cb);
installNewBattleInterface(gameInterface, color, battlecb);
}
void CClient::installNewBattleInterface(std::shared_ptr<CBattleGameInterface> battleInterface, boost::optional<PlayerColor> color, bool needCallback)
{
boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
PlayerColor colorUsed = color.get_value_or(PlayerColor::UNFLAGGABLE);
if(!color)
privilagedBattleEventReceivers.push_back(battleInterface);
battleints[colorUsed] = battleInterface;
if(needCallback)
{
logGlobal->trace("\tInitializing the battle interface for player %s", *color);
auto cbc = std::make_shared<CBattleCallback>(gs, color, this);
battleCallbacks[colorUsed] = cbc;
battleInterface->init(cbc);
}
}
std::string CClient::aiNameForPlayer(const PlayerSettings &ps, bool battleAI)
{
if(ps.name.size())
{
const boost::filesystem::path aiPath = VCMIDirs::get().fullLibraryPath("AI", ps.name);
if (boost::filesystem::exists(aiPath))
return ps.name;
}
return aiNameForPlayer(battleAI);
}
std::string CClient::aiNameForPlayer(bool battleAI)
{
const int sensibleAILimit = settings["session"]["oneGoodAI"].Bool() ? 1 : PlayerColor::PLAYER_LIMIT_I;
std::string goodAI = battleAI ? settings["server"]["neutralAI"].String() : settings["server"]["playerAI"].String();
std::string badAI = battleAI ? "StupidAI" : "EmptyAI";
//TODO what about human players
if(battleints.size() >= sensibleAILimit)
return badAI;
return goodAI;
}
void CServerHandler::startServer()
{
if(settings["session"]["donotstartserver"].Bool())
return;
th.update();
#ifdef VCMI_ANDROID
CAndroidVMHelper envHelper;
envHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "startServer", true);
#else
serverThread = new boost::thread(&CServerHandler::callServer, this); //runs server executable;
#endif
if(verbose)
logNetwork->info("Setting up thread calling server: %d ms", th.getDiff());
}
void CServerHandler::waitForServer()
{
if(settings["session"]["donotstartserver"].Bool())
return;
if(!serverThread)
startServer();
th.update();
#ifndef VCMI_ANDROID
if(shared)
shared->sr->waitTillReady();
#else
logNetwork->info("waiting for server");
while (!androidTestServerReadyFlag.load())
{
logNetwork->info("still waiting...");
boost::this_thread::sleep(boost::posix_time::milliseconds(1000));
}
logNetwork->info("waiting for server finished...");
androidTestServerReadyFlag = false;
#endif
if(verbose)
logNetwork->info("Waiting for server: %d ms", th.getDiff());
}
CConnection * CServerHandler::connectToServer()
{
waitForServer();
th.update(); //put breakpoint here to attach to server before it does something stupid
#ifndef VCMI_ANDROID
CConnection *ret = justConnectToServer(settings["server"]["server"].String(), shared ? shared->sr->port : 0);
#else
CConnection *ret = justConnectToServer(settings["server"]["server"].String());
#endif
if(verbose)
logNetwork->info("\tConnecting to the server: %d ms", th.getDiff());
return ret;
}
ui16 CServerHandler::getDefaultPort()
{
if(settings["session"]["serverport"].Integer())
return settings["session"]["serverport"].Integer();
else
return settings["server"]["port"].Integer();
}
std::string CServerHandler::getDefaultPortStr()
{
return boost::lexical_cast<std::string>(getDefaultPort());
}
CServerHandler::CServerHandler(bool runServer)
{
serverThread = nullptr;
shared = nullptr;
verbose = true;
uuid = boost::uuids::to_string(boost::uuids::random_generator()());
#ifndef VCMI_ANDROID
if(settings["session"]["donotstartserver"].Bool() || settings["session"]["disable-shm"].Bool())
return;
std::string sharedMemoryName = "vcmi_memory";
if(settings["session"]["enable-shm-uuid"].Bool())
{
//used or automated testing when multiple clients start simultaneously
sharedMemoryName += "_" + uuid;
}
try
{
shared = new SharedMemory(sharedMemoryName, true);
}
catch(...)
{
vstd::clear_pointer(shared);
logNetwork->error("Cannot open interprocess memory.");
handleException();
throw;
}
#endif
}
CServerHandler::~CServerHandler()
{
delete shared;
delete serverThread; //detaches, not kills thread
}
void CServerHandler::callServer()
{
#ifndef VCMI_ANDROID
setThreadName("CServerHandler::callServer");
const std::string logName = (VCMIDirs::get().userCachePath() / "server_log.txt").string();
std::string comm = VCMIDirs::get().serverPath().string()
+ " --port=" + getDefaultPortStr()
+ " --run-by-client"
+ " --uuid=" + uuid;
if(shared)
{
comm += " --enable-shm";
if(settings["session"]["enable-shm-uuid"].Bool())
comm += " --enable-shm-uuid";
}
comm += " > \"" + logName + '\"';
int result = std::system(comm.c_str());
if (result == 0)
{
logNetwork->info("Server closed correctly");
serverAlive.setn(false);
}
else
{
logNetwork->error("Error: server failed to close correctly or crashed!");
logNetwork->error("Check %s for more info", logName);
serverAlive.setn(false);
// TODO: make client return to main menu if server actually crashed during game.
// exit(1);// exit in case of error. Othervice without working server VCMI will hang
}
#endif
}
CConnection * CServerHandler::justConnectToServer(const std::string &host, const ui16 port)
{
CConnection *ret = nullptr;
while(!ret)
{
try
{
logNetwork->info("Establishing connection...");
ret = new CConnection( host.size() ? host : settings["server"]["server"].String(),
port ? port : getDefaultPort(),
NAME);
ret->connectionID = 1; // TODO: Refactoring for the server so IDs set outside of CConnection
}
catch(...)
{
logNetwork->error("\nCannot establish connection! Retrying within 2 seconds");
SDL_Delay(2000);
}
}
return ret;
}
#ifdef VCMI_ANDROID
extern "C" JNIEXPORT void JNICALL Java_eu_vcmi_vcmi_NativeMethods_notifyServerReady(JNIEnv * env, jobject cls)
{
logNetwork->info("Received server ready signal");
androidTestServerReadyFlag.store(true);
}
extern "C" JNIEXPORT bool JNICALL Java_eu_vcmi_vcmi_NativeMethods_tryToSaveTheGame(JNIEnv * env, jobject cls)
{
logGlobal->info("Received emergency save game request");
if(!LOCPLINT || !LOCPLINT->cb)
{
return false;
}
LOCPLINT->cb->save("Saves/_Android_Autosave");
return true;
}
#endif