CVCMIServer.cpp 31 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/CThreadHelper.h"
  17. #include "../lib/GameLibrary.h"
  18. #include "../lib/campaign/CampaignState.h"
  19. #include "../lib/entities/hero/CHeroHandler.h"
  20. #include "../lib/entities/hero/CHeroClass.h"
  21. #include "../lib/entities/ResourceTypeHandler.h"
  22. #include "../lib/gameState/CGameState.h"
  23. #include "../lib/mapping/CMapInfo.h"
  24. #include "../lib/mapping/CMapHeader.h"
  25. #include "../lib/modding/ModIncompatibility.h"
  26. #include "../lib/rmg/CMapGenOptions.h"
  27. #include "../lib/serializer/CMemorySerializer.h"
  28. #include "../lib/serializer/GameConnection.h"
  29. #include "../lib/texts/CGeneralTextHandler.h"
  30. // UUID generation
  31. #include <boost/uuid/uuid.hpp>
  32. #include <boost/uuid/uuid_io.hpp>
  33. #include <boost/uuid/uuid_generators.hpp>
  34. #include <boost/program_options.hpp>
  35. class CVCMIServerPackVisitor : public VCMI_LIB_WRAP_NAMESPACE(ICPackVisitor)
  36. {
  37. private:
  38. CVCMIServer & handler;
  39. std::shared_ptr<CGameHandler> gh;
  40. std::shared_ptr<GameConnection> connection;
  41. public:
  42. CVCMIServerPackVisitor(CVCMIServer & handler, const std::shared_ptr<CGameHandler> & gh, const std::shared_ptr<GameConnection> & connection)
  43. : handler(handler)
  44. , gh(gh)
  45. , connection(connection)
  46. {
  47. }
  48. bool callTyped() override { return false; }
  49. void visitForLobby(CPackForLobby & packForLobby) override
  50. {
  51. handler.handleReceivedPack(connection, packForLobby);
  52. }
  53. void visitForServer(CPackForServer & serverPack) override
  54. {
  55. if (gh)
  56. gh->handleReceivedPack(connection->connectionID, serverPack);
  57. else
  58. logNetwork->error("Received pack for game server while in lobby!");
  59. }
  60. void visitForClient(CPackForClient & clientPack) override
  61. {
  62. }
  63. };
  64. CVCMIServer::CVCMIServer(uint16_t port, bool runByClient)
  65. : currentClientId(GameConnectionID::FIRST_CONNECTION)
  66. , currentPlayerId(PlayerConnectionID::FIRST_HUMAN)
  67. , port(port)
  68. , runByClient(runByClient)
  69. {
  70. uuid = boost::uuids::to_string(boost::uuids::random_generator()());
  71. logNetwork->trace("CVCMIServer created! UUID: %s", uuid);
  72. networkHandler = INetworkHandler::createHandler();
  73. }
  74. CVCMIServer::~CVCMIServer() = default;
  75. uint16_t CVCMIServer::prepare(bool connectToLobby, bool listenForConnections) {
  76. if(connectToLobby) {
  77. lobbyProcessor = std::make_unique<GlobalLobbyProcessor>(*this);
  78. return 0;
  79. } else {
  80. return startAcceptingIncomingConnections(listenForConnections);
  81. }
  82. }
  83. uint16_t CVCMIServer::startAcceptingIncomingConnections(bool listenForConnections)
  84. {
  85. networkServer = networkHandler->createServerTCP(*this);
  86. port
  87. ? logNetwork->info("Port %d will be used", port)
  88. : logNetwork->info("Randomly assigned port will be used");
  89. // config port may be 0 => srvport will contain the OS-assigned port value
  90. if (listenForConnections)
  91. {
  92. auto srvport = networkServer->start(port);
  93. logNetwork->info("Listening for connections at port %d", srvport);
  94. return srvport;
  95. }
  96. else
  97. return 0;
  98. }
  99. void CVCMIServer::onNewConnection(const std::shared_ptr<INetworkConnection> & connection)
  100. {
  101. if(getState() == EServerState::LOBBY)
  102. {
  103. activeConnections.push_back(std::make_shared<GameConnection>(connection));
  104. activeConnections.back()->enterLobbyConnectionMode();
  105. }
  106. else
  107. {
  108. // TODO: reconnection support
  109. connection->close();
  110. }
  111. }
  112. void CVCMIServer::onPacketReceived(const std::shared_ptr<INetworkConnection> & connection, const std::vector<std::byte> & message)
  113. {
  114. std::shared_ptr<GameConnection> c = findConnection(connection);
  115. if (c == nullptr)
  116. throw std::out_of_range("Unknown connection received in CVCMIServer::findConnection");
  117. auto pack = c->retrievePack(message);
  118. CVCMIServerPackVisitor visitor(*this, this->gh, c);
  119. pack->visit(visitor);
  120. }
  121. void CVCMIServer::setState(EServerState value)
  122. {
  123. if (value == EServerState::SHUTDOWN && state == EServerState::SHUTDOWN)
  124. logGlobal->warn("Attempt to shutdown already shutdown server!");
  125. // do not attempt to restart dying server
  126. assert(state != EServerState::SHUTDOWN || state == value);
  127. state = value;
