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vcmi/client/Client.cpp
Michał W. Urbańczyk ca7ee8936c Implemented redesigned pathfinder. Using new info from it, implemented various adventure map cursors.
(Paths are still calculated using the old pathfinder, it will be changed soon)
2009-08-30 12:47:40 +00:00

440 lines
11 KiB
C++

#include "../CCallback.h"
#include "../CConsoleHandler.h"
#include "CGameInfo.h"
#include "../lib/CGameState.h"
#include "CPlayerInterface.h"
#include "../StartInfo.h"
#include "../hch/CArtHandler.h"
#include "../hch/CDefObjInfoHandler.h"
#include "../hch/CGeneralTextHandler.h"
#include "../hch/CHeroHandler.h"
#include "../hch/CTownHandler.h"
#include "../hch/CObjectHandler.h"
#include "../hch/CBuildingHandler.h"
#include "../hch/CSpellHandler.h"
#include "../lib/Connection.h"
#include "../lib/Interprocess.h"
#include "../lib/NetPacks.h"
#include "../lib/VCMI_Lib.h"
#include "../lib/map.h"
#include "../mapHandler.h"
#include "CConfigHandler.h"
#include "Client.h"
#include <boost/bind.hpp>
#include <boost/foreach.hpp>
#include <boost/thread.hpp>
#include <boost/thread/shared_mutex.hpp>
#include <sstream>
#undef DLL_EXPORT
#define DLL_EXPORT
#include "../lib/RegisterTypes.cpp"
extern std::string NAME;
namespace intpr = boost::interprocess;
/*
* 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
*
*/
class CBaseForCLApply
{
public:
virtual void applyOnClAfter(CClient *cl, void *pack) const =0;
virtual void applyOnClBefore(CClient *cl, void *pack) const =0;
};
template <typename T> class CApplyOnCL : public CBaseForCLApply
{
public:
void applyOnClAfter(CClient *cl, void *pack) const
{
T *ptr = static_cast<T*>(pack);
ptr->applyCl(cl);
}
void applyOnClBefore(CClient *cl, void *pack) const
{
T *ptr = static_cast<T*>(pack);
ptr->applyFirstCl(cl);
}
};
class CCLApplier
{
public:
std::map<ui16,CBaseForCLApply*> apps;
CCLApplier()
{
registerTypes2(*this);
}
template<typename T> void registerType(const T * t=NULL)
{
ui16 ID = typeList.registerType(t);
apps[ID] = new CApplyOnCL<T>;
}
} *applier = NULL;
void CClient::init()
{
pathInfo = NULL;
applier = new CCLApplier;
IObjectInterface::cb = this;
serv = NULL;
gs = NULL;
cb = NULL;
must_close = false;
try
{
shared = new SharedMem();
} HANDLE_EXCEPTION
}
CClient::CClient(void)
:waitingRequest(false)
{
init();
}
CClient::CClient(CConnection *con, StartInfo *si)
:waitingRequest(false)
{
init();
newGame(con,si);
}
CClient::~CClient(void)
{
delete pathInfo;
delete applier;
delete shared;
}
void CClient::waitForMoveAndSend(int color)
{
try
{
BattleAction ba = playerint[color]->activeStack(gs->curB->activeStack);
*serv << &MakeAction(ba);
return;
}HANDLE_EXCEPTION
tlog1 << "We should not be here!" << std::endl;
}
void CClient::run()
{
try
{
CPack *pack;
while(1)
{
if (must_close) {
serv->close();
tlog3 << "Our socket has been closed.\n";
return;
}
//get the package from the server
{
boost::unique_lock<boost::mutex> lock(*serv->rmx);
tlog5 << "Listening... ";
*serv >> pack;
tlog5 << "\treceived server message of type " << typeid(*pack).name() << std::endl;
}
CBaseForCLApply *apply = applier->apps[typeList.getTypeID(pack)]; //find the applier
if(apply)
{
apply->applyOnClBefore(this,pack);
tlog5 << "\tMade first apply on cl\n";
gs->apply(pack);
tlog5 << "\tApplied on gs\n";
apply->applyOnClAfter(this,pack);
tlog5 << "\tMade second apply on cl\n";
}
else
{
tlog1 << "Message cannot be applied, cannot find applier!\n";
}
delete pack;
pack = NULL;
}
} HANDLE_EXCEPTION(tlog1 << "Lost connection to server, ending listening thread!\n");
