CVCMIServer.cpp 26 KB

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  1. /*
  2. * CVCMIServer.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include <boost/asio.hpp>
  12. #include "../lib/filesystem/Filesystem.h"
  13. #include "../lib/mapping/CCampaignHandler.h"
  14. #include "../lib/CThreadHelper.h"
  15. #include "../lib/serializer/Connection.h"
  16. #include "../lib/CModHandler.h"
  17. #include "../lib/CArtHandler.h"
  18. #include "../lib/CGeneralTextHandler.h"
  19. #include "../lib/CHeroHandler.h"
  20. #include "../lib/CTownHandler.h"
  21. #include "../lib/CBuildingHandler.h"
  22. #include "../lib/spells/CSpellHandler.h"
  23. #include "../lib/CCreatureHandler.h"
  24. #include "zlib.h"
  25. #include "CVCMIServer.h"
  26. #include "../lib/StartInfo.h"
  27. #include "../lib/mapping/CMap.h"
  28. #include "../lib/rmg/CMapGenOptions.h"
  29. #ifdef VCMI_ANDROID
  30. #include "lib/CAndroidVMHelper.h"
  31. #else
  32. #include "../lib/Interprocess.h"
  33. #endif
  34. #include "../lib/VCMI_Lib.h"
  35. #include "../lib/VCMIDirs.h"
  36. #include "CGameHandler.h"
  37. #include "../lib/mapping/CMapInfo.h"
  38. #include "../lib/GameConstants.h"
  39. #include "../lib/logging/CBasicLogConfigurator.h"
  40. #include "../lib/CConfigHandler.h"
  41. #include "../lib/ScopeGuard.h"
  42. #include "../lib/serializer/CMemorySerializer.h"
  43. #include "../lib/serializer/Cast.h"
  44. #include "../lib/UnlockGuard.h"
  45. // for applier
  46. #include "../lib/registerTypes/RegisterTypes.h"
  47. // UUID generation
  48. #include <boost/uuid/uuid.hpp>
  49. #include <boost/uuid/uuid_io.hpp>
  50. #include <boost/uuid/uuid_generators.hpp>
  51. #include "../lib/CGameState.h"
  52. #if defined(__GNUC__) && !defined(__MINGW32__) && !defined(VCMI_ANDROID)
  53. #include <execinfo.h>
  54. #endif
  55. template<typename T> class CApplyOnServer;
  56. class CBaseForServerApply
  57. {
  58. public:
  59. virtual bool applyOnServerBefore(CVCMIServer * srv, void * pack) const =0;
  60. virtual void applyOnServerAfter(CVCMIServer * srv, void * pack) const =0;
  61. virtual ~CBaseForServerApply() {}
  62. template<typename U> static CBaseForServerApply * getApplier(const U * t = nullptr)
  63. {
  64. return new CApplyOnServer<U>();
  65. }
  66. };
  67. template <typename T> class CApplyOnServer : public CBaseForServerApply
  68. {
  69. public:
  70. bool applyOnServerBefore(CVCMIServer * srv, void * pack) const override
  71. {
  72. T * ptr = static_cast<T *>(pack);
  73. if(ptr->checkClientPermissions(srv))
  74. {
  75. boost::unique_lock<boost::mutex> stateLock(srv->stateMutex);
  76. return ptr->applyOnServer(srv);
  77. }
  78. else
  79. return false;
  80. }
  81. void applyOnServerAfter(CVCMIServer * srv, void * pack) const override
  82. {
  83. T * ptr = static_cast<T *>(pack);
  84. ptr->applyOnServerAfterAnnounce(srv);
  85. }
  86. };
  87. template <>
  88. class CApplyOnServer<CPack> : public CBaseForServerApply
  89. {
  90. public:
  91. bool applyOnServerBefore(CVCMIServer * srv, void * pack) const override
  92. {
  93. logGlobal->error("Cannot apply plain CPack!");
  94. assert(0);
  95. return false;
  96. }
  97. void applyOnServerAfter(CVCMIServer * srv, void * pack) const override
  98. {
  99. logGlobal->error("Cannot apply plain CPack!");
  100. assert(0);
  101. }
  102. };
  103. std::string NAME_AFFIX = "server";
  104. std::string NAME = GameConstants::VCMI_VERSION + std::string(" (") + NAME_AFFIX + ')';
  105. CVCMIServer::CVCMIServer(boost::program_options::variables_map & opts)
  106. : port(3030), io(std::make_shared<boost::asio::io_service>()), state(EServerState::LOBBY), cmdLineOptions(opts), currentClientId(1), currentPlayerId(1), restartGameplay(false)
  107. {
  108. uuid = boost::uuids::to_string(boost::uuids::random_generator()());
  109. logNetwork->trace("CVCMIServer created! UUID: %s", uuid);
  110. applier = std::make_shared<CApplier<CBaseForServerApply>>();
  111. registerTypesLobbyPacks(*applier);
  112. if(cmdLineOptions.count("port"))
  113. port = cmdLineOptions["port"].as<ui16>();
  114. logNetwork->info("Port %d will be used", port);
  115. try
  116. {
  117. acceptor = std::make_shared<TAcceptor>(*io, boost::asio::ip::tcp::endpoint(boost::asio::ip::tcp::v4(), port));
  118. }
  119. catch(...)
