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https://github.com/vcmi/vcmi.git
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0d66ddbeec
on client
636 lines
18 KiB
C++
636 lines
18 KiB
C++
/*
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* Client.cpp, 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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#include "StdInc.h"
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#include "Global.h"
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#include "Client.h"
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#include "CGameInfo.h"
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#include "CPlayerInterface.h"
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#include "CServerHandler.h"
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#include "ClientNetPackVisitors.h"
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#include "adventureMap/AdventureMapInterface.h"
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#include "battle/BattleInterface.h"
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#include "gui/CGuiHandler.h"
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#include "gui/WindowHandler.h"
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#include "mapView/mapHandler.h"
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#include "../CCallback.h"
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#include "../lib/CConfigHandler.h"
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#include "../lib/gameState/CGameState.h"
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#include "../lib/CPlayerState.h"
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#include "../lib/CThreadHelper.h"
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#include "../lib/VCMIDirs.h"
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#include "../lib/UnlockGuard.h"
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#include "../lib/battle/BattleInfo.h"
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#include "../lib/serializer/BinaryDeserializer.h"
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#include "../lib/serializer/BinarySerializer.h"
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#include "../lib/serializer/Connection.h"
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#include "../lib/mapping/CMapService.h"
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#include "../lib/pathfinder/CGPathNode.h"
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#include "../lib/filesystem/Filesystem.h"
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#include "../lib/registerTypes/RegisterTypesClientPacks.h"
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#include <memory>
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#include <vcmi/events/EventBus.h>
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#if SCRIPTING_ENABLED
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#include "../lib/ScriptHandler.h"
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#endif
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#ifdef VCMI_ANDROID
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#include "lib/CAndroidVMHelper.h"
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#endif
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ThreadSafeVector<int> CClient::waitingRequest;
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template<typename T> class CApplyOnCL;
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class CBaseForCLApply
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{
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public:
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virtual void applyOnClAfter(CClient * cl, CPack * pack) const =0;
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virtual void applyOnClBefore(CClient * cl, CPack * pack) const =0;
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virtual ~CBaseForCLApply(){}
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template<typename U> static CBaseForCLApply * getApplier(const U * t = nullptr)
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{
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return new CApplyOnCL<U>();
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}
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};
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template<typename T> class CApplyOnCL : public CBaseForCLApply
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{
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public:
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void applyOnClAfter(CClient * cl, CPack * pack) const override
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{
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T * ptr = static_cast<T *>(pack);
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ApplyClientNetPackVisitor visitor(*cl, *cl->gameState());
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ptr->visit(visitor);
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}
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void applyOnClBefore(CClient * cl, CPack * pack) const override
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{
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T * ptr = static_cast<T *>(pack);
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ApplyFirstClientNetPackVisitor visitor(*cl, *cl->gameState());
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ptr->visit(visitor);
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}
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};
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template<> class CApplyOnCL<CPack>: public CBaseForCLApply
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{
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public:
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void applyOnClAfter(CClient * cl, CPack * pack) const override
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{
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logGlobal->error("Cannot apply on CL plain CPack!");
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assert(0);
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}
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void applyOnClBefore(CClient * cl, CPack * pack) const override
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{
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logGlobal->error("Cannot apply on CL plain CPack!");
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assert(0);
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}
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};
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CPlayerEnvironment::CPlayerEnvironment(PlayerColor player_, CClient * cl_, std::shared_ptr<CCallback> mainCallback_)
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: player(player_),
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cl(cl_),
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mainCallback(mainCallback_)
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{
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}
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const Services * CPlayerEnvironment::services() const
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{
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return VLC;
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}
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vstd::CLoggerBase * CPlayerEnvironment::logger() const
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{
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return logGlobal;
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}
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events::EventBus * CPlayerEnvironment::eventBus() const
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{
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return cl->eventBus();//always get actual value
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}
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const CPlayerEnvironment::BattleCb * CPlayerEnvironment::battle(const BattleID & battleID) const
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{
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return mainCallback->getBattle(battleID).get();
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}
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const CPlayerEnvironment::GameCb * CPlayerEnvironment::game() const
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{
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return mainCallback.get();
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}
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CClient::CClient()
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{
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waitingRequest.clear();
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applier = std::make_shared<CApplier<CBaseForCLApply>>();
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registerTypesClientPacks(*applier);
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gs = nullptr;
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}
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CClient::~CClient() = default;
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const Services * CClient::services() const
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{
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return VLC; //todo: this should be CGI
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}
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const CClient::BattleCb * CClient::battle(const BattleID & battleID) const
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{
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return nullptr; //todo?
