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CVCMIServer.cpp 27 KB

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  1. /*
  2. * CVCMIServer.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CVCMIServer.h"
  12. #include "CGameHandler.h"
  13. #include "GlobalLobbyProcessor.h"
  14. #include "LobbyNetPackVisitors.h"
  15. #include "processors/PlayerMessageProcessor.h"
  16. #include "../lib/CHeroHandler.h"
  17. #include "../lib/CPlayerState.h"
  18. #include "../lib/MetaString.h"
  19. #include "../lib/registerTypes/RegisterTypesLobbyPacks.h"
  20. #include "../lib/serializer/CMemorySerializer.h"
  21. #include "../lib/serializer/Connection.h"
  22. // UUID generation
  23. #include <boost/uuid/uuid.hpp>
  24. #include <boost/uuid/uuid_io.hpp>
  25. #include <boost/uuid/uuid_generators.hpp>
  26. #include <boost/program_options.hpp>
  27. template<typename T> class CApplyOnServer;
  28. class CBaseForServerApply
  29. {
  30. public:
  31. virtual bool applyOnServerBefore(CVCMIServer * srv, CPack * pack) const =0;
  32. virtual void applyOnServerAfter(CVCMIServer * srv, CPack * pack) const =0;
  33. virtual ~CBaseForServerApply() {}
  34. template<typename U> static CBaseForServerApply * getApplier(const U * t = nullptr)
  35. {
  36. return new CApplyOnServer<U>();
  37. }
  38. };
  39. template <typename T> class CApplyOnServer : public CBaseForServerApply
  40. {
  41. public:
  42. bool applyOnServerBefore(CVCMIServer * srv, CPack * pack) const override
  43. {
  44. T * ptr = static_cast<T *>(pack);
  45. ClientPermissionsCheckerNetPackVisitor checker(*srv);
  46. ptr->visit(checker);
  47. if(checker.getResult())
  48. {
  49. ApplyOnServerNetPackVisitor applier(*srv);
  50. ptr->visit(applier);
  51. return applier.getResult();
  52. }
  53. else
  54. return false;
  55. }
  56. void applyOnServerAfter(CVCMIServer * srv, CPack * pack) const override
  57. {
  58. T * ptr = static_cast<T *>(pack);
  59. ApplyOnServerAfterAnnounceNetPackVisitor applier(*srv);
  60. ptr->visit(applier);
  61. }
  62. };
  63. template <>
  64. class CApplyOnServer<CPack> : public CBaseForServerApply
  65. {
  66. public:
  67. bool applyOnServerBefore(CVCMIServer * srv, CPack * pack) const override
  68. {
  69. logGlobal->error("Cannot apply plain CPack!");
  70. assert(0);
  71. return false;
  72. }
  73. void applyOnServerAfter(CVCMIServer * srv, CPack * pack) const override
  74. {
  75. logGlobal->error("Cannot apply plain CPack!");
  76. assert(0);
  77. }
  78. };
  79. class CVCMIServerPackVisitor : public VCMI_LIB_WRAP_NAMESPACE(ICPackVisitor)
  80. {
  81. private:
  82. CVCMIServer & handler;
  83. std::shared_ptr<CGameHandler> gh;
  84. public:
  85. CVCMIServerPackVisitor(CVCMIServer & handler, std::shared_ptr<CGameHandler> gh)
  86. :handler(handler), gh(gh)
  87. {
  88. }
  89. bool callTyped() override { return false; }
  90. void visitForLobby(CPackForLobby & packForLobby) override
  91. {
  92. handler.handleReceivedPack(std::unique_ptr<CPackForLobby>(&packForLobby));
  93. }
  94. void visitForServer(CPackForServer & serverPack) override
  95. {
  96. if (gh)
  97. gh->handleReceivedPack(&serverPack);
  98. else
  99. logNetwork->error("Received pack for game server while in lobby!");
  100. }
  101. void visitForClient(CPackForClient & clientPack) override
  102. {
  103. }
  104. };
  105. CVCMIServer::CVCMIServer(uint16_t port, bool connectToLobby, bool runByClient)
  106. : currentClientId(1)
  107. , currentPlayerId(1)
  108. , port(port)
  109. , runByClient(runByClient)
  110. {
  111. uuid = boost::uuids::to_string(boost::uuids::random_generator()());
  112. logNetwork->trace("CVCMIServer created! UUID: %s", uuid);
  113. applier = std::make_shared<CApplier<CBaseForServerApply>>();
  114. registerTypesLobbyPacks(*applier);
  115. networkHandler = INetworkHandler::createHandler();
  116. if(connectToLobby)
  117. lobbyProcessor = std::make_unique<GlobalLobbyProcessor>(*this);
  118. else
  119. startAcceptingIncomingConnections();
  120. }
  121. CVCMIServer::~CVCMIServer() = default;
  122. void CVCMIServer::startAcceptingIncomingConnections()
  123. {
  124. logNetwork->info("Port %d will be used", port);
