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							- /*
 
-  * EntryPoint.cpp, 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
 
-  *
 
-  */
 
- // EntryPoint.cpp : Defines the entry point for the console application.
 
- #include "StdInc.h"
 
- #include "../Global.h"
 
- #include "../client/ClientCommandManager.h"
 
- #include "../client/CMT.h"
 
- #include "../client/CPlayerInterface.h"
 
- #include "../client/CServerHandler.h"
 
- #include "../client/GameEngine.h"
 
- #include "../client/GameInstance.h"
 
- #include "../client/gui/CursorHandler.h"
 
- #include "../client/gui/WindowHandler.h"
 
- #include "../client/mainmenu/CMainMenu.h"
 
- #include "../client/render/Graphics.h"
 
- #include "../client/render/IRenderHandler.h"
 
- #include "../client/windows/CMessage.h"
 
- #include "../client/windows/InfoWindows.h"
 
- #include "../lib/AsyncRunner.h"
 
- #include "../lib/CConsoleHandler.h"
 
- #include "../lib/CConfigHandler.h"
 
- #include "../lib/CThreadHelper.h"
 
- #include "../lib/ExceptionsCommon.h"
 
- #include "../lib/filesystem/Filesystem.h"
 
- #include "../lib/logging/CBasicLogConfigurator.h"
 
- #include "../lib/modding/IdentifierStorage.h"
 
- #include "../lib/modding/CModHandler.h"
 
- #include "../lib/modding/ModDescription.h"
 
- #include "../lib/texts/MetaString.h"
 
- #include "../lib/GameLibrary.h"
 
- #include "../lib/VCMIDirs.h"
 
- #include <boost/program_options.hpp>
 
- #include <vstd/StringUtils.h>
 
- #include <SDL_main.h>
 
- #include <SDL.h>
 
- #ifdef VCMI_ANDROID
 
- #include "../lib/CAndroidVMHelper.h"
 
- #include <SDL_system.h>
 
- #endif
 
- #if __MINGW32__
 
- #undef main
 
- #endif
 
- namespace po = boost::program_options;
 
- namespace po_style = boost::program_options::command_line_style;
 
- static std::atomic<bool> headlessQuit = false;
 
- static std::optional<std::string> criticalInitializationError;
 
- static void init()
 
- {
 
- 	try
 
- 	{
 
- 		CStopWatch tmh;
 
- 		LIBRARY->initializeLibrary();
 
- 		logGlobal->info("Initializing VCMI_Lib: %d ms", tmh.getDiff());
 
- 	}
 
- 	catch (const DataLoadingException & e)
 
- 	{
 
- 		criticalInitializationError = e.what();
 
- 		return;
 
- 	}
 
- 	// Debug code to load all maps on start
 
- 	//ClientCommandManager commandController;
 
- 	//commandController.processCommand("translate maps", false);
 
- }
 
- static void checkForModLoadingFailure()
 
- {
 
- 	const auto & brokenMods = LIBRARY->identifiersHandler->getModsWithFailedRequests();
 
- 	if (!brokenMods.empty())
 
- 	{
 
- 		MetaString messageText;
 
- 		messageText.appendTextID("vcmi.client.errors.modLoadingFailure");
 
- 		for (const auto & modID : brokenMods)
 
- 		{
 
- 			messageText.appendRawString(LIBRARY->modh->getModInfo(modID).getName());
 
- 			messageText.appendEOL();
 
- 		}
 
- 		CInfoWindow::showInfoDialog(messageText.toString(), {});
 
- 	}
 
- }
 
- static void prog_version()
 
- {
 
- 	printf("%s\n", GameConstants::VCMI_VERSION.c_str());
 
- 	std::cout << VCMIDirs::get().genHelpString();
 
- }
 
- static void prog_help(const po::options_description &opts)
 
- {
 
- 	auto time = std::time(nullptr);
 
- 	printf("%s - A Heroes of Might and Magic 3 clone\n", GameConstants::VCMI_VERSION.c_str());
 
- 	printf("Copyright (C) 2007-%d VCMI dev team - see AUTHORS file\n", std::localtime(&time)->tm_year + 1900);
 
- 	printf("This is free software; see the source for copying conditions. There is NO\n");
 
- 	printf("warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.\n");
 
- 	printf("\n");
 
- 	std::cout << opts;
 
- }
 
- #if defined(VCMI_WINDOWS) && !defined(__GNUC__) && defined(VCMI_WITH_DEBUG_CONSOLE)
 
- int wmain(int argc, wchar_t* argv[])
 
- #elif defined(VCMI_MOBILE)
 
- int SDL_main(int argc, char *argv[])
 
- #else
 
- int main(int argc, char * argv[])
 
