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							- /*
 
-  * CServerHandler.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
 
-  *
 
-  */
 
- #include "StdInc.h"
 
- #include "CServerHandler.h"
 
- #include "Client.h"
 
- #include "CGameInfo.h"
 
- #include "CPlayerInterface.h"
 
- #include "gui/CGuiHandler.h"
 
- #include "gui/WindowHandler.h"
 
- #include "lobby/CSelectionBase.h"
 
- #include "lobby/CLobbyScreen.h"
 
- #include "windows/InfoWindows.h"
 
- #include "mainmenu/CMainMenu.h"
 
- #include "mainmenu/CPrologEpilogVideo.h"
 
- #include "mainmenu/CHighScoreScreen.h"
 
- #ifdef VCMI_ANDROID
 
- #include "../lib/CAndroidVMHelper.h"
 
- #elif defined(VCMI_IOS)
 
- #include "ios/utils.h"
 
- #include <dispatch/dispatch.h>
 
- #endif
 
- #ifdef SINGLE_PROCESS_APP
 
- #include "../server/CVCMIServer.h"
 
- #endif
 
- #include "../lib/CConfigHandler.h"
 
- #include "../lib/CGeneralTextHandler.h"
 
- #include "../lib/CThreadHelper.h"
 
- #include "../lib/StartInfo.h"
 
- #include "../lib/TurnTimerInfo.h"
 
- #include "../lib/VCMIDirs.h"
 
- #include "../lib/campaign/CampaignState.h"
 
- #include "../lib/mapping/CMapInfo.h"
 
- #include "../lib/mapObjects/MiscObjects.h"
 
- #include "../lib/modding/ModIncompatibility.h"
 
- #include "../lib/rmg/CMapGenOptions.h"
 
- #include "../lib/filesystem/Filesystem.h"
 
- #include "../lib/registerTypes/RegisterTypesLobbyPacks.h"
 
- #include "../lib/serializer/Connection.h"
 
- #include "../lib/serializer/CMemorySerializer.h"
 
- #include <boost/uuid/uuid.hpp>
 
- #include <boost/uuid/uuid_io.hpp>
 
- #include <boost/uuid/uuid_generators.hpp>
 
- #include <boost/asio.hpp>
 
- #include "../lib/serializer/Cast.h"
 
- #include "LobbyClientNetPackVisitors.h"
 
- #include <vcmi/events/EventBus.h>
 
- #ifdef VCMI_WINDOWS
 
- #include <windows.h>
 
- #endif
 
- template<typename T> class CApplyOnLobby;
 
- const std::string CServerHandler::localhostAddress{"127.0.0.1"};
 
- #if defined(VCMI_ANDROID) && !defined(SINGLE_PROCESS_APP)
 
- extern std::atomic_bool androidTestServerReadyFlag;
 
- #endif
 
- class CBaseForLobbyApply
 
- {
 
- public:
 
- 	virtual bool applyOnLobbyHandler(CServerHandler * handler, void * pack) const = 0;
 
- 	virtual void applyOnLobbyScreen(CLobbyScreen * lobby, CServerHandler * handler, void * pack) const = 0;
 
- 	virtual ~CBaseForLobbyApply(){};
 
- 	template<typename U> static CBaseForLobbyApply * getApplier(const U * t = nullptr)
 
- 	{
 
- 		return new CApplyOnLobby<U>();
 
- 	}
 
- };
 
- template<typename T> class CApplyOnLobby : public CBaseForLobbyApply
 
- {
 
- public:
 
- 	bool applyOnLobbyHandler(CServerHandler * handler, void * pack) const override
 
- 	{
 
- 		boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
 
- 		T * ptr = static_cast<T *>(pack);
 
- 		ApplyOnLobbyHandlerNetPackVisitor visitor(*handler);
 
- 		logNetwork->trace("\tImmediately apply on lobby: %s", typeid(ptr).name());
 
- 		ptr->visit(visitor);
 
- 		return visitor.getResult();
 
- 	}
 
- 	void applyOnLobbyScreen(CLobbyScreen * lobby, CServerHandler * handler, void * pack) const override
 
- 	{
 
- 		T * ptr = static_cast<T *>(pack);
 
- 		ApplyOnLobbyScreenNetPackVisitor visitor(*handler, lobby);
 
- 		logNetwork->trace("\tApply on lobby from queue: %s", typeid(ptr).name());
 
- 		ptr->visit(visitor);
 
- 	}
 
- };
 
- template<> class CApplyOnLobby<CPack>: public CBaseForLobbyApply
 
- {
 
- public:
 
- 	bool applyOnLobbyHandler(CServerHandler * handler, void * pack) const override
 
- 	{
 
- 		logGlobal->error("Cannot apply plain CPack!");
 
- 		assert(0);
 
- 		return false;
 
- 	}
 
- 	void applyOnLobbyScreen(CLobbyScreen * lobby, CServerHandler * handler, void * pack) const override
 
- 	{
 
- 		logGlobal->error("Cannot apply plain CPack!");
 