  125. networkServer = networkHandler->createServerTCP(*this);
  126. networkServer->start(port);
  127. logNetwork->info("Listening for connections at port %d", port);
  128. }
  129. void CVCMIServer::onNewConnection(const std::shared_ptr<INetworkConnection> & connection)
  130. {
  131. if(getState() == EServerState::LOBBY)
  132. {
  133. activeConnections.push_back(std::make_shared<CConnection>(connection));
  134. activeConnections.back()->enterLobbyConnectionMode();
  135. }
  136. else
  137. {
  138. // TODO: reconnection support
  139. connection->close();
  140. }
  141. }
  142. void CVCMIServer::onPacketReceived(const std::shared_ptr<INetworkConnection> & connection, const std::vector<std::byte> & message)
  143. {
  144. std::shared_ptr<CConnection> c = findConnection(connection);
  145. auto pack = c->retrievePack(message);
  146. pack->c = c;
  147. CVCMIServerPackVisitor visitor(*this, this->gh);
  148. pack->visit(visitor);
  149. }
  150. void CVCMIServer::setState(EServerState value)
  151. {
  152. if (value == EServerState::SHUTDOWN && state == EServerState::SHUTDOWN)
  153. logGlobal->warn("Attempt to shutdown already shutdown server!");
  154. // do not attempt to restart dying server
  155. assert(state != EServerState::SHUTDOWN || state == value);
  156. state = value;
  157. if (state == EServerState::SHUTDOWN)
  158. networkHandler->stop();
  159. }
  160. EServerState CVCMIServer::getState() const
  161. {
  162. return state;
  163. }
  164. std::shared_ptr<CConnection> CVCMIServer::findConnection(const std::shared_ptr<INetworkConnection> & netConnection)
  165. {
  166. for(const auto & gameConnection : activeConnections)
  167. {
  168. if (gameConnection->isMyConnection(netConnection))
  169. return gameConnection;
  170. }
  171. throw std::runtime_error("Unknown connection received in CVCMIServer::findConnection");
  172. }
  173. bool CVCMIServer::wasStartedByClient() const
  174. {
  175. return runByClient;
  176. }
  177. void CVCMIServer::run()
  178. {
  179. networkHandler->run();
  180. }
  181. void CVCMIServer::onTimer()
  182. {
  183. // we might receive onTimer call after transitioning from GAMEPLAY to LOBBY state, e.g. on game restart
  184. if (getState() != EServerState::GAMEPLAY)
  185. return;
  186. static const auto serverUpdateInterval = std::chrono::milliseconds(100);
  187. auto timeNow = std::chrono::steady_clock::now();
  188. auto timePassedBefore = lastTimerUpdateTime - gameplayStartTime;
  189. auto timePassedNow = timeNow - gameplayStartTime;
  190. lastTimerUpdateTime = timeNow;
  191. auto msPassedBefore = std::chrono::duration_cast<std::chrono::milliseconds>(timePassedBefore);
  192. auto msPassedNow = std::chrono::duration_cast<std::chrono::milliseconds>(timePassedNow);
  193. auto msDelta = msPassedNow - msPassedBefore;
  194. if (msDelta.count())
  195. gh->tick(msDelta.count());
  196. networkHandler->createTimer(*this, serverUpdateInterval);
  197. }
  198. void CVCMIServer::prepareToRestart()
  199. {
  200. if(getState() != EServerState::GAMEPLAY)
  201. {
  202. assert(0);
  203. return;
  204. }
  205. * si = * gh->gs->initialOpts;
  206. si->seedToBeUsed = si->seedPostInit = 0;
  207. setState(EServerState::LOBBY);
  208. if (si->campState)
  209. {
  210. assert(si->campState->currentScenario().has_value());
  211. campaignMap = si->campState->currentScenario().value_or(CampaignScenarioID(0));
  212. campaignBonus = si->campState->getBonusID(campaignMap).value_or(-1);
  213. }
  214. for(auto activeConnection : activeConnections)
  215. activeConnection->enterLobbyConnectionMode();
  216. gh = nullptr;
  217. }
  218. bool CVCMIServer::prepareToStartGame()
  219. {
  220. Load::ProgressAccumulator progressTracking;
  221. Load::Progress current(1);
  222. progressTracking.include(current);
  223. if (lobbyProcessor)
  224. lobbyProcessor->sendGameStarted();
  225. auto progressTrackingThread = boost::thread([this, &progressTracking]()
  226. {
  227. auto currentProgress = std::numeric_limits<Load::Type>::max();
  228. while(!progressTracking.finished())
  229. {
  230. if(progressTracking.get() != currentProgress)
  231. {
  232. //FIXME: UNGUARDED MULTITHREADED ACCESS!!!
