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vcmi/server/CQuery.cpp
Ivan Savenko c6cc6e6301 Large changeset, first part of editing H3 objects via mods feature. Changes:
- loading of all objects (including H3 objects) will be directed by mod handlers
- common base for all handlers accessible from mod system (IHanderBase)
- json format changes: use struct with string ID's instead of vector

- fixed some gcc/clang errors and warnings
- fixed several cases of memory leaks and invalid memory access (mostly related to usage of bonus system and/or identifiers resolution)

Note that right now loading is much slower than before due to excessive json validation (or not fast enough validator)
2013-04-21 12:49:26 +00:00

343 lines
8.5 KiB
C++

#include "StdInc.h"
#include "CQuery.h"
#include "CGameHandler.h"
#include "../lib/BattleState.h"
boost::mutex Queries::mx;
template <typename Container>
std::string formatContainer(const Container &c, std::string delimeter=", ", std::string opener="(", std::string closer=")")
{
std::string ret = opener;
auto itr = boost::begin(c);
if(itr != boost::end(c))
{
ret += boost::lexical_cast<std::string>(*itr);
while(++itr != boost::end(c))
{
ret += delimeter;
ret += boost::lexical_cast<std::string>(*itr);
}
}
ret += closer;
return ret;
}
std::ostream & operator<<(std::ostream &out, const CQuery &query)
{
return out << query.toString();
}
std::ostream & operator<<(std::ostream &out, QueryPtr query)
{
return out << "[" << query.get() << "] " << query->toString();
}
CQuery::CQuery(void)
{
boost::unique_lock<boost::mutex> l(Queries::mx);
static TQueryID QID = 1;
queryID = QID++;
logGlobal->traceStream() << "Created a new query with id " << queryID;
}
CQuery::~CQuery(void)
{
logGlobal->traceStream() << "Destructed the query with id " << queryID;
}
void CQuery::addPlayer(PlayerColor color)
{
if(color.isValidPlayer())
{
players.push_back(color);
}
}
std::string CQuery::toString() const
{
std::string ret = boost::str(boost::format("A query of type %s and qid=%d affecting players %s") % typeid(*this).name() % queryID % formatContainer(players));
return ret;
}
bool CQuery::endsByPlayerAnswer() const
{
return false;
}
void CQuery::onRemoval(CGameHandler *gh, PlayerColor color)
{
}
bool CQuery::blocksPack(const CPack *pack) const
{
return false;
}
void CQuery::notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const
{
}
void CQuery::onExposure(CGameHandler *gh, QueryPtr topQuery)
{
gh->queries.popQuery(*this);
}
CObjectVisitQuery::CObjectVisitQuery(const CGObjectInstance *Obj, const CGHeroInstance *Hero, int3 Tile)
: visitedObject(Obj), visitingHero(Hero), tile(Tile)
{
addPlayer(Hero->tempOwner);
}
bool CObjectVisitQuery::blocksPack(const CPack *pack) const
{
//During the visit itself ALL actions are blocked.
//(However, the visit may trigger a query above that'll pass some.)
return true;
}
void CObjectVisitQuery::onRemoval(CGameHandler *gh, PlayerColor color)
{
gh->objectVisitEnded(*this);
}
void CObjectVisitQuery::onExposure(CGameHandler *gh, QueryPtr topQuery)
{
//Object may have been removed and deleted.
if(gh->isValidObject(visitedObject))
topQuery->notifyObjectAboutRemoval(*this);
gh->queries.popQuery(*this);
}
void Queries::popQuery(PlayerColor player, QueryPtr query)
{
LOG_TRACE_PARAMS(logGlobal, "player='%s', query='%s'", player % query);
if(topQuery(player) != query)
{
logGlobal->traceStream() << "Cannot remove, not a top!";
return;
}
queries[player] -= query;
auto nextQuery = topQuery(player);
query->onRemoval(gh, player);
//Exposure on query below happens only if removal didnt trigger any new query
if(nextQuery && nextQuery == topQuery(player))
{
nextQuery->onExposure(gh, query);
}
}
void Queries::popQuery(const CQuery &query)
{
LOG_TRACE_PARAMS(logGlobal, "query='%s'", query);
assert(query.players.size());
BOOST_FOREACH(auto player, query.players)
{
auto top = topQuery(player);
if(top.get() == &query)
popQuery(top);
else
logGlobal->traceStream() << "Cannot remove query " << query;
}
}
void Queries::popQuery(QueryPtr query)
{
BOOST_FOREACH(auto player, query->players)
popQuery(player, query);
}
void Queries::addQuery(QueryPtr query)
{
BOOST_FOREACH(auto player, query->players)
addQuery(player, query);
}
void Queries::addQuery(PlayerColor player, QueryPtr query)
{
LOG_TRACE_PARAMS(logGlobal, "player='%s', query='%s'", player % query);
queries[player].push_back(query);
}
QueryPtr Queries::topQuery(PlayerColor player)
