File: Client.h

package info (click to toggle)
vcmi 1.6.5%2Bdfsg-2
  • links: PTS, VCS
  • area: contrib
  • in suites: forky, sid, trixie
  • size: 32,060 kB
  • sloc: cpp: 238,971; python: 265; sh: 224; xml: 157; ansic: 78; objc: 61; makefile: 49
file content (234 lines) | stat: -rw-r--r-- 10,109 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
/*
 * Client.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 <memory>
#include <vcmi/Environment.h>

#include "../lib/IGameCallback.h"

VCMI_LIB_NAMESPACE_BEGIN

struct CPackForServer;
class IBattleEventsReceiver;
class CBattleGameInterface;
class CGameInterface;
class BattleAction;
class BattleInfo;
struct BankConfig;

#if SCRIPTING_ENABLED
namespace scripting
{
	class PoolImpl;
}
#endif

namespace events
{
	class EventBus;
}

VCMI_LIB_NAMESPACE_END

class CBattleCallback;
class CCallback;
class CClient;
class CBaseForCLApply;

namespace boost { class thread; }

template<typename T>
class ThreadSafeVector
{
	using TLock = boost::unique_lock<boost::mutex>;
	std::vector<T> items;
	boost::mutex mx;
	boost::condition_variable cond;

public:
	void clear()
	{
		TLock lock(mx);
		items.clear();
		cond.notify_all();
	}

	void pushBack(const T & item)
	{
		TLock lock(mx);
		items.push_back(item);
		cond.notify_all();
	}

	void waitWhileContains(const T & item)
	{
		TLock lock(mx);
		while(vstd::contains(items, item))
			cond.wait(lock);
	}

	bool tryRemovingElement(const T & item) //returns false if element was not present
	{
		TLock lock(mx);
		auto itr = vstd::find(items, item);
		if(itr == items.end()) //not in container
		{
			return false;
		}

		items.erase(itr);
		cond.notify_all();
		return true;
	}
};

class CPlayerEnvironment : public Environment
{
public:
	PlayerColor player;
	CClient * cl;
	std::shared_ptr<CCallback> mainCallback;

	CPlayerEnvironment(PlayerColor player_, CClient * cl_, std::shared_ptr<CCallback> mainCallback_);
	const Services * services() const override;
	vstd::CLoggerBase * logger() const override;
	events::EventBus * eventBus() const override;
	const BattleCb * battle(const BattleID & battle) const override;
	const GameCb * game() const override;
};

/// Class which handles client - server logic
class CClient : public IGameCallback, public Environment
{
public:
	std::map<PlayerColor, std::shared_ptr<CGameInterface>> playerint;
	std::map<PlayerColor, std::shared_ptr<CBattleGameInterface>> battleints;

	std::map<PlayerColor, std::vector<std::shared_ptr<IBattleEventsReceiver>>> additionalBattleInts;

	std::unique_ptr<BattleAction> currentBattleAction;

	CClient();
	~CClient();

	const Services * services() const override;
	const BattleCb * battle(const BattleID & battle) const override;
	const GameCb * game() const override;
	vstd::CLoggerBase * logger() const override;
	events::EventBus * eventBus() const override;

	void newGame(CGameState * gameState);
	void loadGame(CGameState * gameState);

	void save(const std::string & fname);
	void endNetwork();
	void endGame();

	void initMapHandler();
	void initPlayerEnvironments();
	void initPlayerInterfaces();
	std::string aiNameForPlayer(const PlayerSettings & ps, bool battleAI, bool alliedToHuman) const; //empty means no AI -> human
	std::string aiNameForPlayer(bool battleAI, bool alliedToHuman) const;
	void installNewPlayerInterface(std::shared_ptr<CGameInterface> gameInterface, PlayerColor color, bool battlecb = false);
	void installNewBattleInterface(std::shared_ptr<CBattleGameInterface> battleInterface, PlayerColor color, bool needCallback = true);

	static ThreadSafeVector<int> waitingRequest; //FIXME: make this normal field (need to join all threads before client destruction)

	void handlePack(CPackForClient & pack); //applies the given pack and deletes it
	int sendRequest(const CPackForServer & request, PlayerColor player); //returns ID given to that request

	void battleStarted(const BattleInfo * info);
	void battleFinished(const BattleID & battleID);
	void startPlayerBattleAction(const BattleID & battleID, PlayerColor color);

	friend class CCallback; //handling players actions
	friend class CBattleCallback; //handling players actions

	void changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> & spells) override {};
	void setResearchedSpells(const CGTownInstance * town, int level, const std::vector<SpellID> & spells, bool accepted) override {};
	bool removeObject(const CGObjectInstance * obj, const PlayerColor & initiator) override {return false;};
	void createBoat(const int3 & visitablePosition, BoatId type, PlayerColor initiator) override {};
	void setOwner(const CGObjectInstance * obj, PlayerColor owner) override {};
	void giveExperience(const CGHeroInstance * hero, TExpType val) override {};
	void changePrimSkill(const CGHeroInstance * hero, PrimarySkill which, si64 val, bool abs = false) override {};
	void changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs = false) override {};

