CVCMIServer.cpp 28 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076
  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 "CVCMIServer.h"
  12. #include "CGameHandler.h"
  13. #include "GlobalLobbyProcessor.h"
  14. #include "LobbyNetPackVisitors.h"
  15. #include "processors/PlayerMessageProcessor.h"
  16. #include "../lib/CPlayerState.h"
  17. #include "../lib/CThreadHelper.h"
  18. #include "../lib/campaign/CampaignState.h"
  19. #include "../lib/entities/hero/CHeroHandler.h"
  20. #include "../lib/entities/hero/CHeroClass.h"
  21. #include "../lib/gameState/CGameState.h"
  22. #include "../lib/mapping/CMapDefines.h"
  23. #include "../lib/mapping/CMapInfo.h"
  24. #include "../lib/mapping/CMapHeader.h"
  25. #include "../lib/rmg/CMapGenOptions.h"
  26. #include "../lib/serializer/CMemorySerializer.h"
  27. #include "../lib/serializer/Connection.h"
  28. #include "../lib/texts/CGeneralTextHandler.h"
  29. // UUID generation
  30. #include <boost/uuid/uuid.hpp>
  31. #include <boost/uuid/uuid_io.hpp>
  32. #include <boost/uuid/uuid_generators.hpp>
  33. #include <boost/program_options.hpp>
  34. class CVCMIServerPackVisitor : public VCMI_LIB_WRAP_NAMESPACE(ICPackVisitor)
  35. {
  36. private:
  37. CVCMIServer & handler;
  38. std::shared_ptr<CGameHandler> gh;
  39. std::shared_ptr<CConnection> connection;
  40. public:
  41. CVCMIServerPackVisitor(CVCMIServer & handler, const std::shared_ptr<CGameHandler> & gh, const std::shared_ptr<CConnection> & connection)
  42. : handler(handler)
  43. , gh(gh)
  44. , connection(connection)
  45. {
  46. }
  47. bool callTyped() override { return false; }
  48. void visitForLobby(CPackForLobby & packForLobby) override
  49. {
  50. handler.handleReceivedPack(connection, packForLobby);
  51. }
  52. void visitForServer(CPackForServer & serverPack) override
  53. {
  54. if (gh)
  55. gh->handleReceivedPack(connection, serverPack);
  56. else
  57. logNetwork->error("Received pack for game server while in lobby!");
  58. }
  59. void visitForClient(CPackForClient & clientPack) override
  60. {
  61. }
  62. };
  63. CVCMIServer::CVCMIServer(uint16_t port, bool runByClient)
  64. : currentClientId(1)
  65. , currentPlayerId(1)
  66. , port(port)
  67. , runByClient(runByClient)
  68. {
  69. uuid = boost::uuids::to_string(boost::uuids::random_generator()());
  70. logNetwork->trace("CVCMIServer created! UUID: %s", uuid);
  71. networkHandler = INetworkHandler::createHandler();
  72. }
  73. CVCMIServer::~CVCMIServer() = default;
  74. uint16_t CVCMIServer::prepare(bool connectToLobby, bool listenForConnections) {
  75. if(connectToLobby) {
  76. lobbyProcessor = std::make_unique<GlobalLobbyProcessor>(*this);
  77. return 0;
  78. } else {
  79. return startAcceptingIncomingConnections(listenForConnections);
  80. }
  81. }
  82. uint16_t CVCMIServer::startAcceptingIncomingConnections(bool listenForConnections)
  83. {
  84. networkServer = networkHandler->createServerTCP(*this);
  85. port
  86. ? logNetwork->info("Port %d will be used", port)
  87. : logNetwork->info("Randomly assigned port will be used");
  88. // config port may be 0 => srvport will contain the OS-assigned port value
  89. if (listenForConnections)
  90. {
  91. auto srvport = networkServer->start(port);
  92. logNetwork->info("Listening for connections at port %d", srvport);
  93. return srvport;
  94. }
  95. else
  96. return 0;
  97. }
  98. void CVCMIServer::onNewConnection(const std::shared_ptr<INetworkConnection> & connection)
  99. {
  100. if(getState() == EServerState::LOBBY)
  101. {
  102. activeConnections.push_back(std::make_shared<CConnection>(connection));
  103. activeConnections.back()->enterLobbyConnectionMode();
  104. }
  105. else
  106. {