  233. currentProgress = progressTracking.get();
  234. std::unique_ptr<LobbyLoadProgress> loadProgress(new LobbyLoadProgress);
  235. loadProgress->progress = currentProgress;
  236. announcePack(std::move(loadProgress));
  237. }
  238. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  239. }
  240. });
  241. gh = std::make_shared<CGameHandler>(this);
  242. switch(si->mode)
  243. {
  244. case EStartMode::CAMPAIGN:
  245. logNetwork->info("Preparing to start new campaign");
  246. si->startTimeIso8601 = vstd::getDateTimeISO8601Basic(std::time(nullptr));
  247. si->fileURI = mi->fileURI;
  248. si->campState->setCurrentMap(campaignMap);
  249. si->campState->setCurrentMapBonus(campaignBonus);
  250. gh->init(si.get(), progressTracking);
  251. break;
  252. case EStartMode::NEW_GAME:
  253. logNetwork->info("Preparing to start new game");
  254. si->startTimeIso8601 = vstd::getDateTimeISO8601Basic(std::time(nullptr));
  255. si->fileURI = mi->fileURI;
  256. gh->init(si.get(), progressTracking);
  257. break;
  258. case EStartMode::LOAD_GAME:
  259. logNetwork->info("Preparing to start loaded game");
  260. if(!gh->load(si->mapname))
  261. {
  262. current.finish();
  263. progressTrackingThread.join();
  264. return false;
  265. }
  266. break;
  267. default:
  268. logNetwork->error("Wrong mode in StartInfo!");
  269. assert(0);
  270. break;
  271. }
  272. current.finish();
  273. progressTrackingThread.join();
  274. return true;
  275. }
  276. void CVCMIServer::startGameImmediately()
  277. {
  278. for(auto activeConnection : activeConnections)
  279. activeConnection->enterGameplayConnectionMode(gh->gs);
  280. gh->start(si->mode == EStartMode::LOAD_GAME);
  281. setState(EServerState::GAMEPLAY);
  282. lastTimerUpdateTime = gameplayStartTime = std::chrono::steady_clock::now();
  283. onTimer();
  284. multiplayerWelcomeMessage();
  285. }
  286. void CVCMIServer::onDisconnected(const std::shared_ptr<INetworkConnection> & connection, const std::string & errorMessage)
  287. {
  288. logNetwork->error("Network error receiving a pack. Connection has been closed");
  289. std::shared_ptr<CConnection> c = findConnection(connection);
  290. vstd::erase(activeConnections, c);
  291. if(activeConnections.empty() || hostClientId == c->connectionID)
  292. {
  293. setState(EServerState::SHUTDOWN);
  294. return;
  295. }
  296. if(gh && getState() == EServerState::GAMEPLAY)
  297. {
  298. gh->handleClientDisconnection(c);
  299. auto lcd = std::make_unique<LobbyClientDisconnected>();
  300. lcd->c = c;
  301. lcd->clientId = c->connectionID;
  302. handleReceivedPack(std::move(lcd));
  303. }
  304. }
  305. void CVCMIServer::handleReceivedPack(std::unique_ptr<CPackForLobby> pack)
  306. {
  307. CBaseForServerApply * apply = applier->getApplier(CTypeList::getInstance().getTypeID(pack.get()));
  308. if(apply->applyOnServerBefore(this, pack.get()))
  309. announcePack(std::move(pack));
  310. }
  311. void CVCMIServer::announcePack(std::unique_ptr<CPackForLobby> pack)
  312. {
  313. for(auto activeConnection : activeConnections)
  314. {
  315. // FIXME: we need to avoid sending something to client that not yet get answer for LobbyClientConnected
  316. // Until UUID set we only pass LobbyClientConnected to this client
  317. //if(c->uuid == uuid && !dynamic_cast<LobbyClientConnected *>(pack.get()))
  318. // continue;
  319. activeConnection->sendPack(pack.get());
  320. }
  321. applier->getApplier(CTypeList::getInstance().getTypeID(pack.get()))->applyOnServerAfter(this, pack.get());
  322. }
  323. void CVCMIServer::announceMessage(MetaString txt)
  324. {
  325. logNetwork->info("Show message: %s", txt.toString());
  326. auto cm = std::make_unique<LobbyShowMessage>();
  327. cm->message = txt;
  328. announcePack(std::move(cm));
