mirror of
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168 lines
5.4 KiB
C++
168 lines
5.4 KiB
C++
/*
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* CServerHandler.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 "../lib/CStopWatch.h"
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#include "../lib/StartInfo.h"
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#include "../lib/CondSh.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class CConnection;
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class PlayerColor;
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struct StartInfo;
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class CMapInfo;
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class CGameState;
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struct ClientPlayer;
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struct CPack;
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struct CPackForLobby;
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struct CPackForClient;
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template<typename T> class CApplier;
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VCMI_LIB_NAMESPACE_END
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class CClient;
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class CBaseForLobbyApply;
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// TODO: Add mutex so we can't set CONNECTION_CANCELLED if client already connected, but thread not setup yet
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enum class EClientState : ui8
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{
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NONE = 0,
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CONNECTING, // Trying to connect to server
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CONNECTION_CANCELLED, // Connection cancelled by player, stop attempts to connect
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LOBBY, // Client is connected to lobby
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LOBBY_CAMPAIGN, // Client is on scenario bonus selection screen
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STARTING, // Gameplay interfaces being created, we pause netpacks retrieving
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GAMEPLAY, // In-game, used by some UI
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DISCONNECTING // We disconnecting, drop all netpacks
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};
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class IServerAPI
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{
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protected:
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virtual void sendLobbyPack(const CPackForLobby & pack) const = 0;
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public:
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virtual ~IServerAPI() {}
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virtual void sendClientConnecting() const = 0;
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virtual void sendClientDisconnecting() = 0;
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virtual void setCampaignState(std::shared_ptr<CampaignState> newCampaign) = 0;
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virtual void setCampaignMap(CampaignScenarioID mapId) const = 0;
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virtual void setCampaignBonus(int bonusId) const = 0;
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virtual void setMapInfo(std::shared_ptr<CMapInfo> to, std::shared_ptr<CMapGenOptions> mapGenOpts = {}) const = 0;
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virtual void setPlayer(PlayerColor color) const = 0;
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virtual void setPlayerOption(ui8 what, si16 value, PlayerColor player) const = 0;
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virtual void setDifficulty(int to) const = 0;
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virtual void setTurnLength(int npos) const = 0;
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virtual void sendMessage(const std::string & txt) const = 0;
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virtual void sendGuiAction(ui8 action) const = 0; // TODO: possibly get rid of it?
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virtual void sendStartGame(bool allowOnlyAI = false) const = 0;
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virtual void sendRestartGame() const = 0;
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};
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/// structure to handle running server and connecting to it
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class CServerHandler : public IServerAPI, public LobbyInfo
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{
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std::shared_ptr<CApplier<CBaseForLobbyApply>> applier;
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std::shared_ptr<boost::recursive_mutex> mx;
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std::list<CPackForLobby *> packsForLobbyScreen; //protected by mx
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std::vector<std::string> myNames;
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void threadHandleConnection();
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void threadRunServer();
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void onServerFinished();
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void sendLobbyPack(const CPackForLobby & pack) const override;
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public:
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std::atomic<EClientState> state;
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////////////////////
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// FIXME: Bunch of crutches to glue it all together
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// For starting non-custom campaign and continue to next mission
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std::shared_ptr<CampaignState> campaignStateToSend;
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ui8 screenType; // To create lobby UI only after server is setup
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ui8 loadMode; // For saves filtering in SelectionTab
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////////////////////
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std::unique_ptr<CStopWatch> th;
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std::shared_ptr<boost::thread> threadRunLocalServer;
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std::shared_ptr<CConnection> c;
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CClient * client;
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CondSh<bool> campaignServerRestartLock;
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static const std::string localhostAddress;
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CServerHandler();
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std::string getHostAddress() const;
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ui16 getHostPort() const;
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void resetStateForLobby(const StartInfo::EMode mode, const std::vector<std::string> * names = nullptr);
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void startLocalServerAndConnect();
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void justConnectToServer(const std::string & addr, const ui16 port);
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void applyPacksOnLobbyScreen();
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void stopServerConnection();
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// Helpers for lobby state access
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std::set<PlayerColor> getHumanColors();
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PlayerColor myFirstColor() const;
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bool isMyColor(PlayerColor color) const;
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ui8 myFirstId() const; // Used by chat only!
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bool isServerLocal() const;
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bool isHost() const;
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bool isGuest() const;
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static ui16 getDefaultPort();
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static std::string getDefaultPortStr();
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// Lobby server API for UI
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void sendClientConnecting() const override;
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void sendClientDisconnecting() override;
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void setCampaignState(std::shared_ptr<CampaignState> newCampaign) override;
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void setCampaignMap(CampaignScenarioID mapId) const override;
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void setCampaignBonus(int bonusId) const override;
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void setMapInfo(std::shared_ptr<CMapInfo> to, std::shared_ptr<CMapGenOptions> mapGenOpts = {}) const override;
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void setPlayer(PlayerColor color) const override;
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void setPlayerOption(ui8 what, si16 value, PlayerColor player) const override;
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void setDifficulty(int to) const override;
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void setTurnLength(int npos) const override;
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void sendMessage(const std::string & txt) const override;
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void sendGuiAction(ui8 action) const override;
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void sendRestartGame() const override;
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void sendStartGame(bool allowOnlyAI = false) const override;
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void startGameplay(VCMI_LIB_WRAP_NAMESPACE(CGameState) * gameState = nullptr);
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void endGameplay(bool closeConnection = true, bool restart = false);
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void startCampaignScenario(std::shared_ptr<CampaignState> cs = {});
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void showServerError(std::string txt);
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// TODO: LobbyState must be updated within game so we should always know how many player interfaces our client handle
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int howManyPlayerInterfaces();
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ui8 getLoadMode();
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void debugStartTest(std::string filename, bool save = false);
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void restoreLastSession();
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void visitForLobby(CPackForLobby & lobbyPack);
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void visitForClient(CPackForClient & clientPack);
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};
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extern CServerHandler * CSH;
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