  107. // TODO: reconnection support
  108. connection->close();
  109. }
  110. }
  111. void CVCMIServer::onPacketReceived(const std::shared_ptr<INetworkConnection> & connection, const std::vector<std::byte> & message)
  112. {
  113. std::shared_ptr<CConnection> c = findConnection(connection);
  114. if (c == nullptr)
  115. throw std::out_of_range("Unknown connection received in CVCMIServer::findConnection");
  116. auto pack = c->retrievePack(message);
  117. CVCMIServerPackVisitor visitor(*this, this->gh, c);
  118. pack->visit(visitor);
  119. }
  120. void CVCMIServer::setState(EServerState value)
  121. {
  122. if (value == EServerState::SHUTDOWN && state == EServerState::SHUTDOWN)
  123. logGlobal->warn("Attempt to shutdown already shutdown server!");
  124. // do not attempt to restart dying server
  125. assert(state != EServerState::SHUTDOWN || state == value);
  126. state = value;
  127. if (state == EServerState::SHUTDOWN)
  128. networkHandler->stop();
  129. }
  130. EServerState CVCMIServer::getState() const
  131. {
  132. return state;
  133. }
  134. std::shared_ptr<CConnection> CVCMIServer::findConnection(const std::shared_ptr<INetworkConnection> & netConnection)
  135. {
  136. for(const auto & gameConnection : activeConnections)
  137. {
  138. if (gameConnection->isMyConnection(netConnection))
  139. return gameConnection;
  140. }
  141. return nullptr;
  142. }
  143. bool CVCMIServer::wasStartedByClient() const
  144. {
  145. return runByClient;
  146. }
  147. void CVCMIServer::run()
  148. {
  149. networkHandler->run();
  150. }
  151. void CVCMIServer::onTimer()
  152. {
  153. // we might receive onTimer call after transitioning from GAMEPLAY to LOBBY state, e.g. on game restart
  154. if (getState() != EServerState::GAMEPLAY)
  155. return;
  156. static const auto serverUpdateInterval = std::chrono::milliseconds(100);
  157. auto timeNow = std::chrono::steady_clock::now();
  158. auto timePassedBefore = lastTimerUpdateTime - gameplayStartTime;
  159. auto timePassedNow = timeNow - gameplayStartTime;
  160. lastTimerUpdateTime = timeNow;
  161. auto msPassedBefore = std::chrono::duration_cast<std::chrono::milliseconds>(timePassedBefore);
  162. auto msPassedNow = std::chrono::duration_cast<std::chrono::milliseconds>(timePassedNow);
  163. auto msDelta = msPassedNow - msPassedBefore;
  164. if (msDelta.count())
  165. gh->tick(msDelta.count());
  166. networkHandler->createTimer(*this, serverUpdateInterval);
  167. }
  168. void CVCMIServer::prepareToRestart()
  169. {
  170. if(getState() != EServerState::GAMEPLAY)
  171. {
  172. assert(0);
  173. return;
  174. }
  175. * si = * gh->gs->getInitialStartInfo();
  176. setState(EServerState::LOBBY);
  177. if (si->campState)
  178. {
  179. assert(si->campState->currentScenario().has_value());
  180. campaignMap = si->campState->currentScenario().value_or(CampaignScenarioID(0));
  181. campaignBonus = si->campState->getBonusID(campaignMap).value_or(-1);
  182. }
  183. for(auto activeConnection : activeConnections)
  184. activeConnection->enterLobbyConnectionMode();
  185. gh = nullptr;
  186. }
  187. bool CVCMIServer::prepareToStartGame()
  188. {
  189. Load::ProgressAccumulator progressTracking;
  190. Load::Progress current(1);
  191. progressTracking.include(current);
  192. if (lobbyProcessor)
  193. lobbyProcessor->sendGameStarted();
  194. auto progressTrackingThread = std::thread([this, &progressTracking]()
  195. {
  196. setThreadName("progressTrackingThread");
  197. auto currentProgress = std::numeric_limits<Load::Type>::max();
  198. while(!progressTracking.finished())
  199. {
  200. if(progressTracking.get() != currentProgress)
  201. {
  202. //FIXME: UNGUARDED MULTITHREADED ACCESS!!!
