CVCMIServer.cpp 28 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074
  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/campaign/CampaignState.h"
  18. #include "../lib/entities/hero/CHeroHandler.h"
  19. #include "../lib/entities/hero/CHeroClass.h"
  20. #include "../lib/gameState/CGameState.h"
  21. #include "../lib/mapping/CMapDefines.h"
  22. #include "../lib/mapping/CMapInfo.h"
  23. #include "../lib/mapping/CMapHeader.h"
  24. #include "../lib/rmg/CMapGenOptions.h"
  25. #include "../lib/serializer/CMemorySerializer.h"
  26. #include "../lib/serializer/Connection.h"
  27. #include "../lib/texts/CGeneralTextHandler.h"
  28. // UUID generation
  29. #include <boost/uuid/uuid.hpp>
  30. #include <boost/uuid/uuid_io.hpp>
  31. #include <boost/uuid/uuid_generators.hpp>
  32. #include <boost/program_options.hpp>
  33. class CVCMIServerPackVisitor : public VCMI_LIB_WRAP_NAMESPACE(ICPackVisitor)
  34. {
  35. private:
  36. CVCMIServer & handler;
  37. std::shared_ptr<CGameHandler> gh;
  38. std::shared_ptr<CConnection> connection;
  39. public:
  40. CVCMIServerPackVisitor(CVCMIServer & handler, const std::shared_ptr<CGameHandler> & gh, const std::shared_ptr<CConnection> & connection)
  41. : handler(handler)
  42. , gh(gh)
  43. , connection(connection)
  44. {
  45. }
  46. bool callTyped() override { return false; }
  47. void visitForLobby(CPackForLobby & packForLobby) override
  48. {
  49. handler.handleReceivedPack(connection, packForLobby);
  50. }
  51. void visitForServer(CPackForServer & serverPack) override
  52. {
  53. if (gh)
  54. gh->handleReceivedPack(connection, serverPack);
  55. else
  56. logNetwork->error("Received pack for game server while in lobby!");
  57. }
  58. void visitForClient(CPackForClient & clientPack) override
  59. {
  60. }
  61. };
  62. CVCMIServer::CVCMIServer(uint16_t port, bool runByClient)
  63. : currentClientId(1)
  64. , currentPlayerId(1)
  65. , port(port)
  66. , runByClient(runByClient)
  67. {
  68. uuid = boost::uuids::to_string(boost::uuids::random_generator()());
  69. logNetwork->trace("CVCMIServer created! UUID: %s", uuid);
  70. networkHandler = INetworkHandler::createHandler();
  71. }
  72. CVCMIServer::~CVCMIServer() = default;
  73. uint16_t CVCMIServer::prepare(bool connectToLobby, bool listenForConnections) {
  74. if(connectToLobby) {
  75. lobbyProcessor = std::make_unique<GlobalLobbyProcessor>(*this);
  76. return 0;
  77. } else {
  78. return startAcceptingIncomingConnections(listenForConnections);
  79. }
  80. }
  81. uint16_t CVCMIServer::startAcceptingIncomingConnections(bool listenForConnections)
  82. {
  83. networkServer = networkHandler->createServerTCP(*this);
  84. port
  85. ? logNetwork->info("Port %d will be used", port)
  86. : logNetwork->info("Randomly assigned port will be used");
  87. // config port may be 0 => srvport will contain the OS-assigned port value
  88. if (listenForConnections)
  89. {
  90. auto srvport = networkServer->start(port);
  91. logNetwork->info("Listening for connections at port %d", srvport);
  92. return srvport;
  93. }
  94. else
  95. return 0;
  96. }
  97. void CVCMIServer::onNewConnection(const std::shared_ptr<INetworkConnection> & connection)
  98. {
  99. if(getState() == EServerState::LOBBY)
  100. {
  101. activeConnections.push_back(std::make_shared<CConnection>(connection));
  102. activeConnections.back()->enterLobbyConnectionMode();
  103. }
  104. else
  105. {
  106. // TODO: reconnection support
  107. connection->close();
  108. }
  109. }
  110. void CVCMIServer::onPacketReceived(const std::shared_ptr<INetworkConnection> & connection, const std::vector<std::byte> & message)
  111. {
  112. std::shared_ptr<CConnection> c = findConnection(connection);
  113. if (c == nullptr)
  114. throw std::out_of_range("Unknown connection received in CVCMIServer::findConnection");
  115. auto pack = c->retrievePack(message);
  116. CVCMIServerPackVisitor visitor(*this, this->gh, c);
  117. pack->visit(visitor);
  118. }
  119. void CVCMIServer::setState(EServerState value)
  120. {
  121. if (value == EServerState::SHUTDOWN && state == EServerState::SHUTDOWN)
  122. logGlobal->warn("Attempt to shutdown already shutdown server!");
  123. // do not attempt to restart dying server
