mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-20 20:23:03 +02:00
d2ae847ecf
priority than mods. Fixes #1685 and #1733 - fixed possible crash on exit in dispose() function - (vcmibuilder) fixes problem with partial mp3 -> ogg conversion
891 lines
26 KiB
C++
891 lines
26 KiB
C++
#include "StdInc.h"
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#include "CMusicHandler.h"
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#include "../lib/mapping/CCampaignHandler.h"
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#include "../CCallback.h"
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#include "../lib/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 "../lib/StartInfo.h"
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#include "../lib/BattleState.h"
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#include "../lib/CModHandler.h"
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#include "../lib/CArtHandler.h"
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#include "../lib/CDefObjInfoHandler.h"
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#include "../lib/CGeneralTextHandler.h"
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#include "../lib/CHeroHandler.h"
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#include "../lib/CTownHandler.h"
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#include "../lib/CObjectHandler.h"
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#include "../lib/CBuildingHandler.h"
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#include "../lib/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/VCMIDirs.h"
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#include "../lib/mapping/CMap.h"
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#include "../lib/JsonNode.h"
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#include "mapHandler.h"
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#include "../lib/CConfigHandler.h"
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#include "Client.h"
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#include "CPreGame.h"
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#include "battle/CBattleInterface.h"
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#include "../lib/CThreadHelper.h"
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#include "../lib/CScriptingModule.h"
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#include "../lib/registerTypes/RegisterTypes.h"
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#include "gui/CGuiHandler.h"
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#include "CMT.h"
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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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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, 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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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, 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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template <> class CApplyOnCL<CPack> : 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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logGlobal->errorStream() << "Cannot apply on CL plain CPack!";
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assert(0);
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}
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void applyOnClBefore(CClient *cl, void *pack) const
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{
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logGlobal->errorStream() << "Cannot apply on CL plain CPack!";
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assert(0);
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}
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};
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static CApplier<CBaseForCLApply> *applier = nullptr;
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void CClient::init()
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{
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hotSeat = false;
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connectionHandler = nullptr;
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pathInfo = nullptr;
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applier = new CApplier<CBaseForCLApply>;
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registerTypesClientPacks1(*applier);
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registerTypesClientPacks2(*applier);
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IObjectInterface::cb = this;
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serv = nullptr;
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gs = nullptr;
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erm = nullptr;
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terminate = false;
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}
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CClient::CClient(void)
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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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{
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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 applier;
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}
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void CClient::waitForMoveAndSend(PlayerColor color)
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{
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try
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{
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setThreadName("CClient::waitForMoveAndSend");
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assert(vstd::contains(battleints, color));
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BattleAction ba = battleints[color]->activeStack(gs->curB->battleGetStackByID(gs->curB->activeStack, false));
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logNetwork->traceStream() << "Send battle action to server: " << ba;
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MakeAction temp_action(ba);
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sendRequest(&temp_action, color);
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return;
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}
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catch(boost::thread_interrupted&)
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{
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logNetwork->debugStream() << "Wait for move thread was interrupted and no action will be send. Was a battle ended by spell?";
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return;
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}
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HANDLE_EXCEPTION
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logNetwork->errorStream() << "We should not be here!";
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}
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void CClient::run()
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{
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setThreadName("CClient::run");
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try
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{
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while(!terminate)
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{
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CPack *pack = serv->retreivePack(); //get the package from the server
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if (terminate)
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{
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vstd::clear_pointer(pack);
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break;
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}
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handlePack(pack);
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}
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}
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//catch only asio exceptions
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catch (const boost::system::system_error& e)
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{
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logNetwork->errorStream() << "Lost connection to server, ending listening thread!";
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logNetwork->errorStream() << e.what();
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if(!terminate) //rethrow (-> boom!) only if closing connection was unexpected
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{
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logNetwork->errorStream() << "Something wrong, lost connection while game is still ongoing...";
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throw;
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}
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}
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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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logNetwork->errorStream() << "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((CPackForClient*)&save_game, PlayerColor::NEUTRAL);
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}
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void CClient::endGame( bool closeConnection /*= true*/ )
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{
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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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// Game is ending
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// Tell the network thread to reach a stable state
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if(closeConnection)
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stopConnection();
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logNetwork->infoStream() << "Closed connection.";
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GH.curInt = nullptr;
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{
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boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