  203. currentProgress = progressTracking.get();
  204. LobbyLoadProgress loadProgress;
  205. loadProgress.progress = currentProgress;
  206. announcePack(loadProgress);
  207. }
  208. std::this_thread::sleep_for(std::chrono::milliseconds(50));
  209. }
  210. });
  211. gh = std::make_shared<CGameHandler>(this);
  212. switch(si->mode)
  213. {
  214. case EStartMode::CAMPAIGN:
  215. logNetwork->info("Preparing to start new campaign");
  216. si->startTime = std::time(nullptr);
  217. si->fileURI = mi->fileURI;
  218. si->campState->setCurrentMap(campaignMap);
  219. si->campState->setCurrentMapBonus(campaignBonus);
  220. gh->init(si.get(), progressTracking);
  221. break;
  222. case EStartMode::NEW_GAME:
  223. logNetwork->info("Preparing to start new game");
  224. si->startTime = std::time(nullptr);
  225. si->fileURI = mi->fileURI;
  226. gh->init(si.get(), progressTracking);
  227. break;
  228. case EStartMode::LOAD_GAME:
  229. logNetwork->info("Preparing to start loaded game");
  230. if(!gh->load(si->mapname))
  231. {
  232. current.finish();
  233. progressTrackingThread.join();
  234. return false;
  235. }
  236. break;
  237. default:
  238. logNetwork->error("Wrong mode in StartInfo!");
  239. assert(0);
  240. break;
  241. }
  242. current.finish();
  243. progressTrackingThread.join();
  244. return true;
  245. }
  246. void CVCMIServer::startGameImmediately()
  247. {
  248. for(auto activeConnection : activeConnections)
  249. activeConnection->enterGameplayConnectionMode(*gh->gs);
  250. gh->start(si->mode == EStartMode::LOAD_GAME);
  251. setState(EServerState::GAMEPLAY);
  252. lastTimerUpdateTime = gameplayStartTime = std::chrono::steady_clock::now();
  253. onTimer();
  254. multiplayerWelcomeMessage();
  255. }
  256. void CVCMIServer::onDisconnected(const std::shared_ptr<INetworkConnection> & connection, const std::string & errorMessage)
  257. {
  258. logNetwork->error("Network error receiving a pack. Connection has been closed");
  259. std::shared_ptr<CConnection> c = findConnection(connection);
  260. // player may have already disconnected via clientDisconnected call
  261. if (c)
  262. {
  263. LobbyClientDisconnected lcd;
  264. lcd.clientId = c->connectionID;
  265. handleReceivedPack(c, lcd);
  266. }
  267. }
  268. void CVCMIServer::handleReceivedPack(std::shared_ptr<CConnection> connection, CPackForLobby & pack)
  269. {
  270. ClientPermissionsCheckerNetPackVisitor checker(*this, connection);
  271. pack.visit(checker);
  272. if(checker.getResult())
  273. {
  274. ApplyOnServerNetPackVisitor applier(*this, connection);
  275. pack.visit(applier);
  276. if (applier.getResult())
  277. announcePack(pack);
  278. }
  279. }
  280. void CVCMIServer::announcePack(CPackForLobby & pack)
  281. {
  282. for(auto activeConnection : activeConnections)
  283. {
  284. // FIXME: we need to avoid sending something to client that not yet get answer for LobbyClientConnected
  285. // Until UUID set we only pass LobbyClientConnected to this client
  286. //if(c->uuid == uuid && !dynamic_cast<LobbyClientConnected *>(pack.get()))
  287. // continue;
  288. activeConnection->sendPack(pack);
  289. }
  290. ApplyOnServerAfterAnnounceNetPackVisitor applier(*this);
  291. pack.visit(applier);
  292. }
  293. void CVCMIServer::announceMessage(const MetaString & txt)
  294. {
  295. logNetwork->info("Show message: %s", txt.toString());
  296. LobbyShowMessage cm;
  297. cm.message = txt;
  298. announcePack(cm);
  299. }
  300. void CVCMIServer::announceMessage(const std::string & txt)
  301. {
  302. MetaString str;
  303. str.appendRawString(txt);
  304. announceMessage(str);
  305. }
  306. void CVCMIServer::announceTxt(const MetaString & txt, const std::string & playerName)
  307. {
  308. logNetwork->info("%s says: %s", playerName, txt.toString());
  309. LobbyChatMessage cm;
  310. cm.playerName = playerName;
  311. cm.message = txt;
  312. announcePack(cm);
  313. }
  314. void CVCMIServer::announceTxt(const std::string & txt, const std::string & playerName)
  315. {
  316. MetaString str;
  317. str.appendRawString(txt);
  318. announceTxt(str, playerName);
  319. }
  320. bool CVCMIServer::passHost(int toConnectionId)
  321. {
  322. for(auto activeConnection : activeConnections)
  323. {
  324. if(isClientHost(activeConnection->connectionID))
  325. continue;
  326. if(activeConnection->connectionID != toConnectionId)
  327. continue;
  328. hostClientId = activeConnection->connectionID;
  329. announceTxt(boost::str(boost::format("Pass host to connection %d") % toConnectionId));
  330. return true;
  331. }
  332. return false;
  333. }
  334. void CVCMIServer::clientConnected(std::shared_ptr<CConnection> c, std::vector<std::string> & names, const std::string & uuid, EStartMode mode)
  335. {
  336. assert(getState() == EServerState::LOBBY);
  337. c->connectionID = currentClientId++;
  338. c->uuid = uuid;
  339. if(hostClientId == -1)
  340. {
  341. hostClientId = c->connectionID;
  342. si->mode = mode;
  343. }