  120. {
  121. logNetwork->info("Port %d is busy, trying to use random port instead", port);
  122. if(cmdLineOptions.count("run-by-client") && !cmdLineOptions.count("enable-shm"))
  123. {
  124. logNetwork->error("Cant pass port number to client without shared memory!", port);
  125. exit(0);
  126. }
  127. acceptor = std::make_shared<TAcceptor>(*io, boost::asio::ip::tcp::endpoint(boost::asio::ip::tcp::v4(), 0));
  128. port = acceptor->local_endpoint().port();
  129. }
  130. logNetwork->info("Listening for connections at port %d", port);
  131. }
  132. CVCMIServer::~CVCMIServer()
  133. {
  134. announceQueue.clear();
  135. if(announceLobbyThread)
  136. announceLobbyThread->join();
  137. }
  138. void CVCMIServer::run()
  139. {
  140. if(!restartGameplay)
  141. {
  142. this->announceLobbyThread = vstd::make_unique<boost::thread>(&CVCMIServer::threadAnnounceLobby, this);
  143. #ifndef VCMI_ANDROID
  144. if(cmdLineOptions.count("enable-shm"))
  145. {
  146. std::string sharedMemoryName = "vcmi_memory";
  147. if(cmdLineOptions.count("enable-shm-uuid") && cmdLineOptions.count("uuid"))
  148. {
  149. sharedMemoryName += "_" + cmdLineOptions["uuid"].as<std::string>();
  150. }
  151. shm = std::make_shared<SharedMemory>(sharedMemoryName);
  152. }
  153. #endif
  154. startAsyncAccept();
  155. #ifndef VCMI_ANDROID
  156. if(shm)
  157. {
  158. shm->sr->setToReadyAndNotify(port);
  159. }
  160. #else
  161. CAndroidVMHelper vmHelper;
  162. vmHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "onServerReady");
  163. #endif
  164. }
  165. while(state == EServerState::LOBBY || state == EServerState::GAMEPLAY_STARTING)
  166. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  167. logNetwork->info("Thread handling connections ended");
  168. if(state == EServerState::GAMEPLAY)
  169. {
  170. gh->run(si->mode == StartInfo::LOAD_GAME);
  171. }
  172. while(state == EServerState::GAMEPLAY_ENDED)
  173. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  174. }
  175. void CVCMIServer::threadAnnounceLobby()
  176. {
  177. while(state != EServerState::SHUTDOWN)
  178. {
  179. {
  180. boost::unique_lock<boost::recursive_mutex> myLock(mx);
  181. while(!announceQueue.empty())
  182. {
  183. announcePack(std::move(announceQueue.front()));
  184. announceQueue.pop_front();
  185. }
  186. if(state != EServerState::LOBBY)
  187. {
  188. if(acceptor)
  189. acceptor->close();
  190. }
  191. if(acceptor)
  192. {
  193. io->reset();
  194. io->poll();
  195. }
  196. }
  197. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  198. }
  199. }
  200. void CVCMIServer::prepareToStartGame()
  201. {
  202. if(state == EServerState::GAMEPLAY)
  203. {
  204. restartGameplay = true;
  205. state = EServerState::LOBBY;
  206. // FIXME: dirry hack to make sure old CGameHandler::run is finished
  207. boost::this_thread::sleep(boost::posix_time::milliseconds(1000));
  208. }
  209. state = EServerState::GAMEPLAY_STARTING;
  210. gh = std::make_shared<CGameHandler>(this);
  211. switch(si->mode)
