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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-16 10:19:47 +02:00
vcmi/client/Client.cpp
Johannes Schauer Marin Rodrigues a1a5bc28c2
convert line endings from CRLF (Windows) to LF (Linux/Unix)
Mixed line endings cause problems when exporting patches with
git-format-patch and then trying to "git am" a patch with mixed and
non-matching line endings. In such a situation git will fail to apply
the patch.

This commit runs the dos2unix tools on the remaining files with CRLF
(\r\n) line endings to convert them to line-feeds (\n) only.

Files that are Windows specific like *.vcxproj and *.props files were
not converted.

Closes: #3073
2023-10-19 16:23:21 +02:00

741 lines
21 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 "Global.h"
#include "StdInc.h"
#include "Client.h"
#include "CGameInfo.h"
#include "CPlayerInterface.h"
#include "CServerHandler.h"
#include "ClientNetPackVisitors.h"
#include "adventureMap/AdventureMapInterface.h"
#include "battle/BattleInterface.h"
#include "gui/CGuiHandler.h"
#include "gui/WindowHandler.h"
#include "mapView/mapHandler.h"
#include "../CCallback.h"
#include "../lib/CConfigHandler.h"
#include "../lib/gameState/CGameState.h"
#include "../lib/CThreadHelper.h"
#include "../lib/VCMIDirs.h"
#include "../lib/UnlockGuard.h"
#include "../lib/battle/BattleInfo.h"
#include "../lib/serializer/BinaryDeserializer.h"
#include "../lib/mapping/CMapService.h"
#include "../lib/pathfinder/CGPathNode.h"
#include "../lib/filesystem/Filesystem.h"
#include "../lib/registerTypes/RegisterTypes.h"
#include "../lib/serializer/Connection.h"
#include <memory>
#include <vcmi/events/EventBus.h>
#if SCRIPTING_ENABLED
#include "../lib/ScriptHandler.h"
#endif
#ifdef VCMI_ANDROID
#include "lib/CAndroidVMHelper.h"
#ifndef SINGLE_PROCESS_APP
std::atomic_bool androidTestServerReadyFlag;
#endif
#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);
ApplyClientNetPackVisitor visitor(*cl, *cl->gameState());
ptr->visit(visitor);
}
void applyOnClBefore(CClient * cl, void * pack) const override
{
T * ptr = static_cast<T *>(pack);
ApplyFirstClientNetPackVisitor visitor(*cl, *cl->gameState());
ptr->visit(visitor);
}
};
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);
}
};
CPlayerEnvironment::CPlayerEnvironment(PlayerColor player_, CClient * cl_, std::shared_ptr<CCallback> mainCallback_)
: player(player_),
cl(cl_),
mainCallback(mainCallback_)
{
}
const Services * CPlayerEnvironment::services() const
{
return VLC;
}
vstd::CLoggerBase * CPlayerEnvironment::logger() const
{
return logGlobal;
}
events::EventBus * CPlayerEnvironment::eventBus() const
{
return cl->eventBus();//always get actual value
}
const CPlayerEnvironment::BattleCb * CPlayerEnvironment::battle(const BattleID & battleID) const
{
return mainCallback->getBattle(battleID).get();
}
const CPlayerEnvironment::GameCb * CPlayerEnvironment::game() const
{
return mainCallback.get();
}
CClient::CClient()
{
waitingRequest.clear();
applier = std::make_shared<CApplier<CBaseForCLApply>>();
registerTypesClientPacks1(*applier);
registerTypesClientPacks2(*applier);
IObjectInterface::cb = this;
gs = nullptr;
}
CClient::~CClient()
{
IObjectInterface::cb = nullptr;
}
const Services * CClient::services() const
{
return VLC; //todo: this should be CGI
}
const CClient::BattleCb * CClient::battle(const BattleID & battleID) const
{
return nullptr; //todo?