- 		assert(0);
 
- 	}
 
- };
 
- static const std::string NAME_AFFIX = "client";
 
- static const std::string NAME = GameConstants::VCMI_VERSION + std::string(" (") + NAME_AFFIX + ')'; //application name
 
- CServerHandler::CServerHandler()
 
- 	: state(EClientState::NONE), mx(std::make_shared<boost::recursive_mutex>()), client(nullptr), loadMode(0), campaignStateToSend(nullptr), campaignServerRestartLock(false)
 
- {
 
- 	uuid = boost::uuids::to_string(boost::uuids::random_generator()());
 
- 	//read from file to restore last session
 
- 	if(!settings["server"]["uuid"].isNull() && !settings["server"]["uuid"].String().empty())
 
- 		uuid = settings["server"]["uuid"].String();
 
- 	applier = std::make_shared<CApplier<CBaseForLobbyApply>>();
 
- 	registerTypesLobbyPacks(*applier);
 
- }
 
- void CServerHandler::resetStateForLobby(const StartInfo::EMode mode, const std::vector<std::string> * names)
 
- {
 
- 	hostClientId = -1;
 
- 	state = EClientState::NONE;
 
- 	mapToStart = nullptr;
 
- 	th = std::make_unique<CStopWatch>();
 
- 	packsForLobbyScreen.clear();
 
- 	c.reset();
 
- 	si = std::make_shared<StartInfo>();
 
- 	playerNames.clear();
 
- 	si->difficulty = 1;
 
- 	si->mode = mode;
 
- 	myNames.clear();
 
- 	if(names && !names->empty()) //if have custom set of player names - use it
 
- 		myNames = *names;
 
- 	else
 
- 		myNames.push_back(settings["general"]["playerName"].String());
 
- }
 
- void CServerHandler::startLocalServerAndConnect()
 
- {
 
- 	if(threadRunLocalServer)
 
- 		threadRunLocalServer->join();
 
- 	th->update();
 
- 	
 
- 	auto errorMsg = CGI->generaltexth->translate("vcmi.server.errors.existingProcess");
 
- 	try
 
- 	{
 
- 		CConnection testConnection(localhostAddress, getDefaultPort(), NAME, uuid);
 
- 		logNetwork->error("Port is busy, check if another instance of vcmiserver is working");
 
- 		CInfoWindow::showInfoDialog(errorMsg, {});
 
- 		return;
 
- 	}
 
- 	catch(std::runtime_error & error)
 
- 	{
 
- 		//no connection means that port is not busy and we can start local server
 
- 	}
 
- 	
 
- #if defined(SINGLE_PROCESS_APP)
 
- 	boost::condition_variable cond;
 
- 	std::vector<std::string> args{"--uuid=" + uuid, "--port=" + std::to_string(getHostPort())};
 
- 	if(settings["session"]["lobby"].Bool() && settings["session"]["host"].Bool())
 
- 	{
 
- 		args.push_back("--lobby=" + settings["session"]["address"].String());
 
- 		args.push_back("--connections=" + settings["session"]["hostConnections"].String());
 
- 		args.push_back("--lobby-port=" + std::to_string(settings["session"]["port"].Integer()));
 
- 		args.push_back("--lobby-uuid=" + settings["session"]["hostUuid"].String());
 
- 	}
 
- 	threadRunLocalServer = std::make_shared<boost::thread>([&cond, args, this] {
 
- 		setThreadName("CVCMIServer");
 
- 		CVCMIServer::create(&cond, args);
 
- 		onServerFinished();
 
- 	});
 
- 	threadRunLocalServer->detach();
 
- #elif defined(VCMI_ANDROID)
 
- 	{
 
- 		CAndroidVMHelper envHelper;
 
- 		envHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "startServer", true);
 
- 	}
 
- #else
 
- 	threadRunLocalServer = std::make_shared<boost::thread>(&CServerHandler::threadRunServer, this); //runs server executable;
 
- #endif
 
- 	logNetwork->trace("Setting up thread calling server: %d ms", th->getDiff());
 
- 	th->update();
 
- #ifdef SINGLE_PROCESS_APP
 
- 	{
 
- #ifdef VCMI_IOS
 
- 		dispatch_sync(dispatch_get_main_queue(), ^{
 
- 			iOS_utils::showLoadingIndicator();
 
- 		});
 
- #endif
 
- 		boost::mutex m;
 
- 		boost::unique_lock<boost::mutex> lock{m};
 
- 		logNetwork->info("waiting for server");
 
- 		cond.wait(lock);
 
- 		logNetwork->info("server is ready");
 
- #ifdef VCMI_IOS
 
- 		dispatch_sync(dispatch_get_main_queue(), ^{
 
- 			iOS_utils::hideLoadingIndicator();
 
- 		});
 
- #endif
 
- 	}
 
- #elif defined(VCMI_ANDROID)
 
- 	logNetwork->info("waiting for server");
 
- 	while(!androidTestServerReadyFlag.load())
 
- 	{
 
- 		logNetwork->info("still waiting...");
 
