Ejemplo n.º 1
0
boost::statechart::result WaitingForTurnData::react(const TurnUpdate& msg) {
    TraceLogger(FSM) << "(HumanClientFSM) PlayingGame.TurnUpdate";

    int current_turn = INVALID_GAME_TURN;

    try {
        ExtractTurnUpdateMessageData(msg.m_message,           Client().EmpireID(),    current_turn,
                                     Empires(),               GetUniverse(),          GetSpeciesManager(),
                                     GetCombatLogManager(),   GetSupplyManager(),     Client().Players());
    } catch (...) {
        Client().GetClientUI().GetMessageWnd()->HandleLogMessage(UserString("ERROR_PROCESSING_SERVER_MESSAGE") + "\n");
        return discard_event();
    }

    DebugLogger(FSM) << "Extracted TurnUpdate message for turn: " << current_turn;

    Client().SetCurrentTurn(current_turn);

    // if I am the host, do autosave
    if (Client().Networking().PlayerIsHost(Client().PlayerID()))
        Client().Autosave();

    Client().HandleTurnUpdate();

    return transit<PlayingTurn>();
}
Ejemplo n.º 2
0
void HumanClientApp::EndGame(bool suppress_FSM_reset) {
    DebugLogger() << "HumanClientApp::EndGame";
    m_game_started = false;

    if (m_networking.Connected()) {
        DebugLogger() << "HumanClientApp::EndGame Sending server shutdown message.";
        m_networking.SendMessage(ShutdownServerMessage(m_networking.PlayerID()));
        boost::this_thread::sleep(boost::posix_time::seconds(1));
        m_networking.DisconnectFromServer();
        if (!m_networking.Connected())
            DebugLogger() << "HumanClientApp::EndGame Disconnected from server.";
        else
            ErrorLogger() << "HumanClientApp::EndGame Unexpectedly still connected to server...?";
    }

    if (!m_server_process.Empty()) {
        DebugLogger() << "HumanClientApp::EndGame Terminated server process.";
        m_server_process.RequestTermination();
    }

    m_networking.SetPlayerID(Networking::INVALID_PLAYER_ID);
    m_networking.SetHostPlayerID(Networking::INVALID_PLAYER_ID);
    SetEmpireID(ALL_EMPIRES);
    m_ui->GetMapWnd()->Sanitize();

    m_universe.Clear();
    m_empires.Clear();
    m_orders.Reset();
    GetCombatLogManager().Clear();

    if (!suppress_FSM_reset)
        m_fsm->process_event(ResetToIntroMenu());
}
Ejemplo n.º 3
0
boost::statechart::result WaitingForGameStart::react(const GameStart& msg) {
    TraceLogger(FSM) << "(HumanClientFSM) WaitingForGameStart.GameStart";

    bool loaded_game_data;
    bool ui_data_available;
    SaveGameUIData ui_data;
    bool save_state_string_available;
    std::string save_state_string; // ignored - used by AI but not by human client
    OrderSet orders;
    bool single_player_game = false;
    int empire_id = ALL_EMPIRES;
    int current_turn = INVALID_GAME_TURN;
    Client().PlayerStatus().clear();
    Client().Orders().Reset();

    ExtractGameStartMessageData(msg.m_message,       single_player_game,             empire_id,
                                current_turn,        Empires(),                      GetUniverse(),
                                GetSpeciesManager(), GetCombatLogManager(),          GetSupplyManager(),
                                Client().Players(),  Client().Orders(),              loaded_game_data,
                                ui_data_available,   ui_data,                        save_state_string_available,
                                save_state_string,   Client().GetGalaxySetupData());

    DebugLogger(FSM) << "Extracted GameStart message for turn: " << current_turn << " with empire: " << empire_id;

    Client().SetSinglePlayerGame(single_player_game);
    Client().SetEmpireID(empire_id);
    Client().SetCurrentTurn(current_turn);

    GetGameRules().SetFromStrings(Client().GetGalaxySetupData().GetGameRules());

    bool is_new_game = !(loaded_game_data && ui_data_available);
    Client().StartGame(is_new_game);

    if (!is_new_game)
        Client().GetClientUI().RestoreFromSaveData(ui_data);

    // if I am the host on the first turn, do an autosave.
    if (is_new_game && Client().Networking().PlayerIsHost(Client().PlayerID()))
        Client().Autosave();

    return transit<PlayingTurn>();
}
Ejemplo n.º 4
0
boost::statechart::result WaitingForGameStart::react(const GameStart& msg) {
    if (TRACE_EXECUTION) DebugLogger() << "(HumanClientFSM) WaitingForGameStart.GameStart";

    bool loaded_game_data;
    bool ui_data_available;
    SaveGameUIData ui_data;
    bool save_state_string_available;
    std::string save_state_string; // ignored - used by AI but not by human client
    OrderSet orders;
    bool single_player_game = false;
    int empire_id = ALL_EMPIRES;
    int current_turn = INVALID_GAME_TURN;
    Client().PlayerStatus().clear();

