mirror of
https://github.com/vcmi/vcmi.git
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edd029c79c
- Allows multiple active players at once, e.g. simturns - Cleared up validation of netpacks by server, e.g. always check for pack sender
299 lines
14 KiB
C++
299 lines
14 KiB
C++
/*
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* CGameHandler.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include <vcmi/Environment.h>
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#include "../lib/IGameCallback.h"
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#include "../lib/battle/CBattleInfoCallback.h"
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#include "../lib/LoadProgress.h"
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#include "../lib/ScriptHandler.h"
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#include "TurnTimerHandler.h"
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VCMI_LIB_NAMESPACE_BEGIN
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struct SideInBattle;
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class IMarket;
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class SpellCastEnvironment;
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class CConnection;
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class CCommanderInstance;
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class EVictoryLossCheckResult;
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struct CPack;
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struct CPackForServer;
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struct NewTurn;
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struct CGarrisonOperationPack;
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struct SetResources;
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struct NewStructures;
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#if SCRIPTING_ENABLED
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namespace scripting
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{
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class PoolImpl;
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}
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#endif
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template<typename T> class CApplier;
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VCMI_LIB_NAMESPACE_END
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class HeroPoolProcessor;
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class CVCMIServer;
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class CBaseForGHApply;
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class PlayerMessageProcessor;
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class BattleProcessor;
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class TurnOrderProcessor;
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class QueriesProcessor;
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class CObjectVisitQuery;
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class CGameHandler : public IGameCallback, public CBattleInfoCallback, public Environment
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{
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CVCMIServer * lobby;
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std::shared_ptr<CApplier<CBaseForGHApply>> applier;
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public:
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using CCallbackBase::setBattle;
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std::unique_ptr<HeroPoolProcessor> heroPool;
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std::unique_ptr<BattleProcessor> battles;
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std::unique_ptr<QueriesProcessor> queries;
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std::unique_ptr<TurnOrderProcessor> turnOrder;
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//use enums as parameters, because doMove(sth, true, false, true) is not readable
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enum EGuardLook {CHECK_FOR_GUARDS, IGNORE_GUARDS};
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enum EVisitDest {VISIT_DEST, DONT_VISIT_DEST};
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enum ELEaveTile {LEAVING_TILE, REMAINING_ON_TILE};
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std::unique_ptr<PlayerMessageProcessor> playerMessages;
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std::map<PlayerColor, std::set<std::shared_ptr<CConnection>>> connections; //player color -> connection to client with interface of that player
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//queries stuff
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boost::recursive_mutex gsm;
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ui32 QID;
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SpellCastEnvironment * spellEnv;
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TurnTimerHandler turnTimerHandler;
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const Services * services() const override;
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const BattleCb * battle() const override;
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const GameCb * game() const override;
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vstd::CLoggerBase * logger() const override;
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events::EventBus * eventBus() const override;
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CVCMIServer * gameLobby() const;
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bool isValidObject(const CGObjectInstance *obj) const;
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bool isBlockedByQueries(const CPack *pack, PlayerColor player);
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bool isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2);
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void giveSpells(const CGTownInstance *t, const CGHeroInstance *h);
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CGameHandler();
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CGameHandler(CVCMIServer * lobby);
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~CGameHandler();
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//////////////////////////////////////////////////////////////////////////
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//from IGameCallback
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//do sth
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void changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells) override;
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bool removeObject(const CGObjectInstance * obj) override;
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void createObject(const int3 & visitablePosition, Obj type, int32_t subtype ) override;
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void setOwner(const CGObjectInstance * obj, PlayerColor owner) override;
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void changePrimSkill(const CGHeroInstance * hero, PrimarySkill which, si64 val, bool abs=false) override;
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void changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs=false) override;
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void showBlockingDialog(BlockingDialog *iw) override;
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void showTeleportDialog(TeleportDialog *iw) override;
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void showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits) override;
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void showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId) override;
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void giveResource(PlayerColor player, GameResID which, int val) override;
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void giveResources(PlayerColor player, TResources resources) override;
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void giveCreatures(const CArmedInstance *objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) override;
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void takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures) override;
