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17755caa10
* fixed advancing between misisons in campaigns
783 lines
22 KiB
C++
783 lines
22 KiB
C++
#include "StdInc.h"
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#include "CMusicHandler.h"
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#include "../lib/Mapping/CCampaignHandler.h"
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#include "../CCallback.h"
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#include "../lib/CConsoleHandler.h"
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#include "CGameInfo.h"
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#include "../lib/CGameState.h"
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#include "CPlayerInterface.h"
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#include "../lib/StartInfo.h"
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#include "../lib/BattleState.h"
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#include "../lib/CModHandler.h"
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#include "../lib/CArtHandler.h"
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#include "../lib/CDefObjInfoHandler.h"
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#include "../lib/CGeneralTextHandler.h"
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#include "../lib/CHeroHandler.h"
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#include "../lib/CTownHandler.h"
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#include "../lib/CObjectHandler.h"
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#include "../lib/CBuildingHandler.h"
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#include "../lib/CSpellHandler.h"
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#include "../lib/Connection.h"
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#include "../lib/Interprocess.h"
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#include "../lib/NetPacks.h"
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#include "../lib/VCMI_Lib.h"
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#include "../lib/VCMIDirs.h"
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#include "../lib/Mapping/CMap.h"
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#include "../lib/JsonNode.h"
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#include "mapHandler.h"
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#include "../lib/CConfigHandler.h"
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#include "Client.h"
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#include "CPreGame.h"
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#include "BattleInterface/CBattleInterface.h"
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#include "../lib/CThreadHelper.h"
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#include "../lib/CScriptingModule.h"
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#include "../lib/RegisterTypes.h"
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#include "UIFramework/CGuiHandler.h"
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extern std::string NAME;
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namespace intpr = boost::interprocess;
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/*
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* Client.cpp, 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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template <typename T> class CApplyOnCL;
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class CBaseForCLApply
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{
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public:
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virtual void applyOnClAfter(CClient *cl, void *pack) const =0;
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virtual void applyOnClBefore(CClient *cl, void *pack) const =0;
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virtual ~CBaseForCLApply(){}
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template<typename U> static CBaseForCLApply *getApplier(const U * t=NULL)
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{
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return new CApplyOnCL<U>;
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}
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};
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template <typename T> class CApplyOnCL : public CBaseForCLApply
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{
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public:
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void applyOnClAfter(CClient *cl, void *pack) const
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{
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T *ptr = static_cast<T*>(pack);
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ptr->applyCl(cl);
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}
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void applyOnClBefore(CClient *cl, void *pack) const
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{
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T *ptr = static_cast<T*>(pack);
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ptr->applyFirstCl(cl);
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}
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};
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static CApplier<CBaseForCLApply> *applier = NULL;
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void CClient::init()
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{
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hotSeat = false;
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connectionHandler = NULL;
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pathInfo = NULL;
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applier = new CApplier<CBaseForCLApply>;
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registerTypes2(*applier);
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IObjectInterface::cb = this;
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serv = NULL;
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gs = NULL;
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cb = NULL;
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erm = NULL;
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terminate = false;
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}
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CClient::CClient(void)
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{
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init();
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}
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CClient::CClient(CConnection *con, StartInfo *si)
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{
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init();
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newGame(con,si);
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}
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CClient::~CClient(void)
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{
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delete pathInfo;
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delete applier;
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}
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void CClient::waitForMoveAndSend(TPlayerColor color)
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{
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try
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{
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setThreadName("CClient::waitForMoveAndSend");
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assert(vstd::contains(battleints, color));
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BattleAction ba = battleints[color]->activeStack(gs->curB->battleGetStackByID(gs->curB->activeStack, false));
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MakeAction temp_action(ba);
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sendRequest(&temp_action, color);
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return;
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}