{
return vstd::backOrNull(queries[player]);
}
void Queries::popIfTop(QueryPtr query)
{
popIfTop(*query);
}
void Queries::popIfTop(const CQuery &query)
{
BOOST_FOREACH(PlayerColor color, query.players)
if(topQuery(color).get() == &query)
popQuery(color, topQuery(color));
}
std::vector<shared_ptr<const CQuery>> Queries::allQueries() const
{
std::vector<shared_ptr<const CQuery>> ret;
BOOST_FOREACH(auto &playerQueries, queries)
BOOST_FOREACH(auto &query, playerQueries.second)
ret.push_back(query);
return ret;
}
std::vector<shared_ptr<CQuery>> Queries::allQueries()
{
//TODO code duplication with const function :(
std::vector<shared_ptr<CQuery>> ret;
BOOST_FOREACH(auto &playerQueries, queries)
BOOST_FOREACH(auto &query, playerQueries.second)
ret.push_back(query);
return ret;
}
void CBattleQuery::notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const
{
assert(result);
objectVisit.visitedObject->battleFinished(objectVisit.visitingHero, *result);
}
CBattleQuery::CBattleQuery(const BattleInfo *Bi)
{
belligerents[0] = Bi->belligerents[0];
belligerents[1] = Bi->belligerents[1];
bi = Bi;
BOOST_FOREACH(PlayerColor side, bi->sides)
addPlayer(side);
}
CBattleQuery::CBattleQuery()
{
}
bool CBattleQuery::blocksPack(const CPack *pack) const
{
return !dynamic_cast<const MakeAction*>(pack) && !dynamic_cast<const MakeCustomAction*>(pack);
}
void CBattleQuery::onRemoval(CGameHandler *gh, PlayerColor color)
{
gh->battleAfterLevelUp(*result);
}
void CGarrisonDialogQuery::notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const
{
objectVisit.visitedObject->garrisonDialogClosed(objectVisit.visitingHero);
}
CGarrisonDialogQuery::CGarrisonDialogQuery(const CArmedInstance *up, const CArmedInstance *down)
{
exchangingArmies[0] = up;
exchangingArmies[1] = down;
addPlayer(up->tempOwner);
addPlayer(down->tempOwner);
}
bool CGarrisonDialogQuery::blocksPack(const CPack *pack) const
{
if(auto stacks = dynamic_cast<const ArrangeStacks*>(pack))
{
std::set<ObjectInstanceID> ourIds;
ourIds.insert(this->exchangingArmies[0]->id);
ourIds.insert(this->exchangingArmies[1]->id);
return !vstd::contains(ourIds, stacks->id1) || !vstd::contains(ourIds, stacks->id2);
}
return CDialogQuery::blocksPack(pack);
}
void CBlockingDialogQuery::notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const
{
assert(answer);
objectVisit.visitedObject->blockingDialogAnswered(objectVisit.visitingHero, *answer);
}
CBlockingDialogQuery::CBlockingDialogQuery(const BlockingDialog &bd)
{
this->bd = bd;
addPlayer(bd.player);
}
CHeroLevelUpDialogQuery::CHeroLevelUpDialogQuery(const HeroLevelUp &Hlu)
{
hlu = Hlu;
addPlayer(hlu.hero->tempOwner);
}
void CHeroLevelUpDialogQuery::onRemoval(CGameHandler *gh, PlayerColor color)
{
assert(answer);
logGlobal->traceStream() << "Completing hero level-up query. " << hlu.hero->getHoverText() << " gains skill " << answer;
gh->levelUpHero(hlu.hero, hlu.skills[*answer]);
}
CCommanderLevelUpDialogQuery::CCommanderLevelUpDialogQuery(const CommanderLevelUp &Clu)
{
clu = Clu;
addPlayer(clu.hero->tempOwner);
}
void CCommanderLevelUpDialogQuery::onRemoval(CGameHandler *gh, PlayerColor color)
{
assert(answer);
logGlobal->traceStream() << "Completing commander level-up query. Commander of hero " << clu.hero->getHoverText() << " gains skill " << answer;
gh->levelUpCommander(clu.hero->commander, clu.skills[*answer]);
}
bool CDialogQuery::endsByPlayerAnswer() const
{
return true;
}
bool CDialogQuery::blocksPack(const CPack *pack) const
{
//We accept only query replies from correct player
if(auto reply = dynamic_cast<const QueryReply *>(pack))
{
return !vstd::contains(players, reply->player);
}
return true;
}
CHeroMovementQuery::CHeroMovementQuery(const TryMoveHero &Tmh, const CGHeroInstance *Hero, bool VisitDestAfterVictory)
: tmh(Tmh), visitDestAfterVictory(VisitDestAfterVictory), hero(Hero)
{
players.push_back(hero->tempOwner);
}
void CHeroMovementQuery::onExposure(CGameHandler *gh, QueryPtr topQuery)
{
assert(players.size() == 1);
if(visitDestAfterVictory && hero->tempOwner == players[0]) //hero still alive, so he won with the guard
//TODO what if there were H4-like escape? we should also check pos
{
logGlobal->traceStream() << "Hero " << hero->name << " after victory over guard finishes visit to " << tmh.end;
//finish movement
visitDestAfterVictory = false;
gh->visitObjectOnTile(*gh->getTile(CGHeroInstance::convertPosition(tmh.end, false)), hero);
}
gh->queries.popIfTop(*this);
}