- 		boost::this_thread::sleep_for(boost::chrono::milliseconds(1000));
 
- 	}
 
- 	logNetwork->info("waiting for server finished...");
 
- 	androidTestServerReadyFlag = false;
 
- #endif
 
- 	logNetwork->trace("Waiting for server: %d ms", th->getDiff());
 
- 	th->update(); //put breakpoint here to attach to server before it does something stupid
 
- 	justConnectToServer(localhostAddress, 0);
 
- 	logNetwork->trace("\tConnecting to the server: %d ms", th->getDiff());
 
- }
 
- void CServerHandler::justConnectToServer(const std::string & addr, const ui16 port)
 
- {
 
- 	state = EClientState::CONNECTING;
 
- 	while(!c && state != EClientState::CONNECTION_CANCELLED)
 
- 	{
 
- 		try
 
- 		{
 
- 			logNetwork->info("Establishing connection...");
 
- 			c = std::make_shared<CConnection>(
 
- 					addr.size() ? addr : getHostAddress(),
 
- 					port ? port : getHostPort(),
 
- 					NAME, uuid);
 
- 		}
 
- 		catch(std::runtime_error & error)
 
- 		{
 
- 			logNetwork->warn("\nCannot establish connection. %s Retrying in 1 second", error.what());
 
- 			boost::this_thread::sleep_for(boost::chrono::milliseconds(1000));
 
- 		}
 
- 	}
 
- 	if(state == EClientState::CONNECTION_CANCELLED)
 
- 	{
 
- 		logNetwork->info("Connection aborted by player!");
 
- 		return;
 
- 	}
 
- 	c->handler = std::make_shared<boost::thread>(&CServerHandler::threadHandleConnection, this);
 
- 	if(!addr.empty() && addr != getHostAddress())
 
- 	{
 
- 		Settings serverAddress = settings.write["server"]["server"];
 
- 		serverAddress->String() = addr;
 
- 	}
 
- 	if(port && port != getHostPort())
 
- 	{
 
- 		Settings serverPort = settings.write["server"]["port"];
 
- 		serverPort->Integer() = port;
 
- 	}
 
- }
 
- void CServerHandler::applyPacksOnLobbyScreen()
 
- {
 
- 	if(!c || !c->handler)
 
- 		return;
 
- 	boost::unique_lock<boost::recursive_mutex> lock(*mx);
 
- 	while(!packsForLobbyScreen.empty())
 
- 	{
 
- 		boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
 
- 		CPackForLobby * pack = packsForLobbyScreen.front();
 
- 		packsForLobbyScreen.pop_front();
 
- 		CBaseForLobbyApply * apply = applier->getApplier(CTypeList::getInstance().getTypeID(pack)); //find the applier
 
- 		apply->applyOnLobbyScreen(dynamic_cast<CLobbyScreen *>(SEL), this, pack);
 
- 		GH.windows().totalRedraw();
 
- 		delete pack;
 
- 	}
 
- }
 
- void CServerHandler::stopServerConnection()
 
- {
 
- 	if(c->handler)
 
- 	{
 
- 		while(!c->handler->timed_join(boost::chrono::milliseconds(50)))
 
- 			applyPacksOnLobbyScreen();
 
- 		c->handler->join();
 
- 	}
 
- }
 
- std::set<PlayerColor> CServerHandler::getHumanColors()
 
- {
 
- 	return clientHumanColors(c->connectionID);
 
- }
 
- PlayerColor CServerHandler::myFirstColor() const
 
- {
 
- 	return clientFirstColor(c->connectionID);
 
- }
 
- bool CServerHandler::isMyColor(PlayerColor color) const
 
- {
 
- 	return isClientColor(c->connectionID, color);
 
- }
 
- ui8 CServerHandler::myFirstId() const
 
- {
 
- 	return clientFirstId(c->connectionID);
 
- }
 
- bool CServerHandler::isServerLocal() const
 
- {
 
- 	if(threadRunLocalServer)
 
- 		return true;
 
- 	return false;
 
- }
 
- bool CServerHandler::isHost() const
 
- {
 
- 	return c && hostClientId == c->connectionID;
 
- }
 
- bool CServerHandler::isGuest() const
 
- {
 
- 	return !c || hostClientId != c->connectionID;
 
- }
 
- ui16 CServerHandler::getDefaultPort()
 
- {
 
- 	return static_cast<ui16>(settings["server"]["port"].Integer());
 
- }
 
- std::string CServerHandler::getDefaultPortStr()
 
- {
 
- 	return std::to_string(getDefaultPort());
 
- }
 
- std::string CServerHandler::getHostAddress() const
 
- {
 
- 	if(settings["session"]["lobby"].isNull() || !settings["session"]["lobby"].Bool())
 
- 		return settings["server"]["server"].String();
 
- 	
 
- 	if(settings["session"]["host"].Bool())
 
- 		return localhostAddress;
 
- 	
 
- 	return settings["session"]["address"].String();
 
