1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-11-28 08:48:48 +02:00
vcmi/client/Client.cpp
Michał W. Urbańczyk 03fdd22b1a Version set to 0.83c, to be released as development build.
Code reorganizations in bonus system, allowing defining bonusNode-like classes.
Fixed some issues with artifact handling (proper updating of GUI when moving, minor fixes). 
Restoring battle AI for neutrals after loading game.
2011-02-27 19:58:14 +00:00

685 lines
17 KiB
C++

#include "CMusicHandler.h"
#include "../lib/CCampaignHandler.h"
#include "../CCallback.h"
#include "../CConsoleHandler.h"
#include "CGameInfo.h"
#include "../lib/CGameState.h"
#include "CPlayerInterface.h"
#include "../StartInfo.h"
#include "../lib/BattleState.h"
#include "../lib/CArtHandler.h"
#include "../lib/CDefObjInfoHandler.h"
#include "../lib/CGeneralTextHandler.h"
#include "../lib/CHeroHandler.h"
#include "../lib/CTownHandler.h"
#include "../lib/CObjectHandler.h"
#include "../lib/CBuildingHandler.h"
#include "../lib/CSpellHandler.h"
#include "../lib/Connection.h"
#include "../lib/Interprocess.h"
#include "../lib/NetPacks.h"
#include "../lib/VCMI_Lib.h"
#include "../lib/map.h"
#include "mapHandler.h"
#include "CConfigHandler.h"
#include "Client.h"
#include "GUIBase.h"
#include <boost/bind.hpp>
#include <boost/foreach.hpp>
#include <boost/thread.hpp>
#include <boost/thread/shared_mutex.hpp>
#include <boost/lexical_cast.hpp>
#include <sstream>
#include "CPreGame.h"
#include "CBattleInterface.h"
#include "../CThreadHelper.h"
#define NOT_LIB
#include "../lib/RegisterTypes.cpp"
extern std::string NAME;
namespace intpr = boost::interprocess;
/*
* Client.cpp, 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
*
*/
template <typename T> class CApplyOnCL;
class CBaseForCLApply
{
public:
virtual void applyOnClAfter(CClient *cl, void *pack) const =0;
virtual void applyOnClBefore(CClient *cl, void *pack) const =0;
virtual ~CBaseForCLApply(){}
template<typename U> static CBaseForCLApply *getApplier(const U * t=NULL)
{
return new CApplyOnCL<U>;
}
};
template <typename T> class CApplyOnCL : public CBaseForCLApply
{
public:
void applyOnClAfter(CClient *cl, void *pack) const
{
T *ptr = static_cast<T*>(pack);
ptr->applyCl(cl);
}
void applyOnClBefore(CClient *cl, void *pack) const
{
T *ptr = static_cast<T*>(pack);
ptr->applyFirstCl(cl);
}
};
static CApplier<CBaseForCLApply> *applier = NULL;
void CClient::init()
{
hotSeat = false;
connectionHandler = NULL;
pathInfo = NULL;
applier = new CApplier<CBaseForCLApply>;
registerTypes2(*applier);
IObjectInterface::cb = this;
serv = NULL;
gs = NULL;
cb = NULL;
terminate = false;
}
CClient::CClient(void)
:waitingRequest(false)
{
init();
}
CClient::CClient(CConnection *con, StartInfo *si)
:waitingRequest(false)
{
init();
newGame(con,si);
}
CClient::~CClient(void)
{
delete pathInfo;
delete applier;
}
void CClient::waitForMoveAndSend(int color)
{
try
{
