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vcmi/client/CServerHandler.h
Ivan Savenko 9ebd194ab1
Merge pull request #3609 from IvanSavenko/single_process
Allow running server as part of client process
2024-02-14 12:06:22 +02:00

219 lines
7.5 KiB
C++

/*
* CServerHandler.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
#include "../lib/CStopWatch.h"
#include "../lib/network/NetworkInterface.h"
#include "../lib/StartInfo.h"
#include "../lib/CondSh.h"
VCMI_LIB_NAMESPACE_BEGIN
class CConnection;
class PlayerColor;
struct StartInfo;
struct TurnTimerInfo;
class CMapInfo;
class CGameState;
struct ClientPlayer;
struct CPack;
struct CPackForLobby;
struct CPackForClient;
template<typename T> class CApplier;
VCMI_LIB_NAMESPACE_END
class CClient;
class CBaseForLobbyApply;
class GlobalLobbyClient;
class IServerRunner;
class HighScoreCalculation;
class HighScoreParameter;
enum class ESelectionScreen : ui8;
enum class ELoadMode : ui8;
// TODO: Add mutex so we can't set CONNECTION_CANCELLED if client already connected, but thread not setup yet
enum class EClientState : ui8
{
NONE = 0,
CONNECTING, // Trying to connect to server
CONNECTION_CANCELLED, // Connection cancelled by player, stop attempts to connect
LOBBY, // Client is connected to lobby
LOBBY_CAMPAIGN, // Client is on scenario bonus selection screen
STARTING, // Gameplay interfaces being created, we pause netpacks retrieving
GAMEPLAY, // In-game, used by some UI
DISCONNECTING, // We disconnecting, drop all netpacks
};
enum class EServerMode : uint8_t
{
NONE = 0,
LOCAL, // no global lobby
LOBBY_HOST, // We are hosting global server available via global lobby
LOBBY_GUEST // Connecting to a remote server via proxy provided by global lobby
};
class IServerAPI
{
protected:
virtual void sendLobbyPack(const CPackForLobby & pack) const = 0;
public:
virtual ~IServerAPI() {}
virtual void sendClientConnecting() const = 0;
virtual void sendClientDisconnecting() = 0;
virtual void setCampaignState(std::shared_ptr<CampaignState> newCampaign) = 0;
virtual void setCampaignMap(CampaignScenarioID mapId) const = 0;
virtual void setCampaignBonus(int bonusId) const = 0;
virtual void setMapInfo(std::shared_ptr<CMapInfo> to, std::shared_ptr<CMapGenOptions> mapGenOpts = {}) const = 0;
virtual void setPlayer(PlayerColor color) const = 0;
virtual void setPlayerName(PlayerColor color, const std::string & name) const = 0;
virtual void setPlayerOption(ui8 what, int32_t value, PlayerColor player) const = 0;
virtual void setDifficulty(int to) const = 0;
virtual void setTurnTimerInfo(const TurnTimerInfo &) const = 0;
virtual void setSimturnsInfo(const SimturnsInfo &) const = 0;
virtual void setExtraOptionsInfo(const ExtraOptionsInfo & info) const = 0;
virtual void sendMessage(const std::string & txt) const = 0;
virtual void sendGuiAction(ui8 action) const = 0; // TODO: possibly get rid of it?