- }
 
- ui16 CServerHandler::getHostPort() const
 
- {
 
- 	if(settings["session"]["lobby"].isNull() || !settings["session"]["lobby"].Bool())
 
- 		return getDefaultPort();
 
- 	
 
- 	if(settings["session"]["host"].Bool())
 
- 		return getDefaultPort();
 
- 	
 
- 	return settings["session"]["port"].Integer();
 
- }
 
- void CServerHandler::sendClientConnecting() const
 
- {
 
- 	LobbyClientConnected lcc;
 
- 	lcc.uuid = uuid;
 
- 	lcc.names = myNames;
 
- 	lcc.mode = si->mode;
 
- 	sendLobbyPack(lcc);
 
- }
 
- void CServerHandler::sendClientDisconnecting()
 
- {
 
- 	// FIXME: This is workaround needed to make sure client not trying to sent anything to non existed server
 
- 	if(state == EClientState::DISCONNECTING)
 
- 		return;
 
- 	state = EClientState::DISCONNECTING;
 
- 	mapToStart = nullptr;
 
- 	LobbyClientDisconnected lcd;
 
- 	lcd.clientId = c->connectionID;
 
- 	logNetwork->info("Connection has been requested to be closed.");
 
- 	if(isServerLocal())
 
- 	{
 
- 		lcd.shutdownServer = true;
 
- 		logNetwork->info("Sent closing signal to the server");
 
- 	}
 
- 	else
 
- 	{
 
- 		logNetwork->info("Sent leaving signal to the server");
 
- 	}
 
- 	sendLobbyPack(lcd);
 
- 	
 
- 	c->close();
 
- 	c.reset();
 
- }
 
- void CServerHandler::setCampaignState(std::shared_ptr<CampaignState> newCampaign)
 
- {
 
- 	state = EClientState::LOBBY_CAMPAIGN;
 
- 	LobbySetCampaign lsc;
 
- 	lsc.ourCampaign = newCampaign;
 
- 	sendLobbyPack(lsc);
 
- }
 
- void CServerHandler::setCampaignMap(CampaignScenarioID mapId) const
 
- {
 
- 	if(state == EClientState::GAMEPLAY) // FIXME: UI shouldn't sent commands in first place
 
- 		return;
 
- 	LobbySetCampaignMap lscm;
 
- 	lscm.mapId = mapId;
 
- 	sendLobbyPack(lscm);
 
- }
 
- void CServerHandler::setCampaignBonus(int bonusId) const
 
- {
 
- 	if(state == EClientState::GAMEPLAY) // FIXME: UI shouldn't sent commands in first place
 
- 		return;
 
- 	LobbySetCampaignBonus lscb;
 
- 	lscb.bonusId = bonusId;
 
- 	sendLobbyPack(lscb);
 
- }
 
- void CServerHandler::setMapInfo(std::shared_ptr<CMapInfo> to, std::shared_ptr<CMapGenOptions> mapGenOpts) const
 
- {
 
- 	LobbySetMap lsm;
 
- 	lsm.mapInfo = to;
 
- 	lsm.mapGenOpts = mapGenOpts;
 
- 	sendLobbyPack(lsm);
 
- }
 
- void CServerHandler::setPlayer(PlayerColor color) const
 
- {
 
- 	LobbySetPlayer lsp;
 
- 	lsp.clickedColor = color;
 
- 	sendLobbyPack(lsp);
 
- }
 
- void CServerHandler::setPlayerName(PlayerColor color, const std::string & name) const
 
- {
 
- 	LobbySetPlayerName lspn;
 
- 	lspn.color = color;
 
- 	lspn.name = name;
 
- 	sendLobbyPack(lspn);
 
- }
 
- void CServerHandler::setPlayerOption(ui8 what, int32_t value, PlayerColor player) const
 
- {
 
- 	LobbyChangePlayerOption lcpo;
 
- 	lcpo.what = what;
 
- 	lcpo.value = value;
 
- 	lcpo.color = player;
 
- 	sendLobbyPack(lcpo);
 
- }
 
- void CServerHandler::setDifficulty(int to) const
 
- {
 
- 	LobbySetDifficulty lsd;
 
- 	lsd.difficulty = to;
 
- 	sendLobbyPack(lsd);
 
- }
 
- void CServerHandler::setSimturnsInfo(const SimturnsInfo & info) const
 
- {
 
- 	LobbySetSimturns pack;
 
- 	pack.simturnsInfo = info;
 
- 	sendLobbyPack(pack);
 
- }
 
- void CServerHandler::setTurnTimerInfo(const TurnTimerInfo & info) const
 
- {
 
- 	LobbySetTurnTime lstt;
 
- 	lstt.turnTimerInfo = info;
 
- 	sendLobbyPack(lstt);
 
- }
 
- void CServerHandler::sendMessage(const std::string & txt) const
 
- {
 
- 	std::istringstream readed;
 
- 	readed.str(txt);
 
- 	std::string command;
 
- 	readed >> command;
 
- 	if(command == "!passhost")
 
- 	{
 
- 		std::string id;
 