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}
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const CClient::GameCb * CClient::game() const
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{
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return this;
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}
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vstd::CLoggerBase * CClient::logger() const
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{
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return logGlobal;
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}
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events::EventBus * CClient::eventBus() const
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{
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return clientEventBus.get();
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}
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void CClient::newGame(CGameState * initializedGameState)
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{
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CSH->th->update();
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CMapService mapService;
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assert(initializedGameState);
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gs = initializedGameState;
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gs->preInit(VLC, this);
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logNetwork->trace("\tCreating gamestate: %i", CSH->th->getDiff());
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if(!initializedGameState)
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{
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Load::ProgressAccumulator progressTracking;
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gs->init(&mapService, CSH->si.get(), progressTracking, settings["general"]["saveRandomMaps"].Bool());
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}
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logNetwork->trace("Initializing GameState (together): %d ms", CSH->th->getDiff());
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initMapHandler();
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reinitScripting();
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initPlayerEnvironments();
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initPlayerInterfaces();
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}
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void CClient::loadGame(CGameState * initializedGameState)
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{
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logNetwork->info("Loading procedure started!");
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logNetwork->info("Game state was transferred over network, loading.");
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gs = initializedGameState;
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gs->preInit(VLC, this);
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gs->updateOnLoad(CSH->si.get());
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logNetwork->info("Game loaded, initialize interfaces.");
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initMapHandler();
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reinitScripting();
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initPlayerEnvironments();
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initPlayerInterfaces();
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}
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void CClient::save(const std::string & fname)
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{
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if(!gs->currentBattles.empty())
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{
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logNetwork->error("Game cannot be saved during battle!");
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return;
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}
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SaveGame save_game(fname);
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sendRequest(&save_game, PlayerColor::NEUTRAL);
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}
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void CClient::endNetwork()
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{
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if (CGI->mh)
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CGI->mh->endNetwork();
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if (CPlayerInterface::battleInt)
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CPlayerInterface::battleInt->endNetwork();
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for(auto & i : playerint)
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{
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auto interface = std::dynamic_pointer_cast<CPlayerInterface>(i.second);
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if (interface)
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interface->endNetwork();
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}
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}
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void CClient::endGame()
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{
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#if SCRIPTING_ENABLED
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clientScripts.reset();
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#endif
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//suggest interfaces to finish their stuff (AI should interrupt any bg working threads)
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for(auto & i : playerint)
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i.second->finish();
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GH.curInt = nullptr;
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{
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logNetwork->info("Ending current game!");
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removeGUI();
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CGI->mh.reset();
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vstd::clear_pointer(gs);
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logNetwork->info("Deleted mapHandler and gameState.");
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}
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CPlayerInterface::battleInt.reset();
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playerint.clear();
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battleints.clear();
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battleCallbacks.clear();
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playerEnvironments.clear();
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logNetwork->info("Deleted playerInts.");
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logNetwork->info("Client stopped.");
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}
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void CClient::initMapHandler()
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{
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// TODO: CMapHandler initialization can probably go somewhere else
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// It's can't be before initialization of interfaces
