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#ifndef _HumanClientFSM_h_
#define _HumanClientFSM_h_
#include "../ClientFSMEvents.h"
#include "../../util/Logger.h"
#include <boost/statechart/custom_reaction.hpp>
#include <boost/statechart/deferral.hpp>
#include <boost/statechart/simple_state.hpp>
#include <boost/statechart/state.hpp>
#include <boost/statechart/state_machine.hpp>
#include <chrono>
// Human client-specific events not already defined in ClientFSMEvents.h
/** Indicates that the "Start Game" button was clicked in the MP Lobby UI, in
* host player mode. */
struct StartMPGameClicked : boost::statechart::event<StartMPGameClicked> {};
// Indicates that the "Cancel" button was clicked in the MP Lobby UI.
struct CancelMPGameClicked : boost::statechart::event<CancelMPGameClicked> {};
// Indicates that an SP-host request was sent to the server.
struct HostSPGameRequested : boost::statechart::event<HostSPGameRequested> {};
// Indicates that a MP-host request was sent to the server.
struct HostMPGameRequested : boost::statechart::event<HostMPGameRequested> {};
// Indicates that a MP-join request was sent to the server.
struct JoinMPGameRequested : boost::statechart::event<JoinMPGameRequested> {};
// Indicates that the player's turn has been sent to the server.
struct TurnEnded : boost::statechart::event<TurnEnded> {};
// Posted to advance the turn, including when auto-advancing the first turn
struct AdvanceTurn : boost::statechart::event<AdvanceTurn> {};
/** The set of events used by the QuittingGame state. */
class Process;
struct StartQuittingGame : boost::statechart::event<StartQuittingGame> {
StartQuittingGame(Process& server_, std::function<void()>&& after_server_shutdown_action_) :
m_server(server_), m_after_server_shutdown_action(std::move(after_server_shutdown_action_))
{}
Process& m_server;
/// An action to be completed after disconnecting from the server
std::function<void()> m_after_server_shutdown_action;
};
struct ShutdownServer : boost::statechart::event<ShutdownServer> {};
struct WaitForDisconnect : boost::statechart::event<WaitForDisconnect> {};
struct TerminateServer : boost::statechart::event<TerminateServer> {};
/** This is a Boost.Preprocessor list of all the events above. As new events
* are added above, they should be added to this list as well. */
#define HUMAN_CLIENT_FSM_EVENTS \
(StartMPGameClicked) \
(CancelMPGameClicked) \
(HostSPGameRequested) \
(HostMPGameRequested) \
(JoinMPGameRequested) \
(TurnEnded) \
(StartQuittingGame) \
(ShutdownServer) \
(WaitForDisconnect) \
(TerminateServer)
// Top-level human client states
struct IntroMenu;
struct PlayingGame;
struct WaitingForSPHostAck;
struct WaitingForMPHostAck;
struct WaitingForMPJoinAck;
struct MPLobby;
struct QuittingGame;
// Substates of PlayingGame
struct WaitingForGameStart;
struct WaitingForTurnData;
struct PlayingTurn;
class GGHumanClientApp;
class IntroScreen;
class MultiPlayerLobbyWnd;
#define CLIENT_ACCESSOR private: GGHumanClientApp& Client() { return context<HumanClientFSM>().m_client; }
/** The finite state machine that represents the human client's operation. */
struct HumanClientFSM : boost::statechart::state_machine<HumanClientFSM, IntroMenu> {
typedef boost::statechart::state_machine<HumanClientFSM, IntroMenu> Base;
HumanClientFSM(GGHumanClientApp &human_client);
void unconsumed_event(const boost::statechart::event_base &event);
GGHumanClientApp& m_client;
private:
using Base::post_event; // for synchronous FSM, should only be called within state transitions and constructors...