  124. assert(state != EServerState::SHUTDOWN || state == value);
  125. state = value;
  126. if (state == EServerState::SHUTDOWN)
  127. networkHandler->stop();
  128. }
  129. EServerState CVCMIServer::getState() const
  130. {
  131. return state;
  132. }
  133. std::shared_ptr<CConnection> CVCMIServer::findConnection(const std::shared_ptr<INetworkConnection> & netConnection)
  134. {
  135. for(const auto & gameConnection : activeConnections)
  136. {
  137. if (gameConnection->isMyConnection(netConnection))
  138. return gameConnection;
  139. }
  140. return nullptr;
  141. }
  142. bool CVCMIServer::wasStartedByClient() const
  143. {
  144. return runByClient;
  145. }
  146. void CVCMIServer::run()
  147. {
  148. networkHandler->run();
  149. }
  150. void CVCMIServer::onTimer()
  151. {
  152. // we might receive onTimer call after transitioning from GAMEPLAY to LOBBY state, e.g. on game restart
  153. if (getState() != EServerState::GAMEPLAY)
  154. return;
  155. static const auto serverUpdateInterval = std::chrono::milliseconds(100);
  156. auto timeNow = std::chrono::steady_clock::now();
  157. auto timePassedBefore = lastTimerUpdateTime - gameplayStartTime;
  158. auto timePassedNow = timeNow - gameplayStartTime;
  159. lastTimerUpdateTime = timeNow;
  160. auto msPassedBefore = std::chrono::duration_cast<std::chrono::milliseconds>(timePassedBefore);
  161. auto msPassedNow = std::chrono::duration_cast<std::chrono::milliseconds>(timePassedNow);
  162. auto msDelta = msPassedNow - msPassedBefore;
  163. if (msDelta.count())
  164. gh->tick(msDelta.count());
  165. networkHandler->createTimer(*this, serverUpdateInterval);
  166. }
  167. void CVCMIServer::prepareToRestart()
  168. {
  169. if(getState() != EServerState::GAMEPLAY)
  170. {
  171. assert(0);
  172. return;
  173. }
  174. * si = * gh->gs->initialOpts;
  175. setState(EServerState::LOBBY);
  176. if (si->campState)
  177. {
  178. assert(si->campState->currentScenario().has_value());
  179. campaignMap = si->campState->currentScenario().value_or(CampaignScenarioID(0));
  180. campaignBonus = si->campState->getBonusID(campaignMap).value_or(-1);
  181. }
  182. for(auto activeConnection : activeConnections)
  183. activeConnection->enterLobbyConnectionMode();
  184. gh = nullptr;
  185. }
  186. bool CVCMIServer::prepareToStartGame()
  187. {
  188. Load::ProgressAccumulator progressTracking;
  189. Load::Progress current(1);
  190. progressTracking.include(current);
  191. if (lobbyProcessor)
  192. lobbyProcessor->sendGameStarted();
  193. auto progressTrackingThread = boost::thread([this, &progressTracking]()
  194. {
  195. auto currentProgress = std::numeric_limits<Load::Type>::max();
  196. while(!progressTracking.finished())
  197. {
  198. if(progressTracking.get() != currentProgress)
  199. {
  200. //FIXME: UNGUARDED MULTITHREADED ACCESS!!!
  201. currentProgress = progressTracking.get();
  202. LobbyLoadProgress loadProgress;
  203. loadProgress.progress = currentProgress;
  204. announcePack(loadProgress);
  205. }
  206. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  207. }
  208. });
  209. gh = std::make_shared<CGameHandler>(this);
  210. switch(si->mode)
  211. {
  212. case EStartMode::CAMPAIGN:
  213. logNetwork->info("Preparing to start new campaign");
  214. si->startTime = std::time(nullptr);
  215. si->fileURI = mi->fileURI;
  216. si->campState->setCurrentMap(campaignMap);
  217. si->campState->setCurrentMapBonus(campaignBonus);
  218. gh->init(si.get(), progressTracking);
  219. break;
  220. case EStartMode::NEW_GAME:
  221. logNetwork->info("Preparing to start new game");
  222. si->startTime = std::time(nullptr);
  223. si->fileURI = mi->fileURI;
  224. gh->init(si.get(), progressTracking);
  225. break;
  226. case EStartMode::LOAD_GAME:
  227. logNetwork->info("Preparing to start loaded game");
  228. if(!gh->load(si->mapname))
  229. {
  230. current.finish();
  231. progressTrackingThread.join();
  232. return false;
  233. }
  234. break;
  235. default:
  236. logNetwork->error("Wrong mode in StartInfo!");
  237. assert(0);
  238. break;
  239. }
  240. current.finish();
  241. progressTrackingThread.join();
  242. return true;
  243. }
  244. void CVCMIServer::startGameImmediately()
  245. {
  246. for(auto activeConnection : activeConnections)