  212. {
  213. case StartInfo::CAMPAIGN:
  214. logNetwork->info("Preparing to start new campaign");
  215. si->campState->currentMap = boost::make_optional(campaignMap);
  216. si->campState->chosenCampaignBonuses[campaignMap] = campaignBonus;
  217. gh->init(si.get());
  218. break;
  219. case StartInfo::NEW_GAME:
  220. logNetwork->info("Preparing to start new game");
  221. gh->init(si.get());
  222. break;
  223. case StartInfo::LOAD_GAME:
  224. logNetwork->info("Preparing to start loaded game");
  225. gh->load(si->mapname);
  226. break;
  227. default:
  228. logNetwork->error("Wrong mode in StartInfo!");
  229. assert(0);
  230. break;
  231. }
  232. }
  233. void CVCMIServer::startGameImmidiately()
  234. {
  235. for(auto c : connections)
  236. c->enterGameplayConnectionMode(gh->gs);
  237. state = EServerState::GAMEPLAY;
  238. }
  239. void CVCMIServer::startAsyncAccept()
  240. {
  241. assert(!upcomingConnection);
  242. assert(acceptor);
  243. #if BOOST_VERSION >= 107000 // Boost version >= 1.70
  244. upcomingConnection = std::make_shared<TSocket>(acceptor->get_executor());
  245. #else
  246. upcomingConnection = std::make_shared<TSocket>(acceptor->get_io_service());
  247. #endif
  248. acceptor->async_accept(*upcomingConnection, std::bind(&CVCMIServer::connectionAccepted, this, _1));
  249. }
  250. void CVCMIServer::connectionAccepted(const boost::system::error_code & ec)
  251. {
  252. if(ec)
  253. {
  254. if(state != EServerState::SHUTDOWN)
  255. logNetwork->info("Something wrong during accepting: %s", ec.message());
  256. return;
  257. }
  258. try
  259. {
  260. logNetwork->info("We got a new connection! :)");
  261. auto c = std::make_shared<CConnection>(upcomingConnection, NAME, uuid);
  262. upcomingConnection.reset();
  263. connections.insert(c);
  264. c->handler = std::make_shared<boost::thread>(&CVCMIServer::threadHandleClient, this, c);
  265. }
  266. catch(std::exception & e)
  267. {
  268. upcomingConnection.reset();
  269. logNetwork->info("I guess it was just my imagination!");
  270. }
  271. startAsyncAccept();
  272. }
  273. void CVCMIServer::threadHandleClient(std::shared_ptr<CConnection> c)
  274. {
  275. setThreadName("CVCMIServer::handleConnection");
  276. c->enterLobbyConnectionMode();
  277. try
  278. {
  279. while(c->connected)
  280. {
  281. CPack * pack = c->retrievePack();
  282. if(auto lobbyPack = dynamic_ptr_cast<CPackForLobby>(pack))
  283. {
  284. handleReceivedPack(std::unique_ptr<CPackForLobby>(lobbyPack));
  285. }
  286. else if(auto serverPack = dynamic_ptr_cast<CPackForServer>(pack))
  287. {
  288. gh->handleReceivedPack(serverPack);
  289. }
  290. }
  291. }
  292. catch(boost::system::system_error & e)
  293. {
  294. if(state != EServerState::LOBBY)
  295. gh->handleClientDisconnection(c);
  296. }
  297. catch(const std::exception & e)
  298. {
  299. boost::unique_lock<boost::recursive_mutex> queueLock(mx);
  300. logNetwork->error("%s dies... \nWhat happened: %s", c->toString(), e.what());
  301. }
  302. catch(...)