  344. logNetwork->info("Connection with client %d established. UUID: %s", c->connectionID, c->uuid);
  345. for(auto & name : names)
  346. {
  347. logNetwork->info("Client %d player: %s", c->connectionID, name);
  348. ui8 id = currentPlayerId++;
  349. ClientPlayer cp;
  350. cp.connection = c->connectionID;
  351. cp.name = name;
  352. playerNames.insert(std::make_pair(id, cp));
  353. announceTxt(boost::str(boost::format("%s (pid %d cid %d) joins the game") % name % id % c->connectionID));
  354. //put new player in first slot with AI
  355. for(auto & elem : si->playerInfos)
  356. {
  357. if(elem.second.isControlledByAI() && !elem.second.compOnly)
  358. {
  359. setPlayerConnectedId(elem.second, id);
  360. break;
  361. }
  362. }
  363. }
  364. }
  365. void CVCMIServer::clientDisconnected(std::shared_ptr<CConnection> connection)
  366. {
  367. assert(vstd::contains(activeConnections, connection));
  368. logGlobal->trace("Received disconnection request");
  369. vstd::erase(activeConnections, connection);
  370. if(activeConnections.empty() || hostClientId == connection->connectionID)
  371. {
  372. setState(EServerState::SHUTDOWN);
  373. return;
  374. }
  375. if(gh && getState() == EServerState::GAMEPLAY)
  376. {
  377. gh->handleClientDisconnection(connection);
  378. }
  379. }
  380. void CVCMIServer::reconnectPlayer(int connId)
  381. {
  382. PlayerReinitInterface startAiPack;
  383. startAiPack.playerConnectionId = connId;
  384. if(gh && si && getState() == EServerState::GAMEPLAY)
  385. {
  386. for(auto it = playerNames.begin(); it != playerNames.end(); ++it)
  387. {
  388. if(it->second.connection != connId)
  389. continue;
  390. int id = it->first;
  391. auto * playerSettings = si->getPlayersSettings(id);
  392. if(!playerSettings)
  393. continue;
  394. std::string messageText = boost::str(boost::format("%s (cid %d) is connected") % playerSettings->name % connId);
  395. gh->playerMessages->broadcastMessage(playerSettings->color, messageText);
  396. startAiPack.players.push_back(playerSettings->color);
  397. }
  398. if(!startAiPack.players.empty())
  399. gh->sendAndApply(startAiPack);
  400. }
  401. }
  402. void CVCMIServer::setPlayerConnectedId(PlayerSettings & pset, ui8 player) const
  403. {
  404. if(vstd::contains(playerNames, player))
  405. pset.name = playerNames.find(player)->second.name;
  406. else
  407. pset.name = LIBRARY->generaltexth->allTexts[468]; //Computer
  408. pset.connectedPlayerIDs.clear();
  409. if(player != PlayerSettings::PLAYER_AI)
  410. pset.connectedPlayerIDs.insert(player);
  411. }
  412. void CVCMIServer::updateStartInfoOnMapChange(std::shared_ptr<CMapInfo> mapInfo, std::shared_ptr<CMapGenOptions> mapGenOpts)
  413. {
  414. mi = mapInfo;
  415. if(!mi)
  416. return;
  417. auto namesIt = playerNames.cbegin();
  418. si->playerInfos.clear();
  419. if(mi->scenarioOptionsOfSave)
  420. {
  421. si = CMemorySerializer::deepCopy(*mi->scenarioOptionsOfSave);
  422. si->mode = EStartMode::LOAD_GAME;
  423. if(si->campState)
  424. campaignMap = si->campState->currentScenario().value();
  425. for(auto & ps : si->playerInfos)
  426. {
  427. if(!ps.second.compOnly && ps.second.connectedPlayerIDs.size() && namesIt != playerNames.cend())
  428. {
  429. setPlayerConnectedId(ps.second, namesIt++->first);
  430. }
  431. else
  432. {
  433. setPlayerConnectedId(ps.second, PlayerSettings::PLAYER_AI);
  434. }
  435. }
  436. }
  437. else if(si->mode == EStartMode::NEW_GAME || si->mode == EStartMode::CAMPAIGN)
  438. {
  439. if(mi->campaign)
  440. return;
  441. for(int i = 0; i < mi->mapHeader->players.size(); i++)
  442. {
  443. const PlayerInfo & pinfo = mi->mapHeader->players[i];
  444. //neither computer nor human can play - no player
  445. if(!(pinfo.canHumanPlay || pinfo.canComputerPlay))
  446. continue;
  447. PlayerSettings & pset = si->playerInfos[PlayerColor(i)];
  448. pset.color = PlayerColor(i);
  449. if(pinfo.canHumanPlay && namesIt != playerNames.cend())
  450. {
  451. setPlayerConnectedId(pset, namesIt++->first);
  452. }
  453. else
  454. {
  455. setPlayerConnectedId(pset, PlayerSettings::PLAYER_AI);
  456. if(!pinfo.canHumanPlay)
  457. {
  458. pset.compOnly = true;
  459. }
  460. }
  461. pset.castle = pinfo.defaultCastle();
  462. pset.hero = pinfo.defaultHero();
  463. if(pset.hero != HeroTypeID::RANDOM && pinfo.hasCustomMainHero())
  464. {
  465. pset.hero = pinfo.mainCustomHeroId;
  466. pset.heroNameTextId = pinfo.mainCustomHeroNameTextId;
  467. pset.heroPortrait = pinfo.mainCustomHeroPortrait;
  468. }
  469. }
  470. if(mi->isRandomMap && mapGenOpts)
  471. si->mapGenOptions = std::shared_ptr<CMapGenOptions>(mapGenOpts);
  472. else
  473. si->mapGenOptions.reset();
  474. }
  475. if (lobbyProcessor)
  476. {
  477. std::string roomDescription;
  478. if (si->mapGenOptions)
  479. {
  480. if (si->mapGenOptions->getMapTemplate())
  481. roomDescription = si->mapGenOptions->getMapTemplate()->getName();
  482. // else - no template selected.