  247. activeConnection->enterGameplayConnectionMode(gh->gs);
  248. gh->start(si->mode == EStartMode::LOAD_GAME);
  249. setState(EServerState::GAMEPLAY);
  250. lastTimerUpdateTime = gameplayStartTime = std::chrono::steady_clock::now();
  251. onTimer();
  252. multiplayerWelcomeMessage();
  253. }
  254. void CVCMIServer::onDisconnected(const std::shared_ptr<INetworkConnection> & connection, const std::string & errorMessage)
  255. {
  256. logNetwork->error("Network error receiving a pack. Connection has been closed");
  257. std::shared_ptr<CConnection> c = findConnection(connection);
  258. // player may have already disconnected via clientDisconnected call
  259. if (c)
  260. {
  261. LobbyClientDisconnected lcd;
  262. lcd.clientId = c->connectionID;
  263. handleReceivedPack(c, lcd);
  264. }
  265. }
  266. void CVCMIServer::handleReceivedPack(std::shared_ptr<CConnection> connection, CPackForLobby & pack)
  267. {
  268. ClientPermissionsCheckerNetPackVisitor checker(*this, connection);
  269. pack.visit(checker);
  270. if(checker.getResult())
  271. {
  272. ApplyOnServerNetPackVisitor applier(*this, connection);
  273. pack.visit(applier);
  274. if (applier.getResult())
  275. announcePack(pack);
  276. }
  277. }
  278. void CVCMIServer::announcePack(CPackForLobby & pack)
  279. {
  280. for(auto activeConnection : activeConnections)
  281. {
  282. // FIXME: we need to avoid sending something to client that not yet get answer for LobbyClientConnected
  283. // Until UUID set we only pass LobbyClientConnected to this client
  284. //if(c->uuid == uuid && !dynamic_cast<LobbyClientConnected *>(pack.get()))
  285. // continue;
  286. activeConnection->sendPack(pack);
  287. }
  288. ApplyOnServerAfterAnnounceNetPackVisitor applier(*this);
  289. pack.visit(applier);
  290. }
  291. void CVCMIServer::announceMessage(const MetaString & txt)
  292. {
  293. logNetwork->info("Show message: %s", txt.toString());
  294. LobbyShowMessage cm;
  295. cm.message = txt;
  296. announcePack(cm);
  297. }
  298. void CVCMIServer::announceMessage(const std::string & txt)
  299. {
  300. MetaString str;
  301. str.appendRawString(txt);
  302. announceMessage(str);
  303. }
  304. void CVCMIServer::announceTxt(const MetaString & txt, const std::string & playerName)
  305. {
  306. logNetwork->info("%s says: %s", playerName, txt.toString());
  307. LobbyChatMessage cm;
  308. cm.playerName = playerName;
  309. cm.message = txt;
  310. announcePack(cm);
  311. }
  312. void CVCMIServer::announceTxt(const std::string & txt, const std::string & playerName)
  313. {
  314. MetaString str;
  315. str.appendRawString(txt);
  316. announceTxt(str, playerName);
  317. }
  318. bool CVCMIServer::passHost(int toConnectionId)
  319. {
  320. for(auto activeConnection : activeConnections)
  321. {
  322. if(isClientHost(activeConnection->connectionID))
  323. continue;
  324. if(activeConnection->connectionID != toConnectionId)
  325. continue;
  326. hostClientId = activeConnection->connectionID;
  327. announceTxt(boost::str(boost::format("Pass host to connection %d") % toConnectionId));
  328. return true;
  329. }
  330. return false;
  331. }
  332. void CVCMIServer::clientConnected(std::shared_ptr<CConnection> c, std::vector<std::string> & names, const std::string & uuid, EStartMode mode)
  333. {
  334. assert(getState() == EServerState::LOBBY);
  335. c->connectionID = currentClientId++;
  336. c->uuid = uuid;
  337. if(hostClientId == -1)
  338. {
  339. hostClientId = c->connectionID;
  340. si->mode = mode;
  341. }
  342. logNetwork->info("Connection with client %d established. UUID: %s", c->connectionID, c->uuid);
  343. for(auto & name : names)
  344. {
  345. logNetwork->info("Client %d player: %s", c->connectionID, name);
  346. ui8 id = currentPlayerId++;
  347. ClientPlayer cp;
  348. cp.connection = c->connectionID;
  349. cp.name = name;
  350. playerNames.insert(std::make_pair(id, cp));
  351. announceTxt(boost::str(boost::format("%s (pid %d cid %d) joins the game") % name % id % c->connectionID));
  352. //put new player in first slot with AI
  353. for(auto & elem : si->playerInfos)
  354. {
  355. if(elem.second.isControlledByAI() && !elem.second.compOnly)
  356. {
  357. setPlayerConnectedId(elem.second, id);
  358. break;