  329. }
  330. void CVCMIServer::announceMessage(const std::string & txt)
  331. {
  332. MetaString str;
  333. str.appendRawString(txt);
  334. announceMessage(str);
  335. }
  336. void CVCMIServer::announceTxt(MetaString txt, const std::string & playerName)
  337. {
  338. logNetwork->info("%s says: %s", playerName, txt.toString());
  339. auto cm = std::make_unique<LobbyChatMessage>();
  340. cm->playerName = playerName;
  341. cm->message = txt;
  342. announcePack(std::move(cm));
  343. }
  344. void CVCMIServer::announceTxt(const std::string & txt, const std::string & playerName)
  345. {
  346. MetaString str;
  347. str.appendRawString(txt);
  348. announceTxt(str, playerName);
  349. }
  350. bool CVCMIServer::passHost(int toConnectionId)
  351. {
  352. for(auto activeConnection : activeConnections)
  353. {
  354. if(isClientHost(activeConnection->connectionID))
  355. continue;
  356. if(activeConnection->connectionID != toConnectionId)
  357. continue;
  358. hostClientId = activeConnection->connectionID;
  359. announceTxt(boost::str(boost::format("Pass host to connection %d") % toConnectionId));
  360. return true;
  361. }
  362. return false;
  363. }
  364. void CVCMIServer::clientConnected(std::shared_ptr<CConnection> c, std::vector<std::string> & names, const std::string & uuid, EStartMode mode)
  365. {
  366. assert(getState() == EServerState::LOBBY);
  367. c->connectionID = currentClientId++;
  368. if(hostClientId == -1)
  369. {
  370. hostClientId = c->connectionID;
  371. si->mode = mode;
  372. }
  373. logNetwork->info("Connection with client %d established. UUID: %s", c->connectionID, c->uuid);
  374. for(auto & name : names)
  375. {
  376. logNetwork->info("Client %d player: %s", c->connectionID, name);
  377. ui8 id = currentPlayerId++;
  378. ClientPlayer cp;
  379. cp.connection = c->connectionID;
  380. cp.name = name;
  381. playerNames.insert(std::make_pair(id, cp));
  382. announceTxt(boost::str(boost::format("%s (pid %d cid %d) joins the game") % name % id % c->connectionID));
  383. //put new player in first slot with AI
  384. for(auto & elem : si->playerInfos)
  385. {
  386. if(elem.second.isControlledByAI() && !elem.second.compOnly)
  387. {
  388. setPlayerConnectedId(elem.second, id);
  389. break;
  390. }
  391. }
  392. }
  393. }
  394. void CVCMIServer::clientDisconnected(std::shared_ptr<CConnection> connection)
  395. {
  396. connection->getConnection()->close();
  397. vstd::erase(activeConnections, connection);
  398. // PlayerReinitInterface startAiPack;
  399. // startAiPack.playerConnectionId = PlayerSettings::PLAYER_AI;
  400. //
  401. // for(auto it = playerNames.begin(); it != playerNames.end();)
  402. // {
  403. // if(it->second.connection != c->connectionID)
  404. // {
  405. // ++it;
  406. // continue;
  407. // }
  408. //
  409. // int id = it->first;
  410. // std::string playerLeftMsgText = boost::str(boost::format("%s (pid %d cid %d) left the game") % id % playerNames[id].name % c->connectionID);
  411. // announceTxt(playerLeftMsgText); //send lobby text, it will be ignored for non-lobby clients
  412. // auto * playerSettings = si->getPlayersSettings(id);
  413. // if(!playerSettings)
  414. // {
  415. // ++it;
  416. // continue;
  417. // }
  418. //
  419. // it = playerNames.erase(it);
  420. // setPlayerConnectedId(*playerSettings, PlayerSettings::PLAYER_AI);
  421. //
  422. // if(gh && si && state == EServerState::GAMEPLAY)
  423. // {
  424. // gh->playerMessages->broadcastMessage(playerSettings->color, playerLeftMsgText);
  425. // // gh->connections[playerSettings->color].insert(hostClient);
  426. // startAiPack.players.push_back(playerSettings->color);
  427. // }
  428. // }
  429. //
  430. // if(!startAiPack.players.empty())
  431. // gh->sendAndApply(&startAiPack);