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// During loading CPlayerInterface from serialized state it's depend on MH
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if(!settings["session"]["headless"].Bool())
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{
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CGI->mh = std::make_shared<CMapHandler>(gs->map);
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logNetwork->trace("Creating mapHandler: %d ms", CSH->th->getDiff());
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}
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pathCache.clear();
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}
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void CClient::initPlayerEnvironments()
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{
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playerEnvironments.clear();
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auto allPlayers = CSH->getAllClientPlayers(CSH->logicConnection->connectionID);
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bool hasHumanPlayer = false;
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for(auto & color : allPlayers)
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{
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logNetwork->info("Preparing environment for player %s", color.toString());
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playerEnvironments[color] = std::make_shared<CPlayerEnvironment>(color, this, std::make_shared<CCallback>(gs, color, this));
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if(!hasHumanPlayer && gs->players[color].isHuman())
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hasHumanPlayer = true;
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}
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if(!hasHumanPlayer && !settings["session"]["headless"].Bool())
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{
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Settings session = settings.write["session"];
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session["spectate"].Bool() = true;
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session["spectate-skip-battle-result"].Bool() = true;
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session["spectate-ignore-hero"].Bool() = true;
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}
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if(settings["session"]["spectate"].Bool())
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{
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playerEnvironments[PlayerColor::SPECTATOR] = std::make_shared<CPlayerEnvironment>(PlayerColor::SPECTATOR, this, std::make_shared<CCallback>(gs, std::nullopt, this));
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}
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}
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void CClient::initPlayerInterfaces()
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{
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for(auto & playerInfo : gs->scenarioOps->playerInfos)
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{
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PlayerColor color = playerInfo.first;
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if(!vstd::contains(CSH->getAllClientPlayers(CSH->logicConnection->connectionID), color))
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continue;
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if(!vstd::contains(playerint, color))
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{
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logNetwork->info("Preparing interface for player %s", color.toString());
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if(playerInfo.second.isControlledByAI() || settings["session"]["onlyai"].Bool())
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{
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bool alliedToHuman = false;
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for(auto & allyInfo : gs->scenarioOps->playerInfos)
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if (gs->getPlayerTeam(allyInfo.first) == gs->getPlayerTeam(playerInfo.first) && allyInfo.second.isControlledByHuman())
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alliedToHuman = true;
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auto AiToGive = aiNameForPlayer(playerInfo.second, false, alliedToHuman);
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logNetwork->info("Player %s will be lead by %s", color.toString(), AiToGive);
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installNewPlayerInterface(CDynLibHandler::getNewAI(AiToGive), color);
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}
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else
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{
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logNetwork->info("Player %s will be lead by human", color.toString());
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installNewPlayerInterface(std::make_shared<CPlayerInterface>(color), color);
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}
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}
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}
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if(settings["session"]["spectate"].Bool())
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{
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installNewPlayerInterface(std::make_shared<CPlayerInterface>(PlayerColor::SPECTATOR), PlayerColor::SPECTATOR, true);
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}
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if(CSH->getAllClientPlayers(CSH->logicConnection->connectionID).count(PlayerColor::NEUTRAL))
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installNewBattleInterface(CDynLibHandler::getNewBattleAI(settings["server"]["neutralAI"].String()), PlayerColor::NEUTRAL);
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logNetwork->trace("Initialized player interfaces %d ms", CSH->th->getDiff());
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}
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std::string CClient::aiNameForPlayer(const PlayerSettings & ps, bool battleAI, bool alliedToHuman) const
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{
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if(ps.name.size())
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{
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const boost::filesystem::path aiPath = VCMIDirs::get().fullLibraryPath("AI", ps.name);
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if(boost::filesystem::exists(aiPath))
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return ps.name;
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}
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return aiNameForPlayer(battleAI, alliedToHuman);
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}
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std::string CClient::aiNameForPlayer(bool battleAI, bool alliedToHuman) const
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{
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const int sensibleAILimit = settings["session"]["oneGoodAI"].Bool() ? 1 : PlayerColor::PLAYER_LIMIT_I;