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catch(boost::thread_interrupted&)
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{
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tlog5 << "Wait for move thread was interrupted and no action will be send. Was a battle ended by spell?\n";
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return;
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}
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HANDLE_EXCEPTION
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tlog1 << "We should not be here!" << std::endl;
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}
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void CClient::run()
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{
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setThreadName("CClient::run");
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try
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{
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CPack *pack = NULL;
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while(!terminate)
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{
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pack = serv->retreivePack(); //get the package from the server
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if (terminate)
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{
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delete pack;
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pack = NULL;
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break;
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}
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handlePack(pack);
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pack = NULL;
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}
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}
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//catch only asio exceptions
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catch (const boost::system::system_error& e)
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{
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tlog3 << "Lost connection to server, ending listening thread!\n";
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tlog1 << e.what() << std::endl;
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if(!terminate) //rethrow (-> boom!) only if closing connection was unexpected
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{
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tlog1 << "Something wrong, lost connection while game is still ongoing...\n";
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throw;
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}
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}
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}
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void CClient::save(const std::string & fname)
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{
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if(gs->curB)
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{
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tlog1 << "Game cannot be saved during battle!\n";
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return;
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}
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SaveGame save_game(fname);
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sendRequest((CPackForClient*)&save_game, 255);
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}
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void CClient::endGame( bool closeConnection /*= true*/ )
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{
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//suggest interfaces to finish their stuff (AI should interrupt any bg working threads)
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BOOST_FOREACH(auto i, playerint)
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i.second->finish();
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// Game is ending
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// Tell the network thread to reach a stable state
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if(closeConnection)
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stopConnection();
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tlog0 << "Closed connection." << std::endl;
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GH.curInt = NULL;
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LOCPLINT->terminate_cond.setn(true);
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{
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boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
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tlog0 << "\n\nEnding current game!" << std::endl;
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if(GH.topInt())
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GH.topInt()->deactivate();
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GH.listInt.clear();
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GH.objsToBlit.clear();
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GH.statusbar = NULL;
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tlog0 << "Removed GUI." << std::endl;
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delete CGI->mh;
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const_cast<CGameInfo*>(CGI)->mh = NULL;
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const_cast<CGameInfo*>(CGI)->state.dellNull();
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tlog0 << "Deleted mapHandler and gameState." << std::endl;
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LOCPLINT = NULL;
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}
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while (!playerint.empty())
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{
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CGameInterface *pint = playerint.begin()->second;
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playerint.erase(playerint.begin());
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delete pint;
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}
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callbacks.clear();
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tlog0 << "Deleted playerInts." << std::endl;
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tlog0 << "Client stopped." << std::endl;
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}
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void CClient::loadGame( const std::string & fname )
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{
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tlog0 <<"\n\nLoading procedure started!\n\n";
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CServerHandler sh;
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sh.startServer();
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CStopWatch tmh;
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{
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char sig[8];
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CMapHeader dum;
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const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
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StartInfo *si;
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CLoadFile lf(CResourceHandler::get()->getResourceName(ResourceID(fname, EResType::LIB_SAVEGAME)));
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lf >> sig >> dum >> si;
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tlog0 <<"Reading save signature: "<<tmh.getDiff()<<std::endl;
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lf >> *VLC;
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const_cast<CGameInfo*>(CGI)->setFromLib();
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tlog0 <<"Reading handlers: "<<tmh.getDiff()<<std::endl;
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lf >> gs;
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tlog0 <<"Reading gamestate: "<<tmh.getDiff()<<std::endl;