- 		readed >> id;
 
- 		if(id.length())
 
- 		{
 
- 			LobbyChangeHost lch;
 
- 			lch.newHostConnectionId = boost::lexical_cast<int>(id);
 
- 			sendLobbyPack(lch);
 
- 		}
 
- 	}
 
- 	else if(command == "!forcep")
 
- 	{
 
- 		std::string connectedId, playerColorId;
 
- 		readed >> connectedId;
 
- 		readed >> playerColorId;
 
- 		if(connectedId.length() && playerColorId.length())
 
- 		{
 
- 			ui8 connected = boost::lexical_cast<int>(connectedId);
 
- 			auto color = PlayerColor(boost::lexical_cast<int>(playerColorId));
 
- 			if(color.isValidPlayer() && playerNames.find(connected) != playerNames.end())
 
- 			{
 
- 				LobbyForceSetPlayer lfsp;
 
- 				lfsp.targetConnectedPlayer = connected;
 
- 				lfsp.targetPlayerColor = color;
 
- 				sendLobbyPack(lfsp);
 
- 			}
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		LobbyChatMessage lcm;
 
- 		lcm.message = txt;
 
- 		lcm.playerName = playerNames.find(myFirstId())->second.name;
 
- 		sendLobbyPack(lcm);
 
- 	}
 
- }
 
- void CServerHandler::sendGuiAction(ui8 action) const
 
- {
 
- 	LobbyGuiAction lga;
 
- 	lga.action = static_cast<LobbyGuiAction::EAction>(action);
 
- 	sendLobbyPack(lga);
 
- }
 
- void CServerHandler::sendRestartGame() const
 
- {
 
- 	GH.windows().createAndPushWindow<CLoadingScreen>();
 
- 	
 
- 	LobbyEndGame endGame;
 
- 	endGame.closeConnection = false;
 
- 	endGame.restart = true;
 
- 	sendLobbyPack(endGame);
 
- }
 
- bool CServerHandler::validateGameStart(bool allowOnlyAI) const
 
- {
 
- 	try
 
- 	{
 
- 		verifyStateBeforeStart(allowOnlyAI ? true : settings["session"]["onlyai"].Bool());
 
- 	}
 
- 	catch(ModIncompatibility & e)
 
- 	{
 
- 		logGlobal->warn("Incompatibility exception during start scenario: %s", e.what());
 
- 		std::string errorMsg;
 
- 		if(!e.whatMissing().empty())
 
- 		{
 
- 			errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToEnable") + '\n';
 
- 			errorMsg += e.whatMissing();
 
- 		}
 
- 		if(!e.whatExcessive().empty())
 
- 		{
 
- 			errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToDisable") + '\n';
 
- 			errorMsg += e.whatExcessive();
 
- 		}
 
- 		showServerError(errorMsg);
 
- 		return false;
 
- 	}
 
- 	catch(std::exception & e)
 
- 	{
 
- 		logGlobal->error("Exception during startScenario: %s", e.what());
 
- 		showServerError( std::string("Unable to start map! Reason: ") + e.what());
 
- 		return false;
 
- 	}
 
- 	return true;
 
- }
 
- void CServerHandler::sendStartGame(bool allowOnlyAI) const
 
- {
 
- 	verifyStateBeforeStart(allowOnlyAI ? true : settings["session"]["onlyai"].Bool());
 
- 	GH.windows().createAndPushWindow<CLoadingScreen>();
 
- 	
 
- 	LobbyStartGame lsg;
 
- 	if(client)
 
- 	{
 
- 		lsg.initializedStartInfo = std::make_shared<StartInfo>(* const_cast<StartInfo *>(client->getStartInfo(true)));
 
- 		lsg.initializedStartInfo->mode = StartInfo::NEW_GAME;
 
- 		lsg.initializedStartInfo->seedToBeUsed = lsg.initializedStartInfo->seedPostInit = 0;
 
- 		* si = * lsg.initializedStartInfo;
 
- 	}
 
- 	sendLobbyPack(lsg);
 
- 	c->enterLobbyConnectionMode();
 
- 	c->disableStackSendingByID();
 
- }
 
- void CServerHandler::startMapAfterConnection(std::shared_ptr<CMapInfo> to)
 
- {
 
- 	mapToStart = to;
 
- }
 
- void CServerHandler::startGameplay(VCMI_LIB_WRAP_NAMESPACE(CGameState) * gameState)
 
- {
 
- 	if(CMM)
 
- 		CMM->disable();
 
- 	client = new CClient();
 
- 	highScoreCalc = nullptr;
 
- 	switch(si->mode)
 
- 	{
 
- 	case StartInfo::NEW_GAME:
 
- 		client->newGame(gameState);
 
- 		break;
 
- 	case StartInfo::CAMPAIGN:
 
- 		client->newGame(gameState);
 
- 		break;
 
- 	case StartInfo::LOAD_GAME:
 
- 		client->loadGame(gameState);
 
- 		break;
 
- 	default:
 
- 		throw std::runtime_error("Invalid mode");
 
