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vcmi/client/Client.h
Michał W. Urbańczyk d45a554fec Significant changes to saving system. Now both client and server store their lib part.
Desync detection upon loading. Fixed many desyncs. (more remain)
Monsters won't have creature count 0 even if that is set as creature properties.
2013-02-18 22:37:22 +00:00

232 lines
10 KiB
C++

#pragma once
#include "../lib/IGameCallback.h"
#include "../lib/CondSh.h"
#include "../lib/CStopWatch.h"
/*
* Client.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
*
*/
class IGameEventsReceiver;
class IBattleEventsReceiver;
class CBattleGameInterface;
struct StartInfo;
class CGameState;
class CGameInterface;
class CConnection;
class CCallback;
struct BattleAction;
struct SharedMem;
class CClient;
class CScriptingModule;
struct CPathsInfo;
namespace boost { class thread; }
void processCommand(const std::string &message, CClient *&client);
/// structure to handle running server and connecting to it
class CServerHandler
{
private:
void callServer(); //calls server via system(), should be called as thread
public:
CStopWatch th;
boost::thread *serverThread; //thread that called system to run server
SharedMem *shared; //interprocess memory (for waiting for server)
bool verbose; //whether to print log msgs
std::string port; //port number in text form
//functions setting up local server
void startServer(); //creates a thread with callServer
void waitForServer(); //waits till server is ready
CConnection * connectToServer(); //connects to server
//////////////////////////////////////////////////////////////////////////
static CConnection * justConnectToServer(const std::string &host = "", const std::string &port = ""); //connects to given host without taking any other actions (like setting up server)
CServerHandler(bool runServer = false);
~CServerHandler();
};
template<typename T>
class ThreadSafeVector
{
typedef std::vector<T> TVector;
typedef boost::unique_lock<boost::mutex> TLock;
TVector items;
boost::mutex mx;
boost::condition_variable cond;
public:
void pushBack(const T &item)
{
TLock lock(mx);
items.push_back(item);
cond.notify_all();
}
// //to access list, caller must present a lock used to lock mx
// TVector &getList(TLock &lockedLock)
// {
// assert(lockedLock.owns_lock() && lockedLock.mutex() == &mx);
// return items;
// }
TLock getLock()
{
return TLock(mx);
}
void waitWhileContains(const T &item)
{
auto lock = getLock();
while(vstd::contains(items, item))
cond.wait(lock);
}
bool tryRemovingElement(const T&item) //returns false if element was not present
{
auto lock = getLock();
auto itr = vstd::find(items, item);
if(itr == items.end()) //not in container
{
return false;
}
items.erase(itr);
cond.notify_all();
return true;
}
};
/// Class which handles client - server logic
class CClient : public IGameCallback
{
public:
CCallback *cb;
std::map<TPlayerColor,shared_ptr<CCallback> > callbacks; //callbacks given to player interfaces
std::map<TPlayerColor,shared_ptr<CBattleCallback> > battleCallbacks; //callbacks given to player interfaces
std::vector<IGameEventsReceiver*> privilagedGameEventReceivers; //scripting modules, spectator interfaces
std::vector<IBattleEventsReceiver*> privilagedBattleEventReceivers; //scripting modules, spectator interfaces
std::map<TPlayerColor,CGameInterface *> playerint;
std::map<TPlayerColor,CBattleGameInterface *> battleints;
bool hotSeat;
CConnection *serv;
BattleAction *curbaction;
CPathsInfo *pathInfo;
boost::mutex pathMx; //protects the variable above
CScriptingModule *erm;
ThreadSafeVector<int> waitingRequest;
std::queue<CPack *> packs;
boost::mutex packsM;
void waitForMoveAndSend(TPlayerColor color);
//void sendRequest(const CPackForServer *request, bool waitForRealization);
CClient(void);
CClient(CConnection *con, StartInfo *si);
~CClient(void);
void init();
void newGame(CConnection *con, StartInfo *si); //con - connection to server
void loadNeutralBattleAI();
void endGame(bool closeConnection = true);
void stopConnection();
void save(const std::string & fname);
void loadGame(const std::string & fname);
void run();
void finishCampaign( shared_ptr<CCampaignState> camp );
void proposeNextMission(shared_ptr<CCampaignState> camp);
void invalidatePaths(const CGHeroInstance *h = NULL); //invalidates paths for hero h or for any hero if h is NULL => they'll got recalculated when the next query comes
void calculatePaths(const CGHeroInstance *h);
void updatePaths(); //calls calculatePaths for same hero for which we previously calculated paths
bool terminate; // tell to terminate
boost::thread *connectionHandler; //thread running run() method
//////////////////////////////////////////////////////////////////////////
virtual int getLocalPlayer() const OVERRIDE;