- #endif
 
- {
 
- #ifdef VCMI_ANDROID
 
- 	CAndroidVMHelper::initClassloader(SDL_AndroidGetJNIEnv());
 
- 	// boost will crash without this
 
- 	setenv("LANG", "C", 1);
 
- #endif
 
- #if !defined(VCMI_MOBILE)
 
- 	// Correct working dir executable folder (not bundle folder) so we can use executable relative paths
 
- 	boost::filesystem::current_path(boost::filesystem::system_complete(argv[0]).parent_path());
 
- #endif
 
- 	std::cout << "Starting... " << std::endl;
 
- 	po::options_description opts("Allowed options");
 
- 	po::variables_map vm;
 
- 	opts.add_options()
 
- 		("help,h", "display help and exit")
 
- 		("version,v", "display version information and exit")
 
- 		("testmap", po::value<std::string>(), "")
 
- 		("testsave", po::value<std::string>(), "")
 
- 		("logLocation", po::value<std::string>(), "new location for log files")
 
- 		("spectate,s", "enable spectator interface for AI-only games")
 
- 		("spectate-ignore-hero", "wont follow heroes on adventure map")
 
- 		("spectate-hero-speed", po::value<int>(), "hero movement speed on adventure map")
 
- 		("spectate-battle-speed", po::value<int>(), "battle animation speed for spectator")
 
- 		("spectate-skip-battle", "skip battles in spectator view")
 
- 		("spectate-skip-battle-result", "skip battle result window")
 
- 		("onlyAI", "allow one to run without human player, all players will be default AI")
 
- 		("headless", "runs without GUI, implies --onlyAI")
 
- 		("ai", po::value<std::vector<std::string>>(), "AI to be used for the player, can be specified several times for the consecutive players")
 
- 		("oneGoodAI", "puts one default AI and the rest will be EmptyAI")
 
- 		("autoSkip", "automatically skip turns in GUI")
 
- 		("disable-video", "disable video player")
 
- 		("nointro,i", "skips intro movies")
 
- 		("donotstartserver,d","do not attempt to start server and just connect to it instead server")
 
- 		("serverport", po::value<si64>(), "override port specified in config file")
 
- 		("savefrequency", po::value<si64>(), "limit auto save creation to each N days");
 
- 	if(argc > 1)
 
- 	{
 
- 		try
 
- 		{
 
- 			po::store(po::parse_command_line(argc, argv, opts, po_style::unix_style|po_style::case_insensitive), vm);
 
- 		}
 
- 		catch(boost::program_options::error &e)
 
- 		{
 
- 			std::cerr << "Failure during parsing command-line options:\n" << e.what() << std::endl;
 
- 		}
 
- 	}
 
- 	po::notify(vm);
 
- 	if(vm.count("help"))
 
- 	{
 
- 		prog_help(opts);
 
- #ifdef VCMI_IOS
 
- 		exit(0);
 
- #else
 
- 		return 0;
 
- #endif
 
- 	}
 
- 	if(vm.count("version"))
 
- 	{
 
- 		prog_version();
 
- #ifdef VCMI_IOS
 
- 		exit(0);
 
- #else
 
- 		return 0;
 
- #endif
 
- 	}
 
- 	// Init old logging system and new (temporary) logging system
 
- 	CStopWatch total;
 
- 	CStopWatch pomtime;
 
- 	std::cout.flags(std::ios::unitbuf);
 
- 	setThreadNameLoggingOnly("MainGUI");
 
- 	boost::filesystem::path logPath = VCMIDirs::get().userLogsPath() / "VCMI_Client_log.txt";
 
- 	if(vm.count("logLocation"))
 
- 		logPath = vm["logLocation"].as<std::string>() + "/VCMI_Client_log.txt";
 
- #ifndef VCMI_IOS
 
- 	auto callbackFunction = [](std::string buffer, bool calledFromIngameConsole)
 
- 	{
 
- 		ClientCommandManager commandController;
 
- 		commandController.processCommand(buffer, calledFromIngameConsole);
 
- 	};
 
- 	CConsoleHandler console(callbackFunction);
 
- 	console.start();
 
- 	CBasicLogConfigurator logConfigurator(logPath, &console);
 
- #else
 
- 	CBasicLogConfigurator logConfigurator(logPath, nullptr);
 
- #endif
 
- 	logConfigurator.configureDefault();
 
- 	logGlobal->info("Starting client of '%s'", GameConstants::VCMI_VERSION);
 
- 	logGlobal->info("Creating console and configuring logger: %d ms", pomtime.getDiff());
 
- 	logGlobal->info("The log file will be saved to %s", logPath);
 
- 	// Init filesystem and settings
 
- 	try
 
- 	{
 
- 		LIBRARY = new GameLibrary;
 
- 		LIBRARY->initializeFilesystem(false);
 