- 	}
 
- 	// After everything initialized we can accept CPackToClient netpacks
 
- 	c->enterGameplayConnectionMode(client->gameState());
 
- 	state = EClientState::GAMEPLAY;
 
- 	
 
- 	//store settings to continue game
 
- 	if(!isServerLocal() && isGuest())
 
- 	{
 
- 		Settings saveSession = settings.write["server"]["reconnect"];
 
- 		saveSession->Bool() = true;
 
- 		Settings saveUuid = settings.write["server"]["uuid"];
 
- 		saveUuid->String() = uuid;
 
- 		Settings saveNames = settings.write["server"]["names"];
 
- 		saveNames->Vector().clear();
 
- 		for(auto & name : myNames)
 
- 		{
 
- 			JsonNode jsonName;
 
- 			jsonName.String() = name;
 
- 			saveNames->Vector().push_back(jsonName);
 
- 		}
 
- 	}
 
- }
 
- void CServerHandler::endGameplay(bool closeConnection, bool restart)
 
- {
 
- 	client->endGame();
 
- 	vstd::clear_pointer(client);
 
- 	if(closeConnection)
 
- 	{
 
- 		// Game is ending
 
- 		// Tell the network thread to reach a stable state
 
- 		CSH->sendClientDisconnecting();
 
- 		logNetwork->info("Closed connection.");
 
- 	}
 
- 	if(!restart)
 
- 	{
 
- 		if(CMM)
 
- 		{
 
- 			GH.curInt = CMM.get();
 
- 			CMM->enable();
 
- 		}
 
- 		else
 
- 		{
 
- 			GH.curInt = CMainMenu::create().get();
 
- 		}
 
- 	}
 
- 	
 
- 	if(c)
 
- 	{
 
- 		c->enterLobbyConnectionMode();
 
- 		c->disableStackSendingByID();
 
- 	}
 
- 	
 
- 	//reset settings
 
- 	Settings saveSession = settings.write["server"]["reconnect"];
 
- 	saveSession->Bool() = false;
 
- }
 
- void CServerHandler::startCampaignScenario(HighScoreParameter param, std::shared_ptr<CampaignState> cs)
 
- {
 
- 	std::shared_ptr<CampaignState> ourCampaign = cs;
 
- 	if (!cs)
 
- 		ourCampaign = si->campState;
 
- 	if(highScoreCalc == nullptr)
 
- 	{
 
- 		highScoreCalc = std::make_shared<HighScoreCalculation>();
 
- 		highScoreCalc->isCampaign = true;
 
- 		highScoreCalc->parameters.clear();
 
- 	}
 
- 	param.campaignName = cs->getNameTranslated();
 
- 	highScoreCalc->parameters.push_back(param);
 
- 	GH.dispatchMainThread([ourCampaign, this]()
 
- 	{
 
- 		CSH->campaignServerRestartLock.set(true);
 
- 		CSH->endGameplay();
 
- 		auto & epilogue = ourCampaign->scenario(*ourCampaign->lastScenario()).epilog;
 
- 		auto finisher = [=]()
 
- 		{
 
- 			if(ourCampaign->campaignSet != "")
 
- 			{
 
- 				Settings entry = persistentStorage.write["completedCampaigns"][ourCampaign->getFilename()];
 
- 				entry->Bool() = true;
 
- 			}
 
- 			GH.windows().pushWindow(CMM);
 
- 			GH.windows().pushWindow(CMM->menu);
 
- 			if(!ourCampaign->isCampaignFinished())
 
- 				CMM->openCampaignLobby(ourCampaign);
 
- 			else
 
- 			{
 
- 				CMM->openCampaignScreen(ourCampaign->campaignSet);
 
- 				GH.windows().createAndPushWindow<CHighScoreInputScreen>(true, *highScoreCalc);
 
- 			}
 
- 		};
 
- 		if(epilogue.hasPrologEpilog)
 
- 		{
 
- 			GH.windows().createAndPushWindow<CPrologEpilogVideo>(epilogue, finisher);
 
- 		}
 
- 		else
 
- 		{
 
- 			CSH->campaignServerRestartLock.waitUntil(false);
 
- 			finisher();
 
- 		}
 
- 	});
 
- }
 
- void CServerHandler::showServerError(const std::string & txt) const
 
- {
 
- 	if(auto w = GH.windows().topWindow<CLoadingScreen>())
 
- 		GH.windows().popWindow(w);
 
- 	
 
- 	CInfoWindow::showInfoDialog(txt, {});
 
- }
 
- int CServerHandler::howManyPlayerInterfaces()
 
- {
 
- 	int playerInts = 0;
 
- 	for(auto pint : client->playerint)
 
- 	{
 
- 		if(dynamic_cast<CPlayerInterface *>(pint.second.get()))
 
- 			playerInts++;
 
- 	}
 
- 	return playerInts;
 
- }
 
- ui8 CServerHandler::getLoadMode()
 
- {
 
- 	if(loadMode != ELoadMode::TUTORIAL && state == EClientState::GAMEPLAY)
 