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std::string goodAdventureAI = alliedToHuman ? settings["server"]["alliedAI"].String() : settings["server"]["playerAI"].String();
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std::string goodBattleAI = settings["server"]["neutralAI"].String();
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std::string goodAI = battleAI ? goodBattleAI : goodAdventureAI;
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std::string badAI = battleAI ? "StupidAI" : "EmptyAI";
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//TODO what about human players
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if(battleints.size() >= sensibleAILimit)
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return badAI;
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return goodAI;
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}
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void CClient::installNewPlayerInterface(std::shared_ptr<CGameInterface> gameInterface, PlayerColor color, bool battlecb)
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{
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playerint[color] = gameInterface;
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logGlobal->trace("\tInitializing the interface for player %s", color.toString());
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auto cb = std::make_shared<CCallback>(gs, color, this);
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battleCallbacks[color] = cb;
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gameInterface->initGameInterface(playerEnvironments.at(color), cb);
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installNewBattleInterface(gameInterface, color, battlecb);
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}
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void CClient::installNewBattleInterface(std::shared_ptr<CBattleGameInterface> battleInterface, PlayerColor color, bool needCallback)
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{
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battleints[color] = battleInterface;
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if(needCallback)
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{
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logGlobal->trace("\tInitializing the battle interface for player %s", color.toString());
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auto cbc = std::make_shared<CBattleCallback>(color, this);
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battleCallbacks[color] = cbc;
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battleInterface->initBattleInterface(playerEnvironments.at(color), cbc);
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}
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}
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void CClient::handlePack(CPack * pack)
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{
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CBaseForCLApply * apply = applier->getApplier(CTypeList::getInstance().getTypeID(pack)); //find the applier
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if(apply)
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{
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apply->applyOnClBefore(this, pack);
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logNetwork->trace("\tMade first apply on cl: %s", typeid(*pack).name());
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{
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boost::unique_lock lock(CGameState::mutex);
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gs->apply(pack);
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}
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logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
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apply->applyOnClAfter(this, pack);
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logNetwork->trace("\tMade second apply on cl: %s", typeid(*pack).name());
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}
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else
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{
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logNetwork->error("Message %s cannot be applied, cannot find applier!", typeid(*pack).name());
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}
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delete pack;
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}
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int CClient::sendRequest(const CPackForServer * request, PlayerColor player)
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{
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static ui32 requestCounter = 1;
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ui32 requestID = requestCounter++;
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logNetwork->trace("Sending a request \"%s\". It'll have an ID=%d.", typeid(*request).name(), requestID);
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waitingRequest.pushBack(requestID);
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request->requestID = requestID;
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request->player = player;
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CSH->logicConnection->sendPack(request);
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if(vstd::contains(playerint, player))
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playerint[player]->requestSent(request, requestID);
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return requestID;
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}
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void CClient::battleStarted(const BattleInfo * info)
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{
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std::shared_ptr<CPlayerInterface> att;
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std::shared_ptr<CPlayerInterface> def;
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auto & leftSide = info->sides[0];
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auto & rightSide = info->sides[1];
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for(auto & battleCb : battleCallbacks)
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{
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if(!battleCb.first.isValidPlayer() || battleCb.first == leftSide.color || battleCb.first == rightSide.color)
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battleCb.second->onBattleStarted(info);
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}
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//If quick combat is not, do not prepare interfaces for battleint
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auto callBattleStart = [&](PlayerColor color, ui8 side)
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{
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if(vstd::contains(battleints, color))
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battleints[color]->battleStart(info->battleID, leftSide.armyObject, rightSide.armyObject, info->tile, leftSide.hero, rightSide.hero, side, info->replayAllowed);
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};
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callBattleStart(leftSide.color, 0);
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callBattleStart(rightSide.color, 1);