  432. }
  433. void CVCMIServer::reconnectPlayer(int connId)
  434. {
  435. PlayerReinitInterface startAiPack;
  436. startAiPack.playerConnectionId = connId;
  437. if(gh && si && getState() == EServerState::GAMEPLAY)
  438. {
  439. for(auto it = playerNames.begin(); it != playerNames.end(); ++it)
  440. {
  441. if(it->second.connection != connId)
  442. continue;
  443. int id = it->first;
  444. auto * playerSettings = si->getPlayersSettings(id);
  445. if(!playerSettings)
  446. continue;
  447. std::string messageText = boost::str(boost::format("%s (cid %d) is connected") % playerSettings->name % connId);
  448. gh->playerMessages->broadcastMessage(playerSettings->color, messageText);
  449. startAiPack.players.push_back(playerSettings->color);
  450. }
  451. if(!startAiPack.players.empty())
  452. gh->sendAndApply(&startAiPack);
  453. }
  454. }
  455. void CVCMIServer::setPlayerConnectedId(PlayerSettings & pset, ui8 player) const
  456. {
  457. if(vstd::contains(playerNames, player))
  458. pset.name = playerNames.find(player)->second.name;
  459. else
  460. pset.name = VLC->generaltexth->allTexts[468]; //Computer
  461. pset.connectedPlayerIDs.clear();
  462. if(player != PlayerSettings::PLAYER_AI)
  463. pset.connectedPlayerIDs.insert(player);
  464. }
  465. void CVCMIServer::updateStartInfoOnMapChange(std::shared_ptr<CMapInfo> mapInfo, std::shared_ptr<CMapGenOptions> mapGenOpts)
  466. {
  467. mi = mapInfo;
  468. if(!mi)
  469. return;
  470. auto namesIt = playerNames.cbegin();
  471. si->playerInfos.clear();
  472. if(mi->scenarioOptionsOfSave)
  473. {
  474. si = CMemorySerializer::deepCopy(*mi->scenarioOptionsOfSave);
  475. si->mode = EStartMode::LOAD_GAME;
  476. if(si->campState)
  477. campaignMap = si->campState->currentScenario().value();
  478. for(auto & ps : si->playerInfos)
  479. {
  480. if(!ps.second.compOnly && ps.second.connectedPlayerIDs.size() && namesIt != playerNames.cend())
  481. {
  482. setPlayerConnectedId(ps.second, namesIt++->first);
  483. }
  484. else
  485. {
  486. setPlayerConnectedId(ps.second, PlayerSettings::PLAYER_AI);
  487. }
  488. }
  489. }
  490. else if(si->mode == EStartMode::NEW_GAME || si->mode == EStartMode::CAMPAIGN)
  491. {
  492. if(mi->campaign)
  493. return;
  494. for(int i = 0; i < mi->mapHeader->players.size(); i++)
  495. {
  496. const PlayerInfo & pinfo = mi->mapHeader->players[i];
  497. //neither computer nor human can play - no player
  498. if(!(pinfo.canHumanPlay || pinfo.canComputerPlay))
  499. continue;
  500. PlayerSettings & pset = si->playerInfos[PlayerColor(i)];
  501. pset.color = PlayerColor(i);
  502. if(pinfo.canHumanPlay && namesIt != playerNames.cend())
  503. {
  504. setPlayerConnectedId(pset, namesIt++->first);
  505. }
  506. else
  507. {
  508. setPlayerConnectedId(pset, PlayerSettings::PLAYER_AI);
  509. if(!pinfo.canHumanPlay)
  510. {
  511. pset.compOnly = true;
  512. }
  513. }
  514. pset.castle = pinfo.defaultCastle();
  515. pset.hero = pinfo.defaultHero();
  516. if(pset.hero != HeroTypeID::RANDOM && pinfo.hasCustomMainHero())
  517. {
  518. pset.hero = pinfo.mainCustomHeroId;
  519. pset.heroNameTextId = pinfo.mainCustomHeroNameTextId;
  520. pset.heroPortrait = pinfo.mainCustomHeroPortrait;
  521. }
  522. pset.handicap = PlayerSettings::NO_HANDICAP;
  523. }
  524. if(mi->isRandomMap && mapGenOpts)
  525. si->mapGenOptions = std::shared_ptr<CMapGenOptions>(mapGenOpts);
  526. else
  527. si->mapGenOptions.reset();
  528. }
  529. if (lobbyProcessor)
  530. {
  531. std::string roomDescription;
  532. if (si->mapGenOptions)
  533. {
  534. if (si->mapGenOptions->getMapTemplate())
  535. roomDescription = si->mapGenOptions->getMapTemplate()->getName();
  536. // else - no template selected.
  537. // TODO: handle this somehow?
