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vcmi/server/CVCMIServer.h

131 lines
3.9 KiB
C++

/*
* CVCMIServer.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/network/NetworkInterface.h"
#include "../lib/StartInfo.h"
VCMI_LIB_NAMESPACE_BEGIN
class CMapInfo;
struct CPackForLobby;
class CConnection;
struct StartInfo;
struct LobbyInfo;
struct PlayerSettings;
class PlayerColor;
template<typename T> class CApplier;
VCMI_LIB_NAMESPACE_END
class CGameHandler;
class CBaseForServerApply;
class CBaseForGHApply;
class GlobalLobbyProcessor;
enum class EServerState : ui8
{
LOBBY,
GAMEPLAY,
SHUTDOWN
};
class CVCMIServer : public LobbyInfo, public INetworkServerListener, public INetworkTimerListener
{
/// Network server instance that receives and processes incoming connections on active socket
std::unique_ptr<INetworkServer> networkServer;
std::unique_ptr<GlobalLobbyProcessor> lobbyProcessor;
std::chrono::steady_clock::time_point gameplayStartTime;
std::chrono::steady_clock::time_point lastTimerUpdateTime;
std::unique_ptr<INetworkHandler> networkHandler;
std::shared_ptr<CApplier<CBaseForServerApply>> applier;
EServerState state = EServerState::LOBBY;
std::shared_ptr<CConnection> findConnection(const std::shared_ptr<INetworkConnection> &);
int currentClientId;
ui8 currentPlayerId;
uint16_t port;
bool runByClient;
public:
/// List of all active connections
std::vector<std::shared_ptr<CConnection>> activeConnections;
// INetworkListener impl
void onDisconnected(const std::shared_ptr<INetworkConnection> & connection, const std::string & errorMessage) override;
void onPacketReceived(const std::shared_ptr<INetworkConnection> & connection, const std::vector<std::byte> & message) override;
void onNewConnection(const std::shared_ptr<INetworkConnection> &) override;
void onTimer() override;
std::shared_ptr<CGameHandler> gh;
CVCMIServer(uint16_t port, bool connectToLobby, bool runByClient);
~CVCMIServer();
void run();
bool wasStartedByClient() const;
bool prepareToStartGame();
void prepareToRestart();
void startGameImmediately();
void startAcceptingIncomingConnections();
void threadHandleClient(std::shared_ptr<CConnection> c);
void announcePack(std::unique_ptr<CPackForLobby> pack);
bool passHost(int toConnectionId);
void announceTxt(const std::string & txt, const std::string & playerName = "system");
void setPlayerConnectedId(PlayerSettings & pset, ui8 player) const;
void updateStartInfoOnMapChange(std::shared_ptr<CMapInfo> mapInfo, std::shared_ptr<CMapGenOptions> mapGenOpt = {});
void clientConnected(std::shared_ptr<CConnection> c, std::vector<std::string> & names, const std::string & uuid, EStartMode mode);
void clientDisconnected(std::shared_ptr<CConnection> c);
void reconnectPlayer(int connId);
void announceMessage(const std::string & txt);
void handleReceivedPack(std::unique_ptr<CPackForLobby> pack);
void updateAndPropagateLobbyState();
INetworkHandler & getNetworkHandler();
void setState(EServerState value);
EServerState getState() const;
// Work with LobbyInfo
void setPlayer(PlayerColor clickedColor);
void setPlayerName(PlayerColor player, std::string name);
void optionNextHero(PlayerColor player, int dir); //dir == -1 or +1
void optionSetHero(PlayerColor player, HeroTypeID id);
HeroTypeID nextAllowedHero(PlayerColor player, HeroTypeID id, int direction);
bool canUseThisHero(PlayerColor player, HeroTypeID ID);
std::vector<HeroTypeID> getUsedHeroes();
void optionNextBonus(PlayerColor player, int dir); //dir == -1 or +1
void optionSetBonus(PlayerColor player, PlayerStartingBonus id);
void optionNextCastle(PlayerColor player, int dir); //dir == -1 or +
void optionSetCastle(PlayerColor player, FactionID id);
// Campaigns
void setCampaignMap(CampaignScenarioID mapId);
void setCampaignBonus(int bonusId);
ui8 getIdOfFirstUnallocatedPlayer() const;
};