}
const CClient::GameCb * CClient::game() const
{
return this;
}
vstd::CLoggerBase * CClient::logger() const
{
return logGlobal;
}
events::EventBus * CClient::eventBus() const
{
return clientEventBus.get();
}
void CClient::newGame(CGameState * initializedGameState)
{
CSH->th->update();
CMapService mapService;
gs = initializedGameState ? initializedGameState : new CGameState();
gs->preInit(VLC);
logNetwork->trace("\tCreating gamestate: %i", CSH->th->getDiff());
if(!initializedGameState)
{
Load::ProgressAccumulator progressTracking;
gs->init(&mapService, CSH->si.get(), progressTracking, settings["general"]["saveRandomMaps"].Bool());
}
logNetwork->trace("Initializing GameState (together): %d ms", CSH->th->getDiff());
initMapHandler();
reinitScripting();
initPlayerEnvironments();
initPlayerInterfaces();
}
void CClient::loadGame(CGameState * initializedGameState)
{
logNetwork->info("Loading procedure started!");
logNetwork->info("Game state was transferred over network, loading.");
gs = initializedGameState;
gs->preInit(VLC);
gs->updateOnLoad(CSH->si.get());
logNetwork->info("Game loaded, initialize interfaces.");
initMapHandler();
reinitScripting();
initPlayerEnvironments();
// Loading of client state - disabled for now
// Since client no longer writes or loads its own state and instead receives it from server
// client state serializer will serialize its own copies of all pointers, e.g. heroes/towns/objects
// and on deserialize will create its own copies (instead of using copies from state received from server)
// Potential solutions:
// 1) Use server gamestate to deserialize pointers, so any pointer to same object will point to server instance and not our copy
// 2) Remove all serialization of pointers with instance ID's and restore them on load (including AI deserializer code)
// 3) Completely remove client savegame and send all information, like hero paths and sleeping status to server (either in form of hero properties or as some generic "client options" message
#ifdef BROKEN_CLIENT_STATE_SERIALIZATION_HAS_BEEN_FIXED
// try to deserialize client data including sleepingHeroes
try
{
boost::filesystem::path clientSaveName = *CResourceHandler::get()->getResourceName(ResourcePath(CSH->si->mapname, EResType::CLIENT_SAVEGAME));
if(clientSaveName.empty())
throw std::runtime_error("Cannot open client part of " + CSH->si->mapname);
std::unique_ptr<CLoadFile> loader (new CLoadFile(clientSaveName));
serialize(loader->serializer, loader->serializer.fileVersion);
logNetwork->info("Client data loaded.");
}
catch(std::exception & e)
{
logGlobal->info("Cannot load client data for game %s. Error: %s", CSH->si->mapname, e.what());
}
#endif
initPlayerInterfaces();
}
void CClient::serialize(BinarySerializer & h, const int version)
{
assert(h.saving);
ui8 players = static_cast<ui8>(playerint.size());
h & players;
for(auto i = playerint.begin(); i != playerint.end(); i++)
{
logGlobal->trace("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);
}
#if SCRIPTING_ENABLED
if(version >= 800)
{
JsonNode scriptsState;
clientScripts->serializeState(h.saving, scriptsState);
h & scriptsState;
}
#endif
}
void CClient::serialize(BinaryDeserializer & h, const int version)
{
assert(!h.saving);
ui8 players = 0;
h & players;
for(int i = 0; i < players; i++)
{
std::string dllname;
PlayerColor pid;
bool isHuman = false;
auto prevInt = LOCPLINT;
h & pid;
h & dllname;
h & isHuman;
assert(dllname.length() == 0 || !isHuman);
if(pid == PlayerColor::NEUTRAL)
{
logGlobal->trace("Neutral battle interfaces are not serialized.");
continue;
}
logGlobal->trace("Loading player %s interface", pid);
std::shared_ptr<CGameInterface> nInt;
if(dllname.length())
nInt = CDynLibHandler::getNewAI(dllname);
else
nInt = std::make_shared<CPlayerInterface>(pid);
nInt->dllName = dllname;
nInt->human = isHuman;
nInt->playerID = pid;
bool shouldResetInterface = true;
// Client no longer handle this player at all
if(!vstd::contains(CSH->getAllClientPlayers(CSH->c->connectionID), pid))
{
logGlobal->trace("Player %s is not belong to this client. Destroying interface", pid);
}
else if(isHuman && !vstd::contains(CSH->getHumanColors(), pid))
{
logGlobal->trace("Player %s is no longer controlled by human. Destroying interface", pid);
}
else if(!isHuman && vstd::contains(CSH->getHumanColors(), pid))
{
logGlobal->trace("Player %s is no longer controlled by AI. Destroying interface", pid);
}
else
{
installNewPlayerInterface(nInt, pid);
shouldResetInterface = false;
}
// loadGame needs to be called after initGameInterface to load paths correctly
