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#ifndef _ClientApp_h_
#define _ClientApp_h_
#include "../Empire/EmpireManager.h"
#include "../Empire/Supply.h"
#include "../network/Message.h"
#include "../universe/Species.h"
#include "../universe/Universe.h"
#include "../util/OrderSet.h"
#include "../util/AppInterface.h"
#include "../util/MultiplayerCommon.h"
class ClientNetworking;
/** \brief Abstract base class for the application framework classes
*
* The static functions are designed to give both types of client (which are
* very different) a unified interface. This allows code in either type of
* client app to handle Messages and gain access to the data structures
* common to both apps, without worrying about which type of app the code is
* being run in.
*/
class ClientApp : public IApp {
protected:
ClientApp();
public:
ClientApp(const ClientApp&) = delete;
ClientApp(ClientApp&&) = delete;
~ClientApp() override = default;
const ClientApp& operator=(const ClientApp&) = delete;
ClientApp& operator=(ClientApp&&) = delete;
/** @brief Return the player identifier of this client
*
* @return The player identifier of this client as assigned by the server.
*/
[[nodiscard]] int PlayerID() const noexcept;
/** @brief Return the empire identifier of the empire this client controls
*
* @return An empire identifier.
*/
[[nodiscard]] int EmpireID() const noexcept override { return m_empire_id; }
/** @brief Return the current game turn
*
* @return The number representing the current game turn.
*/
[[nodiscard]] int CurrentTurn() const noexcept override { return m_current_turn; }
/** @brief Return the player identfier of the player controlling the empire
* @a empire_id
*
* @param empire_id An empire identifier representing an empire.
*
* @return The player identifier of the client controlling the empire.
*/
[[nodiscard]] int EmpirePlayerID(int empire_id) const noexcept;
/** @brief Return the players in game as ::PlayerInfo map
*
* @return Return a map containing ::PlayerInfo instances as value and
* their player identifier as key.
*
* @{ */
[[nodiscard]] auto& Players() noexcept { return m_player_info; }
[[nodiscard]] const auto& Players() const noexcept { return m_player_info; }
/** @} */
/** @brief Return the ::Universe known to this client
*
* @return A reference to the single ::Universe instance representing
* the known universe of this client.
*
* @{ */
[[nodiscard]] Universe& GetUniverse() noexcept override { return m_universe; }
[[nodiscard]] const Universe& GetUniverse() const noexcept { return m_universe; }
/** @} */
/** @brief Return the ::GalaxySetupData of this game
*
* @return A reference to the ::GalaxySetupData used in this game session.
*
* @{ */
[[nodiscard]] GalaxySetupData& GetGalaxySetupData() noexcept { return m_galaxy_setup_data; }
[[nodiscard]] const GalaxySetupData& GetGalaxySetupData() const noexcept override { return m_galaxy_setup_data; }
/** @} */
/** @brief Return the OrderSet of this client
*
* @return A reference to the OrderSet of this client.
*
* @{ */
[[nodiscard]] OrderSet& Orders() noexcept { return m_orders; }
[[nodiscard]] const OrderSet& Orders() const noexcept { return m_orders; }
/** @} */
/** @brief Return the networking object of this clients player
*
* @return A reference to the ClientNetworking object of this client.
*
* @{ */
[[nodiscard]] ClientNetworking& Networking() { return *m_networking; }
[[nodiscard]] const ClientNetworking& Networking() const { return *m_networking; }
/** @} */
/** @brief Return The Networking::ClientType of this client
*
* @return the networking client type of this players client.
*/
[[nodiscard]] Networking::ClientType GetClientType() const;
/** @brief Return the Networking::ClientType of the empire @a empire_id
*
* @param empire_id An empire identifier.
*
* @return the networking client type of the empire represented by @a
* empire_id parameter.
*/
[[nodiscard]] Networking::ClientType GetEmpireClientType(int empire_id) const override;
/** @brief Return the Networking::ClientType of the player @a player_id
*
* @param player_id An client identifier.
*
* @return the networking client type of the player represented by @a
* player_id parameter.
*/
[[nodiscard]] Networking::ClientType GetPlayerClientType(int player_id) const override;
/** @brief Return the for this client visible name of @a object
*
* @param object The object to obtain the name from.
*
* @return The name of the @a object. Depdending on Visibility it may not
* match with the actual object name.
*/
[[nodiscard]] std::string GetVisibleObjectName(const UniverseObject& object) override;
/** @brief Send the OrderSet and UI data to the server and start a new turn */
virtual void StartTurn(const SaveGameUIData& ui_data);
/** @brief Send the OrderSet and AI state to the server and start a new turn */
virtual void StartTurn(const std::string& save_state_string);
/** @brief Send message to revert all orders and request a new turn update */
void RevertOrders();
/** @brief Send turn orders updates to server without starting new turn */
void SendPartialOrders();
/** \brief Handle server acknowledgement of receipt of orders and clear
the orders. */
virtual void HandleTurnPhaseUpdate(Message::TurnProgressPhase phase_id) {}
/** @brief Return the set of known Empire s for this client
*
* @return The EmpireManager instance in charge of maintaining the Empire
* object instances.
* @{ */
[[nodiscard]] EmpireManager& Empires() noexcept override { return m_empires; }
[[nodiscard]] const EmpireManager& Empires() const noexcept { return m_empires; }
/** @} */
/** @brief Return the Empire identified by @a empire_id
*
* @param empire_id An empire identifier.
*
* @return A pointer to the Empire instance represented by @a empire_id.
* If there is no Empire with this @a empire_id or if the Empire is
* not yet known to this client a nullptr is returned.
*/
[[nodiscard]] Empire* GetEmpire(int empire_id) override;
[[nodiscard]] SpeciesManager& GetSpeciesManager() noexcept override { return m_species_manager; }
[[nodiscard]] const SpeciesManager& GetSpeciesManager() const noexcept { return m_species_manager; }
[[nodiscard]] SupplyManager& GetSupplyManager() noexcept override { return m_supply_manager; }
/** @brief Set the identifier of the ::Empire controlled by this client to
* @a empire_id
*
* @param empire_id The new ::Empire identifier.
*/
void SetEmpireID(int empire_id) noexcept { m_empire_id = empire_id; }
/** @brief Set the current game turn of this client to @a turn
*
* @param turn The new turn number of this client.
*/
void SetCurrentTurn(int turn) noexcept { m_current_turn = turn; }
/** @brief Set the Message::PlayerStatus @a status for @a empire_id
*
* @param player_id A empire identifier.
* @param status The new Message::PlayerStatus of the player identified by
* @a empire_id.
*/
void SetEmpireStatus(int empire_id, Message::PlayerStatus status);
/** @brief Return the singleton instance of this Application
*
* @return A pointer to the single ClientApp instance of this client.
*/
[[nodiscard]] static ClientApp* GetApp() { return static_cast<ClientApp*>(s_app); }
/** @brief Compare content checksum from server with client content checksum.
*
* @return true if verify successed.
*/
[[nodiscard]] bool VerifyCheckSum(const Message& msg);
protected:
// Gamestate...
Universe m_universe;
GalaxySetupData m_galaxy_setup_data;
EmpireManager m_empires;
SpeciesManager m_species_manager;
SupplyManager m_supply_manager;
// End Gamestate
// client local order storage
OrderSet m_orders;
// other client local info
std::shared_ptr<ClientNetworking> m_networking;
int m_empire_id = ALL_EMPIRES;
int m_current_turn = INVALID_GAME_TURN;
/** Indexed by player id, contains info about all players in the game */
std::map<int, PlayerInfo> m_player_info;
};
#endif
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