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const_cast<CGameInfo*>(CGI)->state = gs;
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const_cast<CGameInfo*>(CGI)->mh->map = gs->map;
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pathInfo = new CPathsInfo(int3(gs->map->width, gs->map->height, gs->map->twoLevel ? 2 : 1));
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CGI->mh->init();
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tlog0 <<"Initing maphandler: "<<tmh.getDiff()<<std::endl;
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}
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serv = sh.connectToServer();
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serv->addStdVecItems(gs);
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tmh.update();
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ui8 pom8;
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*serv << ui8(3) << ui8(1); //load game; one client
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*serv << fname;
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*serv >> pom8;
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if(pom8)
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throw std::runtime_error("Server cannot open the savegame!");
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else
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tlog0 << "Server opened savegame properly.\n";
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*serv << ui32(gs->scenarioOps->playerInfos.size()+1); //number of players + neutral
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for(auto it = gs->scenarioOps->playerInfos.begin();
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it != gs->scenarioOps->playerInfos.end(); ++it)
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{
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*serv << ui8(it->first); //players
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}
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*serv << ui8(GameConstants::NEUTRAL_PLAYER);
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tlog0 <<"Sent info to server: "<<tmh.getDiff()<<std::endl;
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serv->enableStackSendingByID();
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serv->disableSmartPointerSerialization();
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{
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CLoadFile lf(CResourceHandler::get()->getResourceName(ResourceID(fname, EResType::CLIENT_SAVEGAME)));
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lf >> *this;
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}
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}
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void CClient::newGame( CConnection *con, StartInfo *si )
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{
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enum {SINGLE, HOST, GUEST} networkMode = SINGLE;
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if (con == NULL)
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{
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CServerHandler sh;
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serv = sh.connectToServer();
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}
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else
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{
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serv = con;
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networkMode = (con->connectionID == 1) ? HOST : GUEST;
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}
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CStopWatch tmh;
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const_cast<CGameInfo*>(CGI)->state = new CGameState();
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tlog0 <<"\tGamestate: "<<tmh.getDiff()<<std::endl;
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CConnection &c(*serv);
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////////////////////////////////////////////////////
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if(networkMode == SINGLE)
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{
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ui8 pom8;
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c << ui8(2) << ui8(1); //new game; one client
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c << *si;
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c >> pom8;
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if(pom8)
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throw std::runtime_error("Server cannot open the map!");
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else
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tlog0 << "Server opened map properly.\n";
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}
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c >> si;
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tlog0 <<"\tSending/Getting info to/from the server: "<<tmh.getDiff()<<std::endl;
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c.enableStackSendingByID();
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c.disableSmartPointerSerialization();
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// Initialize game state
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gs = const_cast<CGameInfo*>(CGI)->state;
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gs->scenarioOps = si;
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gs->init(si);
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tlog0 <<"Initializing GameState (together): "<<tmh.getDiff()<<std::endl;
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// Now after possible random map gen, we know exact player count.
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// Inform server about how many players client handles
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std::set<TPlayerColor> myPlayers;
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for(auto it = gs->scenarioOps->playerInfos.begin(); it != gs->scenarioOps->playerInfos.end(); ++it)
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{
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if((networkMode == SINGLE) //single - one client has all player
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|| (networkMode != SINGLE && serv->connectionID == it->second.playerID) //multi - client has only "its players"
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|| (networkMode == HOST && it->second.playerID == PlayerSettings::PLAYER_AI))//multi - host has all AI players
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{
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myPlayers.insert(it->first); //add player
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}
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}
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if(networkMode != GUEST)
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myPlayers.insert(GameConstants::NEUTRAL_PLAYER);
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c << myPlayers;
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// Init map handler
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if(gs->map)
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{
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const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
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CGI->mh->map = gs->map;
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tlog0 <<"Creating mapHandler: "<<tmh.getDiff()<<std::endl;
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CGI->mh->init();
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pathInfo = new CPathsInfo(int3(gs->map->width, gs->map->height, gs->map->twoLevel ? 2 : 1));
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tlog0 <<"Initializing mapHandler (together): "<<tmh.getDiff()<<std::endl;
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}
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int humanPlayers = 0;
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int sensibleAILimit = settings["session"]["oneGoodAI"].Bool() ? 1 : GameConstants::PLAYER_LIMIT;