  483. // TODO: handle this somehow?
  484. }
  485. else
  486. roomDescription = mi->getNameTranslated();
  487. lobbyProcessor->sendChangeRoomDescription(roomDescription);
  488. }
  489. si->mapname = mi->fileURI;
  490. }
  491. void CVCMIServer::updateAndPropagateLobbyState()
  492. {
  493. // Update player settings for RMG
  494. // TODO: find appropriate location for this code
  495. if(si->mapGenOptions && si->mode == EStartMode::NEW_GAME)
  496. {
  497. for(const auto & psetPair : si->playerInfos)
  498. {
  499. const auto & pset = psetPair.second;
  500. si->mapGenOptions->setStartingTownForPlayer(pset.color, pset.castle);
  501. si->mapGenOptions->setStartingHeroForPlayer(pset.color, pset.hero);
  502. if(pset.isControlledByHuman())
  503. {
  504. si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::HUMAN);
  505. }
  506. else
  507. {
  508. si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::AI);
  509. }
  510. }
  511. }
  512. LobbyUpdateState lus;
  513. lus.state = *static_cast<LobbyState*>(this);
  514. announcePack(lus);
  515. }
  516. void CVCMIServer::setPlayer(PlayerColor clickedColor)
  517. {
  518. struct PlayerToRestore
  519. {
  520. PlayerColor color;
  521. int id;
  522. void reset() { id = -1; color = PlayerColor::CANNOT_DETERMINE; }
  523. PlayerToRestore(){ reset(); }
  524. } playerToRestore;
  525. PlayerSettings & clicked = si->playerInfos[clickedColor];
  526. //identify clicked player
  527. int clickedNameID = 0; //number of player - zero means AI, assume it initially
  528. if(clicked.isControlledByHuman())
  529. clickedNameID = *(clicked.connectedPlayerIDs.begin()); //if not AI - set appropriate ID
  530. if(clickedNameID > 0 && playerToRestore.id == clickedNameID) //player to restore is about to being replaced -> put him back to the old place
  531. {
  532. PlayerSettings & restPos = si->playerInfos[playerToRestore.color];
  533. setPlayerConnectedId(restPos, playerToRestore.id);
  534. playerToRestore.reset();
  535. }
  536. int newPlayer; //which player will take clicked position
  537. //who will be put here?
  538. if(!clickedNameID) //AI player clicked -> if possible replace computer with unallocated player
  539. {
  540. newPlayer = getIdOfFirstUnallocatedPlayer();
  541. if(!newPlayer) //no "free" player -> get just first one
  542. newPlayer = playerNames.begin()->first;
  543. }
  544. else //human clicked -> take next
  545. {
  546. auto i = playerNames.find(clickedNameID); //clicked one
  547. i++; //player AFTER clicked one
  548. if(i != playerNames.end())
  549. newPlayer = i->first;
  550. else
  551. newPlayer = 0; //AI if we scrolled through all players
  552. }
  553. setPlayerConnectedId(clicked, newPlayer); //put player
  554. //if that player was somewhere else, we need to replace him with computer
  555. if(newPlayer) //not AI
  556. {
  557. for(auto i = si->playerInfos.begin(); i != si->playerInfos.end(); i++)
  558. {
  559. int curNameID = *(i->second.connectedPlayerIDs.begin());
  560. if(i->first != clickedColor && curNameID == newPlayer)
  561. {
  562. assert(i->second.connectedPlayerIDs.size());
  563. playerToRestore.color = i->first;
  564. playerToRestore.id = newPlayer;
  565. setPlayerConnectedId(i->second, PlayerSettings::PLAYER_AI); //set computer
  566. break;
  567. }
  568. }
  569. }
  570. }
  571. void CVCMIServer::setPlayerName(PlayerColor color, std::string name)
  572. {
  573. if(color == PlayerColor::CANNOT_DETERMINE)
  574. return;
  575. PlayerSettings & player = si->playerInfos.at(color);
  576. if(!player.isControlledByHuman())
  577. return;
  578. if(player.connectedPlayerIDs.empty())
  579. return;
  580. int nameID = *(player.connectedPlayerIDs.begin()); //if not AI - set appropriate ID
  581. playerNames[nameID].name = name;
  582. setPlayerConnectedId(player, nameID);
  583. }