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logNetwork->infoStream() << "Ending current game!";
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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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GH.statusbar = nullptr;
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logNetwork->infoStream() << "Removed GUI.";
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vstd::clear_pointer(const_cast<CGameInfo*>(CGI)->mh);
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vstd::clear_pointer(gs);
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logNetwork->infoStream() << "Deleted mapHandler and gameState.";
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LOCPLINT = nullptr;
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}
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playerint.clear();
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battleints.clear();
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callbacks.clear();
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battleCallbacks.clear();
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logNetwork->infoStream() << "Deleted playerInts.";
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logNetwork->infoStream() << "Client stopped.";
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}
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void CClient::loadGame( const std::string & fname )
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{
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logNetwork->infoStream() <<"Loading procedure started!";
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CServerHandler sh;
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sh.startServer();
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CStopWatch tmh;
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try
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{
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std::string clientSaveName = *CResourceHandler::get("local")->getResourceName(ResourceID(fname, EResType::CLIENT_SAVEGAME));
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std::string controlServerSaveName;
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if (CResourceHandler::get("local")->existsResource(ResourceID(fname, EResType::SERVER_SAVEGAME)))
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{
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controlServerSaveName = *CResourceHandler::get("local")->getResourceName(ResourceID(fname, EResType::SERVER_SAVEGAME));
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}
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else// create entry for server savegame. Triggered if save was made after launch and not yet present in res handler
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{
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controlServerSaveName = clientSaveName.substr(0, clientSaveName.find_last_of(".")) + ".vsgm1";
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CResourceHandler::get("local")->createResource(controlServerSaveName, true);
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}
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if(clientSaveName.empty())
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throw std::runtime_error("Cannot open client part of " + fname);
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if(controlServerSaveName.empty())
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throw std::runtime_error("Cannot open server part of " + fname);
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unique_ptr<CLoadFile> loader;
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{
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CLoadIntegrityValidator checkingLoader(clientSaveName, controlServerSaveName, minSupportedVersion);
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loadCommonState(checkingLoader);
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loader = checkingLoader.decay();
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}
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logNetwork->infoStream() << "Loaded common part of save " << tmh.getDiff();
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const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
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const_cast<CGameInfo*>(CGI)->mh->map = gs->map;
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pathInfo = make_unique<CPathsInfo>(getMapSize());
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CGI->mh->init();
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logNetwork->infoStream() <<"Initing maphandler: "<<tmh.getDiff();
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*loader >> *this;
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logNetwork->infoStream() << "Loaded client part of save " << tmh.getDiff();
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}
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catch(std::exception &e)
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{
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logGlobal->errorStream() << "Cannot load game " << fname << ". Error: " << e.what();
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throw; //obviously we cannot continue here
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}
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serv = sh.connectToServer();
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serv->addStdVecItems(gs);
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tmh.update();
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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 std::runtime_error("Server cannot open the savegame!");
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else
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logNetwork->infoStream() << "Server opened savegame properly.";
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*serv << ui32(gs->scenarioOps->playerInfos.size()+1); //number of players + neutral
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for(auto & elem : gs->scenarioOps->playerInfos)
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{
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*serv << ui8(elem.first.getNum()); //players
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}
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*serv << ui8(PlayerColor::NEUTRAL.getNum());
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logNetwork->infoStream() <<"Sent info to server: "<<tmh.getDiff();
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serv->enableStackSendingByID();
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serv->disableSmartPointerSerialization();
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// logGlobal->traceStream() << "Objects:";
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// for(int i = 0; i < gs->map->objects.size(); i++)
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// {
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// auto o = gs->map->objects[i];
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// if(o)
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// logGlobal->traceStream() << boost::format("\tindex=%5d, id=%5d; address=%5d, pos=%s, name=%s") % i % o->id % (int)o.get() % o->pos % o->getHoverText();
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// else
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// logGlobal->traceStream() << boost::format("\tindex=%5d --- nullptr") % i;
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// }
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}
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void CClient::newGame( CConnection *con, StartInfo *si )
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{
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enum {SINGLE, HOST, GUEST} networkMode = SINGLE;
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if (con == nullptr)
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{
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CServerHandler sh;
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serv = sh.connectToServer();
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}
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else
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{
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serv = con;
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networkMode = (con->connectionID == 1) ? HOST : GUEST;
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}
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CConnection &c = *serv;
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////////////////////////////////////////////////////
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logNetwork->infoStream() <<"\tWill send info to server...";
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CStopWatch tmh;
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if(networkMode == SINGLE)
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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) throw std::runtime_error("Server cannot open the map!");
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}
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c >> si;
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logNetwork->infoStream() <<"\tSending/Getting info to/from the server: "<<tmh.getDiff();
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c.enableStackSendingByID();
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c.disableSmartPointerSerialization();
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// Initialize game state
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gs = new CGameState();
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logNetwork->infoStream() <<"\tCreating gamestate: "<<tmh.getDiff();
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gs->scenarioOps = si;
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gs->init(si);
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logNetwork->infoStream() <<"Initializing GameState (together): "<<tmh.getDiff();
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// Now after possible random map gen, we know exact player count.