  538. }
  539. else
  540. roomDescription = mi->getNameTranslated();
  541. lobbyProcessor->sendChangeRoomDescription(roomDescription);
  542. }
  543. si->mapname = mi->fileURI;
  544. }
  545. void CVCMIServer::updateAndPropagateLobbyState()
  546. {
  547. // Update player settings for RMG
  548. // TODO: find appropriate location for this code
  549. if(si->mapGenOptions && si->mode == EStartMode::NEW_GAME)
  550. {
  551. for(const auto & psetPair : si->playerInfos)
  552. {
  553. const auto & pset = psetPair.second;
  554. si->mapGenOptions->setStartingTownForPlayer(pset.color, pset.castle);
  555. si->mapGenOptions->setStartingHeroForPlayer(pset.color, pset.hero);
  556. if(pset.isControlledByHuman())
  557. {
  558. si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::HUMAN);
  559. }
  560. }
  561. }
  562. auto lus = std::make_unique<LobbyUpdateState>();
  563. lus->state = *this;
  564. announcePack(std::move(lus));
  565. }
  566. void CVCMIServer::setPlayer(PlayerColor clickedColor)
  567. {
  568. struct PlayerToRestore
  569. {
  570. PlayerColor color;
  571. int id;
  572. void reset() { id = -1; color = PlayerColor::CANNOT_DETERMINE; }
  573. PlayerToRestore(){ reset(); }
  574. } playerToRestore;
  575. PlayerSettings & clicked = si->playerInfos[clickedColor];
  576. //identify clicked player
  577. int clickedNameID = 0; //number of player - zero means AI, assume it initially
  578. if(clicked.isControlledByHuman())
  579. clickedNameID = *(clicked.connectedPlayerIDs.begin()); //if not AI - set appropiate ID
  580. if(clickedNameID > 0 && playerToRestore.id == clickedNameID) //player to restore is about to being replaced -> put him back to the old place
  581. {
  582. PlayerSettings & restPos = si->playerInfos[playerToRestore.color];
  583. setPlayerConnectedId(restPos, playerToRestore.id);
  584. playerToRestore.reset();
  585. }
  586. int newPlayer; //which player will take clicked position
  587. //who will be put here?
  588. if(!clickedNameID) //AI player clicked -> if possible replace computer with unallocated player
  589. {
  590. newPlayer = getIdOfFirstUnallocatedPlayer();
  591. if(!newPlayer) //no "free" player -> get just first one
  592. newPlayer = playerNames.begin()->first;
  593. }
  594. else //human clicked -> take next
  595. {
  596. auto i = playerNames.find(clickedNameID); //clicked one
  597. i++; //player AFTER clicked one
  598. if(i != playerNames.end())
  599. newPlayer = i->first;
  600. else
  601. newPlayer = 0; //AI if we scrolled through all players
  602. }
  603. setPlayerConnectedId(clicked, newPlayer); //put player
  604. //if that player was somewhere else, we need to replace him with computer
  605. if(newPlayer) //not AI
  606. {
  607. for(auto i = si->playerInfos.begin(); i != si->playerInfos.end(); i++)
  608. {
  609. int curNameID = *(i->second.connectedPlayerIDs.begin());
  610. if(i->first != clickedColor && curNameID == newPlayer)
  611. {
  612. assert(i->second.connectedPlayerIDs.size());
  613. playerToRestore.color = i->first;
  614. playerToRestore.id = newPlayer;
  615. setPlayerConnectedId(i->second, PlayerSettings::PLAYER_AI); //set computer
  616. break;
  617. }
  618. }
  619. }
  620. }
  621. void CVCMIServer::setPlayerName(PlayerColor color, std::string name)
  622. {
  623. if(color == PlayerColor::CANNOT_DETERMINE)
  624. return;
  625. PlayerSettings & player = si->playerInfos.at(color);
  626. if(!player.isControlledByHuman())
  627. return;
  628. if(player.connectedPlayerIDs.empty())
  629. return;
  630. int nameID = *(player.connectedPlayerIDs.begin()); //if not AI - set appropiate ID
  631. playerNames[nameID].name = name;
  632. setPlayerConnectedId(player, nameID);
  633. }
  634. void CVCMIServer::optionNextCastle(PlayerColor player, int dir)
  635. {
  636. PlayerSettings & s = si->playerInfos[player];
  637. FactionID & cur = s.castle;
  638. auto & allowed = getPlayerInfo(player).allowedFactions;
  639. const bool allowRandomTown = getPlayerInfo(player).isFactionRandom;