  128. if (state == EServerState::SHUTDOWN)
  129. networkHandler->stop();
  130. }
  131. EServerState CVCMIServer::getState() const
  132. {
  133. return state;
  134. }
  135. std::shared_ptr<GameConnection> CVCMIServer::findConnection(const std::shared_ptr<INetworkConnection> & netConnection)
  136. {
  137. for(const auto & gameConnection : activeConnections)
  138. {
  139. if (gameConnection->isMyConnection(netConnection))
  140. return gameConnection;
  141. }
  142. return nullptr;
  143. }
  144. bool CVCMIServer::wasStartedByClient() const
  145. {
  146. return runByClient;
  147. }
  148. void CVCMIServer::run()
  149. {
  150. networkHandler->run();
  151. }
  152. void CVCMIServer::onTimer()
  153. {
  154. // we might receive onTimer call after transitioning from GAMEPLAY to LOBBY state, e.g. on game restart
  155. if (getState() != EServerState::GAMEPLAY)
  156. return;
  157. static const auto serverUpdateInterval = std::chrono::milliseconds(100);
  158. auto timeNow = std::chrono::steady_clock::now();
  159. auto timePassedBefore = lastTimerUpdateTime - gameplayStartTime;
  160. auto timePassedNow = timeNow - gameplayStartTime;
  161. lastTimerUpdateTime = timeNow;
  162. auto msPassedBefore = std::chrono::duration_cast<std::chrono::milliseconds>(timePassedBefore);
  163. auto msPassedNow = std::chrono::duration_cast<std::chrono::milliseconds>(timePassedNow);
  164. auto msDelta = msPassedNow - msPassedBefore;
  165. if (msDelta.count())
  166. gh->tick(msDelta.count());
  167. networkHandler->createTimer(*this, serverUpdateInterval);
  168. }
  169. void CVCMIServer::prepareToRestart()
  170. {
  171. if(getState() != EServerState::GAMEPLAY)
  172. {
  173. assert(0);
  174. return;
  175. }
  176. * si = * gh->gs->getInitialStartInfo();
  177. setState(EServerState::LOBBY);
  178. if (si->campState)
  179. {
  180. assert(si->campState->currentScenario().has_value());
  181. campaignMap = si->campState->currentScenario().value_or(CampaignScenarioID(0));
  182. campaignBonus = si->campState->getBonusID(campaignMap).value_or(-1);
  183. }
  184. for(auto activeConnection : activeConnections)
  185. activeConnection->enterLobbyConnectionMode();
  186. gh = nullptr;
  187. }
  188. bool CVCMIServer::prepareToStartGame()
  189. {
  190. Load::ProgressAccumulator progressTracking;
  191. Load::Progress current(1);
  192. progressTracking.include(current);
  193. auto progressTrackingThread = std::thread([this, &progressTracking]()
  194. {
  195. setThreadName("progressTrackingThread");
  196. auto currentProgress = std::numeric_limits<Load::Type>::max();
  197. while(!progressTracking.finished())
  198. {
  199. if(progressTracking.get() != currentProgress)
  200. {
  201. //FIXME: UNGUARDED MULTITHREADED ACCESS!!!
  202. currentProgress = progressTracking.get();
  203. LobbyLoadProgress loadProgress;
  204. loadProgress.progress = currentProgress;
  205. announcePack(loadProgress);
  206. }
  207. std::this_thread::sleep_for(std::chrono::milliseconds(50));
  208. }
  209. });
  210. auto newGH = std::make_shared<CGameHandler>(*this);
  211. bool started = false;
  212. try
  213. {
  214. switch(si->mode)
  215. {
  216. case EStartMode::CAMPAIGN:
  217. logNetwork->info("Preparing to start new campaign");
  218. si->startTime = std::time(nullptr);
  219. si->fileURI = mi->fileURI;
  220. si->campState->setCurrentMap(campaignMap);
  221. si->campState->setCurrentMapBonus(campaignBonus);
  222. newGH->init(si.get(), progressTracking); // may throw
  223. started = true;
  224. break;
  225. case EStartMode::NEW_GAME:
  226. logNetwork->info("Preparing to start new game");
  227. si->startTime = std::time(nullptr);
  228. si->fileURI = mi->fileURI;
  229. newGH->init(si.get(), progressTracking); // may throw
  230. started = true;
  231. break;
  232. case EStartMode::LOAD_GAME:
  233. logNetwork->info("Preparing to start loaded game");
  234. if(loadSavedGame(*newGH, *si))
  235. started = true;
  236. break;
  237. default:
  238. logNetwork->error("Wrong mode in StartInfo!");
  239. assert(0);
  240. break;
  241. }
  242. }
  243. catch(const ModIncompatibility & e)
  244. {
  245. logGlobal->error("Failed to launch game: %s", e.what());
  246. announceMessage(e.getFullErrorMsg());
  247. }
  248. catch(const IdentifierResolutionException & e)
  249. {
  250. logGlobal->error("Failed to launch game: %s", e.what());
  251. MetaString errorMsg;
  252. errorMsg.appendTextID("vcmi.server.errors.campOrMapFile.unknownEntity");
  253. errorMsg.replaceRawString(e.identifierName);
