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- #pragma once
-
- #ifndef LOGIC_H
- #define LOGIC_H
-
- #ifdef _MSC_VER
- #pragma warning(disable : 4996)
- #endif
-
- #include <iostream>
- #include <vector>
- #include <thread>
- #include <mutex>
- #include <condition_variable>
- #include <atomic>
-
- #include "Message2Server.pb.h"
- #include "Message2Clients.pb.h"
- #include "MessageType.pb.h"
- #include "Services.grpc.pb.h"
- #include "Services.pb.h"
- #include "API.h"
- #include "AI.h"
- #include "structures.h"
- #include "state.h"
-
- // 封装了通信组件和对AI对象进行操作
- class Logic : public ILogic
- {
- private:
- // gRPC客户端的stub,所有与服务端之间的通信操作都需要基于stub完成。
- std::unique_ptr<protobuf::AvailableService::Stub> THUAI6Stub;
- // ID、阵营记录
- int playerID;
- THUAI6::PlayerType playerType;
-
- // 类型记录
- THUAI6::HumanType humanType;
- THUAI6::ButcherType butcherType;
-
- // GUID信息
- std::vector<int64_t> playerGUIDs;
-
- // THUAI5中的通信组件可以完全被我们的stub取代,故无须再写
-
- std::unique_ptr<IAI> pAI;
-
- std::unique_ptr<IGameTimer> timer;
-
- std::thread tAI;
-
- mutable std::mutex mtxAI;
- mutable std::mutex mtxState;
- mutable std::mutex mtxBuffer;
-
- std::condition_variable cvBuffer;
- std::condition_variable cvAI;
-
- // 信息队列目前可能会不用?具体待定
-
- // 存储状态,分别是现在的状态和缓冲区的状态。
- State state[2];
- State* currentState;
- State* bufferState;
-
- // 是否应该执行player()
- std::atomic_bool AILoop = true;
-
- // buffer是否更新完毕
- bool bufferUpdated = true;
-
- // 是否可以启用当前状态
- bool currentStateAccessed = false;
-
- // 是否应当启动AI
- bool AIStart = false;
-
- // 控制内容更新的变量
- std::atomic_bool freshed = false;
-
- // 提供给API使用的函数
-
- // 获取服务器发来的所有消息,要注意线程安全问题
- protobuf::MessageToClient GetFullMessage() override;
-
- // 供IAPI使用的操作相关的部分
- bool Move(protobuf::MoveMsg) override
- {
- }
- bool PickProp(protobuf::PickMsg) override
- {
- }
- bool UseProp(protobuf::IDMsg) override
- {
- }
- bool UseSkill(protobuf::IDMsg) override
- {
- }
- void SendMessage(protobuf::SendMsg) override
- {
- }
- bool HaveMessage(protobuf::IDMsg) override
- {
- }
- protobuf::MsgRes GetMessage(protobuf::IDMsg) override
- {
- }
-
- bool Escape(protobuf::IDMsg) override
- {
- }
-
- // 说明:双向stream由三个函数共同实现,两个记录开始和结束,结果由Logic里的私有的成员变量记录,获得返回值则另调函数
- bool StartFixMachine(protobuf::IDMsg) override
- {
- }
- bool EndFixMachine(protobuf::IDMsg) override
- {
- }
- bool GetFixStatus() override
- {
- }
-
- bool StartSaveHuman(protobuf::IDMsg) override
- {
- }
- bool EndSaveHuman(protobuf::IDMsg) override
- {
- }
- bool GetSaveStatus() override
- {
- }
-
- bool Attack(protobuf::AttackMsg) override
- {
- }
- bool CarryHuman(protobuf::IDMsg) override
- {
- }
- bool ReleaseHuman(protobuf::IDMsg) override
- {
- }
- bool HangHuman(protobuf::IDMsg) override
- {
- }
-
- bool WaitThread() override
- {
- }
-
- int GetCounter() override
- {
- }
-
- bool TryConnection();
-
- // 执行AI线程
- void PlayerWrapper(std::function<void()> player);
-
- // THUAI5中的一系列用于处理信息的函数可能也不会再用
-
- // 将信息加载到buffer
- void LoadBuffer(std::shared_ptr<protobuf::MessageToClient>);
-
- // 解锁状态更新线程
- void UnBlockBuffer();
-
- // 解锁AI线程
- void UnBlockAI();
-
- // 更新状态
- void Update() noexcept;
-
- // 等待
- void Wait() noexcept;
-
- public:
- // 构造函数还需要传更多参数,有待补充
- Logic(THUAI6::PlayerType type, int playerID, THUAI6::ButcherType butcher, THUAI6::HumanType human);
-
- ~Logic() = default;
-
- // Main函数同上
- void Main(CreateAIFunc createAI, std::string IP, std::string port);
- };
-
- #endif
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