  640. if(cur == FactionID::NONE) //no change
  641. return;
  642. if(cur == FactionID::RANDOM) //first/last available
  643. {
  644. if(dir > 0)
  645. cur = *allowed.begin(); //id of first town
  646. else
  647. cur = *allowed.rbegin(); //id of last town
  648. }
  649. else // next/previous available
  650. {
  651. if((cur == *allowed.begin() && dir < 0) || (cur == *allowed.rbegin() && dir > 0))
  652. {
  653. if(allowRandomTown)
  654. {
  655. cur = FactionID::RANDOM;
  656. }
  657. else
  658. {
  659. if(dir > 0)
  660. cur = *allowed.begin();
  661. else
  662. cur = *allowed.rbegin();
  663. }
  664. }
  665. else
  666. {
  667. assert(dir >= -1 && dir <= 1); //othervice std::advance may go out of range
  668. auto iter = allowed.find(cur);
  669. std::advance(iter, dir);
  670. cur = *iter;
  671. }
  672. }
  673. if(s.hero.isValid() && !getPlayerInfo(player).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
  674. {
  675. s.hero = HeroTypeID::RANDOM;
  676. }
  677. if(!cur.isValid() && s.bonus == PlayerStartingBonus::RESOURCE)
  678. s.bonus = PlayerStartingBonus::RANDOM;
  679. }
  680. void CVCMIServer::optionSetCastle(PlayerColor player, FactionID id)
  681. {
  682. PlayerSettings & s = si->playerInfos[player];
  683. FactionID & cur = s.castle;
  684. auto & allowed = getPlayerInfo(player).allowedFactions;
  685. if(cur == FactionID::NONE) //no change
  686. return;
  687. if(allowed.find(id) == allowed.end() && id != FactionID::RANDOM) // valid id
  688. return;
  689. cur = static_cast<FactionID>(id);
  690. if(s.hero.isValid() && !getPlayerInfo(player).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
  691. {
  692. s.hero = HeroTypeID::RANDOM;
  693. }
  694. if(!cur.isValid() && s.bonus == PlayerStartingBonus::RESOURCE)
  695. s.bonus = PlayerStartingBonus::RANDOM;
  696. }
  697. void CVCMIServer::setCampaignMap(CampaignScenarioID mapId)
  698. {
  699. campaignMap = mapId;
  700. si->difficulty = si->campState->scenario(mapId).difficulty;
  701. campaignBonus = -1;
  702. updateStartInfoOnMapChange(si->campState->getMapInfo(mapId));
  703. }
  704. void CVCMIServer::setCampaignBonus(int bonusId)
  705. {
  706. campaignBonus = bonusId;
  707. const CampaignScenario & scenario = si->campState->scenario(campaignMap);
  708. const std::vector<CampaignBonus> & bonDescs = scenario.travelOptions.bonusesToChoose;
  709. if(bonDescs[bonusId].type == CampaignBonusType::HERO)
  710. {
  711. for(auto & elem : si->playerInfos)
  712. {
  713. if(elem.first == PlayerColor(bonDescs[bonusId].info1))
  714. setPlayerConnectedId(elem.second, 1);
  715. else
  716. setPlayerConnectedId(elem.second, PlayerSettings::PLAYER_AI);
  717. }
  718. }
  719. }
  720. void CVCMIServer::optionNextHero(PlayerColor player, int dir)
  721. {
  722. PlayerSettings & s = si->playerInfos[player];
  723. if(!s.castle.isValid() || s.hero == HeroTypeID::NONE)
  724. return;
  725. if(s.hero == HeroTypeID::RANDOM) // first/last available
  726. {
  727. if (dir > 0)
  728. s.hero = nextAllowedHero(player, HeroTypeID(-1), dir);
  729. else
  730. s.hero = nextAllowedHero(player, HeroTypeID(VLC->heroh->size()), dir);
  731. }
  732. else
  733. {
  734. s.hero = nextAllowedHero(player, s.hero, dir);
  735. }
  736. }
  737. void CVCMIServer::optionSetHero(PlayerColor player, HeroTypeID id)
  738. {
  739. PlayerSettings & s = si->playerInfos[player];
  740. if(!s.castle.isValid() || s.hero == HeroTypeID::NONE)
  741. return;
  742. if(id == HeroTypeID::RANDOM)
  743. {
  744. s.hero = HeroTypeID::RANDOM;
  745. }
  746. if(canUseThisHero(player, id))
  747. s.hero = static_cast<HeroTypeID>(id);
  748. }
  749. HeroTypeID CVCMIServer::nextAllowedHero(PlayerColor player, HeroTypeID initial, int direction)
  750. {
  751. HeroTypeID first(initial.getNum() + direction);
  752. if(direction > 0)
  753. {
  754. for (auto i = first; i.getNum() < VLC->heroh->size(); ++i)
  755. if(canUseThisHero(player, i))