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bool changeStackType(const StackLocation &sl, const CCreature *c) override;
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bool changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue = false) override;
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bool insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count) override;
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bool eraseStack(const StackLocation &sl, bool forceRemoval = false) override;
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bool swapStacks(const StackLocation &sl1, const StackLocation &sl2) override;
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bool addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count) override;
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void tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging) override;
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bool moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count = -1) override;
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void removeAfterVisit(const CGObjectInstance *object) override;
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bool giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos = ArtifactPosition::FIRST_AVAILABLE) override;
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bool giveHeroArtifact(const CGHeroInstance * h, const CArtifactInstance * a, ArtifactPosition pos) override;
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void putArtifact(const ArtifactLocation &al, const CArtifactInstance *a) override;
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void removeArtifact(const ArtifactLocation &al) override;
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bool moveArtifact(const ArtifactLocation & al1, const ArtifactLocation & al2) override;
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bool bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap);
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bool eraseArtifactByClient(const ArtifactLocation & al);
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void synchronizeArtifactHandlerLists();
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void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override;
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void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override;
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void startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, const CGTownInstance *town = nullptr) override; //use hero=nullptr for no hero
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void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank = false) override; //if any of armies is hero, hero will be used
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void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank = false) override; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
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bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL) override;
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void giveHeroBonus(GiveBonus * bonus) override;
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void setMovePoints(SetMovePoints * smp) override;
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void setManaPoints(ObjectInstanceID hid, int val) override;
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void giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId = ObjectInstanceID()) override;
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void changeObjPos(ObjectInstanceID objid, int3 newPos) override;
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void heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2) override;
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void changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide) override;
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void changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player, bool hide) override;
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void castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos) override;
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bool isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero) override;
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void setObjProperty(ObjectInstanceID objid, int prop, si64 val) override;
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void showInfoDialog(InfoWindow * iw) override;
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void showInfoDialog(const std::string & msg, PlayerColor player) override;
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//////////////////////////////////////////////////////////////////////////
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void useScholarSkill(ObjectInstanceID hero1, ObjectInstanceID hero2);
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void setPortalDwelling(const CGTownInstance * town, bool forced, bool clear);
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void visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h);
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bool teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker = PlayerColor::NEUTRAL);
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void visitCastleObjects(const CGTownInstance * obj, const CGHeroInstance * hero) override;
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void levelUpHero(const CGHeroInstance * hero, SecondarySkill skill);//handle client respond and send one more request if needed
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void levelUpHero(const CGHeroInstance * hero);//initial call - check if hero have remaining levelups & handle them
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void levelUpCommander (const CCommanderInstance * c, int skill); //secondary skill 1 to 6, special skill : skill - 100
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void levelUpCommander (const CCommanderInstance * c);
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void expGiven(const CGHeroInstance *hero); //triggers needed level-ups, handles also commander of this hero
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//////////////////////////////////////////////////////////////////////////
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void init(StartInfo *si, Load::ProgressAccumulator & progressTracking);
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void handleClientDisconnection(std::shared_ptr<CConnection> c);
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void handleReceivedPack(CPackForServer * pack);
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bool hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const;
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bool queryReply( QueryID qid, const JsonNode & answer, PlayerColor player );
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bool buildBoat( ObjectInstanceID objid, PlayerColor player );
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bool setFormation( ObjectInstanceID hid, ui8 formation );
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bool tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2);
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bool sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count);
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bool sendResources(ui32 val, PlayerColor player, GameResID r1, PlayerColor r2);
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bool sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID resourceID);
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bool transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot);
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bool assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo);
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bool buyArtifact( ObjectInstanceID hid, ArtifactID aid ); //for blacksmith and mage guild only -> buying for gold in common buildings
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bool buyArtifact( const IMarket *m, const CGHeroInstance *h, GameResID rid, ArtifactID aid); //for artifact merchant and black market -> buying for any resource in special building / advobject
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bool sellArtifact( const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID rid); //for artifact merchant selling