  303. {
  304. state = EServerState::SHUTDOWN;
  305. handleException();
  306. throw;
  307. }
  308. boost::unique_lock<boost::recursive_mutex> queueLock(mx);
  309. // if(state != ENDING_AND_STARTING_GAME)
  310. if(c->connected)
  311. {
  312. auto lcd = vstd::make_unique<LobbyClientDisconnected>();
  313. lcd->c = c;
  314. lcd->clientId = c->connectionID;
  315. handleReceivedPack(std::move(lcd));
  316. }
  317. logNetwork->info("Thread listening for %s ended", c->toString());
  318. c->handler.reset();
  319. }
  320. void CVCMIServer::handleReceivedPack(std::unique_ptr<CPackForLobby> pack)
  321. {
  322. CBaseForServerApply * apply = applier->getApplier(typeList.getTypeID(pack.get()));
  323. if(apply->applyOnServerBefore(this, pack.get()))
  324. addToAnnounceQueue(std::move(pack));
  325. }
  326. void CVCMIServer::announcePack(std::unique_ptr<CPackForLobby> pack)
  327. {
  328. for(auto c : connections)
  329. {
  330. // FIXME: we need to avoid senting something to client that not yet get answer for LobbyClientConnected
  331. // Until UUID set we only pass LobbyClientConnected to this client
  332. if(c->uuid == uuid && !dynamic_cast<LobbyClientConnected *>(pack.get()))
  333. continue;
  334. c->sendPack(pack.get());
  335. }
  336. applier->getApplier(typeList.getTypeID(pack.get()))->applyOnServerAfter(this, pack.get());
  337. }
  338. void CVCMIServer::announceTxt(const std::string & txt, const std::string & playerName)
  339. {
  340. logNetwork->info("%s says: %s", playerName, txt);
  341. auto cm = vstd::make_unique<LobbyChatMessage>();
  342. cm->playerName = playerName;
  343. cm->message = txt;
  344. addToAnnounceQueue(std::move(cm));
  345. }
  346. void CVCMIServer::addToAnnounceQueue(std::unique_ptr<CPackForLobby> pack)
  347. {
  348. boost::unique_lock<boost::recursive_mutex> queueLock(mx);
  349. announceQueue.push_back(std::move(pack));
  350. }
  351. bool CVCMIServer::passHost(int toConnectionId)
  352. {
  353. for(auto c : connections)
  354. {
  355. if(isClientHost(c->connectionID))
  356. continue;
  357. if(c->connectionID != toConnectionId)
  358. continue;
  359. hostClient = c;
  360. hostClientId = c->connectionID;
  361. announceTxt(boost::str(boost::format("Pass host to connection %d") % toConnectionId));
  362. return true;
  363. }
  364. return false;
  365. }
  366. void CVCMIServer::clientConnected(std::shared_ptr<CConnection> c, std::vector<std::string> & names, std::string uuid, StartInfo::EMode mode)
  367. {
  368. c->connectionID = currentClientId++;
  369. if(!hostClient)
  370. {
  371. hostClient = c;
  372. hostClientId = c->connectionID;
  373. si->mode = mode;
  374. }
  375. logNetwork->info("Connection with client %d established. UUID: %s", c->connectionID, c->uuid);
  376. for(auto & name : names)
  377. {
  378. logNetwork->info("Client %d player: %s", c->connectionID, name);
  379. ui8 id = currentPlayerId++;
  380. ClientPlayer cp;
  381. cp.connection = c->connectionID;
  382. cp.name = name;
  383. playerNames.insert(std::make_pair(id, cp));
  384. announceTxt(boost::str(boost::format("%s (pid %d cid %d) joins the game") % name % id % c->connectionID));
  385. //put new player in first slot with AI
  386. for(auto & elem : si->playerInfos)
  387. {
  388. if(elem.second.isControlledByAI() && !elem.second.compOnly)
  389. {
  390. setPlayerConnectedId(elem.second, id);
  391. break;
  392. }
  393. }
  394. }
  395. }
  396. void CVCMIServer::clientDisconnected(std::shared_ptr<CConnection> c)
  397. {
  398. connections -= c;
  399. for(auto it = playerNames.begin(); it != playerNames.end();)
  400. {
  401. if(it->second.connection != c->connectionID)
  402. {
  403. it++;
  404. continue;
  405. }
  406. int id = it->first;
  407. announceTxt(boost::str(boost::format("%s (pid %d cid %d) left the game") % id % playerNames[id].name % c->connectionID));
  408. playerNames.erase(it++);
  409. // Reset in-game players client used back to AI
  410. if(PlayerSettings * s = si->getPlayersSettings(id))
  411. {
  412. setPlayerConnectedId(*s, PlayerSettings::PLAYER_AI);
  413. }
  414. }
  415. }
  416. void CVCMIServer::setPlayerConnectedId(PlayerSettings & pset, ui8 player) const
  417. {
  418. if(vstd::contains(playerNames, player))