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// Inform server about how many players client handles
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std::set<PlayerColor> myPlayers;
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for(auto & elem : gs->scenarioOps->playerInfos)
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{
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if((networkMode == SINGLE) //single - one client has all player
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|| (networkMode != SINGLE && serv->connectionID == elem.second.playerID) //multi - client has only "its players"
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|| (networkMode == HOST && elem.second.playerID == PlayerSettings::PLAYER_AI))//multi - host has all AI players
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{
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myPlayers.insert(elem.first); //add player
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}
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}
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if(networkMode != GUEST)
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myPlayers.insert(PlayerColor::NEUTRAL);
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c << myPlayers;
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// Init map handler
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if(gs->map)
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{
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const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
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CGI->mh->map = gs->map;
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logNetwork->infoStream() <<"Creating mapHandler: "<<tmh.getDiff();
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CGI->mh->init();
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pathInfo = make_unique<CPathsInfo>(getMapSize());
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logNetwork->infoStream() <<"Initializing mapHandler (together): "<<tmh.getDiff();
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}
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int humanPlayers = 0;
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for(auto & elem : gs->scenarioOps->playerInfos)//initializing interfaces for players
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{
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PlayerColor color = elem.first;
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gs->currentPlayer = color;
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if(!vstd::contains(myPlayers, color))
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continue;
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logNetwork->traceStream() << "Preparing interface for player " << color;
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if(si->mode != StartInfo::DUEL)
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{
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if(elem.second.playerID == PlayerSettings::PLAYER_AI)
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{
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auto AiToGive = aiNameForPlayer(elem.second, false);
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logNetwork->infoStream() << boost::format("Player %s will be lead by %s") % color % 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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installNewPlayerInterface(make_shared<CPlayerInterface>(color), color);
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humanPlayers++;
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}
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}
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else
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{
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std::string AItoGive = aiNameForPlayer(elem.second, true);
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installNewBattleInterface(CDynLibHandler::getNewBattleAI(AItoGive), color);
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}
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}
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if(si->mode == StartInfo::DUEL)
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{
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if(!gNoGUI)
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{
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boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
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auto p = make_shared<CPlayerInterface>(PlayerColor::NEUTRAL);
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p->observerInDuelMode = true;
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installNewPlayerInterface(p, boost::none);
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GH.curInt = p.get();
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}
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battleStarted(gs->curB);
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}
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else
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{
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loadNeutralBattleAI();
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}
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serv->addStdVecItems(gs);
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hotSeat = (humanPlayers > 1);
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// std::vector<FileInfo> scriptModules;
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// CFileUtility::getFilesWithExt(scriptModules, LIB_DIR "/scripting", "." LIB_EXT);
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// for(FileInfo &m : scriptModules)
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// {
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// CScriptingModule * nm = CDynLibHandler::getNewScriptingModule(m.name);
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// privilagedGameEventReceivers.push_back(nm);
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// privilagedBattleEventReceivers.push_back(nm);
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// nm->giveActionCB(this);
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// nm->giveInfoCB(this);
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// nm->init();
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//
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// erm = nm; //something tells me that there'll at most one module and it'll be ERM
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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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h & hotSeat;
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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(auto i = playerint.begin(); i != playerint.end(); i++)
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{
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LOG_TRACE_PARAMS(logGlobal, "Saving player %s interface", i->first);
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assert(i->first == i->second->playerID);
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h & i->first & i->second->dllName & i->second->human;
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i->second->saveGame(dynamic_cast<COSer<CSaveFile>&>(h), version);
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//evil cast that i still like better than sfinae-magic. If I had a "static if"...