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//void lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts); //after battle - move al arts to winer
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bool buySecSkill( const IMarket *m, const CGHeroInstance *h, SecondarySkill skill);
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bool garrisonSwap(ObjectInstanceID tid);
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bool swapGarrisonOnSiege(ObjectInstanceID tid) override;
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bool upgradeCreature( ObjectInstanceID objid, SlotID pos, CreatureID upgID );
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bool recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dst, CreatureID crid, ui32 cram, si32 level);
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bool buildStructure(ObjectInstanceID tid, BuildingID bid, bool force=false);//force - for events: no cost, no checkings
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bool razeStructure(ObjectInstanceID tid, BuildingID bid);
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bool disbandCreature( ObjectInstanceID id, SlotID pos );
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bool arrangeStacks( ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player);
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bool bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot);
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bool bulkSplitStack(SlotID src, ObjectInstanceID srcOwner, si32 howMany);
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bool bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner);
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bool bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner);
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void save(const std::string &fname);
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bool load(const std::string &fname);
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void onPlayerTurnStarted(PlayerColor which);
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void onPlayerTurnEnded(PlayerColor which);
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void onNewTurn();
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void handleTimeEvents();
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void handleTownEvents(CGTownInstance *town, NewTurn &n);
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bool complain(const std::string &problem); //sends message to all clients, prints on the logs and return true
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void objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h );
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void objectVisitEnded(const CObjectVisitQuery &query);
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bool dig(const CGHeroInstance *h);
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void moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging);
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & QID;
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h & getRandomGenerator();
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h & *battles;
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h & *heroPool;
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h & *playerMessages;
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h & *turnOrder;
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#if SCRIPTING_ENABLED
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JsonNode scriptsState;
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if(h.saving)
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serverScripts->serializeState(h.saving, scriptsState);
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h & scriptsState;
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if(!h.saving)
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serverScripts->serializeState(h.saving, scriptsState);
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#endif
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}
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void sendToAllClients(CPackForClient * pack);
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void sendAndApply(CPackForClient * pack) override;
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void sendAndApply(CGarrisonOperationPack * pack);
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void sendAndApply(SetResources * pack);
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void sendAndApply(NewStructures * pack);
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void wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer);
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/// Unconditionally throws with "Action not allowed" message
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void throwNotAllowedAction(CPackForServer * pack);
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/// Throws if player stated in pack is not making turn right now
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void throwIfPlayerNotActive(CPackForServer * pack);
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/// Throws if object is not owned by pack sender
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void throwIfWrongOwner(CPackForServer * pack, ObjectInstanceID id);
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/// Throws if player is not present on connection of this pack
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void throwIfWrongPlayer(CPackForServer * pack, PlayerColor player);
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void throwIfWrongPlayer(CPackForServer * pack);
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void throwAndComplain(CPackForServer * pack, std::string txt);
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bool isPlayerOwns(CPackForServer * pack, ObjectInstanceID id);
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void run(bool resume);
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bool sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot);
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void spawnWanderingMonsters(CreatureID creatureID);
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// Check for victory and loss conditions
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void checkVictoryLossConditionsForPlayer(PlayerColor player);
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void checkVictoryLossConditions(const std::set<PlayerColor> & playerColors);
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void checkVictoryLossConditionsForAll();
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CRandomGenerator & getRandomGenerator();
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#if SCRIPTING_ENABLED
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scripting::Pool * getGlobalContextPool() const override;
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scripting::Pool * getContextPool() const override;
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#endif
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friend class CVCMIServer;
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private:
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std::unique_ptr<events::EventBus> serverEventBus;
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#if SCRIPTING_ENABLED
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std::shared_ptr<scripting::PoolImpl> serverScripts;
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#endif
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void reinitScripting();
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void getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const;
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const std::string complainNoCreatures;
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const std::string complainNotEnoughCreatures;
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const std::string complainInvalidSlot;
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};
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class ExceptionNotAllowedAction : public std::exception
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{
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};
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