  419. pset.name = playerNames.find(player)->second.name;
  420. else
  421. pset.name = VLC->generaltexth->allTexts[468]; //Computer
  422. pset.connectedPlayerIDs.clear();
  423. if(player != PlayerSettings::PLAYER_AI)
  424. pset.connectedPlayerIDs.insert(player);
  425. }
  426. void CVCMIServer::updateStartInfoOnMapChange(std::shared_ptr<CMapInfo> mapInfo, std::shared_ptr<CMapGenOptions> mapGenOpts)
  427. {
  428. mi = mapInfo;
  429. if(!mi)
  430. return;
  431. auto namesIt = playerNames.cbegin();
  432. si->playerInfos.clear();
  433. if(mi->scenarioOptionsOfSave)
  434. {
  435. si = CMemorySerializer::deepCopy(*mi->scenarioOptionsOfSave);
  436. si->mode = StartInfo::LOAD_GAME;
  437. if(si->campState)
  438. campaignMap = si->campState->currentMap.get();
  439. for(auto & ps : si->playerInfos)
  440. {
  441. if(!ps.second.compOnly && ps.second.connectedPlayerIDs.size() && namesIt != playerNames.cend())
  442. {
  443. setPlayerConnectedId(ps.second, namesIt++->first);
  444. }
  445. else
  446. {
  447. setPlayerConnectedId(ps.second, PlayerSettings::PLAYER_AI);
  448. }
  449. }
  450. }
  451. else if(si->mode == StartInfo::NEW_GAME || si->mode == StartInfo::CAMPAIGN)
  452. {
  453. if(mi->campaignHeader)
  454. return;
  455. for(int i = 0; i < mi->mapHeader->players.size(); i++)
  456. {
  457. const PlayerInfo & pinfo = mi->mapHeader->players[i];
  458. //neither computer nor human can play - no player
  459. if(!(pinfo.canHumanPlay || pinfo.canComputerPlay))
  460. continue;
  461. PlayerSettings & pset = si->playerInfos[PlayerColor(i)];
  462. pset.color = PlayerColor(i);
  463. if(pinfo.canHumanPlay && namesIt != playerNames.cend())
  464. {
  465. setPlayerConnectedId(pset, namesIt++->first);
  466. }
  467. else
  468. {
  469. setPlayerConnectedId(pset, PlayerSettings::PLAYER_AI);
  470. if(!pinfo.canHumanPlay)
  471. {
  472. pset.compOnly = true;
  473. }
  474. }
  475. pset.castle = pinfo.defaultCastle();
  476. pset.hero = pinfo.defaultHero();
  477. if(pset.hero != PlayerSettings::RANDOM && pinfo.hasCustomMainHero())
  478. {
  479. pset.hero = pinfo.mainCustomHeroId;
  480. pset.heroName = pinfo.mainCustomHeroName;
  481. pset.heroPortrait = pinfo.mainCustomHeroPortrait;
  482. }
  483. pset.handicap = PlayerSettings::NO_HANDICAP;
  484. }
  485. if(mi->isRandomMap && mapGenOpts)
  486. si->mapGenOptions = std::shared_ptr<CMapGenOptions>(mapGenOpts);
  487. else
  488. si->mapGenOptions.reset();
  489. }
  490. si->mapname = mi->fileURI;
  491. }
  492. void CVCMIServer::updateAndPropagateLobbyState()
  493. {
  494. boost::unique_lock<boost::mutex> stateLock(stateMutex);
  495. // Update player settings for RMG
  496. // TODO: find appropriate location for this code
  497. if(si->mapGenOptions && si->mode == StartInfo::NEW_GAME)
  498. {
  499. for(const auto & psetPair : si->playerInfos)
  500. {
  501. const auto & pset = psetPair.second;
  502. si->mapGenOptions->setStartingTownForPlayer(pset.color, pset.castle);
  503. if(pset.isControlledByHuman())
  504. {
  505. si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::HUMAN);
  506. }
  507. }
  508. }
  509. auto lus = vstd::make_unique<LobbyUpdateState>();
  510. lus->state = *this;
  511. addToAnnounceQueue(std::move(lus));
  512. }
  513. void CVCMIServer::setPlayer(PlayerColor clickedColor)
  514. {
  515. struct PlayerToRestore
  516. {
  517. PlayerColor color;
  518. int id;
  519. void reset() { id = -1; color = PlayerColor::CANNOT_DETERMINE; }
  520. PlayerToRestore(){ reset(); }
  521. } playerToRestore;
  522. PlayerSettings & clicked = si->playerInfos[clickedColor];
  523. //identify clicked player
  524. int clickedNameID = 0; //number of player - zero means AI, assume it initially
  525. if(clicked.isControlledByHuman())
  526. clickedNameID = *(clicked.connectedPlayerIDs.begin()); //if not AI - set appropiate ID
  527. if(clickedNameID > 0 && playerToRestore.id == clickedNameID) //player to restore is about to being replaced -> put him back to the old place
  528. {
  529. PlayerSettings & restPos = si->playerInfos[playerToRestore.color];
  530. setPlayerConnectedId(restPos, playerToRestore.id);
  531. playerToRestore.reset();
  532. }
  533. int newPlayer; //which player will take clicked position
  534. //who will be put here?