// initGameInterface is called in installNewPlayerInterface
nInt->loadGame(h, version);
if (shouldResetInterface)
{
nInt.reset();
LOCPLINT = prevInt;
}
}
#if SCRIPTING_ENABLED
{
JsonNode scriptsState;
h & scriptsState;
clientScripts->serializeState(h.saving, scriptsState);
}
#endif
logNetwork->trace("Loaded client part of save %d ms", CSH->th->getDiff());
}
void CClient::save(const std::string & fname)
{
if(!gs->currentBattles.empty())
{
logNetwork->error("Game cannot be saved during battle!");
return;
}
SaveGame save_game(fname);
sendRequest(&save_game, PlayerColor::NEUTRAL);
}
void CClient::endGame()
{
#if SCRIPTING_ENABLED
clientScripts.reset();
#endif
//suggest interfaces to finish their stuff (AI should interrupt any bg working threads)
for(auto & i : playerint)
i.second->finish();
GH.curInt = nullptr;
{
logNetwork->info("Ending current game!");
removeGUI();
vstd::clear_pointer(const_cast<CGameInfo *>(CGI)->mh);
vstd::clear_pointer(gs);
logNetwork->info("Deleted mapHandler and gameState.");
}
CPlayerInterface::battleInt.reset();
playerint.clear();
battleints.clear();
battleCallbacks.clear();
playerEnvironments.clear();
logNetwork->info("Deleted playerInts.");
logNetwork->info("Client stopped.");
}
void CClient::initMapHandler()
{
// TODO: CMapHandler initialization can probably go somewhere else
// It's can't be before initialization of interfaces
// During loading CPlayerInterface from serialized state it's depend on MH
if(!settings["session"]["headless"].Bool())
{
const_cast<CGameInfo *>(CGI)->mh = new CMapHandler(gs->map);
logNetwork->trace("Creating mapHandler: %d ms", CSH->th->getDiff());
}
pathCache.clear();
}
void CClient::initPlayerEnvironments()
{
playerEnvironments.clear();
auto allPlayers = CSH->getAllClientPlayers(CSH->c->connectionID);
bool hasHumanPlayer = false;
for(auto & color : allPlayers)
{
logNetwork->info("Preparing environment for player %s", color.toString());
playerEnvironments[color] = std::make_shared<CPlayerEnvironment>(color, this, std::make_shared<CCallback>(gs, color, this));
if(!hasHumanPlayer && gs->players[color].isHuman())
hasHumanPlayer = true;
}
if(!hasHumanPlayer)
{
Settings session = settings.write["session"];
session["spectate"].Bool() = true;
session["spectate-skip-battle-result"].Bool() = true;
session["spectate-ignore-hero"].Bool() = true;
}
if(settings["session"]["spectate"].Bool())
{
playerEnvironments[PlayerColor::SPECTATOR] = std::make_shared<CPlayerEnvironment>(PlayerColor::SPECTATOR, this, std::make_shared<CCallback>(gs, std::nullopt, this));
}
}
void CClient::initPlayerInterfaces()
{
for(auto & playerInfo : gs->scenarioOps->playerInfos)
{
PlayerColor color = playerInfo.first;
if(!vstd::contains(CSH->getAllClientPlayers(CSH->c->connectionID), color))
continue;
if(!vstd::contains(playerint, color))
{
logNetwork->info("Preparing interface for player %s", color.toString());
if(playerInfo.second.isControlledByAI())
{
bool alliedToHuman = false;
for(auto & allyInfo : gs->scenarioOps->playerInfos)
if (gs->getPlayerTeam(allyInfo.first) == gs->getPlayerTeam(playerInfo.first) && allyInfo.second.isControlledByHuman())
alliedToHuman = true;
auto AiToGive = aiNameForPlayer(playerInfo.second, false, alliedToHuman);
logNetwork->info("Player %s will be lead by %s", color.toString(), AiToGive);
installNewPlayerInterface(CDynLibHandler::getNewAI(AiToGive), color);
}
else
{
logNetwork->info("Player %s will be lead by human", color.toString());
installNewPlayerInterface(std::make_shared<CPlayerInterface>(color), color);
}
}
}
if(settings["session"]["spectate"].Bool())
{
installNewPlayerInterface(std::make_shared<CPlayerInterface>(PlayerColor::SPECTATOR), PlayerColor::SPECTATOR, true);
}
if(CSH->getAllClientPlayers(CSH->c->connectionID).count(PlayerColor::NEUTRAL))
installNewBattleInterface(CDynLibHandler::getNewBattleAI(settings["server"]["neutralAI"].String()), PlayerColor::NEUTRAL);
logNetwork->trace("Initialized player interfaces %d ms", CSH->th->getDiff());
}
std::string CClient::aiNameForPlayer(const PlayerSettings & ps, bool battleAI, bool alliedToHuman)
{
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, alliedToHuman);
}
std::string CClient::aiNameForPlayer(bool battleAI, bool alliedToHuman)
{
const int sensibleAILimit = settings["session"]["oneGoodAI"].Bool() ? 1 : PlayerColor::PLAYER_LIMIT_I;
std::string goodAdventureAI = alliedToHuman ? settings["server"]["alliedAI"].String() : settings["server"]["playerAI"].String();
std::string goodBattleAI = settings["server"]["neutralAI"].String();
std::string goodAI = battleAI ? goodBattleAI : goodAdventureAI;