- 	{
 
- 		if(si->campState)
 
- 			return ELoadMode::CAMPAIGN;
 
- 		for(auto pn : playerNames)
 
- 		{
 
- 			if(pn.second.connection != c->connectionID)
 
- 				return ELoadMode::MULTI;
 
- 		}
 
- 		if(howManyPlayerInterfaces() > 1)  //this condition will work for hotseat mode OR multiplayer with allowed more than 1 color per player to control
 
- 			return ELoadMode::MULTI;
 
- 		return ELoadMode::SINGLE;
 
- 	}
 
- 	return loadMode;
 
- }
 
- void CServerHandler::restoreLastSession()
 
- {
 
- 	auto loadSession = [this]()
 
- 	{
 
- 		uuid = settings["server"]["uuid"].String();
 
- 		for(auto & name : settings["server"]["names"].Vector())
 
- 			myNames.push_back(name.String());
 
- 		resetStateForLobby(StartInfo::LOAD_GAME, &myNames);
 
- 		screenType = ESelectionScreen::loadGame;
 
- 		justConnectToServer(settings["server"]["server"].String(), settings["server"]["port"].Integer());
 
- 	};
 
- 	
 
- 	auto cleanUpSession = []()
 
- 	{
 
- 		//reset settings
 
- 		Settings saveSession = settings.write["server"]["reconnect"];
 
- 		saveSession->Bool() = false;
 
- 	};
 
- 	
 
- 	CInfoWindow::showYesNoDialog(VLC->generaltexth->translate("vcmi.server.confirmReconnect"), {}, loadSession, cleanUpSession);
 
- }
 
- void CServerHandler::debugStartTest(std::string filename, bool save)
 
- {
 
- 	logGlobal->info("Starting debug test with file: %s", filename);
 
- 	auto mapInfo = std::make_shared<CMapInfo>();
 
- 	if(save)
 
- 	{
 
- 		resetStateForLobby(StartInfo::LOAD_GAME);
 
- 		mapInfo->saveInit(ResourcePath(filename, EResType::SAVEGAME));
 
- 		screenType = ESelectionScreen::loadGame;
 
- 	}
 
- 	else
 
- 	{
 
- 		resetStateForLobby(StartInfo::NEW_GAME);
 
- 		mapInfo->mapInit(filename);
 
- 		screenType = ESelectionScreen::newGame;
 
- 	}
 
- 	if(settings["session"]["donotstartserver"].Bool())
 
- 		justConnectToServer(localhostAddress, 3030);
 
- 	else
 
- 		startLocalServerAndConnect();
 
- 	boost::this_thread::sleep_for(boost::chrono::milliseconds(100));
 
- 	while(!settings["session"]["headless"].Bool() && !GH.windows().topWindow<CLobbyScreen>())
 
- 		boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
 
- 	while(!mi || mapInfo->fileURI != CSH->mi->fileURI)
 
- 	{
 
- 		setMapInfo(mapInfo);
 
- 		boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
 
- 	}
 
- 	// "Click" on color to remove us from it
 
- 	setPlayer(myFirstColor());
 
- 	while(myFirstColor() != PlayerColor::CANNOT_DETERMINE)
 
- 		boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
 
- 	while(true)
 
- 	{
 
- 		try
 
- 		{
 
- 			sendStartGame();
 
- 			break;
 
- 		}
 
- 		catch(...)
 
- 		{
 
- 		}
 
- 		boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
 
- 	}
 
- }
 
- class ServerHandlerCPackVisitor : public VCMI_LIB_WRAP_NAMESPACE(ICPackVisitor)
 
- {
 
- private:
 
- 	CServerHandler & handler;
 
- public:
 
- 	ServerHandlerCPackVisitor(CServerHandler & handler)
 
- 			:handler(handler)
 
- 	{
 
- 	}
 
- 	virtual bool callTyped() override { return false; }
 
- 	virtual void visitForLobby(CPackForLobby & lobbyPack) override
 
- 	{
 
- 		handler.visitForLobby(lobbyPack);
 
- 	}
 
- 	virtual void visitForClient(CPackForClient & clientPack) override
 
- 	{
 
- 		handler.visitForClient(clientPack);
 
- 	}
 
- };
 
- void CServerHandler::threadHandleConnection()
 
- {
 
- 	setThreadName("handleConnection");
 
- 	c->enterLobbyConnectionMode();
 
- 	try
 
- 	{
 
- 		sendClientConnecting();
 
- 		while(c && c->connected)
 
- 		{
 
- 			while(state == EClientState::STARTING)
 
- 				boost::this_thread::sleep_for(boost::chrono::milliseconds(10));
 
- 			CPack * pack = c->retrievePack();
 
- 			if(state == EClientState::DISCONNECTING)
 
- 			{
 
- 				// FIXME: server shouldn't really send netpacks after it's tells client to disconnect
 
- 				// Though currently they'll be delivered and might cause crash.
 