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for(auto it = gs->scenarioOps->playerInfos.begin();
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it != gs->scenarioOps->playerInfos.end(); ++it)//initializing interfaces for players
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{
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TPlayerColor color = it->first;
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gs->currentPlayer = color;
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if(!vstd::contains(myPlayers, color))
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continue;
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if(si->mode != StartInfo::DUEL)
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{
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auto cb = make_shared<CCallback>(gs,color,this);
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if(it->second.playerID == PlayerSettings::PLAYER_AI)
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{
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std::string AItoGive = settings["server"]["playerAI"].String();
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if(!sensibleAILimit)
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AItoGive = "EmptyAI";
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else
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sensibleAILimit--;
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playerint[color] = static_cast<CGameInterface*>(CDynLibHandler::getNewAI(AItoGive));
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tlog1 << "Player " << (int)color << " will be lead by " << AItoGive << std::endl;
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}
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else
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{
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playerint[color] = new CPlayerInterface(color);
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humanPlayers++;
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}
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battleints[color] = playerint[color];
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playerint[color]->init(cb.get());
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battleCallbacks[color] = callbacks[color] = cb;
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}
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else
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{
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auto cbc = make_shared<CBattleCallback>(gs, color, this);
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battleCallbacks[color] = cbc;
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if(!color)
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battleints[color] = CDynLibHandler::getNewBattleAI(settings["server"]["neutralAI"].String());
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else
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battleints[color] = CDynLibHandler::getNewBattleAI("StupidAI");
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battleints[color]->init(cbc.get());
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}
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}
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if(si->mode == StartInfo::DUEL)
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{
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boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
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CPlayerInterface *p = new CPlayerInterface(-1);
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p->observerInDuelMode = true;
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battleints[254] = playerint[254] = p;
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privilagedBattleEventReceivers.push_back(p);
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GH.curInt = p;
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auto cb = make_shared<CCallback>(gs, -1, this);
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battleCallbacks[-1] = callbacks[-1] = cb;
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p->init(cb.get());
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battleStarted(gs->curB);
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}
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else
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{
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loadNeutralBattleAI();
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}
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serv->addStdVecItems(const_cast<CGameInfo*>(CGI)->state);
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hotSeat = (humanPlayers > 1);
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// std::vector<FileInfo> scriptModules;
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// CFileUtility::getFilesWithExt(scriptModules, LIB_DIR "/Scripting", "." LIB_EXT);
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// BOOST_FOREACH(FileInfo &m, scriptModules)
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// {
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// CScriptingModule * nm = CDynLibHandler::getNewScriptingModule(m.name);
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// privilagedGameEventReceivers.push_back(nm);
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// privilagedBattleEventReceivers.push_back(nm);
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// nm->giveActionCB(this);
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// nm->giveInfoCB(this);
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// nm->init();
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//
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// erm = nm; //something tells me that there'll at most one module and it'll be ERM
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// }
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}
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template <typename Handler>
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void CClient::serialize( Handler &h, const int version )
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{
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h & hotSeat;
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if(h.saving)
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{
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ui8 players = playerint.size();
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h & players;
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for(std::map<ui8,CGameInterface *>::iterator i = playerint.begin(); i != playerint.end(); i++)
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{
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h & i->first & i->second->dllName;
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i->second->serialize(h,version);
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}
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}
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else
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{
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ui8 players = 0; //fix for uninitialized warning
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h & players;
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for(int i=0; i < players; i++)
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{
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std::string dllname;
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ui8 pid = 0; //fix for uninitialized warning
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h & pid & dllname;
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CGameInterface *nInt = NULL;
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if(dllname.length())
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{
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if(pid == GameConstants::NEUTRAL_PLAYER)
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{
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//CBattleCallback * cbc = new CBattleCallback(gs, pid, this);//FIXME: unused?
