コード例 #1
0
ファイル: Client.cpp プロジェクト: DavidZeni/vcmi
void CClient::newGame( CConnection *con, StartInfo *si )
{
	enum {SINGLE, HOST, GUEST} networkMode = SINGLE;

	if (con == nullptr) 
	{
		CServerHandler sh;
		serv = sh.connectToServer();
	}
	else
	{
		serv = con;
		networkMode = (con->connectionID == 1) ? HOST : GUEST;
	}

	CConnection &c = *serv;
	////////////////////////////////////////////////////

	logNetwork->infoStream() <<"\tWill send info to server...";
	CStopWatch tmh;

	if(networkMode == SINGLE)
	{
		ui8 pom8;
		c << ui8(2) << ui8(1); //new game; one client
		c << *si;
		c >> pom8;
		if(pom8) throw std::runtime_error("Server cannot open the map!");
	}
コード例 #2
0
ファイル: Client.cpp プロジェクト: DavidZeni/vcmi
void CClient::loadGame(const std::string & fname, const bool server, const std::vector<int>& humanplayerindices, const int loadNumPlayers, int player_, const std::string & ipaddr, const std::string & port)
{
    PlayerColor player(player_); //intentional shadowing

    logNetwork->infoStream() <<"Loading procedure started!";

	CServerHandler sh;
    if(server)
         sh.startServer();
    else
         serv = sh.justConnectToServer(ipaddr,port=="" ? "3030" : port);

	CStopWatch tmh;
    unique_ptr<CLoadFile> loader;
	try
	{
		std::string clientSaveName = *CResourceHandler::get("local")->getResourceName(ResourceID(fname, EResType::CLIENT_SAVEGAME));
		std::string controlServerSaveName;

		if (CResourceHandler::get("local")->existsResource(ResourceID(fname, EResType::SERVER_SAVEGAME)))
		{
			controlServerSaveName = *CResourceHandler::get("local")->getResourceName(ResourceID(fname, EResType::SERVER_SAVEGAME));
		}
		else// create entry for server savegame. Triggered if save was made after launch and not yet present in res handler
		{
			controlServerSaveName = clientSaveName.substr(0, clientSaveName.find_last_of(".")) + ".vsgm1";
			CResourceHandler::get("local")->createResource(controlServerSaveName, true);
		}

		if(clientSaveName.empty())
			throw std::runtime_error("Cannot open client part of " + fname);
		if(controlServerSaveName.empty())
			throw std::runtime_error("Cannot open server part of " + fname);

		{
			CLoadIntegrityValidator checkingLoader(clientSaveName, controlServerSaveName, minSupportedVersion);
			loadCommonState(checkingLoader);
			loader = checkingLoader.decay();
		}
        logNetwork->infoStream() << "Loaded common part of save " << tmh.getDiff();
		const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
		const_cast<CGameInfo*>(CGI)->mh->map = gs->map;
		pathInfo = make_unique<CPathsInfo>(getMapSize());
		CGI->mh->init();
        logNetwork->infoStream() <<"Initing maphandler: "<<tmh.getDiff();
	}
	catch(std::exception &e)
	{
		logGlobal->errorStream() << "Cannot load game " << fname << ". Error: " << e.what();
		throw; //obviously we cannot continue here
	}

/*
    if(!server)
         player = PlayerColor(player_);
*/

    std::set<PlayerColor> clientPlayers;
    if(server)
         serv = sh.connectToServer();
    //*loader >> *this;

    if(server)
    {
         tmh.update();
         ui8 pom8;
         *serv << ui8(3) << ui8(loadNumPlayers); //load game; one client if single-player
         *serv << fname;
         *serv >> pom8;
         if(pom8) 
              throw std::runtime_error("Server cannot open the savegame!");
         else
              logNetwork->infoStream() << "Server opened savegame properly.";
    }

    if(server)
    {
         for(auto & elem : gs->scenarioOps->playerInfos)
              if(!std::count(humanplayerindices.begin(),humanplayerindices.end(),elem.first.getNum()) || elem.first==player)
              {
                  clientPlayers.insert(elem.first);
              }
         clientPlayers.insert(PlayerColor::NEUTRAL);
    }
    else
    {
        clientPlayers.insert(player);
    }

    std::cout << "CLIENTPLAYERS:\n";
    for(auto x : clientPlayers)
         std::cout << x << std::endl;
    std::cout << "ENDCLIENTPLAYERS\n";

    serialize(loader->serializer,0,clientPlayers);
    *serv << ui32(clientPlayers.size());
    for(auto & elem : clientPlayers)
        *serv << ui8(elem.getNum());
    serv->addStdVecItems(gs); /*why is this here?*/