  359. }
  360. }
  361. }
  362. }
  363. void CVCMIServer::clientDisconnected(std::shared_ptr<CConnection> connection)
  364. {
  365. assert(vstd::contains(activeConnections, connection));
  366. logGlobal->trace("Received disconnection request");
  367. vstd::erase(activeConnections, connection);
  368. if(activeConnections.empty() || hostClientId == connection->connectionID)
  369. {
  370. setState(EServerState::SHUTDOWN);
  371. return;
  372. }
  373. if(gh && getState() == EServerState::GAMEPLAY)
  374. {
  375. gh->handleClientDisconnection(connection);
  376. }
  377. }
  378. void CVCMIServer::reconnectPlayer(int connId)
  379. {
  380. PlayerReinitInterface startAiPack;
  381. startAiPack.playerConnectionId = connId;
  382. if(gh && si && getState() == EServerState::GAMEPLAY)
  383. {
  384. for(auto it = playerNames.begin(); it != playerNames.end(); ++it)
  385. {
  386. if(it->second.connection != connId)
  387. continue;
  388. int id = it->first;
  389. auto * playerSettings = si->getPlayersSettings(id);
  390. if(!playerSettings)
  391. continue;
  392. std::string messageText = boost::str(boost::format("%s (cid %d) is connected") % playerSettings->name % connId);
  393. gh->playerMessages->broadcastMessage(playerSettings->color, messageText);
  394. startAiPack.players.push_back(playerSettings->color);
  395. }
  396. if(!startAiPack.players.empty())
  397. gh->sendAndApply(startAiPack);
  398. }
  399. }
  400. void CVCMIServer::setPlayerConnectedId(PlayerSettings & pset, ui8 player) const
  401. {
  402. if(vstd::contains(playerNames, player))
  403. pset.name = playerNames.find(player)->second.name;
  404. else
  405. pset.name = LIBRARY->generaltexth->allTexts[468]; //Computer
  406. pset.connectedPlayerIDs.clear();
  407. if(player != PlayerSettings::PLAYER_AI)
  408. pset.connectedPlayerIDs.insert(player);
  409. }
  410. void CVCMIServer::updateStartInfoOnMapChange(std::shared_ptr<CMapInfo> mapInfo, std::shared_ptr<CMapGenOptions> mapGenOpts)
  411. {
  412. mi = mapInfo;
  413. if(!mi)
  414. return;
  415. auto namesIt = playerNames.cbegin();
  416. si->playerInfos.clear();
  417. if(mi->scenarioOptionsOfSave)
  418. {
  419. si = CMemorySerializer::deepCopy(*mi->scenarioOptionsOfSave);
  420. si->mode = EStartMode::LOAD_GAME;
  421. if(si->campState)
  422. campaignMap = si->campState->currentScenario().value();
  423. for(auto & ps : si->playerInfos)
  424. {
  425. if(!ps.second.compOnly && ps.second.connectedPlayerIDs.size() && namesIt != playerNames.cend())
  426. {
  427. setPlayerConnectedId(ps.second, namesIt++->first);
  428. }
  429. else
  430. {
  431. setPlayerConnectedId(ps.second, PlayerSettings::PLAYER_AI);
  432. }
  433. }
  434. }
  435. else if(si->mode == EStartMode::NEW_GAME || si->mode == EStartMode::CAMPAIGN)
  436. {
  437. if(mi->campaign)
  438. return;
  439. for(int i = 0; i < mi->mapHeader->players.size(); i++)
  440. {
  441. const PlayerInfo & pinfo = mi->mapHeader->players[i];
  442. //neither computer nor human can play - no player
  443. if(!(pinfo.canHumanPlay || pinfo.canComputerPlay))
  444. continue;
  445. PlayerSettings & pset = si->playerInfos[PlayerColor(i)];
  446. pset.color = PlayerColor(i);
  447. if(pinfo.canHumanPlay && namesIt != playerNames.cend())
  448. {
  449. setPlayerConnectedId(pset, namesIt++->first);
  450. }
  451. else
  452. {
  453. setPlayerConnectedId(pset, PlayerSettings::PLAYER_AI);
  454. if(!pinfo.canHumanPlay)
  455. {
  456. pset.compOnly = true;
  457. }
  458. }
  459. pset.castle = pinfo.defaultCastle();
  460. pset.hero = pinfo.defaultHero();
  461. if(pset.hero != HeroTypeID::RANDOM && pinfo.hasCustomMainHero())
  462. {
  463. pset.hero = pinfo.mainCustomHeroId;
  464. pset.heroNameTextId = pinfo.mainCustomHeroNameTextId;
  465. pset.heroPortrait = pinfo.mainCustomHeroPortrait;
  466. }
  467. }
  468. if(mi->isRandomMap && mapGenOpts)
  469. si->mapGenOptions = std::shared_ptr<CMapGenOptions>(mapGenOpts);
  470. else
  471. si->mapGenOptions.reset();
  472. }
  473. if (lobbyProcessor)
  474. {
  475. std::string roomDescription;
  476. if (si->mapGenOptions)
  477. {
  478. if (si->mapGenOptions->getMapTemplate())
  479. roomDescription = si->mapGenOptions->getMapTemplate()->getName();
  480. // else - no template selected.