  584. void CVCMIServer::setPlayerHandicap(PlayerColor color, Handicap handicap)
  585. {
  586. if(color == PlayerColor::CANNOT_DETERMINE)
  587. return;
  588. si->playerInfos[color].handicap = handicap;
  589. int humanPlayer = 0;
  590. for (const auto & pi : si->playerInfos)
  591. if(pi.second.isControlledByHuman())
  592. humanPlayer++;
  593. if(humanPlayer < 2) // Singleplayer
  594. return;
  595. MetaString str;
  596. str.appendTextID("vcmi.lobby.handicap");
  597. str.appendRawString(" ");
  598. str.appendName(color);
  599. str.appendRawString(":");
  600. if(handicap.startBonus.empty() && handicap.percentIncome == 100 && handicap.percentGrowth == 100)
  601. {
  602. str.appendRawString(" ");
  603. str.appendTextID("core.genrltxt.523");
  604. announceTxt(str);
  605. return;
  606. }
  607. for(auto & res : EGameResID::ALL_RESOURCES())
  608. if(handicap.startBonus[res] != 0)
  609. {
  610. str.appendRawString(" ");
  611. str.appendName(res);
  612. str.appendRawString(":");
  613. str.appendRawString(std::to_string(handicap.startBonus[res]));
  614. }
  615. if(handicap.percentIncome != 100)
  616. {
  617. str.appendRawString(" ");
  618. str.appendTextID("core.jktext.32");
  619. str.appendRawString(":");
  620. str.appendRawString(std::to_string(handicap.percentIncome) + "%");
  621. }
  622. if(handicap.percentGrowth != 100)
  623. {
  624. str.appendRawString(" ");
  625. str.appendTextID("core.genrltxt.194");
  626. str.appendRawString(":");
  627. str.appendRawString(std::to_string(handicap.percentGrowth) + "%");
  628. }
  629. announceTxt(str);
  630. }
  631. void CVCMIServer::optionNextCastle(PlayerColor player, int dir)
  632. {
  633. PlayerSettings & s = si->playerInfos[player];
  634. FactionID & cur = s.castle;
  635. auto & allowed = getPlayerInfo(player).allowedFactions;
  636. const bool allowRandomTown = getPlayerInfo(player).isFactionRandom;
  637. if(cur == FactionID::NONE) //no change
  638. return;
  639. if(cur == FactionID::RANDOM) //first/last available
  640. {
  641. if(dir > 0)
  642. cur = *allowed.begin(); //id of first town
  643. else
  644. cur = *allowed.rbegin(); //id of last town
  645. }
  646. else // next/previous available
  647. {
  648. if((cur == *allowed.begin() && dir < 0) || (cur == *allowed.rbegin() && dir > 0))
  649. {
  650. if(allowRandomTown)
  651. {
  652. cur = FactionID::RANDOM;
  653. }
  654. else
  655. {
  656. if(dir > 0)
  657. cur = *allowed.begin();
  658. else
  659. cur = *allowed.rbegin();
  660. }
  661. }
  662. else
  663. {
  664. assert(dir >= -1 && dir <= 1); //othervice std::advance may go out of range
  665. auto iter = allowed.find(cur);
  666. std::advance(iter, dir);
  667. cur = *iter;
  668. }
  669. }
  670. if(s.hero.isValid() && !getPlayerInfo(player).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
  671. {
  672. s.hero = HeroTypeID::RANDOM;
  673. }
  674. if(!cur.isValid() && s.bonus == PlayerStartingBonus::RESOURCE)
  675. s.bonus = PlayerStartingBonus::RANDOM;
  676. }
  677. void CVCMIServer::optionSetCastle(PlayerColor player, FactionID id)
  678. {
  679. PlayerSettings & s = si->playerInfos[player];
  680. FactionID & cur = s.castle;
  681. auto & allowed = getPlayerInfo(player).allowedFactions;
  682. if(cur == FactionID::NONE) //no change
  683. return;
  684. if(allowed.find(id) == allowed.end() && id != FactionID::RANDOM) // valid id
  685. return;
  686. cur = static_cast<FactionID>(id);
  687. if(s.hero.isValid() && !getPlayerInfo(player).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
  688. {
  689. s.hero = HeroTypeID::RANDOM;
  690. }
  691. if(!cur.isValid() && s.bonus == PlayerStartingBonus::RESOURCE)
  692. s.bonus = PlayerStartingBonus::RANDOM;
  693. }
  694. void CVCMIServer::setCampaignMap(CampaignScenarioID mapId)
  695. {
  696. campaignMap = mapId;