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}
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}
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else
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{
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ui8 players = 0; //fix for uninitialized warning
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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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PlayerColor pid;
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bool isHuman = false;
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h & pid & dllname & isHuman;
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LOG_TRACE_PARAMS(logGlobal, "Loading player %s interface", pid);
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shared_ptr<CGameInterface> nInt;
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if(dllname.length())
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{
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if(pid == PlayerColor::NEUTRAL)
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{
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installNewBattleInterface(CDynLibHandler::getNewBattleAI(dllname), pid);
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//TODO? consider serialization
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continue;
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}
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else
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{
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assert(!isHuman);
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nInt = CDynLibHandler::getNewAI(dllname);
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}
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}
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else
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{
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assert(isHuman);
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nInt = make_shared<CPlayerInterface>(pid);
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}
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nInt->dllName = dllname;
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nInt->human = isHuman;
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nInt->playerID = pid;
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installNewPlayerInterface(nInt, pid);
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nInt->loadGame(dynamic_cast<CISer<CLoadFile>&>(h), version); //another evil cast, check above
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}
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if(!vstd::contains(battleints, PlayerColor::NEUTRAL))
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loadNeutralBattleAI();
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}
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}
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void CClient::handlePack( CPack * pack )
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|
{
|
|
CBaseForCLApply *apply = applier->apps[typeList.getTypeID(pack)]; //find the applier
|
|
if(apply)
|
|
{
|
|
boost::unique_lock<boost::recursive_mutex> guiLock(*LOCPLINT->pim);
|
|
apply->applyOnClBefore(this,pack);
|
|
logNetwork->traceStream() << "\tMade first apply on cl";
|
|
gs->apply(pack);
|
|
logNetwork->traceStream() << "\tApplied on gs";
|
|
apply->applyOnClAfter(this,pack);
|
|
logNetwork->traceStream() << "\tMade second apply on cl";
|
|
}
|
|
else
|
|
{
|
|
logNetwork->errorStream() << "Message cannot be applied, cannot find applier! TypeID " << typeList.getTypeID(pack);
|
|
}
|
|
delete pack;
|
|
}
|
|
|
|
void CClient::updatePaths()
|
|
{
|
|
//TODO? lazy evaluation? paths now can get recalculated multiple times upon various game events
|
|
const CGHeroInstance *h = getSelectedHero();
|
|
if (h)//if we have selected hero...