- 	}
 
- 	catch (const DataLoadingException & e)
 
- 	{
 
- 		handleFatalError(e.what(), true);
 
- 	}
 
- 	Settings session = settings.write["session"];
 
- 	auto setSettingBool = [&](const std::string & key, const std::string & arg) {
 
- 		Settings s = settings.write(vstd::split(key, "/"));
 
- 		if(vm.count(arg))
 
- 			s->Bool() = true;
 
- 		else if(s->isNull())
 
- 			s->Bool() = false;
 
- 	};
 
- 	auto setSettingInteger = [&](const std::string & key, const std::string & arg, si64 defaultValue) {
 
- 		Settings s = settings.write(vstd::split(key, "/"));
 
- 		if(vm.count(arg))
 
- 			s->Integer() = vm[arg].as<si64>();
 
- 		else if(s->isNull())
 
- 			s->Integer() = defaultValue;
 
- 	};
 
- 	setSettingBool("session/onlyai", "onlyAI");
 
- 	setSettingBool("session/disableVideo", "disable-video");
 
- 	if(vm.count("headless"))
 
- 	{
 
- 		session["headless"].Bool() = true;
 
- 		session["onlyai"].Bool() = true;
 
- 	}
 
- 	else if(vm.count("spectate"))
 
- 	{
 
- 		session["spectate"].Bool() = true;
 
- 		session["spectate-ignore-hero"].Bool() = vm.count("spectate-ignore-hero");
 
- 		session["spectate-skip-battle"].Bool() = vm.count("spectate-skip-battle");
 
- 		session["spectate-skip-battle-result"].Bool() = vm.count("spectate-skip-battle-result");
 
- 		if(vm.count("spectate-hero-speed"))
 
- 			session["spectate-hero-speed"].Integer() = vm["spectate-hero-speed"].as<int>();
 
- 		if(vm.count("spectate-battle-speed"))
 
- 			session["spectate-battle-speed"].Float() = vm["spectate-battle-speed"].as<int>();
 
- 	}
 
- 	// Server settings
 
- 	setSettingBool("session/donotstartserver", "donotstartserver");
 
- 	// Init special testing settings
 
- 	setSettingInteger("session/serverport", "serverport", 0);
 
- 	setSettingInteger("general/saveFrequency", "savefrequency", 1);
 
- 	// Initialize logging based on settings
 
- 	logConfigurator.configure();
 
- 	logGlobal->debug("settings = %s", settings.toJsonNode().toString());
 
- 	// Some basic data validation to produce better error messages in cases of incorrect install
 
- 	auto testFile = [](const std::string & filename, const std::string & message)
 
- 	{
 
- 		if (!CResourceHandler::get()->existsResource(ResourcePath(filename)))
 
- 			handleFatalError(message, false);
 
- 	};
 
- 	testFile("DATA/HELP.TXT", "VCMI requires Heroes III: Shadow of Death or Heroes III: Complete data files to run!");
 
- 	testFile("DATA/TENTCOLR.TXT", "Heroes III: Restoration of Erathia (including HD Edition) data files are not supported!");
 
- 	testFile("MODS/VCMI/MOD.JSON", "VCMI installation is corrupted!\nBuilt-in mod was not found!");
 
- 	testFile("DATA/NOTOSERIF-MEDIUM.TTF", "VCMI installation is corrupted!\nBuilt-in font was not found!\nManually deleting '" + VCMIDirs::get().userDataPath().string() + "/Mods/VCMI' directory (if it exists)\nor clearing app data and reimporting Heroes III files may fix this problem.");
 
- 	testFile("DATA/PLAYERS.PAL", "Heroes III data files (Data/H3Bitmap.lod) are incomplete or corruped!\n Please reinstall them.");
 
- 	testFile("SPRITES/DEFAULT.DEF", "Heroes III data files (Data/H3Sprite.lod) are incomplete or corruped!\n Please reinstall them.");
 
- 	if(!settings["session"]["headless"].Bool())
 
- 		ENGINE = std::make_unique<GameEngine>();
 
- 	GAME = std::make_unique<GameInstance>();
 
- 	if (ENGINE)
 
- 		ENGINE->setEngineUser(GAME.get());
 
- 	
 
- #ifndef VCMI_NO_THREADED_LOAD
 
- 	//we can properly play intro only in the main thread, so we have to move loading to the separate thread
 
- 	std::thread loading([]()
 
- 	{
 
- 		setThreadName("initialize");
 
- 		init();
 
- 	});
 
- #else
 
- 	init();
 
- #endif
 
- #ifndef VCMI_NO_THREADED_LOAD
 
- 	#ifdef VCMI_ANDROID // android loads the data quite slowly so we display native progressbar to prevent having only black screen for few seconds
 
- 	{
 
- 		CAndroidVMHelper vmHelper;
 