std::string badAI = battleAI ? "StupidAI" : "EmptyAI";
//TODO what about human players
if(battleints.size() >= sensibleAILimit)
return badAI;
return goodAI;
}
void CClient::installNewPlayerInterface(std::shared_ptr<CGameInterface> gameInterface, PlayerColor color, bool battlecb)
{
playerint[color] = gameInterface;
logGlobal->trace("\tInitializing the interface for player %s", color.toString());
auto cb = std::make_shared<CCallback>(gs, color, this);
battleCallbacks[color] = cb;
gameInterface->initGameInterface(playerEnvironments.at(color), cb);
installNewBattleInterface(gameInterface, color, battlecb);
}
void CClient::installNewBattleInterface(std::shared_ptr<CBattleGameInterface> battleInterface, PlayerColor color, bool needCallback)
{
battleints[color] = battleInterface;
if(needCallback)
{
logGlobal->trace("\tInitializing the battle interface for player %s", color.toString());
auto cbc = std::make_shared<CBattleCallback>(color, this);
battleCallbacks[color] = cbc;
battleInterface->initBattleInterface(playerEnvironments.at(color), cbc);
}
}
void CClient::handlePack(CPack * pack)
{
CBaseForCLApply * apply = applier->getApplier(typeList.getTypeID(pack)); //find the applier
if(apply)
{
boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
apply->applyOnClBefore(this, pack);
logNetwork->trace("\tMade first apply on cl: %s", typeList.getTypeInfo(pack)->name());
gs->apply(pack);
logNetwork->trace("\tApplied on gs: %s", typeList.getTypeInfo(pack)->name());
apply->applyOnClAfter(this, pack);
logNetwork->trace("\tMade second apply on cl: %s", typeList.getTypeInfo(pack)->name());
}
else
{
logNetwork->error("Message %s cannot be applied, cannot find applier!", typeList.getTypeInfo(pack)->name());
}
delete pack;
}
int CClient::sendRequest(const CPackForServer * 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);
request->requestID = requestID;
request->player = player;
CSH->c->sendPack(request);
if(vstd::contains(playerint, player))
playerint[player]->requestSent(request, requestID);
return requestID;
}
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.isValidPlayer())
{
battleCb.second->onBattleStarted(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
auto callBattleStart = [&](PlayerColor color, ui8 side)
{
if(vstd::contains(battleints, color))
battleints[color]->battleStart(info->battleID, leftSide.armyObject, rightSide.armyObject, info->tile, leftSide.hero, rightSide.hero, side, info->replayAllowed);
};
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(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]);
//Remove player interfaces for auto battle (quickCombat option)
if(att && att->isAutoFightOn)
{
if (att->cb->getBattle(info->battleID)->battleGetTacticDist())
{
auto side = att->cb->getBattle(info->battleID)->playerToSide(att->playerID);
auto action = BattleAction::makeEndOFTacticPhase(*side);
att->cb->battleMakeTacticAction(info->battleID, action);
}
att.reset();
def.reset();
}
if(!settings["session"]["headless"].Bool())
{
if(att || def)
{
CPlayerInterface::battleInt = std::make_shared<BattleInterface>(info->getBattleID(), leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero, att, def);
}
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->onBattleStarted(info);
CPlayerInterface::battleInt = std::make_shared<BattleInterface>(info->getBattleID(), leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero, att, def, spectratorInt);
}
}
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)
{
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();
}
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))
{
std::shared_ptr<CPathsInfo> 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()
{
// CClient::endGame
GH.curInt = nullptr;
GH.windows().clear();
adventureInt.reset();
logGlobal->info("Removed GUI.");
LOCPLINT = nullptr;
}
#ifdef VCMI_ANDROID
#ifndef SINGLE_PROCESS_APP
extern "C" JNIEXPORT void JNICALL Java_eu_vcmi_vcmi_NativeMethods_notifyServerClosed(JNIEnv * env, jclass cls)
{
logNetwork->info("Received server closed signal");
if (CSH) {
CSH->campaignServerRestartLock.setn(false);
}
}
extern "C" JNIEXPORT void JNICALL Java_eu_vcmi_vcmi_NativeMethods_notifyServerReady(JNIEnv * env, jclass cls)
{
logNetwork->info("Received server ready signal");
androidTestServerReadyFlag.store(true);
}
#endif
extern "C" JNIEXPORT jboolean JNICALL Java_eu_vcmi_vcmi_NativeMethods_tryToSaveTheGame(JNIEnv * env, jclass cls)
{
logGlobal->info("Received emergency save game request");
if(!LOCPLINT || !LOCPLINT->cb)
{
return false;
}
LOCPLINT->cb->save("Saves/_Android_Autosave");
return true;
}
#endif