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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00
vcmi/client/CPlayerInterface.h
Ivan Savenko 9bfe000724 Added semi-workaround method for network thread shutdown:
Currently closing game while network thread is waiting for something is
very bug-prone, since network thread may resume during shutdown and
access partially destroyed client state.

Now if exit has been requested, the very first step would be semi-
graceful shutdown of network thread (via exception throwing). This may
in theory skip some cleanup in non-RAII code, but since game is shutting
down this does not matters much.

This logic applies to:
- shutting down while network thread is waiting for dialogs
- shuttind down while network thread waiting for animations in combat
2024-05-18 11:04:10 +00:00

237 lines
13 KiB
C++

/*
* CPlayerInterface.h, 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
*
*/
#pragma once
#include "../lib/FunctionList.h"
#include "../lib/CGameInterface.h"
#include "gui/CIntObject.h"
VCMI_LIB_NAMESPACE_BEGIN
class Artifact;
struct TryMoveHero;
class CGHeroInstance;
class CStack;
class CCreature;
struct CGPath;
class CCreatureSet;
class CGObjectInstance;
struct UpgradeInfo;
class ConditionalWait;
struct CPathsInfo;
VCMI_LIB_NAMESPACE_END
class CButton;
class AdventureMapInterface;
class CCastleInterface;
class BattleInterface;
class CComponent;
class CSelectableComponent;
class CSlider;
class CInGameConsole;
class CInfoWindow;
class IShowActivatable;
class ClickableL;
class ClickableR;
class Hoverable;
class KeyInterested;
class MotionInterested;
class PlayerLocalState;
class TimeInterested;
class HeroMovementController;
namespace boost
{
class mutex;
class recursive_mutex;
}
/// Central class for managing user interface logic
class CPlayerInterface : public CGameInterface, public IUpdateable
{
bool ignoreEvents;
size_t numOfMovedArts;
// -1 - just loaded game; 1 - just started game; 0 otherwise
int firstCall;
int autosaveCount;
std::list<std::shared_ptr<CInfoWindow>> dialogs; //queue of dialogs awaiting to be shown (not currently shown!)
std::unique_ptr<HeroMovementController> movementController;
public: // TODO: make private
std::shared_ptr<Environment> env;
std::unique_ptr<PlayerLocalState> localState;
//minor interfaces
ConditionalWait * showingDialog; //indicates if dialog box is displayed
bool makingTurn; //if player is already making his turn
CCastleInterface * castleInt; //nullptr if castle window isn't opened
static std::shared_ptr<BattleInterface> battleInt; //nullptr if no battle
CInGameConsole * cingconsole;
std::shared_ptr<CCallback> cb; //to communicate with engine
//During battle is quick combat mode is used
std::shared_ptr<CBattleGameInterface> autofightingAI; //AI that makes decisions
bool isAutoFightOn; //Flag, switch it to stop quick combat. Don't touch if there is no battle interface.
bool isAutoFightEndBattle; //Flag, if battle forced to end with autocombat
protected: // Call-ins from server, should not be called directly, but only via GameInterface
void update() override;
void initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB) override;
void garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2) override;
void buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) override; //what: 1 - built, 2 - demolished
void artifactPut(const ArtifactLocation &al) override;
void artifactRemoved(const ArtifactLocation &al) override;
void artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst) override;
void bulkArtMovementStart(size_t numOfArts) override;
void artifactAssembled(const ArtifactLocation &al) override;
void askToAssembleArtifact(const ArtifactLocation & dst) override;
void artifactDisassembled(const ArtifactLocation &al) override;
void heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start) override;
void heroCreated(const CGHeroInstance* hero) override;
void heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID) override;
void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID) override;
void heroInGarrisonChange(const CGTownInstance *town) override;
void heroMoved(const TryMoveHero & details, bool verbose = true) override;
void heroPrimarySkillChanged(const CGHeroInstance * hero, PrimarySkill which, si64 val) override;
void heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val) override;
void heroManaPointsChanged(const CGHeroInstance * hero) override;
void heroMovePointsChanged(const CGHeroInstance * hero) override;
void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town) override;
void receivedResource() override;
void showInfoDialog(EInfoWindowMode type, const std::string & text, const std::vector<Component> & components, int soundID) override;
void showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level, QueryID queryID) override;
void showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel, bool safeToAutoaccept) override; //Show a dialog, player must take decision. If selection then he has to choose between one of given components, if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
void showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID) override;
void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID) override;
void showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects) override;
void showMarketWindow(const IMarket *market, const CGHeroInstance *visitor, QueryID queryID) override;
void showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor, QueryID queryID) override;
void showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor) override;
void advmapSpellCast(const CGHeroInstance * caster, SpellID spellID) override; //called when a hero casts a spell
void tileHidden(const std::unordered_set<int3> &pos) override; //called when given tiles become hidden under fog of war
void tileRevealed(const std::unordered_set<int3> &pos) override; //called when fog of war disappears from given tiles
void newObject(const CGObjectInstance * obj) override;