- 				vstd::clear_pointer(pack);
 
- 			}
 
- 			else
 
- 			{
 
- 				ServerHandlerCPackVisitor visitor(*this);
 
- 				pack->visit(visitor);
 
- 			}
 
- 		}
 
- 	}
 
- 	//catch only asio exceptions
 
- 	catch(const boost::system::system_error & e)
 
- 	{
 
- 		if(state == EClientState::DISCONNECTING)
 
- 		{
 
- 			logNetwork->info("Successfully closed connection to server, ending listening thread!");
 
- 		}
 
- 		else
 
- 		{
 
- 			if (e.code() == boost::asio::error::eof)
 
- 				logNetwork->error("Lost connection to server, ending listening thread! Connection has been closed");
 
- 			else
 
- 				logNetwork->error("Lost connection to server, ending listening thread! Reason: %s", e.what());
 
- 			if(client)
 
- 			{
 
- 				state = EClientState::DISCONNECTING;
 
- 				GH.dispatchMainThread([]()
 
- 				{
 
- 					CSH->endGameplay();
 
- 					GH.defActionsDef = 63;
 
- 					CMM->menu->switchToTab("main");
 
- 				});
 
- 			}
 
- 			else
 
- 			{
 
- 				auto lcd = new LobbyClientDisconnected();
 
- 				lcd->clientId = c->connectionID;
 
- 				boost::unique_lock<boost::recursive_mutex> lock(*mx);
 
- 				packsForLobbyScreen.push_back(lcd);
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void CServerHandler::visitForLobby(CPackForLobby & lobbyPack)
 
- {
 
- 	if(applier->getApplier(CTypeList::getInstance().getTypeID(&lobbyPack))->applyOnLobbyHandler(this, &lobbyPack))
 
- 	{
 
- 		if(!settings["session"]["headless"].Bool())
 
- 		{
 
- 			boost::unique_lock<boost::recursive_mutex> lock(*mx);
 
- 			packsForLobbyScreen.push_back(&lobbyPack);
 
- 		}
 
- 	}
 
- }
 
- void CServerHandler::visitForClient(CPackForClient & clientPack)
 
- {
 
- 	client->handlePack(&clientPack);
 
- }
 
- void CServerHandler::threadRunServer()
 
- {
 
- #if !defined(VCMI_MOBILE)
 
- 	setThreadName("runServer");
 
- 	const std::string logName = (VCMIDirs::get().userLogsPath() / "server_log.txt").string();
 
- 	std::string comm = VCMIDirs::get().serverPath().string()
 
- 		+ " --port=" + std::to_string(getHostPort())
 
- 		+ " --run-by-client"
 
- 		+ " --uuid=" + uuid;
 
- 	if(settings["session"]["lobby"].Bool() && settings["session"]["host"].Bool())
 
- 	{
 
- 		comm += " --lobby=" + settings["session"]["address"].String();
 
- 		comm += " --connections=" + settings["session"]["hostConnections"].String();
 
- 		comm += " --lobby-port=" + std::to_string(settings["session"]["port"].Integer());
 
- 		comm += " --lobby-uuid=" + settings["session"]["hostUuid"].String();
 
- 	}
 
- 	comm += " > \"" + logName + '\"';
 
- 	logGlobal->info("Server command line: %s", comm);
 
- #ifdef VCMI_WINDOWS
 
- 	int result = -1;
 
- 	const auto bufSize = ::MultiByteToWideChar(CP_UTF8, 0, comm.c_str(), comm.size(), nullptr, 0);
 
- 	if(bufSize > 0)
 
- 	{
 
- 		std::wstring wComm(bufSize, {});
 
- 		const auto convertResult = ::MultiByteToWideChar(CP_UTF8, 0, comm.c_str(), comm.size(), &wComm[0], bufSize);
 
- 		if(convertResult > 0)
 
- 			result = ::_wsystem(wComm.c_str());
 
- 		else
 
- 			logNetwork->error("Error " + std::to_string(GetLastError()) + ": failed to convert server launch command to wide string: " + comm);
 
- 	}
 
- 	else
 
- 		logNetwork->error("Error " + std::to_string(GetLastError()) + ": failed to obtain buffer length to convert server launch command to wide string : " + comm);
 
- #else
 
- 	int result = std::system(comm.c_str());
 
- #endif
 
- 	if (result == 0)
 
- 	{
 
- 		logNetwork->info("Server closed correctly");
 
- 	}
 
- 	else
 
- 	{
 
- 		logNetwork->error("Error: server failed to close correctly or crashed!");
 
- 		logNetwork->error("Check %s for more info", logName);
 
- 	}
 
- 	onServerFinished();
 
- #endif
 
- }
 
- void CServerHandler::onServerFinished()
 
- {
 
- 	threadRunLocalServer.reset();
 
- 	CSH->campaignServerRestartLock.setn(false);
 
- }
 
- void CServerHandler::sendLobbyPack(const CPackForLobby & pack) const
 
- {
 
- 	if(state != EClientState::STARTING)
 
- 		c->sendPack(&pack);
 
- }
 
 
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