- 		vmHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "showProgress");
 
- 	#endif // ANDROID
 
- 		loading.join();
 
- 	#ifdef VCMI_ANDROID
 
- 		vmHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "hideProgress");
 
- 	}
 
- 	#endif // ANDROID
 
- #endif // THREADED
 
- 	if (criticalInitializationError.has_value())
 
- 	{
 
- 		handleFatalError(criticalInitializationError.value(), false);
 
- 	}
 
- 	if (ENGINE)
 
- 	{
 
- 		pomtime.getDiff();
 
- 		graphics = new Graphics(); // should be before curh
 
- 		ENGINE->renderHandler().onLibraryLoadingFinished(LIBRARY);
 
- 		CMessage::init();
 
- 		logGlobal->info("Message handler: %d ms", pomtime.getDiff());
 
- 		ENGINE->cursor().init();
 
- 		ENGINE->cursor().show();
 
- 	}
 
- 	logGlobal->info("Initialization of VCMI (together): %d ms", total.getDiff());
 
- 	session["autoSkip"].Bool()  = vm.count("autoSkip");
 
- 	session["oneGoodAI"].Bool() = vm.count("oneGoodAI");
 
- 	session["aiSolo"].Bool() = false;
 
- 	
 
- 	if(vm.count("testmap"))
 
- 	{
 
- 		session["testmap"].String() = vm["testmap"].as<std::string>();
 
- 		session["onlyai"].Bool() = true;
 
- 		GAME->server().debugStartTest(session["testmap"].String(), false);
 
- 	}
 
- 	else if(vm.count("testsave"))
 
- 	{
 
- 		session["testsave"].String() = vm["testsave"].as<std::string>();
 
- 		session["onlyai"].Bool() = true;
 
- 		GAME->server().debugStartTest(session["testsave"].String(), true);
 
- 	}
 
- 	else if (!settings["session"]["headless"].Bool())
 
- 	{
 
- 		GAME->mainmenu()->makeActiveInterface();
 
- 		bool playIntroVideo = !vm.count("battle") && !vm.count("nointro") && settings["video"]["showIntro"].Bool();
 
- 		if(playIntroVideo)
 
- 			GAME->mainmenu()->playIntroVideos();
 
- 		else
 
- 			GAME->mainmenu()->playMusic();
 
- 	}
 
- 	
 
- #ifndef VCMI_UNIX
 
- 	// on Linux, name of main thread is also name of our process. Which we don't want to change
 
- 	setThreadName("MainGUI");
 
- #endif
 
- 	try
 
- 	{
 
- 		if (ENGINE)
 
- 		{
 
- 			checkForModLoadingFailure();
 
- 			ENGINE->mainLoop();
 
- 		}
 
- 		else
 
- 		{
 
- 			while(!headlessQuit)
 
- 				std::this_thread::sleep_for(std::chrono::milliseconds(200));
 
- 			std::this_thread::sleep_for(std::chrono::milliseconds(500));
 
- 		}
 
- 	}
 
- 	catch (const GameShutdownException & )
 
- 	{
 
- 		// no-op - just break out of main loop
 
- 		logGlobal->info("Main loop termination requested");
 
- 	}
 
- 	GAME->server().endNetwork();
 
- 	if(!settings["session"]["headless"].Bool())
 
- 	{
 
- 		if(GAME->server().client)
 
- 			GAME->server().endGameplay();
 
- 		if (ENGINE)
 
- 			ENGINE->windows().clear();
 
- 	}
 
- 	GAME.reset();
 
- 	if(!settings["session"]["headless"].Bool())
 
- 	{
 
- 		CMessage::dispose();
 
- 		delete graphics;
 
- 		graphics = nullptr;
 
- 	}
 
- 	// must be executed before reset - since unique_ptr resets pointer to null before calling destructor
 
- 	ENGINE->async().wait();
 
- 	ENGINE.reset();
 
- 	delete LIBRARY;
 
- 	LIBRARY = nullptr;
 
- 	logConfigurator.deconfigure();
 
- 	std::cout << "Ending...\n";
 
- 	return 0;
 
- }
 
- /// Notify user about encountered fatal error and terminate the game
 
- /// TODO: decide on better location for this method
 
- void handleFatalError(const std::string & message, bool terminate)
 
- {
 
- 	logGlobal->error("FATAL ERROR ENCOUNTERED, VCMI WILL NOW TERMINATE");
 
- 	logGlobal->error("Reason: %s", message);
 
- 	std::string messageToShow = "Fatal error! " + message;
 
- 	SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal error!", messageToShow.c_str(), nullptr);
 
- 	if (terminate)
 
- 		throw std::runtime_error(message);
 
- 	else
 
- 		::exit(1);
 
- }
 
 
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