};
/** The human client's initial state. */
struct IntroMenu : boost::statechart::state<IntroMenu, HumanClientFSM> {
typedef boost::statechart::state<IntroMenu, HumanClientFSM> Base;
typedef boost::mpl::list<
boost::statechart::custom_reaction<HostSPGameRequested>,
boost::statechart::custom_reaction<HostMPGameRequested>,
boost::statechart::custom_reaction<JoinMPGameRequested>,
boost::statechart::custom_reaction<StartQuittingGame>,
boost::statechart::custom_reaction<Disconnection>,
boost::statechart::custom_reaction<EndGame>
> reactions;
IntroMenu(my_context ctx);
~IntroMenu();
boost::statechart::result react(const HostSPGameRequested& a);
boost::statechart::result react(const HostMPGameRequested& a);
boost::statechart::result react(const JoinMPGameRequested& a);
boost::statechart::result react(const StartQuittingGame& msg);
boost::statechart::result react(const EndGame&);
boost::statechart::result react(const Disconnection&);
CLIENT_ACCESSOR
};
/** The human client state in which the player has requested to host a single
* player game and is waiting for the server to acknowledge the request. */
struct WaitingForSPHostAck : boost::statechart::simple_state<WaitingForSPHostAck, HumanClientFSM> {
typedef boost::statechart::simple_state<WaitingForSPHostAck, HumanClientFSM> Base;
typedef boost::mpl::list<
boost::statechart::custom_reaction<HostSPGame>,
boost::statechart::custom_reaction<Disconnection>,
boost::statechart::custom_reaction<StartQuittingGame>,
boost::statechart::custom_reaction<Error>,
boost::statechart::custom_reaction<CheckSum>
> reactions;
WaitingForSPHostAck();
~WaitingForSPHostAck();
boost::statechart::result react(const HostSPGame& a);
boost::statechart::result react(const Disconnection& d);
boost::statechart::result react(const StartQuittingGame& msg);
boost::statechart::result react(const Error& msg);
boost::statechart::result react(const CheckSum& msg);
CLIENT_ACCESSOR
};
/** The human client state in which the player has requested to host a
* multiplayer game and is waiting for the server to acknowledge the request. */
struct WaitingForMPHostAck : boost::statechart::simple_state<WaitingForMPHostAck, HumanClientFSM> {
typedef boost::statechart::simple_state<WaitingForMPHostAck, HumanClientFSM> Base;
typedef boost::mpl::list<
boost::statechart::custom_reaction<HostMPGame>,
boost::statechart::custom_reaction<Disconnection>,
boost::statechart::custom_reaction<StartQuittingGame>,
boost::statechart::custom_reaction<Error>,
boost::statechart::custom_reaction<CheckSum>
> reactions;
WaitingForMPHostAck();
~WaitingForMPHostAck();
boost::statechart::result react(const HostMPGame& a);
boost::statechart::result react(const Disconnection& d);
boost::statechart::result react(const StartQuittingGame& msg);
boost::statechart::result react(const Error& msg);
boost::statechart::result react(const CheckSum& msg);
CLIENT_ACCESSOR
};
/** The human client state in which the player has requested to join a
* single-player game and is waiting for the server to acknowledge the
* player's join. */
struct WaitingForMPJoinAck : boost::statechart::simple_state<WaitingForMPJoinAck, HumanClientFSM> {
typedef boost::statechart::simple_state<WaitingForMPJoinAck, HumanClientFSM> Base;
typedef boost::mpl::list<
boost::statechart::custom_reaction<JoinGame>,
boost::statechart::custom_reaction<AuthRequest>,
boost::statechart::custom_reaction<Disconnection>,
boost::statechart::custom_reaction<StartQuittingGame>,
boost::statechart::custom_reaction<CancelMPGameClicked>,
boost::statechart::custom_reaction<Error>
> reactions;
WaitingForMPJoinAck();
~WaitingForMPJoinAck();
boost::statechart::result react(const JoinGame& a);
boost::statechart::result react(const AuthRequest& a);
boost::statechart::result react(const Disconnection& d);
boost::statechart::result react(const StartQuittingGame& msg);
boost::statechart::result react(const CancelMPGameClicked& msg);
boost::statechart::result react(const Error& msg);
CLIENT_ACCESSOR
};
/** The human client state in which the multiplayer lobby is active. */
struct MPLobby : boost::statechart::state<MPLobby, HumanClientFSM> {
typedef boost::statechart::state<MPLobby, HumanClientFSM> Base;