  254. announceMessage(errorMsg);
  255. }
  256. catch(const std::exception & e)
  257. {
  258. logGlobal->error("Failed to launch game: %s", e.what());
  259. auto str = MetaString::createFromTextID("vcmi.broadcast.failedLoadGame");
  260. str.appendRawString(":\n");
  261. str.appendRawString(e.what());
  262. announceMessage(str);
  263. }
  264. current.finish();
  265. progressTrackingThread.join();
  266. if (!started)
  267. return false;
  268. gh = std::move(newGH);
  269. if(lobbyProcessor)
  270. lobbyProcessor->sendGameStarted();
  271. return true;
  272. }
  273. void CVCMIServer::startGameImmediately()
  274. {
  275. for(auto activeConnection : activeConnections)
  276. activeConnection->setCallback(gh->gameInfo());
  277. for(auto activeConnection : activeConnections)
  278. {
  279. auto players = getAllClientPlayers(activeConnection->connectionID);
  280. std::stringstream sbuffer;
  281. sbuffer << "Connection " << static_cast<int>(activeConnection->connectionID) << " will handle " << players.size() << " player: ";
  282. for (PlayerColor color : players)
  283. sbuffer << color << " ";
  284. logGlobal->info(sbuffer.str());
  285. }
  286. gh->start(si->mode == EStartMode::LOAD_GAME);
  287. setState(EServerState::GAMEPLAY);
  288. lastTimerUpdateTime = gameplayStartTime = std::chrono::steady_clock::now();
  289. onTimer();
  290. multiplayerWelcomeMessage();
  291. }
  292. void CVCMIServer::onDisconnected(const std::shared_ptr<INetworkConnection> & connection, const std::string & errorMessage)
  293. {
  294. logNetwork->error("Network error receiving a pack. Connection has been closed");
  295. std::shared_ptr<GameConnection> c = findConnection(connection);
  296. // player may have already disconnected via clientDisconnected call
  297. if (c)
  298. {
  299. LobbyClientDisconnected lcd;
  300. lcd.clientId = c->connectionID;
  301. handleReceivedPack(c, lcd);
  302. }
  303. }
  304. void CVCMIServer::handleReceivedPack(std::shared_ptr<GameConnection> connection, CPackForLobby & pack)
  305. {
  306. ClientPermissionsCheckerNetPackVisitor checker(*this, connection);
  307. pack.visit(checker);
  308. if(checker.getResult())
  309. {
  310. ApplyOnServerNetPackVisitor applier(*this, connection);
  311. pack.visit(applier);
  312. if (applier.getResult())
  313. announcePack(pack);
  314. }
  315. }
  316. void CVCMIServer::announcePack(CPackForLobby & pack)
  317. {
  318. for(auto activeConnection : activeConnections)
  319. {
  320. // FIXME: we need to avoid sending something to client that not yet get answer for LobbyClientConnected
  321. // Until UUID set we only pass LobbyClientConnected to this client
  322. //if(c->uuid == uuid && !dynamic_cast<LobbyClientConnected *>(pack.get()))
  323. // continue;
  324. activeConnection->sendPack(pack);
  325. }
  326. ApplyOnServerAfterAnnounceNetPackVisitor applier(*this);
  327. pack.visit(applier);
  328. }
  329. void CVCMIServer::announceMessage(const MetaString & txt)
  330. {
  331. logNetwork->info("Show message: %s", txt.toString());
  332. LobbyShowMessage cm;
  333. cm.message = txt;
  334. announcePack(cm);
  335. }
  336. void CVCMIServer::announceMessage(const std::string & txt)
  337. {
  338. MetaString str;
  339. str.appendRawString(txt);
  340. announceMessage(str);
  341. }
  342. void CVCMIServer::announceTxt(const MetaString & txt, const std::string & playerName)
  343. {
  344. logNetwork->info("%s says: %s", playerName, txt.toString());
  345. LobbyChatMessage cm;
  346. cm.playerName = playerName;
  347. cm.message = txt;
  348. announcePack(cm);
  349. }
  350. void CVCMIServer::announceTxt(const std::string & txt, const std::string & playerName)
  351. {
  352. MetaString str;
  353. str.appendRawString(txt);
  354. announceTxt(str, playerName);
  355. }
  356. bool CVCMIServer::passHost(GameConnectionID toConnectionId)
  357. {
  358. for(auto activeConnection : activeConnections)
  359. {
  360. if(isClientHost(activeConnection->connectionID))
  361. continue;
  362. if(activeConnection->connectionID != toConnectionId)
  363. continue;
  364. hostClientId = activeConnection->connectionID;
  365. announceTxt(boost::str(boost::format("Pass host to connection %d") % static_cast<int>(toConnectionId)));
  366. return true;
  367. }
  368. return false;
  369. }
  370. void CVCMIServer::clientConnected(std::shared_ptr<GameConnection> c, std::vector<std::string> & names, const std::string & uuid, EStartMode mode)
  371. {
  372. assert(getState() == EServerState::LOBBY);