  697. si->difficulty = si->campState->scenario(mapId).difficulty;
  698. campaignBonus = -1;
  699. updateStartInfoOnMapChange(si->campState->getMapInfo(mapId));
  700. }
  701. void CVCMIServer::setCampaignBonus(int bonusId)
  702. {
  703. campaignBonus = bonusId;
  704. const CampaignScenario & scenario = si->campState->scenario(campaignMap);
  705. const std::vector<CampaignBonus> & bonDescs = scenario.travelOptions.bonusesToChoose;
  706. if(bonDescs[bonusId].type == CampaignBonusType::HERO || bonDescs[bonusId].type == CampaignBonusType::HEROES_FROM_PREVIOUS_SCENARIO)
  707. {
  708. for(auto & elem : si->playerInfos)
  709. {
  710. if(elem.first == PlayerColor(bonDescs[bonusId].info1))
  711. setPlayerConnectedId(elem.second, 1);
  712. else
  713. setPlayerConnectedId(elem.second, PlayerSettings::PLAYER_AI);
  714. }
  715. }
  716. }
  717. void CVCMIServer::optionNextHero(PlayerColor player, int dir)
  718. {
  719. PlayerSettings & s = si->playerInfos[player];
  720. if(!s.castle.isValid() || s.hero == HeroTypeID::NONE)
  721. return;
  722. if(s.hero == HeroTypeID::RANDOM) // first/last available
  723. {
  724. if (dir > 0)
  725. s.hero = nextAllowedHero(player, HeroTypeID(-1), dir);
  726. else
  727. s.hero = nextAllowedHero(player, HeroTypeID(LIBRARY->heroh->size()), dir);
  728. }
  729. else
  730. {
  731. s.hero = nextAllowedHero(player, s.hero, dir);
  732. }
  733. }
  734. void CVCMIServer::optionSetHero(PlayerColor player, HeroTypeID id)
  735. {
  736. PlayerSettings & s = si->playerInfos[player];
  737. if(!s.castle.isValid() || s.hero == HeroTypeID::NONE)
  738. return;
  739. if(id == HeroTypeID::RANDOM)
  740. {
  741. s.hero = HeroTypeID::RANDOM;
  742. }
  743. if(canUseThisHero(player, id))
  744. s.hero = static_cast<HeroTypeID>(id);
  745. }
  746. HeroTypeID CVCMIServer::nextAllowedHero(PlayerColor player, HeroTypeID initial, int direction)
  747. {
  748. HeroTypeID first(initial.getNum() + direction);
  749. if(direction > 0)
  750. {
  751. for (auto i = first; i.getNum() < LIBRARY->heroh->size(); ++i)
  752. if(canUseThisHero(player, i))
  753. return i;
  754. }
  755. else
  756. {
  757. for (auto i = first; i.getNum() >= 0; --i)
  758. if(canUseThisHero(player, i))
  759. return i;
  760. }
  761. return HeroTypeID::RANDOM;
  762. }
  763. void CVCMIServer::optionNextBonus(PlayerColor player, int dir)
  764. {
  765. PlayerSettings & s = si->playerInfos[player];
  766. PlayerStartingBonus & ret = s.bonus = static_cast<PlayerStartingBonus>(static_cast<int>(s.bonus) + dir);
  767. if(s.hero == HeroTypeID::NONE &&
  768. !getPlayerInfo(player).heroesNames.size() &&
  769. ret == PlayerStartingBonus::ARTIFACT) //no hero - can't be artifact
  770. {
  771. if(dir < 0)
  772. ret = PlayerStartingBonus::RANDOM;
  773. else
  774. ret = PlayerStartingBonus::GOLD;
  775. }
  776. if(ret > PlayerStartingBonus::RESOURCE)
  777. ret = PlayerStartingBonus::RANDOM;
  778. if(ret < PlayerStartingBonus::RANDOM)
  779. ret = PlayerStartingBonus::RESOURCE;
  780. if(s.castle == FactionID::RANDOM && ret == PlayerStartingBonus::RESOURCE) //random castle - can't be resource
  781. {
  782. if(dir < 0)
  783. ret = PlayerStartingBonus::GOLD;
  784. else
  785. ret = PlayerStartingBonus::RANDOM;
  786. }
  787. }
  788. void CVCMIServer::optionSetBonus(PlayerColor player, PlayerStartingBonus id)
  789. {
  790. PlayerSettings & s = si->playerInfos[player];
  791. if(s.hero == HeroTypeID::NONE &&
  792. !getPlayerInfo(player).heroesNames.size() &&
  793. id == PlayerStartingBonus::ARTIFACT) //no hero - can't be artifact
  794. return;
  795. if(id > PlayerStartingBonus::RESOURCE)
  796. return;
  797. if(id < PlayerStartingBonus::RANDOM)
  798. return;
  799. if(s.castle == FactionID::RANDOM && id == PlayerStartingBonus::RESOURCE) //random castle - can't be resource
  800. return;
  801. s.bonus = id;
  802. }