typedef boost::mpl::list<
boost::statechart::custom_reaction<Disconnection>,
boost::statechart::custom_reaction<HostID>,
boost::statechart::custom_reaction<LobbyUpdate>,
boost::statechart::custom_reaction<PlayerChat>,
boost::statechart::custom_reaction<CancelMPGameClicked>,
boost::statechart::custom_reaction<StartMPGameClicked>,
boost::statechart::custom_reaction<GameStart>,
boost::statechart::custom_reaction<StartQuittingGame>,
boost::statechart::custom_reaction<Error>,
boost::statechart::custom_reaction<CheckSum>,
boost::statechart::custom_reaction<ChatHistory>,
boost::statechart::custom_reaction<PlayerStatus>,
boost::statechart::custom_reaction<SaveGameComplete>,
boost::statechart::custom_reaction<TurnProgress>
> reactions;
MPLobby(my_context ctx);
~MPLobby();
boost::statechart::result react(const Disconnection& d);
boost::statechart::result react(const HostID& msg);
boost::statechart::result react(const LobbyUpdate& msg);
boost::statechart::result react(const PlayerChat& msg);
boost::statechart::result react(const CancelMPGameClicked& a);
boost::statechart::result react(const StartMPGameClicked& a);
boost::statechart::result react(const GameStart& msg);
boost::statechart::result react(const StartQuittingGame& msg);
boost::statechart::result react(const Error& msg);
boost::statechart::result react(const CheckSum& msg);
boost::statechart::result react(const ChatHistory& msg);
boost::statechart::result react(const PlayerStatus& msg);
boost::statechart::result react(const SaveGameComplete& msg);
boost::statechart::result react(const TurnProgress& msg);
CLIENT_ACCESSOR
};
/** The human client state in which a game has been started. */
struct PlayingGame : boost::statechart::state<PlayingGame, HumanClientFSM, WaitingForGameStart> {
typedef boost::statechart::state<PlayingGame, HumanClientFSM, WaitingForGameStart> Base;
typedef boost::mpl::list<
boost::statechart::custom_reaction<HostID>,
boost::statechart::custom_reaction<PlayerChat>,
boost::statechart::custom_reaction<Disconnection>,
boost::statechart::custom_reaction<PlayerStatus>,
boost::statechart::custom_reaction<Diplomacy>,
boost::statechart::custom_reaction<DiplomaticStatusUpdate>,
boost::statechart::custom_reaction<EndGame>,
boost::statechart::custom_reaction<StartQuittingGame>,
boost::statechart::custom_reaction<Error>,
boost::statechart::custom_reaction<TurnProgress>,
boost::statechart::custom_reaction<TurnPartialUpdate>,
boost::statechart::custom_reaction<LobbyUpdate>,
boost::statechart::custom_reaction<TurnTimeout>,
boost::statechart::custom_reaction<PlayerInfoMsg>
> reactions;
PlayingGame(my_context ctx);
~PlayingGame();
boost::statechart::result react(const HostID& msg);
boost::statechart::result react(const PlayerChat& msg);
boost::statechart::result react(const Disconnection& d);
boost::statechart::result react(const PlayerStatus& msg);
boost::statechart::result react(const Diplomacy& d);
boost::statechart::result react(const DiplomaticStatusUpdate& u);
boost::statechart::result react(const EndGame& msg);
boost::statechart::result react(const StartQuittingGame& msg);
boost::statechart::result react(const Error& msg);
boost::statechart::result react(const TurnProgress& msg);
boost::statechart::result react(const TurnPartialUpdate& msg);
boost::statechart::result react(const LobbyUpdate& msg);
boost::statechart::result react(const TurnTimeout& msg);
boost::statechart::result react(const PlayerInfoMsg& msg);
CLIENT_ACCESSOR
};
/** The human client state in which a game has been started but the start of
* game message hasn't been received yet from the server. */
struct WaitingForGameStart : boost::statechart::state<WaitingForGameStart, PlayingGame> {
typedef boost::statechart::state<WaitingForGameStart, PlayingGame> Base;
struct GameStartDataUnpackedNotification : public boost::statechart::event<GameStartDataUnpackedNotification> {
struct UnpackedData;
GameStartDataUnpackedNotification() = default;
explicit GameStartDataUnpackedNotification(std::shared_ptr<UnpackedData> unpacked_) :
unpacked(std::move(unpacked_))
{}
std::shared_ptr<UnpackedData> unpacked;
};
struct UnpackFailedNotification : public boost::statechart::event<UnpackFailedNotification> {};
