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vcmi/lib/NetPacksBase.h
Arseniy Shestakov ac66fc7f42 Full rework of pre-game interface and networking
New features for players:
* Loading for multiplayer. Any save could be used for multiplayer.
* Restart for multiplayer. All clients will restart together.
* Loading from single save.
* Hotseat mixed with network game. Multiple players per client.
* Now connection to server could be cancelled.
* Return to menu on disconnections instead of crashes.
* Restoring of last selected map, save or campaign on next run.

TLDR on important changes in engine code:
* UI: work with server separated from UI
* UI: all explitic blitting replaced with IntObject's
* UI: all new code use smart pointers instead of DISPOSE
* Gameplay always start through lobby controlled by server.
* Threads receiving netpacks now shared for lobby and gameplay.
* Campaigns: heroes for crossover now serialized as JsonNode.
2018-04-04 14:24:26 +07:00

349 lines
8.1 KiB
C++

/*
* NetPacksBase.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
class CClient;
class CGameState;
class CGameHandler;
class CConnection;
class CStackBasicDescriptor;
class CGHeroInstance;
class CStackInstance;
class CArmedInstance;
class CArtifactSet;
class CBonusSystemNode;
struct ArtSlotInfo;
#include "ConstTransitivePtr.h"
#include "GameConstants.h"
#include "JsonNode.h"
struct DLL_LINKAGE CPack
{
std::shared_ptr<CConnection> c; // Pointer to connection that pack received from
CPack() : c(nullptr) {};
virtual ~CPack() {};
template <typename Handler> void serialize(Handler &h, const int version)
{
logNetwork->error("CPack serialized... this should not happen!");
assert(false && "CPack serialized");
}
void applyGs(CGameState * gs)
{}
};
struct CPackForClient : public CPack
{
CPackForClient(){};
CGameState* GS(CClient *cl);
void applyFirstCl(CClient *cl)//called before applying to gs
{}
void applyCl(CClient *cl)//called after applying to gs
{}
};
struct CPackForServer : public CPack
{
mutable PlayerColor player;
mutable si32 requestID;
CGameState* GS(CGameHandler *gh);
CPackForServer():
player(PlayerColor::NEUTRAL)
{
}
bool applyGh(CGameHandler *gh) //called after applying to gs
{
logGlobal->error("Should not happen... applying plain CPackForServer");
return false;
}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & player;
h & requestID;
}
protected:
void throwNotAllowedAction();
void throwOnWrongOwner(CGameHandler * gh, ObjectInstanceID id);
void throwOnWrongPlayer(CGameHandler * gh, PlayerColor player);
void throwAndCompain(CGameHandler * gh, std::string txt);
bool isPlayerOwns(CGameHandler * gh, ObjectInstanceID id);
private:
void wrongPlayerMessage(CGameHandler * gh, PlayerColor expectedplayer);
};
struct DLL_LINKAGE MetaString
{
private:
enum EMessage {TEXACT_STRING, TLOCAL_STRING, TNUMBER, TREPLACE_ESTRING, TREPLACE_LSTRING, TREPLACE_NUMBER, TREPLACE_PLUSNUMBER};
public:
enum {GENERAL_TXT=1, XTRAINFO_TXT, OBJ_NAMES, RES_NAMES, ART_NAMES, ARRAY_TXT, CRE_PL_NAMES, CREGENS, MINE_NAMES,
MINE_EVNTS, ADVOB_TXT, ART_EVNTS, SPELL_NAME, SEC_SKILL_NAME, CRE_SING_NAMES, CREGENS4, COLOR, ART_DESCR, JK_TXT};
std::vector<ui8> message; //vector of EMessage
std::vector<std::pair<ui8,ui32> > localStrings;
std::vector<std::string> exactStrings;
std::vector<si32> numbers;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & exactStrings;
h & localStrings;
h & message;
h & numbers;
}
void addTxt(ui8 type, ui32 serial)
{
message.push_back(TLOCAL_STRING);
localStrings.push_back(std::pair<ui8,ui32>(type, serial));
}
MetaString& operator<<(const std::pair<ui8,ui32> &txt)
{
message.push_back(TLOCAL_STRING);
localStrings.push_back(txt);
return *this;
}
MetaString& operator<<(const std::string &txt)
{
message.push_back(TEXACT_STRING);
exactStrings.push_back(txt);
return *this;
}
MetaString& operator<<(int txt)
{
message.push_back(TNUMBER);
numbers.push_back(txt);
return *this;
}
void addReplacement(ui8 type, ui32 serial)
{
message.push_back(TREPLACE_LSTRING);
localStrings.push_back(std::pair<ui8,ui32>(type, serial));
}
void addReplacement(const std::string &txt)
{
message.push_back(TREPLACE_ESTRING);