  373. c->connectionID = vstd::next(currentClientId, 1);
  374. c->uuid = uuid;
  375. if(hostClientId == GameConnectionID::INVALID)
  376. {
  377. hostClientId = c->connectionID;
  378. si->mode = mode;
  379. }
  380. logNetwork->info("Connection with client %d established. UUID: %s", static_cast<int>(c->connectionID), c->uuid);
  381. for(auto & name : names)
  382. {
  383. logNetwork->info("Client %d player: %s", static_cast<int>(c->connectionID), name);
  384. PlayerConnectionID id = vstd::next(currentPlayerId, 1);
  385. ClientPlayer cp;
  386. cp.connection = c->connectionID;
  387. cp.name = name;
  388. playerNames.try_emplace(id, cp);
  389. announceTxt(boost::str(boost::format("%s (pid %d cid %d) joins the game") % name % static_cast<int>(id) % static_cast<int>(c->connectionID)));
  390. //put new player in first slot with AI
  391. for(auto & elem : si->playerInfos)
  392. {
  393. if(elem.second.isControlledByAI() && !elem.second.compOnly)
  394. {
  395. setPlayerConnectedId(elem.second, id);
  396. break;
  397. }
  398. }
  399. }
  400. }
  401. void CVCMIServer::clientDisconnected(std::shared_ptr<GameConnection> connection)
  402. {
  403. assert(vstd::contains(activeConnections, connection));
  404. logGlobal->trace("Received disconnection request");
  405. vstd::erase(activeConnections, connection);
  406. if(activeConnections.empty() || hostClientId == connection->connectionID)
  407. {
  408. setState(EServerState::SHUTDOWN);
  409. return;
  410. }
  411. if(gh && getState() == EServerState::GAMEPLAY)
  412. {
  413. gh->handleClientDisconnection(connection->connectionID);
  414. }
  415. }
  416. void CVCMIServer::setPlayerConnectedId(PlayerSettings & pset, PlayerConnectionID player) const
  417. {
  418. if(vstd::contains(playerNames, player))
  419. pset.name = playerNames.find(player)->second.name;
  420. else
  421. pset.name = LIBRARY->generaltexth->allTexts[468]; //Computer
  422. pset.connectedPlayerIDs.clear();
  423. if(player != PlayerConnectionID::PLAYER_AI)
  424. pset.connectedPlayerIDs.insert(player);
  425. }
  426. void CVCMIServer::updateStartInfoOnMapChange(std::shared_ptr<CMapInfo> mapInfo, std::shared_ptr<CMapGenOptions> mapGenOpts)
  427. {
  428. mi = mapInfo;
  429. if(!mi)
  430. return;
  431. auto namesIt = playerNames.cbegin();
  432. si->playerInfos.clear();
  433. if(mi->scenarioOptionsOfSave)
  434. {
  435. si = CMemorySerializer::deepCopy(*mi->scenarioOptionsOfSave);
  436. si->mode = EStartMode::LOAD_GAME;
  437. if(si->campState)
  438. campaignMap = si->campState->currentScenario().value();
  439. for(auto & ps : si->playerInfos)
  440. {
  441. if(!ps.second.compOnly && ps.second.connectedPlayerIDs.size() && namesIt != playerNames.cend())
  442. {
  443. setPlayerConnectedId(ps.second, namesIt++->first);
  444. }
  445. else
  446. {
  447. setPlayerConnectedId(ps.second, PlayerConnectionID::PLAYER_AI);
  448. }
  449. }
  450. }
  451. else if(si->mode == EStartMode::NEW_GAME || si->mode == EStartMode::CAMPAIGN)
  452. {
  453. if(mi->campaign)
  454. return;
  455. for(int i = 0; i < mi->mapHeader->players.size(); i++)
  456. {
  457. const PlayerInfo & pinfo = mi->mapHeader->players[i];
  458. //neither computer nor human can play - no player
  459. if(!(pinfo.canHumanPlay || pinfo.canComputerPlay))
  460. continue;
  461. PlayerSettings & pset = si->playerInfos[PlayerColor(i)];
  462. pset.color = PlayerColor(i);
  463. if(pinfo.canHumanPlay && namesIt != playerNames.cend())
  464. {
  465. setPlayerConnectedId(pset, namesIt++->first);
  466. }
  467. else
  468. {
  469. setPlayerConnectedId(pset, PlayerConnectionID::PLAYER_AI);
  470. if(!pinfo.canHumanPlay)
  471. {
  472. pset.compOnly = true;
  473. }
  474. }
  475. pset.castle = pinfo.defaultCastle();
  476. pset.hero = pinfo.defaultHero();
  477. if(pset.hero != HeroTypeID::RANDOM && pinfo.hasCustomMainHero())
  478. {
  479. pset.hero = pinfo.mainCustomHeroId;
  480. pset.heroNameTextId = pinfo.mainCustomHeroNameTextId;
  481. pset.heroPortrait = pinfo.mainCustomHeroPortrait;
  482. }
  483. }
  484. if(mi->isRandomMap && mapGenOpts)
  485. si->mapGenOptions = std::shared_ptr<CMapGenOptions>(mapGenOpts);
  486. else
  487. si->mapGenOptions.reset();
  488. }
  489. if (lobbyProcessor)
  490. {
  491. std::string roomDescription;
  492. if (si->mapGenOptions)
  493. {
  494. if (si->mapGenOptions->getMapTemplate())
  495. roomDescription = si->mapGenOptions->getMapTemplate()->getName();
  496. // else - no template selected.