  756. return i;
  757. }
  758. else
  759. {
  760. for (auto i = first; i.getNum() >= 0; --i)
  761. if(canUseThisHero(player, i))
  762. return i;
  763. }
  764. return HeroTypeID::RANDOM;
  765. }
  766. void CVCMIServer::optionNextBonus(PlayerColor player, int dir)
  767. {
  768. PlayerSettings & s = si->playerInfos[player];
  769. PlayerStartingBonus & ret = s.bonus = static_cast<PlayerStartingBonus>(static_cast<int>(s.bonus) + dir);
  770. if(s.hero == HeroTypeID::NONE &&
  771. !getPlayerInfo(player).heroesNames.size() &&
  772. ret == PlayerStartingBonus::ARTIFACT) //no hero - can't be artifact
  773. {
  774. if(dir < 0)
  775. ret = PlayerStartingBonus::RANDOM;
  776. else
  777. ret = PlayerStartingBonus::GOLD;
  778. }
  779. if(ret > PlayerStartingBonus::RESOURCE)
  780. ret = PlayerStartingBonus::RANDOM;
  781. if(ret < PlayerStartingBonus::RANDOM)
  782. ret = PlayerStartingBonus::RESOURCE;
  783. if(s.castle == FactionID::RANDOM && ret == PlayerStartingBonus::RESOURCE) //random castle - can't be resource
  784. {
  785. if(dir < 0)
  786. ret = PlayerStartingBonus::GOLD;
  787. else
  788. ret = PlayerStartingBonus::RANDOM;
  789. }
  790. }
  791. void CVCMIServer::optionSetBonus(PlayerColor player, PlayerStartingBonus id)
  792. {
  793. PlayerSettings & s = si->playerInfos[player];
  794. if(s.hero == HeroTypeID::NONE &&
  795. !getPlayerInfo(player).heroesNames.size() &&
  796. id == PlayerStartingBonus::ARTIFACT) //no hero - can't be artifact
  797. return;
  798. if(id > PlayerStartingBonus::RESOURCE)
  799. return;
  800. if(id < PlayerStartingBonus::RANDOM)
  801. return;
  802. if(s.castle == FactionID::RANDOM && id == PlayerStartingBonus::RESOURCE) //random castle - can't be resource
  803. return;
  804. s.bonus = id;
  805. }
  806. bool CVCMIServer::canUseThisHero(PlayerColor player, HeroTypeID ID)
  807. {
  808. return VLC->heroh->size() > ID
  809. && si->playerInfos[player].castle == VLC->heroh->objects[ID]->heroClass->faction
  810. && !vstd::contains(getUsedHeroes(), ID)
  811. && mi->mapHeader->allowedHeroes.count(ID);
  812. }
  813. std::vector<HeroTypeID> CVCMIServer::getUsedHeroes()
  814. {
  815. std::vector<HeroTypeID> heroIds;
  816. for(auto & p : si->playerInfos)
  817. {
  818. const auto & heroes = getPlayerInfo(p.first).heroesNames;
  819. for(auto & hero : heroes)
  820. if(hero.heroId >= 0) //in VCMI map format heroId = -1 means random hero
  821. heroIds.push_back(hero.heroId);
  822. if(p.second.hero != HeroTypeID::RANDOM)
  823. heroIds.push_back(p.second.hero);
  824. }
  825. return heroIds;
  826. }
  827. ui8 CVCMIServer::getIdOfFirstUnallocatedPlayer() const
  828. {
  829. for(auto i = playerNames.cbegin(); i != playerNames.cend(); i++)
  830. {
  831. if(!si->getPlayersSettings(i->first))
  832. return i->first;
  833. }
  834. return 0;
  835. }
  836. void CVCMIServer::multiplayerWelcomeMessage()
  837. {
  838. int humanPlayer = 0;
  839. for (auto & pi : si->playerInfos)
  840. if(pi.second.isControlledByHuman())
  841. humanPlayer++;
  842. if(humanPlayer < 2) // Singleplayer
  843. return;
  844. gh->playerMessages->broadcastSystemMessage("Use '!help' to list available commands");
  845. std::vector<std::string> optionIds;
  846. if(si->extraOptionsInfo.cheatsAllowed)
  847. optionIds.push_back("vcmi.optionsTab.cheatAllowed.hover");
  848. if(si->extraOptionsInfo.unlimitedReplay)
  849. optionIds.push_back("vcmi.optionsTab.unlimitedReplay.hover");
  850. if(!optionIds.size()) // No settings to publish
  851. return;
  852. MetaString str;
  853. str.appendTextID("vcmi.optionsTab.extraOptions.hover");
  854. str.appendRawString(": ");
  855. for(int i = 0; i < optionIds.size(); i++)
  856. {
  857. str.appendTextID(optionIds[i]);
  858. if(i < optionIds.size() - 1)
  859. str.appendRawString(", ");
  860. }
  861. gh->playerMessages->broadcastSystemMessage(str);
  862. }
  863. INetworkHandler & CVCMIServer::getNetworkHandler()
  864. {
  865. return *networkHandler;
  866. }