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CBattleGameInterface *cbgi = CDynLibHandler::getNewBattleAI(dllname);
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battleints[pid] = cbgi;
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cbgi->init(cb);
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//TODO? consider serialization
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continue;
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}
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else
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nInt = CDynLibHandler::getNewAI(dllname);
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}
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else
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nInt = new CPlayerInterface(pid);
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battleCallbacks[pid] = callbacks[pid] = make_shared<CCallback>(gs,pid,this);
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battleints[pid] = playerint[pid] = nInt;
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nInt->init(callbacks[pid].get());
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nInt->serialize(h, version);
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}
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if(!vstd::contains(battleints, GameConstants::NEUTRAL_PLAYER))
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loadNeutralBattleAI();
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}
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}
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void CClient::handlePack( CPack * pack )
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{
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CBaseForCLApply *apply = applier->apps[typeList.getTypeID(pack)]; //find the applier
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if(apply)
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{
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boost::unique_lock<boost::recursive_mutex> guiLock(*LOCPLINT->pim);
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apply->applyOnClBefore(this,pack);
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tlog5 << "\tMade first apply on cl\n";
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gs->apply(pack);
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tlog5 << "\tApplied on gs\n";
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apply->applyOnClAfter(this,pack);
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tlog5 << "\tMade second apply on cl\n";
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}
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else
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{
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tlog1 << "Message cannot be applied, cannot find applier! TypeID " << typeList.getTypeID(pack) << std::endl;
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}
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delete pack;
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}
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|
void CClient::updatePaths()
|
|
{
|
|
//TODO? lazy evaluation? paths now can get recalculated multiple times upon various game events
|
|
const CGHeroInstance *h = getSelectedHero();
|
|
if (h)//if we have selected hero...
|
|
calculatePaths(h);
|
|
}
|
|
|
|
void CClient::finishCampaign( shared_ptr<CCampaignState> camp )
|
|
{
|
|
}
|
|
|
|
void CClient::proposeNextMission(shared_ptr<CCampaignState> camp)
|
|
{
|
|
endGame(false);
|
|
LOCPLINT = nullptr; //TODO free res
|
|
GH.pushInt(new CBonusSelection(camp));
|
|
GH.curInt = CGPreGame::create();
|
|
}
|
|
|
|
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);
|
|
CloseServer close_server;
|
|
sendRequest(&close_server, 255);
|
|
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)
|
|
{
|
|
BOOST_FOREACH(auto &battleCb, battleCallbacks)
|
|
{
|
|
if(vstd::contains(info->sides, battleCb.first) || battleCb.first >= GameConstants::PLAYER_LIMIT)
|
|
battleCb.second->setBattle(info);
|
|
}
|
|
// BOOST_FOREACH(ui8 side, info->sides)
|
|
// if(battleCallbacks.count(side))
|
|
// battleCallbacks[side]->setBattle(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;
|
|
|
|
if(att || def || gs->scenarioOps->mode == StartInfo::DUEL)
|
|
{
|
|
boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
|
|
new CBattleInterface(info->belligerents[0], info->belligerents[1], info->heroes[0], info->heroes[1],