|
|
calculatePaths(h);
|
|
}
|
|
|
|
void CClient::finishCampaign( shared_ptr<CCampaignState> camp )
|
|
{
|
|
}
|
|
|
|
void CClient::proposeNextMission(shared_ptr<CCampaignState> camp)
|
|
{
|
|
GH.pushInt(new CBonusSelection(camp));
|
|
}
|
|
|
|
void CClient::stopConnection()
|
|
{
|
|
terminate = true;
|
|
|
|
if (serv) //request closing connection
|
|
{
|
|
logNetwork->infoStream() << "Connection has been requested to be closed.";
|
|
boost::unique_lock<boost::mutex>(*serv->wmx);
|
|
CloseServer close_server;
|
|
sendRequest(&close_server, PlayerColor::NEUTRAL);
|
|
logNetwork->infoStream() << "Sent closing signal to the server";
|
|
}
|
|
|
|
if(connectionHandler)//end connection handler
|
|
{
|
|
if(connectionHandler->get_id() != boost::this_thread::get_id())
|
|
connectionHandler->join();
|
|
|
|
logNetwork->infoStream() << "Connection handler thread joined";
|
|
|
|
delete connectionHandler;
|
|
connectionHandler = nullptr;
|
|
}
|
|
|
|
if (serv) //and delete connection
|
|
{
|
|
serv->close();
|
|
delete serv;
|
|
serv = nullptr;
|
|
logNetwork->warnStream() << "Our socket has been closed.";
|
|
}
|
|
}
|
|
|
|
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 >= PlayerColor::PLAYER_LIMIT)
|
|
{
|
|
battleCb.second->setBattle(info);
|
|
}
|
|
}
|
|
// for(ui8 side : info->sides)
|
|
// if(battleCallbacks.count(side))
|
|
// battleCallbacks[side]->setBattle(info);
|
|
|
|
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
|
|
if(!settings["adventure"]["quickCombat"].Bool())
|
|
{
|
|
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] );
|
|
}
|
|
|
|
if(!gNoGUI && (!!att || !!def || gs->scenarioOps->mode == StartInfo::DUEL))
|
|
{
|
|
boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
|
|
auto bi = new CBattleInterface(leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero,
|
|
Rect((screen->w - 800)/2,
|
|
(screen->h - 600)/2, 800, 600), att, def);
|
|
|
|
GH.pushInt(bi);
|
|
}
|
|
|
|
auto callBattleStart = [&](PlayerColor color, ui8 side){
|
|
if(vstd::contains(battleints, color))
|
|
battleints[color]->battleStart(leftSide.armyObject, rightSide.armyObject, info->tile, leftSide.hero, rightSide.hero, side);
|
|
};
|
|
|
|
callBattleStart(leftSide.color, 0);
|
|
callBattleStart(rightSide.color, 1);
|
|
callBattleStart(PlayerColor::UNFLAGGABLE, 1);
|
|
|
|
if(info->tacticDistance && vstd::contains(battleints,info->sides[info->tacticsSide].color))
|
|
{
|
|
boost::thread(&CClient::commenceTacticPhaseForInt, this, battleints[info->sides[info->tacticsSide].color]);
|
|
}
|
|
}
|
|
|
|
void CClient::battleFinished()
|
|
{
|
|
for(auto & side : gs->curB->sides)
|
|
if(battleCallbacks.count(side.color))
|
|
battleCallbacks[side.color]->setBattle(nullptr);
|
|
}
|
|
|
|
void CClient::loadNeutralBattleAI()
|
|
{
|
|
installNewBattleInterface(CDynLibHandler::getNewBattleAI(settings["server"]["neutralAI"].String()), PlayerColor::NEUTRAL);
|
|
}
|
|
|
|
void CClient::commitPackage( CPackForClient *pack )
|
|
{
|
|
CommitPackage cp;
|
|
cp.freePack = false;
|
|
cp.packToCommit = pack;
|
|
sendRequest(&cp, PlayerColor::NEUTRAL);
|
|
}
|
|
|
|
PlayerColor CClient::getLocalPlayer() const
|
|
{
|
|
if(LOCPLINT)
|
|
return LOCPLINT->playerID;
|
|
return getCurrentPlayer();
|
|
}
|
|
|
|
void CClient::calculatePaths(const CGHeroInstance *h)
|
|
{
|
|
assert(h);
|
|
boost::unique_lock<boost::mutex> pathLock(pathMx);
|
|
gs->calculatePaths(h, *pathInfo);
|
|
}
|
|
|
|
void CClient::commenceTacticPhaseForInt(shared_ptr<CBattleGameInterface> battleInt)
|
|
{
|
|
setThreadName("CClient::commenceTacticPhaseForInt");
|
|
try
|
|
{
|
|
battleInt->yourTacticPhase(gs->curB->tacticDistance);
|
|
if(gs && !!gs->curB && gs->curB->tacticDistance) //while awaiting for end of tactics phase, many things can happen (end of battle... or game)
|
|
{
|
|
MakeAction ma(BattleAction::makeEndOFTacticPhase(gs->curB->playerToSide(battleInt->playerID)));
|
|
sendRequest(&ma, battleInt->playerID);
|
|
}
|
|
} HANDLE_EXCEPTION
|
|
}
|
|
|
|
void CClient::invalidatePaths(const CGHeroInstance *h /*= nullptr*/)
|
|
{
|
|
if(!h || pathInfo->hero == h)
|
|
pathInfo->isValid = false;
|
|
}
|
|
|
|
int CClient::sendRequest(const CPack *request, PlayerColor player)
|
|
{
|
|
static ui32 requestCounter = 0;
|
|
|
|
ui32 requestID = requestCounter++;
|
|
logNetwork->traceStream() << boost::format("Sending a request \"%s\". It'll have an ID=%d.")
