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120 lines
3.4 KiB
C++
120 lines
3.4 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/serializer/Connection.h"
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#include "../lib/StartInfo.h"
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#include <boost/program_options.hpp>
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VCMI_LIB_NAMESPACE_BEGIN
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class CMapInfo;
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struct CPackForLobby;
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struct SharedMemory;
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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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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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enum class EServerState : ui8
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{
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LOBBY,
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GAMEPLAY_STARTING,
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GAMEPLAY,
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GAMEPLAY_ENDED,
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SHUTDOWN
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};
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class CVCMIServer : public LobbyInfo
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{
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std::atomic<bool> restartGameplay; // FIXME: this is just a hack
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std::shared_ptr<boost::asio::io_service> io;
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std::shared_ptr<TAcceptor> acceptor;
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std::shared_ptr<TSocket> upcomingConnection;
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std::list<std::unique_ptr<CPackForLobby>> announceQueue;
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boost::recursive_mutex mx;
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std::shared_ptr<CApplier<CBaseForServerApply>> applier;
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std::unique_ptr<boost::thread> announceLobbyThread;
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public:
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std::shared_ptr<CGameHandler> gh;
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std::atomic<EServerState> state;
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ui16 port;
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boost::program_options::variables_map cmdLineOptions;
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std::set<std::shared_ptr<CConnection>> connections;
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std::set<std::shared_ptr<CConnection>> hangingConnections; //keep connections of players disconnected during the game
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std::atomic<int> currentClientId;
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std::atomic<ui8> currentPlayerId;
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std::shared_ptr<CConnection> hostClient;
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CVCMIServer(boost::program_options::variables_map & opts);
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~CVCMIServer();
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void run();
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bool prepareToStartGame();
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void prepareToRestart();
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void startGameImmidiately();
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void startAsyncAccept();
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void connectionAccepted(const boost::system::error_code & ec);
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void threadHandleClient(std::shared_ptr<CConnection> c);
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void threadAnnounceLobby();
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void handleReceivedPack(std::unique_ptr<CPackForLobby> pack);
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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 std::string & txt, const std::string & playerName = "system");
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void announceMessage(const std::string & txt);
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void addToAnnounceQueue(std::unique_ptr<CPackForLobby> pack);
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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, std::string uuid, StartInfo::EMode 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 updateAndPropagateLobbyState();
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// Work with LobbyInfo
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void setPlayer(PlayerColor clickedColor);
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void optionNextHero(PlayerColor player, int dir); //dir == -1 or +1
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int nextAllowedHero(PlayerColor player, int min, int max, int incl, int dir);
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bool canUseThisHero(PlayerColor player, int ID);
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std::vector<int> getUsedHeroes();
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void optionNextBonus(PlayerColor player, int dir); //dir == -1 or +1
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void optionNextCastle(PlayerColor player, int dir); //dir == -1 or +
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// Campaigns
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void setCampaignMap(int mapId);
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void setCampaignBonus(int bonusId);
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ui8 getIdOfFirstUnallocatedPlayer() const;
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#ifdef VCMI_ANDROID
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static void create();
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#elif defined(SINGLE_PROCESS_APP)
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static void create(boost::condition_variable * cond, const std::string & uuid);
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#endif
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};
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