    ExtractMessageData(msg.m_message,       single_player_game,             empire_id,
                       current_turn,        Empires(),                      GetUniverse(),
                       GetSpeciesManager(), GetCombatLogManager(),          Client().Players(),
                       orders,              loaded_game_data,               ui_data_available,
                       ui_data,             save_state_string_available,    save_state_string,
                       Client().GetGalaxySetupData());

    DebugLogger() << "Extracted GameStart message for turn: " << current_turn << " with empire: " << empire_id;

    Client().SetSinglePlayerGame(single_player_game);
    Client().SetEmpireID(empire_id);
    Client().SetCurrentTurn(current_turn);

    Client().StartGame();
    std::swap(Client().Orders(), orders); // bring back orders planned in the current turn, they will be applied later, after some basic turn initialization
    if (loaded_game_data && ui_data_available)
        Client().GetClientUI()->RestoreFromSaveData(ui_data);

    // if I am the host on the first turn, do an autosave. on later turns, will
    // have just loaded save, so don't need to autosave. might also have just
    // loaded a turn 1 autosave, but not sure how to check for that here...
    if (Client().CurrentTurn() == 1 && Client().Networking().PlayerIsHost(Client().PlayerID()))
        Client().Autosave();

    return transit<PlayingTurn>();
}
Ejemplo n.º 5
0
void AIClientApp::HandleMessage(const Message& msg) {
    //DebugLogger() << "AIClientApp::HandleMessage " << msg.Type();
    switch (msg.Type()) {
    case Message::ERROR_MSG: {
        ErrorLogger() << "AIClientApp::HandleMessage : Received ERROR message from server: " << msg.Text();
        break;
    }

    case Message::HOST_ID: {
        const std::string& text = msg.Text();
        int host_id = Networking::INVALID_PLAYER_ID;
        if (text.empty()) {
            ErrorLogger() << "AIClientApp::HandleMessage for HOST_ID : Got empty message text?!";
        } else {
            try {
                host_id = boost::lexical_cast<int>(text);
            } catch(const boost::bad_lexical_cast& ex) {
                ErrorLogger() << "AIClientApp::HandleMessage for HOST_ID : Couldn't parse message text \"" << text << "\": " << ex.what();
            }
        }
        m_networking->SetHostPlayerID(host_id);
        break;
    }

    case Message::JOIN_GAME: {
        if (PlayerID() == Networking::INVALID_PLAYER_ID) {
            DebugLogger() << "AIClientApp::HandleMessage : Received JOIN_GAME acknowledgement";
            try {
                int player_id;
                boost::uuids::uuid cookie; // ignore
                ExtractJoinAckMessageData(msg, player_id, cookie);
                m_networking->SetPlayerID(player_id);
            } catch(const boost::bad_lexical_cast& ex) {
                ErrorLogger() << "AIClientApp::HandleMessage for JOIN_GAME : Couldn't parse message text \"" << msg.Text() << "\": " << ex.what();
            }
        } else {
            ErrorLogger() << "AIClientApp::HandleMessage : Received erroneous JOIN_GAME acknowledgement when already in a game";
        }
        break;
    }

    case Message::GAME_START: {
        DebugLogger() << "AIClientApp::HandleMessage : Received GAME_START message; starting AI turn...";
        bool single_player_game;        // ignored
        bool loaded_game_data;
        bool ui_data_available;         // ignored
        SaveGameUIData ui_data;         // ignored
        bool state_string_available;    // ignored, as save_state_string is sent even if not set by ExtractMessageData
        std::string save_state_string;
        m_empire_status.clear();

        ExtractGameStartMessageData(msg,                     single_player_game,     m_empire_id,
                                    m_current_turn,          m_empires,              m_universe,
                                    GetSpeciesManager(),     GetCombatLogManager(),  GetSupplyManager(),
                                    m_player_info,           m_orders,               loaded_game_data,
                                    ui_data_available,       ui_data,                state_string_available,
                                    save_state_string,       m_galaxy_setup_data);

        DebugLogger() << "Extracted GameStart message for turn: " << m_current_turn << " with empire: " << m_empire_id;

        GetUniverse().InitializeSystemGraph(m_empire_id);

        DebugLogger() << "Message::GAME_START loaded_game_data: " << loaded_game_data;
        if (loaded_game_data) {
            TraceLogger() << "Message::GAME_START save_state_string: " << save_state_string;
            m_AI->ResumeLoadedGame(save_state_string);
            Orders().ApplyOrders();
        } else {
            DebugLogger() << "Message::GAME_START Starting New Game!";
            // % Distribution of aggression levels
            // Aggression   :  0   1   2   3   4   5   (0=Beginner, 5=Maniacal)
            //                __  __  __  __  __  __
            //Max 0         :100   0   0   0   0   0
            //Max 1         : 25  75   0   0   0   0
            //Max 2         :  0  25  75   0   0   0
            //Max 3         :  0   0  25  75   0   0
            //Max 4         :  0   0   0  25  75   0
            //Max 5         :  0   0   0   0  25  75