}
void CClient::close()
{
if(!serv)
return;
tlog3 << "Connection has been requested to be closed.\n";
boost::unique_lock<boost::mutex>(*serv->wmx);
*serv << &CloseServer();
tlog3 << "Sent closing signal to the server\n";
must_close = true;
}
void CClient::save(const std::string & fname)
{
if(gs->curB)
{
tlog1 << "Game cannot be saved during battle!\n";
return;
}
*serv << &SaveGame(fname);
}
void CClient::load( const std::string & fname )
{
tlog0 <<"\n\nLoading procedure started!\n\n";
timeHandler tmh;
close(); //kill server
tlog0 <<"Sent kill signal to the server: "<<tmh.getDif()<<std::endl;
delete CGI->mh;
delete CGI->state;
VLC->clear(); //delete old handlers
for(std::map<ui8,CGameInterface *>::iterator i = playerint.begin(); i!=playerint.end(); i++)
{
delete i->second; //delete player interfaces
}
BOOST_FOREACH(CCallback *cb, callbacks)
{
delete cb;
}
tlog0 <<"Deleting old data: "<<tmh.getDif()<<std::endl;
char portc[10];
SDL_itoa(conf.cc.port,portc,10);
runServer(portc); //create new server
tlog0 <<"Restarting server: "<<tmh.getDif()<<std::endl;
{
ui32 ver;
char sig[8];
CMapHeader dum;
CGI->mh = new CMapHandler();
CLoadFile lf(fname + ".vlgm1");
lf >> sig >> dum >> *sig;
tlog0 <<"Reading save signature: "<<tmh.getDif()<<std::endl;
lf >> *VLC;
CGI->setFromLib();
tlog0 <<"Reading handlers: "<<tmh.getDif()<<std::endl;
lf >> gs;
tlog0 <<"Reading gamestate: "<<tmh.getDif()<<std::endl;
CGI->state = gs;
CGI->mh->map = gs->map;
pathInfo = new CPathsInfo(int3(gs->map->width, gs->map->height, gs->map->twoLevel+1));
CGI->mh->init();
tlog0 <<"Initing maphandler: "<<tmh.getDif()<<std::endl;
}
waitForServer();
tlog0 <<"Waiting for server: "<<tmh.getDif()<<std::endl;
serv = new CConnection(conf.cc.server,portc,NAME);
tlog0 <<"Setting up connection: "<<tmh.getDif()<<std::endl;
ui8 pom8;
*serv << ui8(3) << ui8(1); //load game; one client
*serv << fname;
*serv >> pom8;
if(pom8)
throw "Server cannot open the savegame!";
else
tlog0 << "Server opened savegame properly.\n";
*serv << ui8(gs->scenarioOps->playerInfos.size()+1); //number of players + neutral
for(size_t i=0;i<gs->scenarioOps->playerInfos.size();i++)
{
*serv << ui8(gs->scenarioOps->playerInfos[i].color); //players
}
*serv << ui8(255); // neutrals
tlog0 <<"Sent info to server: "<<tmh.getDif()<<std::endl;
{
CLoadFile lf(fname + ".vcgm1");
lf >> *this;
}
//for (size_t i=0; i<gs->scenarioOps->playerInfos.size();++i) //initializing interfaces for players
//{
// ui8 color = gs->scenarioOps->playerInfos[i].color;
// CCallback *cb = new CCallback(gs,color,this);
// if(!gs->scenarioOps->playerInfos[i].human) {
// playerint[color] = static_cast<CGameInterface*>(CAIHandler::getNewAI(cb,conf.cc.defaultAI));
// }
// else {
// playerint[color] = new CPlayerInterface(color,i);
// }
// gs->currentPlayer = color;
// playerint[color]->init(cb);
// tlog0 <<"Setting up interface for player "<< (int)color <<": "<<tmh.getDif()<<std::endl;
//}
//playerint[255] = CAIHandler::getNewAI(cb,conf.cc.defaultAI);
//playerint[255]->init(new CCallback(gs,255,this));
//tlog0 <<"Setting up interface for neutral \"player\"" << tmh.getDif() << std::endl;
}
int CClient::getCurrentPlayer()
{
return gs->currentPlayer;
}
int CClient::getSelectedHero()
{
return IGameCallback::getSelectedHero(getCurrentPlayer())->id;
}
void CClient::newGame( CConnection *con, StartInfo *si )
{
timeHandler tmh;
CGI->state = new CGameState();
tlog0 <<"\tGamestate: "<<tmh.getDif()<<std::endl;
serv = con;
CConnection &c(*con);
////////////////////////////////////////////////////
