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517 lines
13 KiB
C++
517 lines
13 KiB
C++
#include "../CCallback.h"
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#include "../CConsoleHandler.h"
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#include "CGameInfo.h"
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#include "../lib/CGameState.h"
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#include "CPlayerInterface.h"
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#include "../StartInfo.h"
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#include "../hch/CArtHandler.h"
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#include "../hch/CDefObjInfoHandler.h"
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#include "../hch/CGeneralTextHandler.h"
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#include "../hch/CHeroHandler.h"
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#include "../hch/CTownHandler.h"
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#include "../hch/CObjectHandler.h"
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#include "../hch/CBuildingHandler.h"
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#include "../hch/CSpellHandler.h"
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#include "../lib/Connection.h"
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#include "../lib/Interprocess.h"
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#include "../lib/NetPacks.h"
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#include "../lib/VCMI_Lib.h"
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#include "../lib/map.h"
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#include "../mapHandler.h"
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#include "CConfigHandler.h"
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#include "Client.h"
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#include "GUIBase.h"
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#include <boost/bind.hpp>
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#include <boost/foreach.hpp>
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#include <boost/thread.hpp>
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#include <boost/thread/shared_mutex.hpp>
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#include <sstream>
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#undef DLL_EXPORT
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#define DLL_EXPORT
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#include "../lib/RegisterTypes.cpp"
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extern std::string NAME;
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namespace intpr = boost::interprocess;
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/*
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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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class CBaseForCLApply
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{
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public:
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virtual void applyOnClAfter(CClient *cl, void *pack) const =0;
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virtual void applyOnClBefore(CClient *cl, void *pack) const =0;
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virtual ~CBaseForCLApply(){}
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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, void *pack) const
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{
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T *ptr = static_cast<T*>(pack);
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ptr->applyCl(cl);
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}
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void applyOnClBefore(CClient *cl, void *pack) const
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{
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T *ptr = static_cast<T*>(pack);
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ptr->applyFirstCl(cl);
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}
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};
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class CCLApplier
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{
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public:
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std::map<ui16,CBaseForCLApply*> apps;
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CCLApplier()
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{
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registerTypes2(*this);
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}
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~CCLApplier()
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{
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std::map<ui16,CBaseForCLApply*>::iterator iter;
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for(iter = apps.begin(); iter != apps.end(); iter++)
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delete iter->second;
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}
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template<typename T> void registerType(const T * t=NULL)
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{
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ui16 ID = typeList.registerType(t);
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apps[ID] = new CApplyOnCL<T>;
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}
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} *applier = NULL;
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void CClient::init()
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{
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connectionHandler = NULL;
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pathInfo = NULL;
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applier = new CCLApplier;
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IObjectInterface::cb = this;
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serv = NULL;
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gs = NULL;
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cb = NULL;
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terminate = false;
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boost::interprocess::shared_memory_object::remove("vcmi_memory"); //if the application has previously crashed, the memory may not have been removed. to avoid problems - try to destroy it
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try
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{
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shared = new SharedMem();
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} HANDLE_EXCEPTIONC(tlog1 << "Cannot open interprocess memory: ";)
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}
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CClient::CClient(void)
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:waitingRequest(false)
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{
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init();
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}
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CClient::CClient(CConnection *con, StartInfo *si)
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:waitingRequest(false)
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{
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init();
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newGame(con,si);
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}
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CClient::~CClient(void)
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{
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delete pathInfo;
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delete applier;
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delete shared;
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}
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void CClient::waitForMoveAndSend(int color)
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{
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try
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{
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BattleAction ba = playerint[color]->activeStack(gs->curB->activeStack);
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*serv << &MakeAction(ba);
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return;
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}HANDLE_EXCEPTION