  803. bool CVCMIServer::canUseThisHero(PlayerColor player, HeroTypeID ID)
  804. {
  805. if (!ID.hasValue())
  806. return false;
  807. if (ID.getNum() >= LIBRARY->heroh->size())
  808. return false;
  809. if (si->playerInfos[player].castle != ID.toHeroType()->heroClass->faction)
  810. return false;
  811. if (vstd::contains(getUsedHeroes(), ID))
  812. return false;
  813. if (!mi->mapHeader->allowedHeroes.count(ID))
  814. return false;
  815. for (const auto & disposedHero : mi->mapHeader->disposedHeroes)
  816. if (disposedHero.heroId == ID && !disposedHero.players.count(player))
  817. return false;
  818. return true;
  819. }
  820. std::vector<HeroTypeID> CVCMIServer::getUsedHeroes()
  821. {
  822. std::vector<HeroTypeID> heroIds;
  823. for(auto & p : si->playerInfos)
  824. {
  825. const auto & heroes = getPlayerInfo(p.first).heroesNames;
  826. for(auto & hero : heroes)
  827. if(hero.heroId.hasValue())
  828. heroIds.push_back(hero.heroId);
  829. if(p.second.hero != HeroTypeID::RANDOM)
  830. heroIds.push_back(p.second.hero);
  831. }
  832. return heroIds;
  833. }
  834. ui8 CVCMIServer::getIdOfFirstUnallocatedPlayer() const
  835. {
  836. for(auto i = playerNames.cbegin(); i != playerNames.cend(); i++)
  837. {
  838. if(!si->getPlayersSettings(i->first))
  839. return i->first;
  840. }
  841. return 0;
  842. }
  843. void CVCMIServer::multiplayerWelcomeMessage()
  844. {
  845. int humanPlayer = 0;
  846. for (const auto & pi : si->playerInfos)
  847. if(pi.second.isControlledByHuman())
  848. humanPlayer++;
  849. if(humanPlayer < 2) // Singleplayer
  850. return;
  851. gh->playerMessages->broadcastSystemMessage(MetaString::createFromTextID("vcmi.broadcast.command"));
  852. for (const auto & pi : si->playerInfos)
  853. if(!pi.second.handicap.startBonus.empty() || pi.second.handicap.percentIncome != 100 || pi.second.handicap.percentGrowth != 100)
  854. {
  855. MetaString str;
  856. str.appendTextID("vcmi.lobby.handicap");
  857. str.appendRawString(" ");
  858. str.appendName(pi.first);
  859. str.appendRawString(":");
  860. for(auto & res : EGameResID::ALL_RESOURCES())
  861. if(pi.second.handicap.startBonus[res] != 0)
  862. {
  863. str.appendRawString(" ");
  864. str.appendName(res);
  865. str.appendRawString(":");
  866. str.appendRawString(std::to_string(pi.second.handicap.startBonus[res]));
  867. }
  868. if(pi.second.handicap.percentIncome != 100)
  869. {
  870. str.appendRawString(" ");
  871. str.appendTextID("core.jktext.32");
  872. str.appendRawString(":");
  873. str.appendRawString(std::to_string(pi.second.handicap.percentIncome) + "%");
  874. }
  875. if(pi.second.handicap.percentGrowth != 100)
  876. {
  877. str.appendRawString(" ");
  878. str.appendTextID("core.genrltxt.194");
  879. str.appendRawString(":");
  880. str.appendRawString(std::to_string(pi.second.handicap.percentGrowth) + "%");
  881. }
  882. gh->playerMessages->broadcastSystemMessage(str);
  883. }
  884. std::vector<std::string> optionIds;
  885. if(si->extraOptionsInfo.cheatsAllowed)
  886. optionIds.emplace_back("vcmi.optionsTab.cheatAllowed.hover");
  887. if(si->extraOptionsInfo.unlimitedReplay)
  888. optionIds.emplace_back("vcmi.optionsTab.unlimitedReplay.hover");
  889. if(!optionIds.size()) // No settings to publish
  890. return;
  891. MetaString str;
  892. str.appendTextID("vcmi.optionsTab.extraOptions.hover");
  893. str.appendRawString(": ");
  894. for(int i = 0; i < optionIds.size(); i++)
  895. {
  896. str.appendTextID(optionIds[i]);
  897. if(i < optionIds.size() - 1)
  898. str.appendRawString(", ");
  899. }
  900. gh->playerMessages->broadcastSystemMessage(str);
  901. }
  902. INetworkHandler & CVCMIServer::getNetworkHandler()
  903. {
  904. return *networkHandler;
  905. }
  906. INetworkServer & CVCMIServer::getNetworkServer()
  907. {
  908. return *networkServer;
  909. }