  481. // TODO: handle this somehow?
  482. }
  483. else
  484. roomDescription = mi->getNameTranslated();
  485. lobbyProcessor->sendChangeRoomDescription(roomDescription);
  486. }
  487. si->mapname = mi->fileURI;
  488. }
  489. void CVCMIServer::updateAndPropagateLobbyState()
  490. {
  491. // Update player settings for RMG
  492. // TODO: find appropriate location for this code
  493. if(si->mapGenOptions && si->mode == EStartMode::NEW_GAME)
  494. {
  495. for(const auto & psetPair : si->playerInfos)
  496. {
  497. const auto & pset = psetPair.second;
  498. si->mapGenOptions->setStartingTownForPlayer(pset.color, pset.castle);
  499. si->mapGenOptions->setStartingHeroForPlayer(pset.color, pset.hero);
  500. if(pset.isControlledByHuman())
  501. {
  502. si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::HUMAN);
  503. }
  504. else
  505. {
  506. si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::AI);
  507. }
  508. }
  509. }
  510. LobbyUpdateState lus;
  511. lus.state = *this;
  512. announcePack(lus);
  513. }
  514. void CVCMIServer::setPlayer(PlayerColor clickedColor)
  515. {
  516. struct PlayerToRestore
  517. {
  518. PlayerColor color;
  519. int id;
  520. void reset() { id = -1; color = PlayerColor::CANNOT_DETERMINE; }
  521. PlayerToRestore(){ reset(); }
  522. } playerToRestore;
  523. PlayerSettings & clicked = si->playerInfos[clickedColor];
  524. //identify clicked player
  525. int clickedNameID = 0; //number of player - zero means AI, assume it initially
  526. if(clicked.isControlledByHuman())
  527. clickedNameID = *(clicked.connectedPlayerIDs.begin()); //if not AI - set appropriate ID
  528. if(clickedNameID > 0 && playerToRestore.id == clickedNameID) //player to restore is about to being replaced -> put him back to the old place
  529. {
  530. PlayerSettings & restPos = si->playerInfos[playerToRestore.color];
  531. setPlayerConnectedId(restPos, playerToRestore.id);
  532. playerToRestore.reset();
  533. }
  534. int newPlayer; //which player will take clicked position
  535. //who will be put here?
  536. if(!clickedNameID) //AI player clicked -> if possible replace computer with unallocated player
  537. {
  538. newPlayer = getIdOfFirstUnallocatedPlayer();
  539. if(!newPlayer) //no "free" player -> get just first one
  540. newPlayer = playerNames.begin()->first;
  541. }
  542. else //human clicked -> take next
  543. {
  544. auto i = playerNames.find(clickedNameID); //clicked one
  545. i++; //player AFTER clicked one
  546. if(i != playerNames.end())
  547. newPlayer = i->first;
  548. else
  549. newPlayer = 0; //AI if we scrolled through all players
  550. }
  551. setPlayerConnectedId(clicked, newPlayer); //put player
  552. //if that player was somewhere else, we need to replace him with computer
  553. if(newPlayer) //not AI
  554. {
  555. for(auto i = si->playerInfos.begin(); i != si->playerInfos.end(); i++)
  556. {
  557. int curNameID = *(i->second.connectedPlayerIDs.begin());
  558. if(i->first != clickedColor && curNameID == newPlayer)
  559. {
  560. assert(i->second.connectedPlayerIDs.size());
  561. playerToRestore.color = i->first;
  562. playerToRestore.id = newPlayer;
  563. setPlayerConnectedId(i->second, PlayerSettings::PLAYER_AI); //set computer
  564. break;
  565. }
  566. }
  567. }
  568. }
  569. void CVCMIServer::setPlayerName(PlayerColor color, std::string name)
  570. {
  571. if(color == PlayerColor::CANNOT_DETERMINE)
  572. return;
  573. PlayerSettings & player = si->playerInfos.at(color);
  574. if(!player.isControlledByHuman())
  575. return;
  576. if(player.connectedPlayerIDs.empty())
  577. return;
  578. int nameID = *(player.connectedPlayerIDs.begin()); //if not AI - set appropriate ID
  579. playerNames[nameID].name = name;
  580. setPlayerConnectedId(player, nameID);
  581. }