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tlog1 << "We should not be here!" << std::endl;
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}
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void CClient::run()
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{
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try
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{
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CPack *pack = NULL;
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while(!terminate)
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{
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pack = retreivePack(); //get the package from the server
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if (terminate)
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{
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delete pack;
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pack = NULL;
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break;
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}
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handlePack(pack);
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pack = NULL;
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}
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}
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catch (const std::exception& e)
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{
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tlog3 << "Lost connection to server, ending listening thread!\n";
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tlog1 << e.what() << std::endl;
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if(!terminate) //rethrow (-> boom!) only if closing connection was unexpected
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{
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tlog1 << "Something wrong, lost connection while game is still ongoing...\n";
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throw;
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}
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}
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}
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void CClient::stop()
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{
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// Game is ending
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// Tell the network thread to reach a stable state
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terminate = true;
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LOCPLINT->pim->lock();
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endGame();
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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->curB)
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{
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tlog1 << "Game cannot be saved during battle!\n";
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return;
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}
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*serv << &SaveGame(fname);
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}
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void CClient::endGame()
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{
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tlog0 << "\n\nEnding current game!" << std::endl;
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GH.curInt = NULL;
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if(GH.topInt())
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GH.topInt()->deactivate();
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GH.listInt.clear();
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GH.objsToBlit.clear();
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delete CGI->mh;
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CGI->mh = NULL;
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delete CGI->state;
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CGI->state = NULL;
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LOCPLINT = NULL;
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while (!playerint.empty())
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{
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delete playerint.begin()->second;
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playerint.erase(playerint.begin());
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}
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BOOST_FOREACH(CCallback *cb, callbacks)
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{
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delete cb;
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}
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if (serv)
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{
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tlog3 << "Connection has been requested to be closed.\n";
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boost::unique_lock<boost::mutex>(*serv->wmx);
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*serv << &CloseServer();
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tlog3 << "Sent closing signal to the server\n";
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serv->close();
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delete serv;
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serv = NULL;
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tlog3 << "Our socket has been closed." << std::endl;
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}
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connectionHandler->join();
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delete connectionHandler;
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connectionHandler = NULL;
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}
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void CClient::loadGame( const std::string & fname )
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{
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tlog0 <<"\n\nLoading procedure started!\n\n";
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timeHandler tmh;
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char portc[10];
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SDL_itoa(conf.cc.port,portc,10);
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runServer(portc); //create new server
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tlog0 <<"Restarting server: "<<tmh.getDif()<<std::endl;
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{
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ui32 ver;
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char sig[8];
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CMapHeader dum;
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CGI->mh = new CMapHandler();
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CLoadFile lf(fname + ".vlgm1");
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lf >> sig >> dum >> *sig;
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tlog0 <<"Reading save signature: "<<tmh.getDif()<<std::endl;
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lf >> *VLC;
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CGI->setFromLib();
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tlog0 <<"Reading handlers: "<<tmh.getDif()<<std::endl;
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lf >> gs;
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tlog0 <<"Reading gamestate: "<<tmh.getDif()<<std::endl;
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CGI->state = gs;
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CGI->mh->map = gs->map;
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pathInfo = new CPathsInfo(int3(gs->map->width, gs->map->height, gs->map->twoLevel+1));
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CGI->mh->init();
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tlog0 <<"Initing maphandler: "<<tmh.getDif()<<std::endl;
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}
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waitForServer();
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tlog0 <<"Waiting for server: "<<tmh.getDif()<<std::endl;
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serv = new CConnection(conf.cc.server,portc,NAME);
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serv->setGS(gs);
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tlog0 <<"Setting up connection: "<<tmh.getDif()<<std::endl;