  497. // TODO: handle this somehow?
  498. }
  499. else
  500. roomDescription = mi->getNameTranslated();
  501. lobbyProcessor->sendChangeRoomDescription(roomDescription);
  502. }
  503. si->mapname = mi->fileURI;
  504. }
  505. void CVCMIServer::updateAndPropagateLobbyState()
  506. {
  507. // Update player settings for RMG
  508. // TODO: find appropriate location for this code
  509. if(si->mapGenOptions && si->mode == EStartMode::NEW_GAME)
  510. {
  511. for(const auto & psetPair : si->playerInfos)
  512. {
  513. const auto & pset = psetPair.second;
  514. si->mapGenOptions->setStartingTownForPlayer(pset.color, pset.castle);
  515. si->mapGenOptions->setStartingHeroForPlayer(pset.color, pset.hero);
  516. if(pset.isControlledByHuman())
  517. {
  518. si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::HUMAN);
  519. }
  520. else
  521. {
  522. si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::AI);
  523. }
  524. }
  525. }
  526. LobbyUpdateState lus;
  527. lus.state = *static_cast<LobbyState*>(this);
  528. announcePack(lus);
  529. }
  530. void CVCMIServer::setPlayer(PlayerColor clickedColor)
  531. {
  532. struct PlayerToRestore
  533. {
  534. PlayerColor color;
  535. PlayerConnectionID id;
  536. void reset() { id = PlayerConnectionID::INVALID; color = PlayerColor::CANNOT_DETERMINE; }
  537. PlayerToRestore(){ reset(); }
  538. };
  539. PlayerToRestore playerToRestore;
  540. PlayerSettings & clicked = si->playerInfos[clickedColor];
  541. //identify clicked player
  542. PlayerConnectionID clickedNameID = PlayerConnectionID::PLAYER_AI;
  543. if(clicked.isControlledByHuman())
  544. clickedNameID = *(clicked.connectedPlayerIDs.begin()); //if not AI - set appropriate ID
  545. if(clickedNameID > PlayerConnectionID::PLAYER_AI && playerToRestore.id == clickedNameID) //player to restore is about to being replaced -> put him back to the old place
  546. {
  547. PlayerSettings & restPos = si->playerInfos[playerToRestore.color];
  548. setPlayerConnectedId(restPos, playerToRestore.id);
  549. playerToRestore.reset();
  550. }
  551. PlayerConnectionID newPlayer; //which player will take clicked position
  552. //who will be put here?