virtual void sendStartGame(bool allowOnlyAI = false) const = 0;
virtual void sendRestartGame() const = 0;
};
/// structure to handle running server and connecting to it
class CServerHandler final : public IServerAPI, public LobbyInfo, public INetworkClientListener, public INetworkTimerListener, boost::noncopyable
{
friend class ApplyOnLobbyHandlerNetPackVisitor;
std::unique_ptr<INetworkHandler> networkHandler;
std::shared_ptr<INetworkConnection> networkConnection;
std::unique_ptr<GlobalLobbyClient> lobbyClient;
std::unique_ptr<CApplier<CBaseForLobbyApply>> applier;
std::unique_ptr<IServerRunner> serverRunner;
std::shared_ptr<CMapInfo> mapToStart;
std::vector<std::string> localPlayerNames;
std::shared_ptr<HighScoreCalculation> highScoreCalc;
boost::thread threadNetwork;
std::atomic<EClientState> state;
void threadRunNetwork();
void waitForServerShutdown();
void sendLobbyPack(const CPackForLobby & pack) const override;
void onPacketReceived(const NetworkConnectionPtr &, const std::vector<std::byte> & message) override;
void onConnectionFailed(const std::string & errorMessage) override;
void onConnectionEstablished(const NetworkConnectionPtr &) override;
void onDisconnected(const NetworkConnectionPtr &, const std::string & errorMessage) override;
void onTimer() override;
void applyPackOnLobbyScreen(CPackForLobby & pack);
std::string serverHostname;
ui16 serverPort;
bool isServerLocal() const;
public:
/// High-level connection overlay that is capable of (de)serializing network data
std::shared_ptr<CConnection> logicConnection;
////////////////////
// FIXME: Bunch of crutches to glue it all together
// For starting non-custom campaign and continue to next mission
std::shared_ptr<CampaignState> campaignStateToSend;
ESelectionScreen screenType; // To create lobby UI only after server is setup
EServerMode serverMode;
ELoadMode loadMode; // For saves filtering in SelectionTab
////////////////////
std::unique_ptr<CStopWatch> th;
std::unique_ptr<CClient> client;
CServerHandler();
~CServerHandler();
void resetStateForLobby(EStartMode mode, ESelectionScreen screen, EServerMode serverMode, const std::vector<std::string> & playerNames);
void startLocalServerAndConnect(bool connectToLobby);
void connectToServer(const std::string & addr, const ui16 port);
GlobalLobbyClient & getGlobalLobby();
INetworkHandler & getNetworkHandler();
// Helpers for lobby state access
std::set<PlayerColor> getHumanColors();
PlayerColor myFirstColor() const;
bool isMyColor(PlayerColor color) const;
ui8 myFirstId() const; // Used by chat only!
EClientState getState() const;
void setState(EClientState newState);
bool isHost() const;
bool isGuest() const;
bool inLobbyRoom() const;
bool inGame() const;
const std::string & getCurrentHostname() const;
const std::string & getLocalHostname() const;
const std::string & getRemoteHostname() const;
ui16 getCurrentPort() const;
ui16 getLocalPort() const;
ui16 getRemotePort() const;
// Lobby server API for UI
void sendClientConnecting() const override;
void sendClientDisconnecting() override;
void setCampaignState(std::shared_ptr<CampaignState> newCampaign) override;
void setCampaignMap(CampaignScenarioID mapId) const override;
void setCampaignBonus(int bonusId) const override;
void setMapInfo(std::shared_ptr<CMapInfo> to, std::shared_ptr<CMapGenOptions> mapGenOpts = {}) const override;
void setPlayer(PlayerColor color) const override;
void setPlayerName(PlayerColor color, const std::string & name) const override;
void setPlayerOption(ui8 what, int32_t value, PlayerColor player) const override;
void setDifficulty(int to) const override;
void setTurnTimerInfo(const TurnTimerInfo &) const override;
void setSimturnsInfo(const SimturnsInfo &) const override;
void setExtraOptionsInfo(const ExtraOptionsInfo &) const override;
void sendMessage(const std::string & txt) const override;
void sendGuiAction(ui8 action) const override;
void sendRestartGame() const override;
void sendStartGame(bool allowOnlyAI = false) const override;
void startMapAfterConnection(std::shared_ptr<CMapInfo> to);
bool validateGameStart(bool allowOnlyAI = false) const;
void debugStartTest(std::string filename, bool save = false);
void startGameplay(VCMI_LIB_WRAP_NAMESPACE(CGameState) * gameState = nullptr);
void endGameplay();
void restartGameplay();
void startCampaignScenario(HighScoreParameter param, std::shared_ptr<CampaignState> cs = {});
void showServerError(const std::string & txt) const;
// TODO: LobbyState must be updated within game so we should always know how many player interfaces our client handle
int howManyPlayerInterfaces();
ELoadMode getLoadMode();
void visitForLobby(CPackForLobby & lobbyPack);
void visitForClient(CPackForClient & clientPack);
};
extern CServerHandler * CSH;