    //*loader >> *this;
    logNetwork->infoStream() << "Loaded client part of save " << tmh.getDiff();

    logNetwork->infoStream() <<"Sent info to server: "<<tmh.getDiff();

    //*serv << clientPlayers;
	serv->enableStackSendingByID();
	serv->disableSmartPointerSerialization();

// 	logGlobal->traceStream() << "Objects:";
// 	for(int i = 0; i < gs->map->objects.size(); i++)
// 	{
// 		auto o = gs->map->objects[i];
// 		if(o)
// 			logGlobal->traceStream() << boost::format("\tindex=%5d, id=%5d; address=%5d, pos=%s, name=%s") % i % o->id % (int)o.get() % o->pos % o->getHoverText();
// 		else
// 			logGlobal->traceStream() << boost::format("\tindex=%5d --- nullptr") % i;
// 	}
}
コード例 #3
0
ファイル: Client.cpp プロジェクト: lightsgoout/vcmi
void CClient::loadGame( const std::string & fname )
{
    logNetwork->infoStream() <<"Loading procedure started!";

	CServerHandler sh;
	sh.startServer();

	CStopWatch tmh;
	try
	{
		std::string clientSaveName = CResourceHandler::get()->getResourceName(ResourceID(fname, EResType::CLIENT_SAVEGAME));
		std::string controlServerSaveName;

		if (CResourceHandler::get()->existsResource(ResourceID(fname, EResType::SERVER_SAVEGAME)))
		{
			controlServerSaveName = CResourceHandler::get()->getResourceName(ResourceID(fname, EResType::SERVER_SAVEGAME));
		}
		else// create entry for server savegame. Triggered if save was made after launch and not yet present in res handler
		{
			controlServerSaveName = clientSaveName.substr(0, clientSaveName.find_last_of(".")) + ".vsgm1";
			CResourceHandler::get()->createResource(controlServerSaveName, true);
		}

		if(clientSaveName.empty())
			throw std::runtime_error("Cannot open client part of " + fname);
		if(controlServerSaveName.empty())
			throw std::runtime_error("Cannot open server part of " + fname);

		unique_ptr<CLoadFile> loader;
		{
			CLoadIntegrityValidator checkingLoader(clientSaveName, controlServerSaveName);
			loadCommonState(checkingLoader);
			loader = checkingLoader.decay();
		}
        logNetwork->infoStream() << "Loaded common part of save " << tmh.getDiff();
		const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
		const_cast<CGameInfo*>(CGI)->mh->map = gs->map;
		pathInfo = make_unique<CPathsInfo>(getMapSize());
		CGI->mh->init();
        logNetwork->infoStream() <<"Initing maphandler: "<<tmh.getDiff();

		*loader >> *this;
        logNetwork->infoStream() << "Loaded client part of save " << tmh.getDiff();
	}
	catch(std::exception &e)
	{
		logGlobal->errorStream() << "Cannot load game " << fname << ". Error: " << e.what();
		throw; //obviously we cannot continue here
	}

	serv = sh.connectToServer();
	serv->addStdVecItems(gs);

	tmh.update();
	ui8 pom8;
	*serv << ui8(3) << ui8(1); //load game; one client
	*serv << fname;
	*serv >> pom8;
	if(pom8) 
		throw std::runtime_error("Server cannot open the savegame!");
	else
        logNetwork->infoStream() << "Server opened savegame properly.";

	*serv << ui32(gs->scenarioOps->playerInfos.size()+1); //number of players + neutral
	for(auto it = gs->scenarioOps->playerInfos.begin(); 
		it != gs->scenarioOps->playerInfos.end(); ++it)
	{
		*serv << ui8(it->first.getNum()); //players
	}
	*serv << ui8(PlayerColor::NEUTRAL.getNum());
    logNetwork->infoStream() <<"Sent info to server: "<<tmh.getDiff();

	serv->enableStackSendingByID();
	serv->disableSmartPointerSerialization();

}