exactStrings.push_back(txt);
}
void addReplacement(int txt)
{
message.push_back(TREPLACE_NUMBER);
numbers.push_back(txt);
}
void addReplacement2(int txt)
{
message.push_back(TREPLACE_PLUSNUMBER);
numbers.push_back(txt);
}
void addCreReplacement(CreatureID id, TQuantity count); //adds sing or plural name;
void addReplacement(const CStackBasicDescriptor &stack); //adds sing or plural name;
std::string buildList () const;
void clear()
{
exactStrings.clear();
localStrings.clear();
message.clear();
numbers.clear();
}
void toString(std::string &dst) const;
std::string toString() const;
void getLocalString(const std::pair<ui8,ui32> &txt, std::string &dst) const;
MetaString(){}
};
struct Component
{
enum EComponentType {PRIM_SKILL, SEC_SKILL, RESOURCE, CREATURE, ARTIFACT, EXPERIENCE, SPELL, MORALE, LUCK, BUILDING, HERO_PORTRAIT, FLAG};
ui16 id, subtype; //id uses ^^^ enums, when id==EXPPERIENCE subtype==0 means exp points and subtype==1 levels)
si32 val; // + give; - take
si16 when; // 0 - now; +x - within x days; -x - per x days
template <typename Handler> void serialize(Handler &h, const int version)
{
h & id;
h & subtype;
h & val;
h & when;
}
Component()
:id(0), subtype(0), val(0), when(0)
{
}
DLL_LINKAGE explicit Component(const CStackBasicDescriptor &stack);
Component(Component::EComponentType Type, ui16 Subtype, si32 Val, si16 When)
:id(Type),subtype(Subtype),val(Val),when(When)
{
}
};
typedef boost::variant<ConstTransitivePtr<CGHeroInstance>, ConstTransitivePtr<CStackInstance> > TArtHolder;
struct ArtifactLocation
{
TArtHolder artHolder;//TODO: identify holder by id
ArtifactPosition slot;
ArtifactLocation()
{
artHolder = ConstTransitivePtr<CGHeroInstance>();
slot = ArtifactPosition::PRE_FIRST;
}
template <typename T>
ArtifactLocation(const T *ArtHolder, ArtifactPosition Slot)
{
artHolder = const_cast<T*>(ArtHolder); //we are allowed here to const cast -> change will go through one of our packages... do not abuse!
slot = Slot;
}
ArtifactLocation(TArtHolder ArtHolder, ArtifactPosition Slot)
{
artHolder = ArtHolder;
slot = Slot;
}
template <typename T>
bool isHolder(const T *t) const
{
if(auto ptrToT = boost::get<ConstTransitivePtr<T> >(&artHolder))
{
return ptrToT->get() == t;
}
return false;
}
DLL_LINKAGE void removeArtifact(); // BE CAREFUL, this operation modifies holder (gs)
DLL_LINKAGE const CArmedInstance *relatedObj() const; //hero or the stack owner
DLL_LINKAGE PlayerColor owningPlayer() const;
DLL_LINKAGE CArtifactSet *getHolderArtSet();
DLL_LINKAGE CBonusSystemNode *getHolderNode();
DLL_LINKAGE const CArtifactSet *getHolderArtSet() const;
DLL_LINKAGE const CBonusSystemNode *getHolderNode() const;
DLL_LINKAGE const CArtifactInstance *getArt() const;
DLL_LINKAGE CArtifactInstance *getArt();
DLL_LINKAGE const ArtSlotInfo *getSlot() const;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & artHolder;
h & slot;
}
};
///custom effect (resistance, reflection, etc)
struct CustomEffectInfo
{
CustomEffectInfo()
:effect(0),
sound(0),
stack(0)
{
}
/// WoG AC format
ui32 effect;
ui32 sound;
ui32 stack;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & effect;
h & sound;
h & stack;
}
};
class BattleChanges
{
public:
enum class EOperation : si8
{
ADD,
RESET_STATE,
UPDATE,
REMOVE
};
JsonNode data;
EOperation operation;
BattleChanges()
: operation(EOperation::RESET_STATE),
data()
{
}
BattleChanges(EOperation operation_)
: operation(operation_),
data()
{
}
};
class UnitChanges : public BattleChanges
{
public:
uint32_t id;
int64_t healthDelta;
UnitChanges()
: BattleChanges(EOperation::RESET_STATE),
id(0),
healthDelta(0)
{
}
UnitChanges(uint32_t id_, EOperation operation_)
: BattleChanges(operation_),
id(id_),
healthDelta(0)
{
}
template <typename Handler> void serialize(Handler & h, const int version)
{
h & id;
h & healthDelta;
h & data;
h & operation;
}
};
class ObstacleChanges : public BattleChanges
{
public:
uint32_t id;
ObstacleChanges()
: BattleChanges(EOperation::RESET_STATE),
id(0)
{
}
ObstacleChanges(uint32_t id_, EOperation operation_)
: BattleChanges(operation_),
id(id_)
{
}
template <typename Handler> void serialize(Handler & h, const int version)
{
h & id;
h & data;
h & operation;
}
};