ui8 pom8;
c << ui8(2) << ui8(1); //new game; one client
c << *si;
c >> pom8;
if(pom8)
throw "Server cannot open the map!";
else
tlog0 << "Server opened map properly.\n";
c << ui8(si->playerInfos.size()+1); //number of players + neutral
for(size_t i=0;i<si->playerInfos.size();i++)
{
c << ui8(si->playerInfos[i].color); //players
}
c << ui8(255); // neutrals
ui32 seed, sum;
std::string mapname;
c >> mapname >> sum >> seed;
tlog0 <<"\tSending/Getting info to/from the server: "<<tmh.getDif()<<std::endl;
Mapa * mapa = new Mapa(mapname);
tlog0 <<"Reading and detecting map file (together): "<<tmh.getDif()<<std::endl;
tlog0 << "\tServer checksum for "<<mapname <<": "<<sum << std::endl;
tlog0 << "\tOur checksum for the map: "<< mapa->checksum << std::endl;
if(mapa->checksum != sum)
{
tlog1 << "Wrong map checksum!!!" << std::endl;
throw std::string("Wrong checksum");
}
tlog0 << "\tUsing random seed: "<<seed << std::endl;
gs = CGI->state;
gs->scenarioOps = si;
gs->init(si,mapa,seed);
CGI->mh = new CMapHandler();
tlog0 <<"Initializing GameState (together): "<<tmh.getDif()<<std::endl;
CGI->mh->map = mapa;
tlog0 <<"Creating mapHandler: "<<tmh.getDif()<<std::endl;
CGI->mh->init();
pathInfo = new CPathsInfo(int3(mapa->width, mapa->height, mapa->twoLevel+1));
tlog0 <<"Initializing mapHandler (together): "<<tmh.getDif()<<std::endl;
for (size_t i=0; i<gs->scenarioOps->playerInfos.size();++i) //initializing interfaces for players
{
ui8 color = gs->scenarioOps->playerInfos[i].color;
CCallback *cb = new CCallback(gs,color,this);
if(!gs->scenarioOps->playerInfos[i].human) {
playerint[color] = static_cast<CGameInterface*>(CAIHandler::getNewAI(cb,conf.cc.defaultAI));
}
else {
playerint[color] = new CPlayerInterface(color,i);
}
gs->currentPlayer = color;
playerint[color]->init(cb);
}
playerint[255] = CAIHandler::getNewAI(cb,conf.cc.defaultAI);
playerint[255]->init(new CCallback(gs,255,this));
}
void CClient::runServer(const char * portc)
{
static std::string comm = std::string(SERVER_NAME) + " " + portc + " > server_log.txt"; //needs to be static, if not - will be probably destroyed before new thread reads it
boost::thread servthr(boost::bind(system,comm.c_str())); //runs server executable; //TODO: will it work on non-windows platforms?
}
void CClient::waitForServer()
{
intpr::scoped_lock<intpr::interprocess_mutex> slock(shared->sr->mutex);
while(!shared->sr->ready)
{
shared->sr->cond.wait(slock);
}
}
template <typename Handler>
void CClient::serialize( Handler &h, const int version )
{
if(h.saving)
{
ui8 players = playerint.size();
h & players;
for(std::map<ui8,CGameInterface *>::iterator i = playerint.begin(); i != playerint.end(); i++)
{
h & i->first & i->second->dllName;
i->second->serialize(h,version);
}
}
else
{
ui8 players;
h & players;
for(int i=0; i < players; i++)
{
std::string dllname;
ui8 pid;
h & pid & dllname;
CCallback *callback = new CCallback(gs,pid,this);
callbacks.insert(callback);
CGameInterface *nInt = NULL;
if(dllname.length())
nInt = CAIHandler::getNewAI(callback,dllname);
else
nInt = new CPlayerInterface(pid,i);
playerint[pid] = nInt;
nInt->init(callback);
nInt->serialize(h, version);
}
}
}
//void CClient::sendRequest( const CPackForServer *request, bool waitForRealization )
//{
// if(waitForRealization)
// waitingRequest.set(true);
//
// *serv << request;
//
// if(waitForRealization)
// waitingRequest.waitWhileTrue();
//}
template void CClient::serialize( CISer<CLoadFile> &h, const int version );
template void CClient::serialize( COSer<CSaveFile> &h, const int version );