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callBattleStart(PlayerColor::UNFLAGGABLE, 1);
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if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
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callBattleStart(PlayerColor::SPECTATOR, 1);
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if(vstd::contains(playerint, leftSide.color) && playerint[leftSide.color]->human)
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att = std::dynamic_pointer_cast<CPlayerInterface>(playerint[leftSide.color]);
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if(vstd::contains(playerint, rightSide.color) && playerint[rightSide.color]->human)
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def = std::dynamic_pointer_cast<CPlayerInterface>(playerint[rightSide.color]);
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//Remove player interfaces for auto battle (quickCombat option)
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if((att && att->isAutoFightOn) || (def && def->isAutoFightOn))
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{
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auto endTacticPhaseIfEligible = [info](const CPlayerInterface * interface)
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{
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if (interface->cb->getBattle(info->battleID)->battleGetTacticDist())
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{
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auto side = interface->cb->getBattle(info->battleID)->playerToSide(interface->playerID);
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if(interface->playerID == info->sides[info->tacticsSide].color)
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{
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auto action = BattleAction::makeEndOFTacticPhase(*side);
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interface->cb->battleMakeTacticAction(info->battleID, action);
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}
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}
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};
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if(att && att->isAutoFightOn)
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endTacticPhaseIfEligible(att.get());
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else // def && def->isAutoFightOn
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endTacticPhaseIfEligible(def.get());
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att.reset();
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def.reset();
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}
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if(!settings["session"]["headless"].Bool())
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{
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if(att || def)
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{
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CPlayerInterface::battleInt = std::make_shared<BattleInterface>(info->getBattleID(), leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero, att, def);
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}
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else if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
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{
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//TODO: This certainly need improvement
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auto spectratorInt = std::dynamic_pointer_cast<CPlayerInterface>(playerint[PlayerColor::SPECTATOR]);
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spectratorInt->cb->onBattleStarted(info);
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CPlayerInterface::battleInt = std::make_shared<BattleInterface>(info->getBattleID(), leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero, att, def, spectratorInt);
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|
}
|
|
}
|
|
|
|
if(info->tacticDistance)
|
|
{
|
|
auto tacticianColor = info->sides[info->tacticsSide].color;
|
|
|
|
if (vstd::contains(battleints, tacticianColor))
|
|
battleints[tacticianColor]->yourTacticPhase(info->battleID, info->tacticDistance);
|
|
}
|
|
}
|
|
|
|
void CClient::battleFinished(const BattleID & battleID)
|
|
{
|
|
for(auto & side : gs->getBattle(battleID)->sides)
|
|
if(battleCallbacks.count(side.color))
|
|
battleCallbacks[side.color]->onBattleEnded(battleID);
|
|
|
|
if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
|
|
battleCallbacks[PlayerColor::SPECTATOR]->onBattleEnded(battleID);
|
|
}
|
|
|
|
void CClient::startPlayerBattleAction(const BattleID & battleID, PlayerColor color)
|
|
{
|
|
if (battleints.count(color) == 0)
|
|
return; // not our combat in MP
|
|
|
|
auto battleint = battleints.at(color);
|
|
|
|
if (!battleint->human)
|
|
{
|
|
// we want to avoid locking gamestate and causing UI to freeze while AI is making turn
|
|
auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
|
|
battleint->activeStack(battleID, gs->getBattle(battleID)->battleGetStackByID(gs->getBattle(battleID)->activeStack, false));
|
|
}
|
|
else
|
|
{
|
|
battleint->activeStack(battleID, gs->getBattle(battleID)->battleGetStackByID(gs->getBattle(battleID)->activeStack, false));
|
|
}
|
|
}
|
|
|
|
void CClient::invalidatePaths()
|
|
{
|
|
boost::unique_lock<boost::mutex> pathLock(pathCacheMutex);
|
|
pathCache.clear();
|
|
}
|
|
|
|
vstd::RNG & CClient::getRandomGenerator()
|
|
{
|
|
// Client should use CRandomGenerator::getDefault() for UI logic
|
|
// Gamestate should never call this method on client!
|
|
throw std::runtime_error("Illegal access to random number generator from client code!");
|
|
}
|
|
|
|
std::shared_ptr<const CPathsInfo> CClient::getPathsInfo(const CGHeroInstance * h)
|
|
{
|
|
assert(h);
|
|
boost::unique_lock<boost::mutex> pathLock(pathCacheMutex);
|
|
|
|
auto iter = pathCache.find(h);
|
|
|
|
if(iter == std::end(pathCache))
|
|
{
|
|
auto paths = std::make_shared<CPathsInfo>(getMapSize(), h);
|
|
|
|
gs->calculatePaths(h, *paths.get());
|
|
|
|
pathCache[h] = paths;
|
|
return paths;
|
|
}
|
|
else
|
|
{
|
|
return iter->second;
|
|
}
|
|
}
|
|
|
|
#if SCRIPTING_ENABLED
|
|
scripting::Pool * CClient::getGlobalContextPool() const
|
|
{
|
|
return clientScripts.get();
|
|
}
|
|
#endif
|
|
|
|
void CClient::reinitScripting()
|
|
{
|
|
clientEventBus = std::make_unique<events::EventBus>();
|
|
#if SCRIPTING_ENABLED
|
|
clientScripts.reset(new scripting::PoolImpl(this));
|
|
#endif
|
|
}
|
|
|
|
void CClient::removeGUI() const
|
|
{
|
|
// CClient::endGame
|
|
GH.curInt = nullptr;
|
|
GH.windows().clear();
|
|
adventureInt.reset();
|
|
logGlobal->info("Removed GUI.");
|
|
|
|
LOCPLINT = nullptr;
|
|
}
|
|
|
|
#ifdef VCMI_ANDROID
|
|
extern "C" JNIEXPORT jboolean JNICALL Java_eu_vcmi_vcmi_NativeMethods_tryToSaveTheGame(JNIEnv * env, jclass cls)
|
|
{
|
|
boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
|
|
|
|
logGlobal->info("Received emergency save game request");
|
|
if(!LOCPLINT || !LOCPLINT->cb)
|
|
{
|
|
logGlobal->info("... but no active player interface found!");
|
|
return false;
|
|
}
|
|
|
|
if (!CSH || !CSH->logicConnection)
|
|
{
|
|
logGlobal->info("... but no active connection found!");
|
|
return false;
|
|
}
|
|
|
|
LOCPLINT->cb->save("Saves/_Android_Autosave");
|
|
return true;
|
|
}
|
|
#endif
|