|
|
% typeid(*request).name() % requestID;
|
|
|
|
waitingRequest.pushBack(requestID);
|
|
serv->sendPackToServer(*request, player, requestID);
|
|
if(vstd::contains(playerint, player))
|
|
playerint[player]->requestSent(dynamic_cast<const CPackForServer*>(request), requestID);
|
|
|
|
return requestID;
|
|
}
|
|
|
|
void CClient::campaignMapFinished( shared_ptr<CCampaignState> camp )
|
|
{
|
|
endGame(false);
|
|
|
|
GH.curInt = CGPreGame::create();
|
|
auto & epilogue = camp->camp->scenarios[camp->mapsConquered.back()].epilog;
|
|
auto finisher = [=]()
|
|
{
|
|
if(camp->mapsRemaining.size())
|
|
proposeNextMission(camp);
|
|
else
|
|
finishCampaign(camp);
|
|
};
|
|
if(epilogue.hasPrologEpilog)
|
|
{
|
|
GH.pushInt(new CPrologEpilogVideo(epilogue, finisher));
|
|
}
|
|
else
|
|
{
|
|
finisher();
|
|
}
|
|
}
|
|
|
|
void CClient::installNewPlayerInterface(shared_ptr<CGameInterface> gameInterface, boost::optional<PlayerColor> color)
|
|
{
|
|
boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
|
|
PlayerColor colorUsed = color.get_value_or(PlayerColor::UNFLAGGABLE);
|
|
|
|
if(!color)
|
|
privilagedGameEventReceivers.push_back(gameInterface);
|
|
|
|
playerint[colorUsed] = gameInterface;
|
|
|
|
logGlobal->traceStream() << boost::format("\tInitializing the interface for player %s") % colorUsed;
|
|
auto cb = make_shared<CCallback>(gs, color, this);
|
|
callbacks[colorUsed] = cb;
|
|
battleCallbacks[colorUsed] = cb;
|
|
gameInterface->init(cb);
|
|
|
|
installNewBattleInterface(gameInterface, color, false);
|
|
}
|
|
|
|
void CClient::installNewBattleInterface(shared_ptr<CBattleGameInterface> battleInterface, boost::optional<PlayerColor> color, bool needCallback /*= true*/)
|
|
{
|
|
boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
|
|
PlayerColor colorUsed = color.get_value_or(PlayerColor::UNFLAGGABLE);
|
|
|
|
if(!color)
|
|
privilagedBattleEventReceivers.push_back(battleInterface);
|
|
|
|
battleints[colorUsed] = battleInterface;
|
|
|
|
if(needCallback)
|
|
{
|
|
logGlobal->traceStream() << boost::format("\tInitializing the battle interface for player %s") % *color;
|
|
auto cbc = make_shared<CBattleCallback>(gs, color, this);
|
|
battleCallbacks[colorUsed] = cbc;
|
|
battleInterface->init(cbc);
|
|
}
|
|
}
|
|
|
|
std::string CClient::aiNameForPlayer(const PlayerSettings &ps, bool battleAI)
|
|
{
|
|
if(ps.name.size())
|
|
{
|
|
std::string filename = VCMIDirs::get().libraryPath() + "/AI/" + VCMIDirs::get().libraryName(ps.name);
|
|
if(boost::filesystem::exists(filename))
|
|
return ps.name;
|
|
}
|
|
|
|
const int sensibleAILimit = settings["session"]["oneGoodAI"].Bool() ? 1 : PlayerColor::PLAYER_LIMIT_I;
|
|
std::string goodAI = battleAI ? settings["server"]["neutralAI"].String() : settings["server"]["playerAI"].String();
|
|
std::string badAI = battleAI ? "StupidAI" : "EmptyAI";
|
|
|
|
|
|
//TODO what about human players
|
|
if(battleints.size() >= sensibleAILimit)
|
|
return badAI;
|
|
|
|
return goodAI;
|
|
}
|
|
|
|