  535. if(!clickedNameID) //AI player clicked -> if possible replace computer with unallocated player
  536. {
  537. newPlayer = getIdOfFirstUnallocatedPlayer();
  538. if(!newPlayer) //no "free" player -> get just first one
  539. newPlayer = playerNames.begin()->first;
  540. }
  541. else //human clicked -> take next
  542. {
  543. auto i = playerNames.find(clickedNameID); //clicked one
  544. i++; //player AFTER clicked one
  545. if(i != playerNames.end())
  546. newPlayer = i->first;
  547. else
  548. newPlayer = 0; //AI if we scrolled through all players
  549. }
  550. setPlayerConnectedId(clicked, newPlayer); //put player
  551. //if that player was somewhere else, we need to replace him with computer
  552. if(newPlayer) //not AI
  553. {
  554. for(auto i = si->playerInfos.begin(); i != si->playerInfos.end(); i++)
  555. {
  556. int curNameID = *(i->second.connectedPlayerIDs.begin());
  557. if(i->first != clickedColor && curNameID == newPlayer)
  558. {
  559. assert(i->second.connectedPlayerIDs.size());
  560. playerToRestore.color = i->first;
  561. playerToRestore.id = newPlayer;
  562. setPlayerConnectedId(i->second, PlayerSettings::PLAYER_AI); //set computer
  563. break;
  564. }
  565. }
  566. }
  567. }
  568. void CVCMIServer::optionNextCastle(PlayerColor player, int dir)
  569. {
  570. PlayerSettings & s = si->playerInfos[player];
  571. si16 & cur = s.castle;
  572. auto & allowed = getPlayerInfo(player.getNum()).allowedFactions;
  573. const bool allowRandomTown = getPlayerInfo(player.getNum()).isFactionRandom;
  574. if(cur == PlayerSettings::NONE) //no change
  575. return;
  576. if(cur == PlayerSettings::RANDOM) //first/last available
  577. {
  578. if(dir > 0)
  579. cur = *allowed.begin(); //id of first town
  580. else
  581. cur = *allowed.rbegin(); //id of last town
  582. }
  583. else // next/previous available
  584. {
  585. if((cur == *allowed.begin() && dir < 0) || (cur == *allowed.rbegin() && dir > 0))
  586. {
  587. if(allowRandomTown)
  588. {
  589. cur = PlayerSettings::RANDOM;
  590. }
  591. else
  592. {
  593. if(dir > 0)
  594. cur = *allowed.begin();
  595. else
  596. cur = *allowed.rbegin();
  597. }
  598. }
  599. else
  600. {
  601. assert(dir >= -1 && dir <= 1); //othervice std::advance may go out of range
  602. auto iter = allowed.find(cur);
  603. std::advance(iter, dir);
  604. cur = *iter;
  605. }
  606. }
  607. if(s.hero >= 0 && !getPlayerInfo(player.getNum()).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
  608. {
  609. s.hero = PlayerSettings::RANDOM;
  610. }
  611. if(cur < 0 && s.bonus == PlayerSettings::RESOURCE)
  612. s.bonus = PlayerSettings::RANDOM;
  613. }
  614. void CVCMIServer::setCampaignMap(int mapId)
  615. {
  616. campaignMap = mapId;
  617. si->difficulty = si->campState->camp->scenarios[mapId].difficulty;
  618. campaignBonus = -1;
  619. updateStartInfoOnMapChange(si->campState->getMapInfo(mapId));
  620. }
  621. void CVCMIServer::setCampaignBonus(int bonusId)
  622. {
  623. campaignBonus = bonusId;
  624. const CCampaignScenario & scenario = si->campState->camp->scenarios[campaignMap];
  625. const std::vector<CScenarioTravel::STravelBonus> & bonDescs = scenario.travelOptions.bonusesToChoose;
  626. if(bonDescs[bonusId].type == CScenarioTravel::STravelBonus::HERO)
  627. {
  628. for(auto & elem : si->playerInfos)
  629. {
  630. if(elem.first == PlayerColor(bonDescs[bonusId].info1))
  631. setPlayerConnectedId(elem.second, 1);
  632. else
  633. setPlayerConnectedId(elem.second, PlayerSettings::PLAYER_AI);
  634. }
  635. }
  636. }
  637. void CVCMIServer::optionNextHero(PlayerColor player, int dir)
  638. {
  639. PlayerSettings & s = si->playerInfos[player];
  640. if(s.castle < 0 || s.hero == PlayerSettings::NONE)