assert(vstd::contains(battleints, color));
BattleAction ba = battleints[color]->activeStack(gs->curB->getStack(gs->curB->activeStack, false));
*serv << &MakeAction(ba);
return;
}HANDLE_EXCEPTION
tlog1 << "We should not be here!" << std::endl;
}
void CClient::run()
{
setThreadName(-1, "CClient::run");
try
{
CPack *pack = NULL;
while(!terminate)
{
pack = serv->retreivePack(); //get the package from the server
if (terminate)
{
delete pack;
pack = NULL;
break;
}
handlePack(pack);
pack = NULL;
}
}
catch (const std::exception& e)
{
tlog3 << "Lost connection to server, ending listening thread!\n";
tlog1 << e.what() << std::endl;
if(!terminate) //rethrow (-> boom!) only if closing connection was unexpected
{
tlog1 << "Something wrong, lost connection while game is still ongoing...\n";
throw;
}
}
}
void CClient::save(const std::string & fname)
{
if(gs->curB)
{
tlog1 << "Game cannot be saved during battle!\n";
return;
}
*serv << &SaveGame(fname);
}
#include <fstream>
void initVillagesCapitols(Mapa * map)
{
std::ifstream ifs(DATA_DIR "/config/townsDefs.txt");
int ccc;
ifs>>ccc;
for(int i=0;i<ccc*2;i++)
{
const CGDefInfo *n;
if(i<ccc)
{
n = CGI->state->villages[i];
map->defy.push_back(CGI->state->forts[i]);
}
else
n = CGI->state->capitols[i%ccc];
ifs >> const_cast<CGDefInfo*>(n)->name;
if(!n)
tlog1 << "*HUGE* Warning - missing town def for " << i << std::endl;
else
map->defy.push_back(const_cast<CGDefInfo*>(n));
}
}
void CClient::endGame( bool closeConnection /*= true*/ )
{
// Game is ending
// Tell the network thread to reach a stable state
GH.curInt = NULL;
LOCPLINT->terminate_cond.setn(true);
LOCPLINT->pim->lock();
tlog0 << "\n\nEnding current game!" << std::endl;
if(GH.topInt())
GH.topInt()->deactivate();
GH.listInt.clear();
GH.objsToBlit.clear();
GH.statusbar = NULL;
tlog0 << "Removed GUI." << std::endl;
delete CGI->mh;
const_cast<CGameInfo*>(CGI)->mh = NULL;
const_cast<CGameInfo*>(CGI)->state.dellNull();
tlog0 << "Deleted mapHandler and gameState." << std::endl;
CPlayerInterface * oldInt = LOCPLINT;
LOCPLINT = NULL;
oldInt->pim->unlock();
while (!playerint.empty())
{
CGameInterface *pint = playerint.begin()->second;
playerint.erase(playerint.begin());
delete pint;
}
BOOST_FOREACH(CCallback *cb, callbacks)
{
delete cb;
}
tlog0 << "Deleted playerInts." << std::endl;
if(closeConnection)
stopConnection();
tlog0 << "Client stopped." << std::endl;
}
void CClient::loadGame( const std::string & fname )
{
tlog0 <<"\n\nLoading procedure started!\n\n";
CServerHandler sh;
sh.startServer();
timeHandler tmh;
{
char sig[8];
CMapHeader dum;
const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
StartInfo *si;
CLoadFile lf(fname + ".vlgm1");
lf >> sig >> dum >> si;
tlog0 <<"Reading save signature: "<<tmh.getDif()<<std::endl;
lf >> *VLC;
const_cast<CGameInfo*>(CGI)->setFromLib();
tlog0 <<"Reading handlers: "<<tmh.getDif()<<std::endl;
lf >> gs;
tlog0 <<"Reading gamestate: "<<tmh.getDif()<<std::endl;