template void CClient::serialize( CISer<CLoadFile> &h, const int version );
|
|
template void CClient::serialize( COSer<CSaveFile> &h, const int version );
|
|
|
|
void CServerHandler::startServer()
|
|
{
|
|
th.update();
|
|
serverThread = new boost::thread(&CServerHandler::callServer, this); //runs server executable;
|
|
if(verbose)
|
|
logNetwork->infoStream() << "Setting up thread calling server: " << th.getDiff();
|
|
}
|
|
|
|
void CServerHandler::waitForServer()
|
|
{
|
|
if(!serverThread)
|
|
startServer();
|
|
|
|
th.update();
|
|
intpr::scoped_lock<intpr::interprocess_mutex> slock(shared->sr->mutex);
|
|
while(!shared->sr->ready)
|
|
{
|
|
shared->sr->cond.wait(slock);
|
|
}
|
|
if(verbose)
|
|
logNetwork->infoStream() << "Waiting for server: " << th.getDiff();
|
|
}
|
|
|
|
CConnection * CServerHandler::connectToServer()
|
|
{
|
|
if(!shared->sr->ready)
|
|
waitForServer();
|
|
|
|
th.update(); //put breakpoint here to attach to server before it does something stupid
|
|
CConnection *ret = justConnectToServer(settings["server"]["server"].String(), port);
|
|
|
|
if(verbose)
|
|
logNetwork->infoStream()<<"\tConnecting to the server: "<<th.getDiff();
|
|
|
|
return ret;
|
|
}
|
|
|
|
CServerHandler::CServerHandler(bool runServer /*= false*/)
|
|
{
|
|
serverThread = nullptr;
|
|
shared = nullptr;
|
|
port = boost::lexical_cast<std::string>(settings["server"]["port"].Float());
|
|
verbose = true;
|
|
|
|
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
|
|
try
|
|
{
|
|
shared = new SharedMem();
|
|
} HANDLE_EXCEPTIONC(logNetwork->errorStream() << "Cannot open interprocess memory: ";)
|
|
}
|
|
|
|
CServerHandler::~CServerHandler()
|
|
{
|
|
delete shared;
|
|
delete serverThread; //detaches, not kills thread
|
|
}
|
|
|
|
void CServerHandler::callServer()
|
|
{
|
|
setThreadName("CServerHandler::callServer");
|
|
std::string logName = VCMIDirs::get().userCachePath() + "/server_log.txt";
|
|
std::string comm = VCMIDirs::get().serverPath() + " --port=" + port + " > " + logName;
|
|
int result = std::system(comm.c_str());
|
|
if (result == 0)
|
|
logNetwork->infoStream() << "Server closed correctly";
|
|
else
|
|
{
|
|
logNetwork->errorStream() << "Error: server failed to close correctly or crashed!";
|
|
logNetwork->errorStream() << "Check " << logName << " for more info";
|
|
exit(1);// exit in case of error. Othervice without working server VCMI will hang
|
|
}
|
|
}
|
|
|
|
CConnection * CServerHandler::justConnectToServer(const std::string &host, const std::string &port)
|
|
{
|
|
CConnection *ret = nullptr;
|
|
while(!ret)
|
|
{
|
|
try
|
|
{
|
|
logNetwork->infoStream() << "Establishing connection...";
|
|
ret = new CConnection( host.size() ? host : settings["server"]["server"].String(),
|
|
port.size() ? port : boost::lexical_cast<std::string>(settings["server"]["port"].Float()),
|
|
NAME);
|
|
}
|
|
catch(...)
|
|
{
|
|
logNetwork->errorStream() << "\nCannot establish connection! Retrying within 2 seconds";
|
|
SDL_Delay(2000);
|
|
}
|
|
}
|
|
return ret;
|
|
}
|