typedef boost::mpl::list<
boost::statechart::custom_reaction<GameStart>,
boost::statechart::custom_reaction<GameStartDataUnpackedNotification>,
boost::statechart::custom_reaction<UnpackFailedNotification>
> reactions;
WaitingForGameStart(my_context ctx);
~WaitingForGameStart();
boost::statechart::result react(const GameStart& msg);
boost::statechart::result react(const GameStartDataUnpackedNotification& data);
boost::statechart::result react(const UnpackFailedNotification&);
CLIENT_ACCESSOR
};
/** The substate of PlayingGame in which a game is about to start, or the
* player is waiting for turn resolution and a new turn. */
struct WaitingForTurnData : boost::statechart::state<WaitingForTurnData, PlayingGame> {
typedef boost::statechart::state<WaitingForTurnData, PlayingGame> Base;
struct TurnDataUnpackedNotification : public boost::statechart::event<TurnDataUnpackedNotification> {
struct UnpackedData;
explicit TurnDataUnpackedNotification(std::shared_ptr<UnpackedData> unpacked_) :
unpacked(std::move(unpacked_))
{}
std::shared_ptr<UnpackedData> unpacked;
};
struct UnpackFailedNotification : public boost::statechart::event<UnpackFailedNotification> {};
typedef boost::mpl::list<
boost::statechart::custom_reaction<SaveGameComplete>,
boost::statechart::custom_reaction<TurnUpdate>,
boost::statechart::custom_reaction<TurnDataUnpackedNotification>,
boost::statechart::custom_reaction<UnpackFailedNotification>,
boost::statechart::custom_reaction<TurnRevoked>,
boost::statechart::custom_reaction<DispatchCombatLogs>
> reactions;
WaitingForTurnData(my_context ctx);
~WaitingForTurnData();
boost::statechart::result react(const SaveGameComplete& d);
boost::statechart::result react(const TurnUpdate& msg);
boost::statechart::result react(const TurnDataUnpackedNotification& data);
boost::statechart::result react(const UnpackFailedNotification&);
boost::statechart::result react(const TurnRevoked& msg);
boost::statechart::result react(const DispatchCombatLogs& msg);
CLIENT_ACCESSOR
};
/** The substate of PlayingGame in which the player is actively playing a turn. */
struct PlayingTurn : boost::statechart::state<PlayingTurn, PlayingGame> {
typedef boost::statechart::state<PlayingTurn, PlayingGame> Base;
typedef boost::mpl::list<
boost::statechart::custom_reaction<SaveGameComplete>,
boost::statechart::custom_reaction<AdvanceTurn>,
boost::statechart::custom_reaction<TurnUpdate>,
boost::statechart::custom_reaction<TurnEnded>,
boost::statechart::custom_reaction<PlayerStatus>,
boost::statechart::custom_reaction<DispatchCombatLogs>
> reactions;
PlayingTurn(my_context ctx);
~PlayingTurn();
boost::statechart::result react(const SaveGameComplete& d);
boost::statechart::result react(const AdvanceTurn& d);
boost::statechart::result react(const TurnUpdate& msg);
boost::statechart::result react(const TurnEnded& d);
boost::statechart::result react(const PlayerStatus& msg);
boost::statechart::result react(const DispatchCombatLogs& msg);
CLIENT_ACCESSOR
};
/** The state for the orderly shutdown of the server. */
struct QuittingGame : boost::statechart::state<QuittingGame, HumanClientFSM> {
using Clock = std::chrono::steady_clock;
using reactions = boost::mpl::list<
boost::statechart::custom_reaction<StartQuittingGame>,
boost::statechart::custom_reaction<ShutdownServer>,
boost::statechart::custom_reaction<WaitForDisconnect>,
boost::statechart::custom_reaction<Disconnection>,
boost::statechart::custom_reaction<TerminateServer>
>;
QuittingGame(my_context ctx);
~QuittingGame();
boost::statechart::result react(const StartQuittingGame& d);
boost::statechart::result react(const ShutdownServer& msg);
boost::statechart::result react(const WaitForDisconnect& msg);
boost::statechart::result react(const Disconnection& msg);
boost::statechart::result react(const TerminateServer& msg);
std::chrono::steady_clock::time_point m_start_time;
Process* m_server_process = nullptr;
/// An action to be completed after disconnecting from the server
std::function<void()> m_after_server_shutdown_action = std::function<void()>();
CLIENT_ACCESSOR
};
#undef CLIENT_ACCESSOR
#endif
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