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ui8 pom8;
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*serv << ui8(3) << ui8(1); //load game; one client
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*serv << fname;
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*serv >> pom8;
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if(pom8)
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throw "Server cannot open the savegame!";
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else
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tlog0 << "Server opened savegame properly.\n";
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*serv << ui8(gs->scenarioOps->playerInfos.size()+1); //number of players + neutral
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for(size_t i=0;i<gs->scenarioOps->playerInfos.size();i++)
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{
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*serv << ui8(gs->scenarioOps->playerInfos[i].color); //players
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}
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*serv << ui8(255); // neutrals
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tlog0 <<"Sent info to server: "<<tmh.getDif()<<std::endl;
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{
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CLoadFile lf(fname + ".vcgm1");
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lf >> *this;
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}
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//for (size_t i=0; i<gs->scenarioOps->playerInfos.size();++i) //initializing interfaces for players
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//{
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// ui8 color = gs->scenarioOps->playerInfos[i].color;
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// CCallback *cb = new CCallback(gs,color,this);
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// if(!gs->scenarioOps->playerInfos[i].human) {
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// playerint[color] = static_cast<CGameInterface*>(CAIHandler::getNewAI(cb,conf.cc.defaultAI));
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// }
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// else {
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// playerint[color] = new CPlayerInterface(color,i);
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// }
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// gs->currentPlayer = color;
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// playerint[color]->init(cb);
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// tlog0 <<"Setting up interface for player "<< (int)color <<": "<<tmh.getDif()<<std::endl;
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//}
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//playerint[255] = CAIHandler::getNewAI(cb,conf.cc.defaultAI);
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//playerint[255]->init(new CCallback(gs,255,this));
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//tlog0 <<"Setting up interface for neutral \"player\"" << tmh.getDif() << std::endl;
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}
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int CClient::getCurrentPlayer()
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{
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return gs->currentPlayer;
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}
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int CClient::getSelectedHero()
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{
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return IGameCallback::getSelectedHero(getCurrentPlayer())->id;
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}
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void CClient::newGame( CConnection *con, StartInfo *si )
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{
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if (con == NULL)
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{
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timeHandler pomtime;
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char portc[10];
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SDL_itoa(conf.cc.port,portc,10);
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CClient::runServer(portc);
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tlog0<<"Preparing shared memory and starting server: "<<pomtime.getDif()<<std::endl;
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pomtime.getDif();//reset timers
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//wait until server is ready
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tlog0<<"Waiting for server... ";
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waitForServer();
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tlog0 << pomtime.getDif()<<std::endl;
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while(!con)
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{
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try
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{
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tlog0 << "Establishing connection...\n";
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con = new CConnection(conf.cc.server,portc,NAME);
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}
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catch(...)
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{
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tlog1 << "\nCannot establish connection! Retrying within 2 seconds" <<std::endl;
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SDL_Delay(2000);
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}
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}
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THC tlog0<<"\tConnecting to the server: "<<pomtime.getDif()<<std::endl;
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}
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timeHandler tmh;
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CGI->state = new CGameState();
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tlog0 <<"\tGamestate: "<<tmh.getDif()<<std::endl;
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serv = con;
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serv->setGS(CGI->state);
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CConnection &c(*con);
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////////////////////////////////////////////////////
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ui8 pom8;
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c << ui8(2) << ui8(1); //new game; one client
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c << *si;
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c >> pom8;
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if(pom8)
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throw "Server cannot open the map!";
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else
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tlog0 << "Server opened map properly.\n";
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c << ui8(si->playerInfos.size()+1); //number of players + neutral
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for(size_t i=0;i<si->playerInfos.size();i++)
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{
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c << ui8(si->playerInfos[i].color); //players
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}
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c << ui8(255); // neutrals
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ui32 seed, sum;
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std::string mapname;
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c >> mapname >> sum >> seed;
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tlog0 <<"\tSending/Getting info to/from the server: "<<tmh.getDif()<<std::endl;
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Mapa * mapa = new Mapa(mapname);
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tlog0 <<"Reading and detecting map file (together): "<<tmh.getDif()<<std::endl;
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tlog0 << "\tServer checksum for "<<mapname <<": "<<sum << std::endl;
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tlog0 << "\tOur checksum for the map: "<< mapa->checksum << std::endl;
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if(mapa->checksum != sum)
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{