const_cast<CGameInfo*>(CGI)->state = gs;
const_cast<CGameInfo*>(CGI)->mh->map = gs->map;
pathInfo = new CPathsInfo(int3(gs->map->width, gs->map->height, gs->map->twoLevel+1));
CGI->mh->init();
initVillagesCapitols(gs->map);
tlog0 <<"Initing maphandler: "<<tmh.getDif()<<std::endl;
}
serv = sh.connectToServer();
serv->addStdVecItems(gs);
tmh.update();
ui8 pom8;
*serv << ui8(3) << ui8(1); //load game; one client
*serv << fname;
*serv >> pom8;
if(pom8)
throw "Server cannot open the savegame!";
else
tlog0 << "Server opened savegame properly.\n";
*serv << ui32(gs->scenarioOps->playerInfos.size()+1); //number of players + neutral
for(std::map<int, PlayerSettings>::iterator it = gs->scenarioOps->playerInfos.begin();
it != gs->scenarioOps->playerInfos.end(); ++it)
{
*serv << ui8(it->first); //players
}
*serv << ui8(255); // neutrals
tlog0 <<"Sent info to server: "<<tmh.getDif()<<std::endl;
{
CLoadFile lf(fname + ".vcgm1");
lf >> *this;
}
}
int CClient::getCurrentPlayer()
{
return gs->currentPlayer;
}
int CClient::getSelectedHero()
{
if(const CGHeroInstance *selHero = IGameCallback::getSelectedHero(getCurrentPlayer()))
return selHero->id;
else
return -1;
}
void CClient::newGame( CConnection *con, StartInfo *si )
{
enum {SINGLE, HOST, GUEST} networkMode = SINGLE;
std::set<ui8> myPlayers;
if (con == NULL)
{
CServerHandler sh;
serv = sh.connectToServer();
}
else
{
serv = con;
networkMode = (con->connectionID == 1) ? HOST : GUEST;
}
for(std::map<int, PlayerSettings>::iterator it =si->playerInfos.begin();
it != si->playerInfos.end(); ++it)
{
if(networkMode == SINGLE //single - one client has all player
|| networkMode != SINGLE && serv->connectionID == it->second.human //multi - client has only "its players"
|| networkMode == HOST && it->second.human == false) //multi - host has all AI players
{
myPlayers.insert(ui8(it->first)); //add player
}
}
if(networkMode != GUEST)
myPlayers.insert(255); //neutral
timeHandler tmh;
const_cast<CGameInfo*>(CGI)->state = new CGameState();
tlog0 <<"\tGamestate: "<<tmh.getDif()<<std::endl;
CConnection &c(*serv);
////////////////////////////////////////////////////
if(networkMode == SINGLE)
{
ui8 pom8;
c << ui8(2) << ui8(1); //new game; one client
c << *si;
c >> pom8;
if(pom8)
throw "Server cannot open the map!";
else
tlog0 << "Server opened map properly.\n";
}
c << myPlayers;
ui32 seed, sum;
c >> si >> sum >> seed;
tlog0 <<"\tSending/Getting info to/from the server: "<<tmh.getDif()<<std::endl;
tlog0 << "\tUsing random seed: "<<seed << std::endl;
gs = const_cast<CGameInfo*>(CGI)->state;
gs->scenarioOps = si;
gs->init(si, sum, seed);
tlog0 <<"Initializing GameState (together): "<<tmh.getDif()<<std::endl;
if(gs->map)
{
const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
CGI->mh->map = gs->map;
tlog0 <<"Creating mapHandler: "<<tmh.getDif()<<std::endl;
CGI->mh->init();
initVillagesCapitols(gs->map);