	void showBlockingDialog(const IObjectInterface * caller, BlockingDialog * iw) override {};
	void showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits) override {};
	void showTeleportDialog(TeleportDialog * iw) override {};
	void showObjectWindow(const CGObjectInstance * object, EOpenWindowMode window, const CGHeroInstance * visitor, bool addQuery) override {};
	void giveResource(PlayerColor player, GameResID which, int val) override {};
	void giveResources(PlayerColor player, TResources resources) override {};

	void giveCreatures(const CArmedInstance * objid, const CGHeroInstance * h, const CCreatureSet & creatures, bool remove) override {};
	void takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> & creatures) override {};
	bool changeStackType(const StackLocation & sl, const CCreature * c) override {return false;};
	bool changeStackCount(const StackLocation & sl, TQuantity count, bool absoluteValue = false) override {return false;};
	bool insertNewStack(const StackLocation & sl, const CCreature * c, TQuantity count) override {return false;};
	bool eraseStack(const StackLocation & sl, bool forceRemoval = false) override {return false;};
	bool swapStacks(const StackLocation & sl1, const StackLocation & sl2) override {return false;}
	bool addToSlot(const StackLocation & sl, const CCreature * c, TQuantity count) override {return false;}
	void tryJoiningArmy(const CArmedInstance * src, const CArmedInstance * dst, bool removeObjWhenFinished, bool allowMerging) override {}
	bool moveStack(const StackLocation & src, const StackLocation & dst, TQuantity count = -1) override {return false;}

	void removeAfterVisit(const CGObjectInstance * object) override {};
	bool swapGarrisonOnSiege(ObjectInstanceID tid) override {return false;};
	bool giveHeroNewArtifact(const CGHeroInstance * h, const ArtifactID & artId, const ArtifactPosition & pos) override {return false;};
	bool giveHeroNewScroll(const CGHeroInstance * h, const SpellID & spellId, const ArtifactPosition & pos) override {return false;};
	bool putArtifact(const ArtifactLocation & al, const ArtifactInstanceID & id, std::optional<bool> askAssemble) override {return false;};
	void removeArtifact(const ArtifactLocation & al) override {};
	bool moveArtifact(const PlayerColor & player, const ArtifactLocation & al1, const ArtifactLocation & al2) override {return false;};

	void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override {};
	void visitCastleObjects(const CGTownInstance * obj, const CGHeroInstance * hero) override {};
	void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override {};
	void startBattle(const CArmedInstance * army1, const CArmedInstance * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, const BattleLayout & layout, const CGTownInstance * town) override {}; //use hero=nullptr for no hero
	void startBattle(const CArmedInstance * army1, const CArmedInstance * army2) override {}; //if any of armies is hero, hero will be used
	bool moveHero(ObjectInstanceID hid, int3 dst, EMovementMode movementMode, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL) override {return false;};
	void giveHeroBonus(GiveBonus * bonus) override {};
	void setMovePoints(SetMovePoints * smp) override {};
	void setMovePoints(ObjectInstanceID hid, int val, bool absolute) override {};
	void setManaPoints(ObjectInstanceID hid, int val) override {};
	void giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId = ObjectInstanceID()) override {};
	void changeObjPos(ObjectInstanceID objid, int3 newPos, const PlayerColor & initiator) override {};
	void sendAndApply(CPackForClient & pack) override {};
	void heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2) override {};
	void castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos) override {};

	void changeFogOfWar(int3 center, ui32 radius, PlayerColor player, ETileVisibility mode) override {}
	void changeFogOfWar(const std::unordered_set<int3> & tiles, PlayerColor player, ETileVisibility mode) override {}

	void setObjPropertyValue(ObjectInstanceID objid, ObjProperty prop, int32_t value) override {};
	void setObjPropertyID(ObjectInstanceID objid, ObjProperty prop, ObjPropertyID identifier) override {};
	void setBankObjectConfiguration(ObjectInstanceID objid, const BankConfig & configuration) override {};
	void setRewardableObjectConfiguration(ObjectInstanceID objid, const Rewardable::Configuration & configuration) override {};
	void setRewardableObjectConfiguration(ObjectInstanceID townInstanceID, BuildingID buildingID, const Rewardable::Configuration & configuration) override{};

	void showInfoDialog(InfoWindow * iw) override {};
	void removeGUI() const;

	vstd::RNG & getRandomGenerator() override;

#if SCRIPTING_ENABLED
	scripting::Pool * getGlobalContextPool() const override;
#endif

private:
	std::map<PlayerColor, std::shared_ptr<CBattleCallback>> battleCallbacks; //callbacks given to player interfaces
	std::map<PlayerColor, std::shared_ptr<CPlayerEnvironment>> playerEnvironments;

#if SCRIPTING_ENABLED
	std::shared_ptr<scripting::PoolImpl> clientScripts;
#endif
	std::unique_ptr<events::EventBus> clientEventBus;

	void reinitScripting();
};