  582. void CVCMIServer::setPlayerHandicap(PlayerColor color, Handicap handicap)
  583. {
  584. if(color == PlayerColor::CANNOT_DETERMINE)
  585. return;
  586. si->playerInfos[color].handicap = handicap;
  587. int humanPlayer = 0;
  588. for (const auto & pi : si->playerInfos)
  589. if(pi.second.isControlledByHuman())
  590. humanPlayer++;
  591. if(humanPlayer < 2) // Singleplayer
  592. return;
  593. MetaString str;
  594. str.appendTextID("vcmi.lobby.handicap");
  595. str.appendRawString(" ");
  596. str.appendName(color);
  597. str.appendRawString(":");
  598. if(handicap.startBonus.empty() && handicap.percentIncome == 100 && handicap.percentGrowth == 100)
  599. {
  600. str.appendRawString(" ");
  601. str.appendTextID("core.genrltxt.523");
  602. announceTxt(str);
  603. return;
  604. }
  605. for(auto & res : EGameResID::ALL_RESOURCES())
  606. if(handicap.startBonus[res] != 0)
  607. {
  608. str.appendRawString(" ");
  609. str.appendName(res);
  610. str.appendRawString(":");
  611. str.appendRawString(std::to_string(handicap.startBonus[res]));
  612. }
  613. if(handicap.percentIncome != 100)
  614. {
  615. str.appendRawString(" ");
  616. str.appendTextID("core.jktext.32");
  617. str.appendRawString(":");
  618. str.appendRawString(std::to_string(handicap.percentIncome) + "%");
  619. }
  620. if(handicap.percentGrowth != 100)
  621. {
  622. str.appendRawString(" ");
  623. str.appendTextID("core.genrltxt.194");
  624. str.appendRawString(":");
  625. str.appendRawString(std::to_string(handicap.percentGrowth) + "%");
  626. }
  627. announceTxt(str);
  628. }
  629. void CVCMIServer::optionNextCastle(PlayerColor player, int dir)
  630. {
  631. PlayerSettings & s = si->playerInfos[player];
  632. FactionID & cur = s.castle;
  633. auto & allowed = getPlayerInfo(player).allowedFactions;
  634. const bool allowRandomTown = getPlayerInfo(player).isFactionRandom;
  635. if(cur == FactionID::NONE) //no change
  636. return;
  637. if(cur == FactionID::RANDOM) //first/last available
  638. {
  639. if(dir > 0)
  640. cur = *allowed.begin(); //id of first town
  641. else
  642. cur = *allowed.rbegin(); //id of last town
  643. }
  644. else // next/previous available
  645. {
  646. if((cur == *allowed.begin() && dir < 0) || (cur == *allowed.rbegin() && dir > 0))
  647. {
  648. if(allowRandomTown)
  649. {
  650. cur = FactionID::RANDOM;
  651. }
  652. else
  653. {
  654. if(dir > 0)
  655. cur = *allowed.begin();
  656. else
  657. cur = *allowed.rbegin();
  658. }
  659. }
  660. else
  661. {
  662. assert(dir >= -1 && dir <= 1); //othervice std::advance may go out of range
  663. auto iter = allowed.find(cur);
  664. std::advance(iter, dir);
  665. cur = *iter;
  666. }
  667. }
  668. if(s.hero.isValid() && !getPlayerInfo(player).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
  669. {
  670. s.hero = HeroTypeID::RANDOM;
  671. }
  672. if(!cur.isValid() && s.bonus == PlayerStartingBonus::RESOURCE)
  673. s.bonus = PlayerStartingBonus::RANDOM;
  674. }
  675. void CVCMIServer::optionSetCastle(PlayerColor player, FactionID id)
  676. {
  677. PlayerSettings & s = si->playerInfos[player];
  678. FactionID & cur = s.castle;
  679. auto & allowed = getPlayerInfo(player).allowedFactions;
  680. if(cur == FactionID::NONE) //no change
  681. return;
  682. if(allowed.find(id) == allowed.end() && id != FactionID::RANDOM) // valid id
  683. return;
  684. cur = static_cast<FactionID>(id);
  685. if(s.hero.isValid() && !getPlayerInfo(player).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
  686. {
  687. s.hero = HeroTypeID::RANDOM;
  688. }
  689. if(!cur.isValid() && s.bonus == PlayerStartingBonus::RESOURCE)
  690. s.bonus = PlayerStartingBonus::RANDOM;
  691. }
  692. void CVCMIServer::setCampaignMap(CampaignScenarioID mapId)
  693. {
  694. campaignMap = mapId;