pathInfo = new CPathsInfo(int3(gs->map->width, gs->map->height, gs->map->twoLevel+1));
tlog0 <<"Initializing mapHandler (together): "<<tmh.getDif()<<std::endl;
}
int humanPlayers = 0;
for(std::map<int, PlayerSettings>::iterator it = gs->scenarioOps->playerInfos.begin();
it != gs->scenarioOps->playerInfos.end(); ++it)//initializing interfaces for players
{
ui8 color = it->first;
gs->currentPlayer = color;
if(!vstd::contains(myPlayers, color))
continue;
if(si->mode != StartInfo::DUEL)
{
CCallback *cb = new CCallback(gs,color,this);
if(!it->second.human)
{
playerint[color] = static_cast<CGameInterface*>(CAIHandler::getNewAI(conf.cc.defaultPlayerAI));
}
else
{
playerint[color] = new CPlayerInterface(color);
humanPlayers++;
}
battleints[color] = playerint[color];
playerint[color]->init(cb);
}
else
{
CBattleCallback * cbc = new CBattleCallback(gs, color, this);
battleints[color] = CAIHandler::getNewBattleAI("StupidAI");
battleints[color]->init(cbc);
}
}
if(si->mode == StartInfo::DUEL)
{
CPlayerInterface *p = new CPlayerInterface(-1);
p->observerInDuelMode = true;
battleints[254] = playerint[254] = p;
GH.curInt = p;
p->init(new CCallback(gs, -1, this));
battleStarted(gs->curB);
}
else
{
loadNeutralBattleAI();
}
serv->addStdVecItems(const_cast<CGameInfo*>(CGI)->state);
hotSeat = (humanPlayers > 1);
}
template <typename Handler>
void CClient::serialize( Handler &h, const int version )
{
h & hotSeat;
if(h.saving)
{
ui8 players = playerint.size();
h & players;
for(std::map<ui8,CGameInterface *>::iterator i = playerint.begin(); i != playerint.end(); i++)
{
h & i->first & i->second->dllName;
i->second->serialize(h,version);
}
}
else
{
ui8 players;
h & players;
for(int i=0; i < players; i++)
{
std::string dllname;
ui8 pid;
h & pid & dllname;
CGameInterface *nInt = NULL;
if(dllname.length())
{
if(pid == 255)
{
CBattleCallback * cbc = new CBattleCallback(gs, pid, this);
CBattleGameInterface *cbgi = CAIHandler::getNewBattleAI(dllname);
battleints[pid] = cbgi;
cbgi->init(cb);
//TODO? consider serialization
continue;
}
else
nInt = CAIHandler::getNewAI(dllname);
}
else
nInt = new CPlayerInterface(pid);
CCallback *callback = new CCallback(gs,pid,this);
callbacks.insert(callback);
battleints[pid] = playerint[pid] = nInt;
nInt->init(callback);
nInt->serialize(h, version);
}
if(!vstd::contains(battleints, NEUTRAL_PLAYER))
loadNeutralBattleAI();
}
}
void CClient::handlePack( CPack * pack )
{
CBaseForCLApply *apply = applier->apps[typeList.getTypeID(pack)]; //find the applier
if(apply)
{
apply->applyOnClBefore(this,pack);
tlog5 << "\tMade first apply on cl\n";
gs->apply(pack);
tlog5 << "\tApplied on gs\n";
apply->applyOnClAfter(this,pack);
tlog5 << "\tMade second apply on cl\n";
}
else
{
tlog1 << "Message cannot be applied, cannot find applier!\n";
}
delete pack;
}
void CClient::updatePaths()
{
const CGHeroInstance *h = getHero(getSelectedHero());
if (h)//if we have selected hero...