            // Optional aggression table, possibly for 0.4.4+?
            // Aggression   :  0   1   2   3   4   5   (0=Beginner, 5=Maniacal)
            //                __  __  __  __  __  __
            //Max 0         :100   0   0   0   0   0
            //Max 1         : 25  75   0   0   0   0
            //Max 2         :  8  17  75   0   0   0
            //Max 3         :  0   8  17  75   0   0
            //Max 4         :  0   0   8  17  75   0
            //Max 5         :  0   0   0   8  17  75

            const std::string g_seed = GetGalaxySetupData().m_seed;
            const std::string emp_name = GetEmpire(m_empire_id)->Name();
            unsigned int my_seed = 0;

            try {
                // generate consistent my_seed values from galaxy seed & empire name.
                boost::hash<std::string> string_hash;
                std::size_t h = string_hash(g_seed);
                my_seed = 3 * static_cast<unsigned int>(h) * static_cast<unsigned int>(string_hash(emp_name));
                DebugLogger() << "Message::GAME_START getting " << emp_name << " AI aggression, RNG Seed: " << my_seed;
            } catch (...) {
                DebugLogger() << "Message::GAME_START getting " << emp_name << " AI aggression, could not initialise RNG.";
            }

            int rand_num = 0;
            int this_aggr = m_max_aggression;

            if (this_aggr > 0  && my_seed > 0) {
                Seed(my_seed);
                rand_num = RandSmallInt(0, 99);
                // if it's in the top 25% then decrease aggression.
                if (rand_num > 74) this_aggr--;
                // Leaving the following as commented out code for now. Possibly for 0.4.4+?
                // in the top 8% ? decrease aggression again, unless it's already as low as it gets.
                // if (rand_num > 91 && this_aggr > 0) this_aggr--;
            }

            DebugLogger() << "Message::GAME_START setting AI aggression as " << this_aggr << " (from rnd " << rand_num << "; max aggression " << m_max_aggression << ")";

            m_AI->SetAggression(this_aggr);
            m_AI->StartNewGame();
        }
        m_AI->GenerateOrders();
        break;
    }

    case Message::SAVE_GAME_COMPLETE:
        break;

    case Message::TURN_UPDATE: {
        //DebugLogger() << "AIClientApp::HandleMessage : extracting turn update message data";
        ExtractTurnUpdateMessageData(msg,                     m_empire_id,        m_current_turn,
                                     m_empires,               m_universe,         GetSpeciesManager(),
                                     GetCombatLogManager(),   GetSupplyManager(), m_player_info);
        //DebugLogger() << "AIClientApp::HandleMessage : generating orders";
        GetUniverse().InitializeSystemGraph(m_empire_id);
        m_AI->GenerateOrders();
        //DebugLogger() << "AIClientApp::HandleMessage : done handling turn update message";
        break;
    }

    case Message::TURN_PARTIAL_UPDATE:
        ExtractTurnPartialUpdateMessageData(msg, m_empire_id, m_universe);
        break;

    case Message::TURN_PROGRESS: {
        Message::TurnProgressPhase phase_id;
        ExtractTurnProgressMessageData(msg, phase_id);
        ClientApp::HandleTurnPhaseUpdate(phase_id);
        break;
    }

    case Message::PLAYER_STATUS:
        break;

    case Message::END_GAME: {
        DebugLogger() << "Message::END_GAME : Exiting";
        DebugLogger() << "Acknowledge server shutdown message.";
        Networking().SendMessage(AIEndGameAcknowledgeMessage());
        ExitApp(0);
        break;
    }

    case Message::PLAYER_CHAT: {
        std::string data;
        int player_id;
        boost::posix_time::ptime timestamp;
        ExtractServerPlayerChatMessageData(msg, player_id, timestamp, data);
        m_AI->HandleChatMessage(player_id, data);
        break;
    }

    case Message::DIPLOMACY: {
        DiplomaticMessage diplo_message;
        ExtractDiplomacyMessageData(msg, diplo_message);
        m_AI->HandleDiplomaticMessage(diplo_message);
        break;
    }

    case Message::DIPLOMATIC_STATUS: {
        DiplomaticStatusUpdateInfo diplo_update;
        ExtractDiplomaticStatusMessageData(msg, diplo_update);
        m_AI->HandleDiplomaticStatusUpdate(diplo_update);
        break;
    }

    case Message::LOGGER_CONFIG: {
         std::set<std::tuple<std::string, std::string, LogLevel>> options;
         ExtractLoggerConfigMessageData(msg, options);

         SetLoggerThresholds(options);
         break;
    }

    case Message::CHECKSUM: {
        TraceLogger() << "(AIClientApp) CheckSum.";
        VerifyCheckSum(msg);
        break;
    }

    default: {
        ErrorLogger() << "AIClientApp::HandleMessage : Received unknown Message type code " << msg.Type();
        break;
    }
    }
    //DebugLogger() << "AIClientApp::HandleMessage done";
}