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138 lines
4.1 KiB
C++
138 lines
4.1 KiB
C++
/*
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* CVCMIServer.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 "../lib/network/NetworkInterface.h"
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#include "../lib/StartInfo.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class CMapInfo;
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struct CPackForLobby;
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class CConnection;
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struct StartInfo;
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struct LobbyInfo;
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struct PlayerSettings;
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class PlayerColor;
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class MetaString;
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template<typename T> class CApplier;
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VCMI_LIB_NAMESPACE_END
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class CGameHandler;
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class CBaseForServerApply;
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class CBaseForGHApply;
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class GlobalLobbyProcessor;
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enum class EServerState : ui8
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{
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LOBBY,
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GAMEPLAY,
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SHUTDOWN
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};
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class CVCMIServer : public LobbyInfo, public INetworkServerListener, public INetworkTimerListener
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{
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/// Network server instance that receives and processes incoming connections on active socket
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std::unique_ptr<INetworkServer> networkServer;
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std::unique_ptr<GlobalLobbyProcessor> lobbyProcessor;
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std::chrono::steady_clock::time_point gameplayStartTime;
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std::chrono::steady_clock::time_point lastTimerUpdateTime;
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std::unique_ptr<INetworkHandler> networkHandler;
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std::shared_ptr<CApplier<CBaseForServerApply>> applier;
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EServerState state = EServerState::LOBBY;
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std::shared_ptr<CConnection> findConnection(const std::shared_ptr<INetworkConnection> &);
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int currentClientId;
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ui8 currentPlayerId;
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uint16_t port;
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bool runByClient;
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public:
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/// List of all active connections
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std::vector<std::shared_ptr<CConnection>> activeConnections;
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uint16_t prepare(bool connectToLobby);
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// INetworkListener impl
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void onDisconnected(const std::shared_ptr<INetworkConnection> & connection, const std::string & errorMessage) override;
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void onPacketReceived(const std::shared_ptr<INetworkConnection> & connection, const std::vector<std::byte> & message) override;
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void onNewConnection(const std::shared_ptr<INetworkConnection> &) override;
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void onTimer() override;
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std::shared_ptr<CGameHandler> gh;
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CVCMIServer(uint16_t port, bool runByClient);
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~CVCMIServer();
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void run();
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bool wasStartedByClient() const;
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bool prepareToStartGame();
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void prepareToRestart();
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void startGameImmediately();
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uint16_t startAcceptingIncomingConnections();
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void threadHandleClient(std::shared_ptr<CConnection> c);
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void announcePack(std::unique_ptr<CPackForLobby> pack);
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bool passHost(int toConnectionId);
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void announceTxt(const MetaString & txt, const std::string & playerName = "system");
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void announceTxt(const std::string & txt, const std::string & playerName = "system");
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void setPlayerConnectedId(PlayerSettings & pset, ui8 player) const;
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void updateStartInfoOnMapChange(std::shared_ptr<CMapInfo> mapInfo, std::shared_ptr<CMapGenOptions> mapGenOpt = {});
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void clientConnected(std::shared_ptr<CConnection> c, std::vector<std::string> & names, const std::string & uuid, EStartMode mode);
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void clientDisconnected(std::shared_ptr<CConnection> c);
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void reconnectPlayer(int connId);
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void announceMessage(const MetaString & txt);
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void announceMessage(const std::string & txt);
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void handleReceivedPack(std::unique_ptr<CPackForLobby> pack);
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void updateAndPropagateLobbyState();
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INetworkHandler & getNetworkHandler();
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void setState(EServerState value);
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EServerState getState() const;
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// Work with LobbyInfo
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void setPlayer(PlayerColor clickedColor);
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void setPlayerName(PlayerColor player, std::string name);
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void optionNextHero(PlayerColor player, int dir); //dir == -1 or +1
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void optionSetHero(PlayerColor player, HeroTypeID id);
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HeroTypeID nextAllowedHero(PlayerColor player, HeroTypeID id, int direction);
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bool canUseThisHero(PlayerColor player, HeroTypeID ID);
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std::vector<HeroTypeID> getUsedHeroes();
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void optionNextBonus(PlayerColor player, int dir); //dir == -1 or +1
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void optionSetBonus(PlayerColor player, PlayerStartingBonus id);
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void optionNextCastle(PlayerColor player, int dir); //dir == -1 or +
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void optionSetCastle(PlayerColor player, FactionID id);
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// Campaigns
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void setCampaignMap(CampaignScenarioID mapId);
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void setCampaignBonus(int bonusId);
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ui8 getIdOfFirstUnallocatedPlayer() const;
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void multiplayerWelcomeMessage();
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};
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