gs->calculatePaths(h, *pathInfo);
}
void CClient::finishCampaign( CCampaignState * camp )
{
}
void CClient::proposeNextMission( CCampaignState * camp )
{
GH.pushInt(new CBonusSelection(camp));
GH.curInt = CGP;
}
void CClient::stopConnection()
{
terminate = true;
if (serv) //request closing connection
{
tlog0 << "Connection has been requested to be closed.\n";
boost::unique_lock<boost::mutex>(*serv->wmx);
*serv << &CloseServer();
tlog0 << "Sent closing signal to the server\n";
}
if(connectionHandler)//end connection handler
{
if(connectionHandler->get_id() != boost::this_thread::get_id())
connectionHandler->join();
tlog0 << "Connection handler thread joined" << std::endl;
delete connectionHandler;
connectionHandler = NULL;
}
if (serv) //and delete connection
{
serv->close();
delete serv;
serv = NULL;
tlog3 << "Our socket has been closed." << std::endl;
}
}
void CClient::battleStarted(const BattleInfo * info)
{
CPlayerInterface * att, * def;
if(vstd::contains(playerint, info->sides[0]) && playerint[info->sides[0]]->human)
att = static_cast<CPlayerInterface*>( playerint[info->sides[0]] );
else
att = NULL;
if(vstd::contains(playerint, info->sides[1]) && playerint[info->sides[1]]->human)
def = static_cast<CPlayerInterface*>( playerint[info->sides[1]] );
else
def = NULL;
new CBattleInterface(info->belligerents[0], info->belligerents[1], info->heroes[0], info->heroes[1], Rect((conf.cc.resx - 800)/2, (conf.cc.resy - 600)/2, 800, 600), att, def);
if(vstd::contains(battleints,info->sides[0]))
battleints[info->sides[0]]->battleStart(info->belligerents[0], info->belligerents[1], info->tile, info->heroes[0], info->heroes[1], 0);
if(vstd::contains(battleints,info->sides[1]))
battleints[info->sides[1]]->battleStart(info->belligerents[0], info->belligerents[1], info->tile, info->heroes[0], info->heroes[1], 1);
if(vstd::contains(battleints,254))
battleints[254]->battleStart(info->belligerents[0], info->belligerents[1], info->tile, info->heroes[0], info->heroes[1], 1);
}
void CClient::loadNeutralBattleAI()
{
battleints[255] = CAIHandler::getNewBattleAI(conf.cc.defaultBattleAI);
battleints[255]->init(new CBattleCallback(gs, 255, this));
}
template void CClient::serialize( CISer<CLoadFile> &h, const int version );
template void CClient::serialize( COSer<CSaveFile> &h, const int version );
void CServerHandler::startServer()
{
th.update();
serverThread = new boost::thread(&CServerHandler::callServer, this); //runs server executable; //TODO: will it work on non-windows platforms?
if(verbose)
tlog0 << "Setting up thread calling server: " << th.getDif() << std::endl;
}
void CServerHandler::waitForServer()
{
if(!serverThread)
startServer();
th.update();
intpr::scoped_lock<intpr::interprocess_mutex> slock(shared->sr->mutex);
while(!shared->sr->ready)
{
shared->sr->cond.wait(slock);
}
if(verbose)
tlog0 << "Waiting for server: " << th.getDif() << std::endl;
}
CConnection * CServerHandler::connectToServer()
{
if(!shared->sr->ready)
waitForServer();
th.update();
CConnection *ret = justConnectToServer(conf.cc.server, port);
if(verbose)
tlog0<<"\tConnecting to the server: "<<th.getDif()<<std::endl;
return ret;
}
CServerHandler::CServerHandler(bool runServer /*= false*/)
{
serverThread = NULL;
shared = NULL;
port = boost::lexical_cast<std::string>(conf.cc.port);
boost::interprocess::shared_memory_object::remove("vcmi_memory"); //if the application has previously crashed, the memory may not have been removed. to avoid problems - try to destroy it
try
{
shared = new SharedMem();
} HANDLE_EXCEPTIONC(tlog1 << "Cannot open interprocess memory: ";)
}
CServerHandler::~CServerHandler()
{
delete shared;
delete serverThread; //detaches, not kills thread
}
void CServerHandler::callServer()
{
setThreadName(-1, "CServerHandler::callServer");
std::string comm = std::string(BIN_DIR PATH_SEPARATOR SERVER_NAME " ") + port + " > server_log.txt";
std::system(comm.c_str());
tlog0 << "Server finished\n";
}
CConnection * CServerHandler::justConnectToServer(const std::string &host, const std::string &port)
{
CConnection *ret = NULL;
while(!ret)
{
try
{
tlog0 << "Establishing connection...\n";
ret = new CConnection( host.size() ? host : conf.cc.server,
port.size() ? port : boost::lexical_cast<std::string>(conf.cc.port),
NAME);
}
catch(...)
{
tlog1 << "\nCannot establish connection! Retrying within 2 seconds" << std::endl;
SDL_Delay(2000);
}
}
return ret;
}