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tlog1 << "Wrong map checksum!!!" << std::endl;
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throw std::string("Wrong checksum");
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}
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tlog0 << "\tUsing random seed: "<<seed << std::endl;
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gs = CGI->state;
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gs->scenarioOps = si;
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gs->init(si,mapa,seed);
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CGI->mh = new CMapHandler();
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tlog0 <<"Initializing GameState (together): "<<tmh.getDif()<<std::endl;
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CGI->mh->map = mapa;
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tlog0 <<"Creating mapHandler: "<<tmh.getDif()<<std::endl;
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CGI->mh->init();
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pathInfo = new CPathsInfo(int3(mapa->width, mapa->height, mapa->twoLevel+1));
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tlog0 <<"Initializing mapHandler (together): "<<tmh.getDif()<<std::endl;
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for (size_t i=0; i<gs->scenarioOps->playerInfos.size();++i) //initializing interfaces for players
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{
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ui8 color = gs->scenarioOps->playerInfos[i].color;
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CCallback *cb = new CCallback(gs,color,this);
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if(!gs->scenarioOps->playerInfos[i].human) {
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playerint[color] = static_cast<CGameInterface*>(CAIHandler::getNewAI(cb,conf.cc.defaultAI));
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}
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else {
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playerint[color] = new CPlayerInterface(color,i);
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}
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gs->currentPlayer = color;
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playerint[color]->init(cb);
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}
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playerint[255] = CAIHandler::getNewAI(cb,conf.cc.defaultAI);
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playerint[255]->init(new CCallback(gs,255,this));
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}
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void CClient::runServer(const char * portc)
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{
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static std::string comm = std::string(BIN_DIR PATH_SEPARATOR SERVER_NAME " ") + portc + " > server_log.txt"; //needs to be static, if not - will be probably destroyed before new thread reads it
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boost::thread servthr(boost::bind(system,comm.c_str())); //runs server executable; //TODO: will it work on non-windows platforms?
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}
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void CClient::waitForServer()
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{
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intpr::scoped_lock<intpr::interprocess_mutex> slock(shared->sr->mutex);
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while(!shared->sr->ready)
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{
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shared->sr->cond.wait(slock);
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}
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}
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template <typename Handler>
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void CClient::serialize( Handler &h, const int version )
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{
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if(h.saving)
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{
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ui8 players = playerint.size();
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h & players;
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for(std::map<ui8,CGameInterface *>::iterator i = playerint.begin(); i != playerint.end(); i++)
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{
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h & i->first & i->second->dllName;
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i->second->serialize(h,version);
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}
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}
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else
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{
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ui8 players;
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h & players;
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for(int i=0; i < players; i++)
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{
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std::string dllname;
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ui8 pid;
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h & pid & dllname;
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CCallback *callback = new CCallback(gs,pid,this);
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callbacks.insert(callback);
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CGameInterface *nInt = NULL;
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if(dllname.length())
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nInt = CAIHandler::getNewAI(callback,dllname);
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else
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nInt = new CPlayerInterface(pid,i);
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playerint[pid] = nInt;
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nInt->init(callback);
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nInt->serialize(h, version);
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}
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}
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}
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CPack * CClient::retreivePack()
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{
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CPack *ret = NULL;
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boost::unique_lock<boost::mutex> lock(*serv->rmx);
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tlog5 << "Listening... ";
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*serv >> ret;
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tlog5 << "\treceived server message of type " << typeid(*ret).name() << std::endl;
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return ret;
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}
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void CClient::handlePack( CPack * pack )
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{
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CBaseForCLApply *apply = applier->apps[typeList.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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tlog5 << "\tMade first apply on cl\n";
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gs->apply(pack);
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tlog5 << "\tApplied on gs\n";
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apply->applyOnClAfter(this,pack);
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tlog5 << "\tMade second apply on cl\n";
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}
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else
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{
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tlog1 << "Message cannot be applied, cannot find applier!\n";
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}
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delete pack;
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}
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template void CClient::serialize( CISer<CLoadFile> &h, const int version );
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template void CClient::serialize( COSer<CSaveFile> &h, const int version );
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