  641. return;
  642. if(s.hero == PlayerSettings::RANDOM) // first/last available
  643. {
  644. int max = VLC->heroh->heroes.size(),
  645. min = 0;
  646. s.hero = nextAllowedHero(player, min, max, 0, dir);
  647. }
  648. else
  649. {
  650. if(dir > 0)
  651. s.hero = nextAllowedHero(player, s.hero, VLC->heroh->heroes.size(), 1, dir);
  652. else
  653. s.hero = nextAllowedHero(player, -1, s.hero, 1, dir); // min needs to be -1 -- hero at index 0 would be skipped otherwise
  654. }
  655. }
  656. int CVCMIServer::nextAllowedHero(PlayerColor player, int min, int max, int incl, int dir)
  657. {
  658. if(dir > 0)
  659. {
  660. for(int i = min + incl; i <= max - incl; i++)
  661. if(canUseThisHero(player, i))
  662. return i;
  663. }
  664. else
  665. {
  666. for(int i = max - incl; i >= min + incl; i--)
  667. if(canUseThisHero(player, i))
  668. return i;
  669. }
  670. return -1;
  671. }
  672. void CVCMIServer::optionNextBonus(PlayerColor player, int dir)
  673. {
  674. PlayerSettings & s = si->playerInfos[player];
  675. PlayerSettings::Ebonus & ret = s.bonus = static_cast<PlayerSettings::Ebonus>(static_cast<int>(s.bonus) + dir);
  676. if(s.hero == PlayerSettings::NONE &&
  677. !getPlayerInfo(player.getNum()).heroesNames.size() &&
  678. ret == PlayerSettings::ARTIFACT) //no hero - can't be artifact
  679. {
  680. if(dir < 0)
  681. ret = PlayerSettings::RANDOM;
  682. else
  683. ret = PlayerSettings::GOLD;
  684. }
  685. if(ret > PlayerSettings::RESOURCE)
  686. ret = PlayerSettings::RANDOM;
  687. if(ret < PlayerSettings::RANDOM)
  688. ret = PlayerSettings::RESOURCE;
  689. if(s.castle == PlayerSettings::RANDOM && ret == PlayerSettings::RESOURCE) //random castle - can't be resource
  690. {
  691. if(dir < 0)
  692. ret = PlayerSettings::GOLD;
  693. else
  694. ret = PlayerSettings::RANDOM;
  695. }
  696. }
  697. bool CVCMIServer::canUseThisHero(PlayerColor player, int ID)
  698. {
  699. return VLC->heroh->heroes.size() > ID
  700. && si->playerInfos[player].castle == VLC->heroh->heroes[ID]->heroClass->faction
  701. && !vstd::contains(getUsedHeroes(), ID)
  702. && mi->mapHeader->allowedHeroes[ID];
  703. }
  704. std::vector<int> CVCMIServer::getUsedHeroes()
  705. {
  706. std::vector<int> heroIds;
  707. for(auto & p : si->playerInfos)
  708. {
  709. const auto & heroes = getPlayerInfo(p.first.getNum()).heroesNames;
  710. for(auto & hero : heroes)
  711. if(hero.heroId >= 0) //in VCMI map format heroId = -1 means random hero
  712. heroIds.push_back(hero.heroId);
  713. if(p.second.hero != PlayerSettings::RANDOM)
  714. heroIds.push_back(p.second.hero);
  715. }
  716. return heroIds;
  717. }
  718. ui8 CVCMIServer::getIdOfFirstUnallocatedPlayer() const
  719. {
  720. for(auto i = playerNames.cbegin(); i != playerNames.cend(); i++)
  721. {
  722. if(!si->getPlayersSettings(i->first))
  723. return i->first;
  724. }
  725. return 0;
  726. }
  727. #if defined(__GNUC__) && !defined(__MINGW32__) && !defined(VCMI_ANDROID)
  728. void handleLinuxSignal(int sig)
  729. {
  730. const int STACKTRACE_SIZE = 100;
  731. void * buffer[STACKTRACE_SIZE];
  732. int ptrCount = backtrace(buffer, STACKTRACE_SIZE);
  733. char * * strings;
  734. logGlobal->error("Error: signal %d :", sig);
  735. strings = backtrace_symbols(buffer, ptrCount);
  736. if(strings == nullptr)
  737. {
  738. logGlobal->error("There are no symbols.");
  739. }
  740. else
  741. {
  742. for(int i = 0; i < ptrCount; ++i)
  743. {
  744. logGlobal->error(strings[i]);
  745. }
  746. free(strings);
  747. }
  748. _exit(EXIT_FAILURE);
  749. }
  750. #endif
  751. static void handleCommandOptions(int argc, char * argv[], boost::program_options::variables_map & options)
  752. {