  553. if(clickedNameID == PlayerConnectionID::PLAYER_AI) //AI player clicked -> if possible replace computer with unallocated player
  554. {
  555. newPlayer = getIdOfFirstUnallocatedPlayer();
  556. if(newPlayer == PlayerConnectionID::PLAYER_AI) //no "free" player -> get just first one
  557. newPlayer = playerNames.begin()->first;
  558. }
  559. else //human clicked -> take next
  560. {
  561. auto i = playerNames.find(clickedNameID); //clicked one
  562. i++; //player AFTER clicked one
  563. if(i != playerNames.end())
  564. newPlayer = i->first;
  565. else
  566. newPlayer = PlayerConnectionID::PLAYER_AI; //AI if we scrolled through all players
  567. }
  568. setPlayerConnectedId(clicked, newPlayer); //put player
  569. //if that player was somewhere else, we need to replace him with computer
  570. if(newPlayer != PlayerConnectionID::PLAYER_AI) //not AI
  571. {
  572. for(auto i = si->playerInfos.begin(); i != si->playerInfos.end(); i++)
  573. {
  574. PlayerConnectionID curNameID = *(i->second.connectedPlayerIDs.begin());
  575. if(i->first != clickedColor && curNameID == newPlayer)
  576. {
  577. assert(i->second.connectedPlayerIDs.size());
  578. playerToRestore.color = i->first;
  579. playerToRestore.id = newPlayer;
  580. setPlayerConnectedId(i->second, PlayerConnectionID::PLAYER_AI); //set computer
  581. break;
  582. }
  583. }
  584. }
  585. }
  586. void CVCMIServer::setPlayerName(PlayerColor color, const std::string & name)
  587. {
  588. if(color == PlayerColor::CANNOT_DETERMINE)
  589. return;
  590. PlayerSettings & player = si->playerInfos.at(color);
  591. if(!player.isControlledByHuman())
  592. return;
  593. if(player.connectedPlayerIDs.empty())
  594. return;
  595. PlayerConnectionID nameID = *(player.connectedPlayerIDs.begin()); //if not AI - set appropriate ID
  596. playerNames[nameID].name = name;
  597. setPlayerConnectedId(player, nameID);
  598. }
  599. void CVCMIServer::setPlayerHandicap(PlayerColor color, Handicap handicap)
  600. {
  601. if(color == PlayerColor::CANNOT_DETERMINE)
  602. return;
  603. si->playerInfos[color].handicap = handicap;
  604. int humanPlayer = 0;
  605. for (const auto & pi : si->playerInfos)
  606. if(pi.second.isControlledByHuman())
  607. humanPlayer++;
  608. if(humanPlayer < 2) // Singleplayer
  609. return;
  610. MetaString str;
  611. str.appendTextID("vcmi.lobby.handicap");
  612. str.appendRawString(" ");
  613. str.appendName(color);
  614. str.appendRawString(":");
  615. if(handicap.startBonus.empty() && handicap.percentIncome == 100 && handicap.percentGrowth == 100)
  616. {
  617. str.appendRawString(" ");
  618. str.appendTextID("core.genrltxt.523");
  619. announceTxt(str);
  620. return;
  621. }
  622. for(auto & res : LIBRARY->resourceTypeHandler->getAllObjects())
  623. if(handicap.startBonus[res] != 0)
  624. {
  625. str.appendRawString(" ");
  626. str.appendName(res);
  627. str.appendRawString(":");
  628. str.appendRawString(std::to_string(handicap.startBonus[res]));
  629. }
  630. if(handicap.percentIncome != 100)
  631. {
  632. str.appendRawString(" ");
  633. str.appendTextID("core.jktext.32");
  634. str.appendRawString(":");
  635. str.appendRawString(std::to_string(handicap.percentIncome) + "%");
  636. }
  637. if(handicap.percentGrowth != 100)
  638. {
  639. str.appendRawString(" ");
  640. str.appendTextID("core.genrltxt.194");
  641. str.appendRawString(":");
  642. str.appendRawString(std::to_string(handicap.percentGrowth) + "%");
  643. }
  644. announceTxt(str);
  645. }
  646. void CVCMIServer::optionNextCastle(PlayerColor player, int dir)
  647. {
  648. PlayerSettings & s = si->playerInfos[player];
  649. FactionID & cur = s.castle;
  650. auto & allowed = getPlayerInfo(player).allowedFactions;
  651. const bool allowRandomTown = getPlayerInfo(player).isFactionRandom;
  652. if(cur == FactionID::NONE) //no change
  653. return;
  654. if(cur == FactionID::RANDOM) //first/last available
  655. {
  656. if(dir > 0)
  657. cur = *allowed.begin(); //id of first town
  658. else
  659. cur = *allowed.rbegin(); //id of last town
  660. }
  661. else // next/previous available
  662. {
  663. if((cur == *allowed.begin() && dir < 0) || (cur == *allowed.rbegin() && dir > 0))
  664. {
  665. if(allowRandomTown)
  666. {
  667. cur = FactionID::RANDOM;
  668. }
  669. else
  670. {
  671. if(dir > 0)
  672. cur = *allowed.begin();
  673. else
  674. cur = *allowed.rbegin();
  675. }
  676. }
  677. else
  678. {
  679. assert(dir >= -1 && dir <= 1); //othervice std::advance may go out of range
  680. auto iter = allowed.find(cur);
  681. std::advance(iter, dir);
  682. cur = *iter;
  683. }
  684. }
  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::optionSetCastle(PlayerColor player, FactionID id)
  693. {
  694. PlayerSettings & s = si->playerInfos[player];
  695. FactionID & cur = s.castle;
  696. auto & allowed = getPlayerInfo(player).allowedFactions;
  697. if(cur == FactionID::NONE) //no change
  698. return;
  699. if(allowed.find(id) == allowed.end() && id != FactionID::RANDOM) // valid id
  700. return;
  701. cur = static_cast<FactionID>(id);
  702. if(s.hero.isValid() && !getPlayerInfo(player).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
  703. {
  704. s.hero = HeroTypeID::RANDOM;
  705. }
  706. if(!cur.isValid() && s.bonus == PlayerStartingBonus::RESOURCE)
  707. s.bonus = PlayerStartingBonus::RANDOM;
  708. }
  709. void CVCMIServer::setCampaignMap(CampaignScenarioID mapId)
  710. {
  711. campaignMap = mapId;
  712. si->difficulty = si->campState->scenario(mapId).difficulty;
  713. campaignBonus = -1;
  714. updateStartInfoOnMapChange(si->campState->getMapInfo(mapId));
  715. }
  716. void CVCMIServer::setCampaignBonus(int bonusId)
  717. {
  718. campaignBonus = bonusId;
  719. const CampaignScenario & scenario = si->campState->scenario(campaignMap);
  720. const CampaignBonus & bonus = scenario.travelOptions.bonusesToChoose.at(bonusId);
  721. if(bonus.getType() == CampaignBonusType::HERO || bonus.getType() == CampaignBonusType::HEROES_FROM_PREVIOUS_SCENARIO)