|
|
Rect((screen->w - 800)/2,
|
|
(screen->h - 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);
|
|
|
|
if(info->tacticDistance && vstd::contains(battleints,info->sides[info->tacticsSide]))
|
|
{
|
|
boost::thread(&CClient::commenceTacticPhaseForInt, this, battleints[info->sides[info->tacticsSide]]);
|
|
}
|
|
}
|
|
|
|
void CClient::battleFinished()
|
|
{
|
|
BOOST_FOREACH(ui8 side, gs->curB->sides)
|
|
if(battleCallbacks.count(side))
|
|
battleCallbacks[side]->setBattle(nullptr);
|
|
}
|
|
|
|
void CClient::loadNeutralBattleAI()
|
|
{
|
|
battleints[GameConstants::NEUTRAL_PLAYER] = CDynLibHandler::getNewBattleAI(settings["server"]["neutralAI"].String());
|
|
auto cbc = make_shared<CBattleCallback>(gs, GameConstants::NEUTRAL_PLAYER, this);
|
|
battleCallbacks[GameConstants::NEUTRAL_PLAYER] = cbc;
|
|
battleints[GameConstants::NEUTRAL_PLAYER]->init(cbc.get());
|
|
}
|
|
|
|
void CClient::commitPackage( CPackForClient *pack )
|
|
{
|
|
CommitPackage cp;
|
|
cp.freePack = false;
|
|
cp.packToCommit = pack;
|
|
sendRequest(&cp, 255);
|
|
}
|
|
|
|
int CClient::getLocalPlayer() const
|
|
{
|
|
if(LOCPLINT)
|
|
return LOCPLINT->playerID;
|
|
return getCurrentPlayer();
|
|
}
|
|
|
|
void CClient::calculatePaths(const CGHeroInstance *h)
|
|
{
|
|
assert(h);
|
|
boost::unique_lock<boost::mutex> pathLock(pathMx);
|
|
gs->calculatePaths(h, *pathInfo);
|
|
}
|
|
|
|
void CClient::commenceTacticPhaseForInt(CBattleGameInterface *battleInt)
|
|
{
|
|
setThreadName("CClient::commenceTacticPhaseForInt");
|
|
try
|
|
{
|
|
battleInt->yourTacticPhase(gs->curB->tacticDistance);
|
|
if(gs && !!gs->curB && gs->curB->tacticDistance) //while awaiting for end of tactics phase, many things can happen (end of battle... or game)
|
|
{
|
|
MakeAction ma(BattleAction::makeEndOFTacticPhase(battleInt->playerID));
|
|
sendRequest(&ma, battleInt->playerID);
|
|
}
|
|
} HANDLE_EXCEPTION
|
|
}
|
|
|
|
void CClient::invalidatePaths(const CGHeroInstance *h /*= NULL*/)
|
|
{
|
|
if(!h || pathInfo->hero == h)
|
|
pathInfo->isValid = false;
|
|
}
|
|
|
|
int CClient::sendRequest(const CPack *request, TPlayerColor player)
|
|
{
|
|
static ui32 requestCounter = 0;
|
|
|
|
ui32 requestID = requestCounter++;
|
|
tlog5 << boost::format("Sending a request \"%s\". It'll have an ID=%d.\n")
|
|
% typeid(*request).name() % requestID;
|
|
|
|
waitingRequest.pushBack(requestID);
|
|
serv->sendPackToServer(*request, player, requestID);
|
|
if(vstd::contains(playerint, player))
|
|
playerint[player]->requestSent(dynamic_cast<const CPackForServer*>(request), requestID);
|
|
|
|
return requestID;
|
|
}
|
|
|
|
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;
|
|
if(verbose)
|
|
tlog0 << "Setting up thread calling server: " << th.getDiff() << 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.getDiff() << std::endl;
|
|
}
|
|
|
|
CConnection * CServerHandler::connectToServer()
|
|
{
|
|
if(!shared->sr->ready)
|
|
waitForServer();
|
|
|
|
th.update(); //put breakpoint here to attach to server before it does something stupid
|
|
CConnection *ret = justConnectToServer(settings["server"]["server"].String(), port);
|
|
|
|
if(verbose)
|
|
tlog0<<"\tConnecting to the server: "<<th.getDiff()<<std::endl;
|
|
|
|
return ret;
|
|
}
|
|
|
|
CServerHandler::CServerHandler(bool runServer /*= false*/)
|
|
{
|
|
serverThread = NULL;
|
|
shared = NULL;
|
|
port = boost::lexical_cast<std::string>(settings["server"]["port"].Float());
|
|
verbose = false;
|
|
|
|
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("CServerHandler::callServer");
|
|
std::string logName = GVCMIDirs.UserPath + "/server_log.txt";
|
|
std::string comm = GameConstants::BIN_DIR + GameConstants::PATH_SEPARATOR + GameConstants::SERVER_NAME + " " + port + " > " + logName;
|
|
int result = std::system(comm.c_str());
|
|
if (result == 0)
|
|
tlog1 << "Server closed correctly\n";
|
|
else
|
|
{
|
|
tlog0 << "Error: server failed to close correctly or crashed!\n";
|
|
tlog0 << "Check " << logName << " for more info\n";
|
|
exit(1);// exit in case of error. Othervice without working server VCMI will hang
|
|
}
|
|
}
|
|
|
|
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 : settings["server"]["server"].String(),
|
|
port.size() ? port : boost::lexical_cast<std::string>(settings["server"]["port"].Float()),
|
|
NAME);
|
|
}
|
|
catch(...)
|
|
{
|
|
tlog1 << "\nCannot establish connection! Retrying within 2 seconds" << std::endl;
|
|
SDL_Delay(2000);
|
|
}
|
|
}
|
|
return ret;
|
|
}
|