//////////////////////////////////////////////////////////////////////////
//not working yet, will be implement somewhen later with support for local-sim-based gameplay
void changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells) OVERRIDE {};
bool removeObject(const CGObjectInstance * obj) OVERRIDE {return false;};
void setBlockVis(ObjectInstanceID objid, bool bv) OVERRIDE {};
void setOwner(const CGObjectInstance * obj, TPlayerColor owner) OVERRIDE {};
void setHoverName(const CGObjectInstance * obj, MetaString * name) OVERRIDE {};
void changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs=false) OVERRIDE {};
void changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs=false) OVERRIDE {};
void showBlockingDialog(BlockingDialog *iw, const CFunctionList<void(ui32)> &callback) OVERRIDE {};
ui32 showBlockingDialog(BlockingDialog *iw) OVERRIDE {return 0;}; //synchronous version of above
void showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits, const boost::function<void()> &cb) OVERRIDE {};
void showThievesGuildWindow(TPlayerColor player, ObjectInstanceID requestingObjId) OVERRIDE {};
void giveResource(TPlayerColor player, Res::ERes which, int val) OVERRIDE {};
void giveCreatures(const CArmedInstance * objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) OVERRIDE {};
void takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures) OVERRIDE {};
bool changeStackType(const StackLocation &sl, CCreature *c) OVERRIDE {return false;};
bool changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue = false) OVERRIDE {return false;};
bool insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count) OVERRIDE {return false;};
bool eraseStack(const StackLocation &sl, bool forceRemoval = false){return false;};
bool swapStacks(const StackLocation &sl1, const StackLocation &sl2) OVERRIDE {return false;}
bool addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count) OVERRIDE {return false;}
void tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging) OVERRIDE {}
bool moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count = -1) OVERRIDE {return false;}
void giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos) OVERRIDE {};
void giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos) OVERRIDE {};
void putArtifact(const ArtifactLocation &al, const CArtifactInstance *a) OVERRIDE {};
void removeArtifact(const ArtifactLocation &al) OVERRIDE {};
bool moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2) OVERRIDE {return false;};
void synchronizeArtifactHandlerLists() OVERRIDE {};
void showCompInfo(ShowInInfobox * comp) OVERRIDE {};
void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) OVERRIDE {};
void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) OVERRIDE {};
//void giveHeroArtifact(int artid, int hid, int position){};
//void giveNewArtifact(int hid, int position){};
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, boost::function<void(BattleResult*)> cb = 0, const CGTownInstance *town = NULL) OVERRIDE {}; //use hero=NULL for no hero
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false) OVERRIDE {}; //if any of armies is hero, hero will be used
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false) OVERRIDE {}; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
void setAmount(ObjectInstanceID objid, ui32 val) OVERRIDE {};
bool moveHero(ObjectInstanceID hid, int3 dst, ui8 instant, TPlayerColor asker = GameConstants::NEUTRAL_PLAYER) OVERRIDE {return false;};
void giveHeroBonus(GiveBonus * bonus) OVERRIDE {};
void setMovePoints(SetMovePoints * smp) OVERRIDE {};
void setManaPoints(ObjectInstanceID hid, int val) OVERRIDE {};
void giveHero(ObjectInstanceID id, TPlayerColor player) OVERRIDE {};
void changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags) OVERRIDE {};
void sendAndApply(CPackForClient * info) OVERRIDE {};
void heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2) OVERRIDE {};
//////////////////////////////////////////////////////////////////////////
friend class CCallback; //handling players actions
friend class CBattleCallback; //handling players actions
friend void processCommand(const std::string &message, CClient *&client); //handling console
int sendRequest(const CPack *request, TPlayerColor player); //returns ID given to that request
void handlePack( CPack * pack ); //applies the given pack and deletes it
void battleStarted(const BattleInfo * info);
void commenceTacticPhaseForInt(CBattleGameInterface *battleInt); //will be called as separate thread
void commitPackage(CPackForClient *pack) OVERRIDE;
//////////////////////////////////////////////////////////////////////////
template <typename Handler> void serialize(Handler &h, const int version);
void battleFinished();
};