  722. {
  723. PlayerColor startingPlayer = bonus.getType() == CampaignBonusType::HERO ?
  724. bonus.getValue<CampaignBonusStartingHero>().startingPlayer :
  725. bonus.getValue<CampaignBonusHeroesFromScenario>().startingPlayer;
  726. for(auto & elem : si->playerInfos)
  727. {
  728. if(elem.first == startingPlayer)
  729. setPlayerConnectedId(elem.second, PlayerConnectionID::FIRST_HUMAN);
  730. else
  731. setPlayerConnectedId(elem.second, PlayerConnectionID::PLAYER_AI);
  732. }
  733. }
  734. }
  735. void CVCMIServer::optionNextHero(PlayerColor player, int dir)
  736. {
  737. PlayerSettings & s = si->playerInfos[player];
  738. if(!s.castle.isValid() || s.hero == HeroTypeID::NONE)
  739. return;
  740. if(s.hero == HeroTypeID::RANDOM) // first/last available
  741. {
  742. if (dir > 0)
  743. s.hero = nextAllowedHero(player, HeroTypeID(-1), dir);
  744. else
  745. s.hero = nextAllowedHero(player, HeroTypeID(LIBRARY->heroh->size()), dir);
  746. }
  747. else
  748. {
  749. s.hero = nextAllowedHero(player, s.hero, dir);
  750. }
  751. }
  752. void CVCMIServer::optionSetHero(PlayerColor player, HeroTypeID id)
  753. {
  754. PlayerSettings & s = si->playerInfos[player];
  755. if(!s.castle.isValid() || s.hero == HeroTypeID::NONE)
  756. return;
  757. if(id == HeroTypeID::RANDOM)
  758. {
  759. s.hero = HeroTypeID::RANDOM;
  760. }
  761. if(canUseThisHero(player, id))
  762. s.hero = static_cast<HeroTypeID>(id);
  763. }
  764. HeroTypeID CVCMIServer::nextAllowedHero(PlayerColor player, HeroTypeID initial, int direction)
  765. {
  766. HeroTypeID first(initial.getNum() + direction);
  767. if(direction > 0)
  768. {
  769. for (auto i = first; i.getNum() < LIBRARY->heroh->size(); ++i)
  770. if(canUseThisHero(player, i))
  771. return i;
  772. }
  773. else
  774. {
  775. for (auto i = first; i.getNum() >= 0; --i)
  776. if(canUseThisHero(player, i))
  777. return i;
  778. }
  779. return HeroTypeID::RANDOM;
  780. }
  781. void CVCMIServer::optionNextBonus(PlayerColor player, int dir)
  782. {
  783. PlayerSettings & s = si->playerInfos[player];
  784. s.bonus = static_cast<PlayerStartingBonus>(static_cast<int>(s.bonus) + dir);
  785. if(s.hero == HeroTypeID::NONE &&
  786. getPlayerInfo(player).heroesNames.empty() &&
  787. s.bonus == PlayerStartingBonus::ARTIFACT) //no hero - can't be artifact
  788. {
  789. if(dir < 0)
  790. s.bonus = PlayerStartingBonus::RANDOM;
  791. else
  792. s.bonus = PlayerStartingBonus::GOLD;
  793. }
  794. if(s.bonus > PlayerStartingBonus::RESOURCE)
  795. s.bonus = PlayerStartingBonus::RANDOM;
  796. if(s.bonus < PlayerStartingBonus::RANDOM)
  797. s.bonus = PlayerStartingBonus::RESOURCE;
  798. if(s.castle == FactionID::RANDOM && s.bonus == PlayerStartingBonus::RESOURCE) //random castle - can't be resource
  799. {
  800. if(dir < 0)
  801. s.bonus = PlayerStartingBonus::GOLD;
  802. else
  803. s.bonus = PlayerStartingBonus::RANDOM;
  804. }
  805. }
  806. void CVCMIServer::optionSetBonus(PlayerColor player, PlayerStartingBonus id)
  807. {
  808. PlayerSettings & s = si->playerInfos[player];
  809. if(s.hero == HeroTypeID::NONE &&
  810. !getPlayerInfo(player).heroesNames.size() &&
  811. id == PlayerStartingBonus::ARTIFACT) //no hero - can't be artifact
  812. return;
  813. if(id > PlayerStartingBonus::RESOURCE)
  814. return;
  815. if(id < PlayerStartingBonus::RANDOM)
  816. return;
  817. if(s.castle == FactionID::RANDOM && id == PlayerStartingBonus::RESOURCE) //random castle - can't be resource
  818. return;
  819. s.bonus = id;
  820. }
  821. bool CVCMIServer::canUseThisHero(PlayerColor player, HeroTypeID ID)
  822. {
  823. if (!ID.hasValue())