  695. si->difficulty = si->campState->scenario(mapId).difficulty;
  696. campaignBonus = -1;
  697. updateStartInfoOnMapChange(si->campState->getMapInfo(mapId));
  698. }
  699. void CVCMIServer::setCampaignBonus(int bonusId)
  700. {
  701. campaignBonus = bonusId;
  702. const CampaignScenario & scenario = si->campState->scenario(campaignMap);
  703. const std::vector<CampaignBonus> & bonDescs = scenario.travelOptions.bonusesToChoose;
  704. if(bonDescs[bonusId].type == CampaignBonusType::HERO)
  705. {
  706. for(auto & elem : si->playerInfos)
  707. {
  708. if(elem.first == PlayerColor(bonDescs[bonusId].info1))
  709. setPlayerConnectedId(elem.second, 1);
  710. else
  711. setPlayerConnectedId(elem.second, PlayerSettings::PLAYER_AI);
  712. }
  713. }
  714. }
  715. void CVCMIServer::optionNextHero(PlayerColor player, int dir)
  716. {
  717. PlayerSettings & s = si->playerInfos[player];
  718. if(!s.castle.isValid() || s.hero == HeroTypeID::NONE)
  719. return;
  720. if(s.hero == HeroTypeID::RANDOM) // first/last available
  721. {
  722. if (dir > 0)
  723. s.hero = nextAllowedHero(player, HeroTypeID(-1), dir);
  724. else
  725. s.hero = nextAllowedHero(player, HeroTypeID(LIBRARY->heroh->size()), dir);
  726. }
  727. else
  728. {
  729. s.hero = nextAllowedHero(player, s.hero, dir);
  730. }
  731. }
  732. void CVCMIServer::optionSetHero(PlayerColor player, HeroTypeID id)
  733. {
  734. PlayerSettings & s = si->playerInfos[player];
  735. if(!s.castle.isValid() || s.hero == HeroTypeID::NONE)
  736. return;
  737. if(id == HeroTypeID::RANDOM)
  738. {
  739. s.hero = HeroTypeID::RANDOM;
  740. }
  741. if(canUseThisHero(player, id))
  742. s.hero = static_cast<HeroTypeID>(id);
  743. }
  744. HeroTypeID CVCMIServer::nextAllowedHero(PlayerColor player, HeroTypeID initial, int direction)
  745. {
  746. HeroTypeID first(initial.getNum() + direction);
  747. if(direction > 0)
  748. {
  749. for (auto i = first; i.getNum() < LIBRARY->heroh->size(); ++i)
  750. if(canUseThisHero(player, i))
  751. return i;
  752. }
  753. else
  754. {
  755. for (auto i = first; i.getNum() >= 0; --i)
  756. if(canUseThisHero(player, i))
  757. return i;
  758. }
  759. return HeroTypeID::RANDOM;
  760. }
  761. void CVCMIServer::optionNextBonus(PlayerColor player, int dir)
  762. {
  763. PlayerSettings & s = si->playerInfos[player];
  764. PlayerStartingBonus & ret = s.bonus = static_cast<PlayerStartingBonus>(static_cast<int>(s.bonus) + dir);
  765. if(s.hero == HeroTypeID::NONE &&
  766. !getPlayerInfo(player).heroesNames.size() &&
  767. ret == PlayerStartingBonus::ARTIFACT) //no hero - can't be artifact
  768. {
  769. if(dir < 0)
  770. ret = PlayerStartingBonus::RANDOM;
  771. else
  772. ret = PlayerStartingBonus::GOLD;
  773. }
  774. if(ret > PlayerStartingBonus::RESOURCE)
  775. ret = PlayerStartingBonus::RANDOM;
  776. if(ret < PlayerStartingBonus::RANDOM)
  777. ret = PlayerStartingBonus::RESOURCE;
  778. if(s.castle == FactionID::RANDOM && ret == PlayerStartingBonus::RESOURCE) //random castle - can't be resource
  779. {
  780. if(dir < 0)
  781. ret = PlayerStartingBonus::GOLD;
  782. else
  783. ret = PlayerStartingBonus::RANDOM;
  784. }
  785. }
  786. void CVCMIServer::optionSetBonus(PlayerColor player, PlayerStartingBonus id)
  787. {
  788. PlayerSettings & s = si->playerInfos[player];
  789. if(s.hero == HeroTypeID::NONE &&
  790. !getPlayerInfo(player).heroesNames.size() &&
  791. id == PlayerStartingBonus::ARTIFACT) //no hero - can't be artifact
  792. return;
  793. if(id > PlayerStartingBonus::RESOURCE)
  794. return;
  795. if(id < PlayerStartingBonus::RANDOM)
  796. return;
  797. if(s.castle == FactionID::RANDOM && id == PlayerStartingBonus::RESOURCE) //random castle - can't be resource
  798. return;
  799. s.bonus = id;
  800. }
  801. bool CVCMIServer::canUseThisHero(PlayerColor player, HeroTypeID ID)