  753. namespace po = boost::program_options;
  754. po::options_description opts("Allowed options");
  755. opts.add_options()
  756. ("help,h", "display help and exit")
  757. ("version,v", "display version information and exit")
  758. ("run-by-client", "indicate that server launched by client on same machine")
  759. ("uuid", po::value<std::string>(), "")
  760. ("enable-shm-uuid", "use UUID for shared memory identifier")
  761. ("enable-shm", "enable usage of shared memory")
  762. ("port", po::value<ui16>(), "port at which server will listen to connections from client");
  763. if(argc > 1)
  764. {
  765. try
  766. {
  767. po::store(po::parse_command_line(argc, argv, opts), options);
  768. }
  769. catch(std::exception & e)
  770. {
  771. std::cerr << "Failure during parsing command-line options:\n" << e.what() << std::endl;
  772. }
  773. }
  774. po::notify(options);
  775. if(options.count("help"))
  776. {
  777. auto time = std::time(0);
  778. printf("%s - A Heroes of Might and Magic 3 clone\n", GameConstants::VCMI_VERSION.c_str());
  779. printf("Copyright (C) 2007-%d VCMI dev team - see AUTHORS file\n", std::localtime(&time)->tm_year + 1900);
  780. printf("This is free software; see the source for copying conditions. There is NO\n");
  781. printf("warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.\n");
  782. printf("\n");
  783. std::cout << opts;
  784. exit(0);
  785. }
  786. if(options.count("version"))
  787. {
  788. printf("%s\n", GameConstants::VCMI_VERSION.c_str());
  789. std::cout << VCMIDirs::get().genHelpString();
  790. exit(0);
  791. }
  792. }
  793. int main(int argc, char * argv[])
  794. {
  795. #ifndef VCMI_ANDROID
  796. // Correct working dir executable folder (not bundle folder) so we can use executable relative paths
  797. boost::filesystem::current_path(boost::filesystem::system_complete(argv[0]).parent_path());
  798. #endif
  799. // Installs a sig sev segmentation violation handler
  800. // to log stacktrace
  801. #if defined(__GNUC__) && !defined(__MINGW32__) && !defined(VCMI_ANDROID)
  802. signal(SIGSEGV, handleLinuxSignal);
  803. #endif
  804. console = new CConsoleHandler();
  805. CBasicLogConfigurator logConfig(VCMIDirs::get().userCachePath() / "VCMI_Server_log.txt", console);
  806. logConfig.configureDefault();
  807. logGlobal->info(NAME);
  808. boost::program_options::variables_map opts;
  809. handleCommandOptions(argc, argv, opts);
  810. preinitDLL(console);
  811. settings.init();
  812. logConfig.configure();
  813. loadDLLClasses();
  814. srand((ui32)time(nullptr));
  815. try
  816. {
  817. boost::asio::io_service io_service;
  818. CVCMIServer server(opts);
  819. try
  820. {
  821. while(server.state != EServerState::SHUTDOWN)
  822. {
  823. server.run();
  824. }
  825. io_service.run();
  826. }
  827. catch(boost::system::system_error & e) //for boost errors just log, not crash - probably client shut down connection
  828. {
  829. logNetwork->error(e.what());
  830. server.state = EServerState::SHUTDOWN;
  831. }
  832. catch(...)
  833. {
  834. handleException();
  835. }
  836. }
  837. catch(boost::system::system_error & e)
  838. {
  839. logNetwork->error(e.what());
  840. //catch any startup errors (e.g. can't access port) errors
  841. //and return non-zero status so client can detect error
  842. throw;
  843. }
  844. #ifdef VCMI_ANDROID
  845. CAndroidVMHelper envHelper;
  846. envHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "killServer");
  847. #endif
  848. logConfig.deconfigure();
  849. vstd::clear_pointer(VLC);
  850. return 0;
  851. }
  852. #ifdef VCMI_ANDROID
  853. void CVCMIServer::create()
  854. {
  855. const char * foo[1] = {"android-server"};
  856. main(1, const_cast<char **>(foo));
  857. }
  858. #endif