void availableArtifactsChanged(const CGBlackMarket *bm = nullptr) override; //bm may be nullptr, then artifacts are changed in the global pool (used by merchants in towns)
void yourTurn(QueryID queryID) override;
void availableCreaturesChanged(const CGDwelling *town) override;
void heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain) override;//if gain hero received bonus, else he lost it
void playerBonusChanged(const Bonus &bonus, bool gain) override;
void requestRealized(PackageApplied *pa) override;
void heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query) override;
void centerView (int3 pos, int focusTime) override;
void beforeObjectPropertyChanged(const SetObjectProperty * sop) override;
void objectPropertyChanged(const SetObjectProperty * sop) override;
void objectRemoved(const CGObjectInstance *obj, const PlayerColor & initiator) override;
void objectRemovedAfter() override;
void playerBlocked(int reason, bool start) override;
void gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult) override;
void playerStartsTurn(PlayerColor player) override; //called before yourTurn on active itnerface
void playerEndsTurn(PlayerColor player) override;
void saveGame(BinarySerializer & h) override; //saving
void loadGame(BinaryDeserializer & h) override; //loading
void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions, bool showTerrain) override;
//for battles
void actionFinished(const BattleID & battleID, const BattleAction& action) override;//occurs AFTER action taken by active stack or by the hero
void actionStarted(const BattleID & battleID, const BattleAction& action) override;//occurs BEFORE action taken by active stack or by the hero
void activeStack(const BattleID & battleID, const CStack * stack) override; //called when it's turn of that stack
void battleAttack(const BattleID & battleID, const BattleAttack *ba) override; //stack performs attack
void battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID) override; //end of battle
void battleNewRoundFirst(const BattleID & battleID) override; //called at the beginning of each turn before changes are applied; used for HP regen handling
void battleNewRound(const BattleID & battleID) override; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
void battleLogMessage(const BattleID & battleID, const std::vector<MetaString> & lines) override;
void battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport) override;
void battleSpellCast(const BattleID & battleID, const BattleSpellCast *sc) override;
void battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse) override; //called when a specific effect is set to stacks
void battleTriggerEffect(const BattleID & battleID, const BattleTriggerEffect & bte) override; //various one-shot effect
void battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged) override;
void battleStartBefore(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2) override; //called by engine just before battle starts; side=0 - left, side=1 - right
void battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed) override; //called by engine when battle starts; side=0 - left, side=1 - right
void battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units) override;
void battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles) override;
void battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca) override; //called when catapult makes an attack
void battleGateStateChanged(const BattleID & battleID, const EGateState state) override;
void yourTacticPhase(const BattleID & battleID, int distance) override;
std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) override;
public: // public interface for use by client via LOCPLINT access
// part of GameInterface that is also used by client code
void showPuzzleMap() override;
void viewWorldMap() override;
void showQuestLog() override;
void showThievesGuildWindow (const CGObjectInstance * obj) override;
void showTavernWindow(const CGObjectInstance * object, const CGHeroInstance * visitor, QueryID queryID) override;
void showShipyardDialog(const IShipyard *obj) override; //obj may be town or shipyard;
void showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2);
void showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<void()> onYes);
void waitWhileDialog();
void waitForAllDialogs();
void openTownWindow(const CGTownInstance * town); //shows townscreen
void openHeroWindow(const CGHeroInstance * hero); //shows hero window with given hero
void showInfoDialog(const std::string &text, std::shared_ptr<CComponent> component);
void showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components = std::vector<std::shared_ptr<CComponent>>(), int soundID = 0);
void showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text);
void showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components = std::vector<std::shared_ptr<CComponent>>());
void moveHero(const CGHeroInstance *h, const CGPath& path);
void tryDigging(const CGHeroInstance *h);
void showShipyardDialogOrProblemPopup(const IShipyard *obj); //obj may be town or shipyard;
void proposeLoadingGame();
void performAutosave();
void gamePause(bool pause);
void endNetwork();
///returns true if all events are processed internally
bool capturedAllEvents();
CPlayerInterface(PlayerColor Player);
~CPlayerInterface();
private:
struct IgnoreEvents
{
CPlayerInterface & owner;
IgnoreEvents(CPlayerInterface & Owner):owner(Owner)
{
owner.ignoreEvents = true;
};
~IgnoreEvents()
{
owner.ignoreEvents = false;
};
};
void heroKilled(const CGHeroInstance* hero);
void garrisonsChanged(std::vector<const CArmedInstance *> objs);
void requestReturningToMainMenu(bool won);
void acceptTurn(QueryID queryID, bool hotseatWait); //used during hot seat after your turn message is close
void initializeHeroTownList();
int getLastIndex(std::string namePrefix);
};
/// Provides global access to instance of interface of currently active player
extern CPlayerInterface * LOCPLINT;