  802. {
  803. if (!ID.hasValue())
  804. return false;
  805. if (ID >= LIBRARY->heroh->size())
  806. return false;
  807. if (si->playerInfos[player].castle != LIBRARY->heroh->objects[ID]->heroClass->faction)
  808. return false;
  809. if (vstd::contains(getUsedHeroes(), ID))
  810. return false;
  811. if (!mi->mapHeader->allowedHeroes.count(ID))
  812. return false;
  813. for (const auto & disposedHero : mi->mapHeader->disposedHeroes)
  814. if (disposedHero.heroId == ID && !disposedHero.players.count(player))
  815. return false;
  816. return true;
  817. }
  818. std::vector<HeroTypeID> CVCMIServer::getUsedHeroes()
  819. {
  820. std::vector<HeroTypeID> heroIds;
  821. for(auto & p : si->playerInfos)
  822. {
  823. const auto & heroes = getPlayerInfo(p.first).heroesNames;
  824. for(auto & hero : heroes)
  825. if(hero.heroId >= 0) //in VCMI map format heroId = -1 means random hero
  826. heroIds.push_back(hero.heroId);
  827. if(p.second.hero != HeroTypeID::RANDOM)
  828. heroIds.push_back(p.second.hero);
  829. }
  830. return heroIds;
  831. }
  832. ui8 CVCMIServer::getIdOfFirstUnallocatedPlayer() const
  833. {
  834. for(auto i = playerNames.cbegin(); i != playerNames.cend(); i++)
  835. {
  836. if(!si->getPlayersSettings(i->first))
  837. return i->first;
  838. }
  839. return 0;
  840. }
  841. void CVCMIServer::multiplayerWelcomeMessage()
  842. {
  843. int humanPlayer = 0;
  844. for (const auto & pi : si->playerInfos)
  845. if(pi.second.isControlledByHuman())
  846. humanPlayer++;
  847. if(humanPlayer < 2) // Singleplayer
  848. return;
  849. gh->playerMessages->broadcastSystemMessage(MetaString::createFromTextID("vcmi.broadcast.command"));
  850. for (const auto & pi : si->playerInfos)
  851. if(!pi.second.handicap.startBonus.empty() || pi.second.handicap.percentIncome != 100 || pi.second.handicap.percentGrowth != 100)
  852. {
  853. MetaString str;
  854. str.appendTextID("vcmi.lobby.handicap");
  855. str.appendRawString(" ");
  856. str.appendName(pi.first);
  857. str.appendRawString(":");
  858. for(auto & res : EGameResID::ALL_RESOURCES())
  859. if(pi.second.handicap.startBonus[res] != 0)
  860. {
  861. str.appendRawString(" ");
  862. str.appendName(res);
  863. str.appendRawString(":");
  864. str.appendRawString(std::to_string(pi.second.handicap.startBonus[res]));
  865. }
  866. if(pi.second.handicap.percentIncome != 100)
  867. {
  868. str.appendRawString(" ");
  869. str.appendTextID("core.jktext.32");
  870. str.appendRawString(":");
  871. str.appendRawString(std::to_string(pi.second.handicap.percentIncome) + "%");
  872. }
  873. if(pi.second.handicap.percentGrowth != 100)
  874. {
  875. str.appendRawString(" ");
  876. str.appendTextID("core.genrltxt.194");
  877. str.appendRawString(":");
  878. str.appendRawString(std::to_string(pi.second.handicap.percentGrowth) + "%");
  879. }
  880. gh->playerMessages->broadcastSystemMessage(str);
  881. }
  882. std::vector<std::string> optionIds;
  883. if(si->extraOptionsInfo.cheatsAllowed)
  884. optionIds.emplace_back("vcmi.optionsTab.cheatAllowed.hover");
  885. if(si->extraOptionsInfo.unlimitedReplay)
  886. optionIds.emplace_back("vcmi.optionsTab.unlimitedReplay.hover");
  887. if(!optionIds.size()) // No settings to publish
  888. return;
  889. MetaString str;
  890. str.appendTextID("vcmi.optionsTab.extraOptions.hover");
  891. str.appendRawString(": ");
  892. for(int i = 0; i < optionIds.size(); i++)
  893. {
  894. str.appendTextID(optionIds[i]);
  895. if(i < optionIds.size() - 1)
  896. str.appendRawString(", ");
  897. }
  898. gh->playerMessages->broadcastSystemMessage(str);
  899. }
  900. INetworkHandler & CVCMIServer::getNetworkHandler()
  901. {
  902. return *networkHandler;
  903. }
  904. INetworkServer & CVCMIServer::getNetworkServer()
  905. {
  906. return *networkServer;
  907. }