  824. return false;
  825. if (ID.getNum() >= LIBRARY->heroh->size())
  826. return false;
  827. if (si->playerInfos[player].castle != ID.toHeroType()->heroClass->faction)
  828. return false;
  829. if (vstd::contains(getUsedHeroes(), ID))
  830. return false;
  831. if (!mi->mapHeader->allowedHeroes.count(ID))
  832. return false;
  833. for (const auto & disposedHero : mi->mapHeader->disposedHeroes)
  834. if (disposedHero.heroId == ID && !disposedHero.players.count(player))
  835. return false;
  836. return true;
  837. }
  838. std::vector<HeroTypeID> CVCMIServer::getUsedHeroes()
  839. {
  840. std::vector<HeroTypeID> heroIds;
  841. for(const auto & p : si->playerInfos)
  842. {
  843. const auto & heroes = getPlayerInfo(p.first).heroesNames;
  844. for(const auto & hero : heroes)
  845. if(hero.heroId.hasValue())
  846. heroIds.push_back(hero.heroId);
  847. if(p.second.hero != HeroTypeID::RANDOM)
  848. heroIds.push_back(p.second.hero);
  849. }
  850. return heroIds;
  851. }
  852. PlayerConnectionID CVCMIServer::getIdOfFirstUnallocatedPlayer() const
  853. {
  854. for(auto i = playerNames.cbegin(); i != playerNames.cend(); i++)
  855. {
  856. if(!si->getPlayersSettings(i->first))
  857. return i->first;
  858. }
  859. return PlayerConnectionID::PLAYER_AI;
  860. }
  861. void CVCMIServer::multiplayerWelcomeMessage()
  862. {
  863. int humanPlayer = 0;
  864. for (const auto & pi : si->playerInfos)
  865. if(pi.second.isControlledByHuman())
  866. humanPlayer++;
  867. if(humanPlayer < 2) // Singleplayer
  868. return;
  869. gh->playerMessages->broadcastSystemMessage(MetaString::createFromTextID("vcmi.broadcast.command"));
  870. for (const auto & pi : si->playerInfos)
  871. if(!pi.second.handicap.startBonus.empty() || pi.second.handicap.percentIncome != 100 || pi.second.handicap.percentGrowth != 100)
  872. {
  873. MetaString str;
  874. str.appendTextID("vcmi.lobby.handicap");
  875. str.appendRawString(" ");
  876. str.appendName(pi.first);
  877. str.appendRawString(":");
  878. for(auto & res : LIBRARY->resourceTypeHandler->getAllObjects())
  879. if(pi.second.handicap.startBonus[res] != 0)
  880. {
  881. str.appendRawString(" ");
  882. str.appendName(res);
  883. str.appendRawString(":");
  884. str.appendRawString(std::to_string(pi.second.handicap.startBonus[res]));
  885. }
  886. if(pi.second.handicap.percentIncome != 100)
  887. {
  888. str.appendRawString(" ");
  889. str.appendTextID("core.jktext.32");
  890. str.appendRawString(":");
  891. str.appendRawString(std::to_string(pi.second.handicap.percentIncome) + "%");
  892. }
  893. if(pi.second.handicap.percentGrowth != 100)
  894. {
  895. str.appendRawString(" ");
  896. str.appendTextID("core.genrltxt.194");
  897. str.appendRawString(":");
  898. str.appendRawString(std::to_string(pi.second.handicap.percentGrowth) + "%");
  899. }
  900. gh->playerMessages->broadcastSystemMessage(str);
  901. }
  902. std::vector<std::string> optionIds;
  903. if(si->extraOptionsInfo.cheatsAllowed)
  904. optionIds.emplace_back("vcmi.optionsTab.cheatAllowed.hover");
  905. if(si->extraOptionsInfo.unlimitedReplay)
  906. optionIds.emplace_back("vcmi.optionsTab.unlimitedReplay.hover");
  907. if(!optionIds.size()) // No settings to publish
  908. return;
  909. MetaString str;
  910. str.appendTextID("vcmi.optionsTab.extraOptions.hover");
  911. str.appendRawString(": ");
  912. for(int i = 0; i < optionIds.size(); i++)
  913. {
  914. str.appendTextID(optionIds[i]);
  915. if(i < optionIds.size() - 1)
  916. str.appendRawString(", ");
  917. }
  918. gh->playerMessages->broadcastSystemMessage(str);
  919. }
  920. INetworkHandler & CVCMIServer::getNetworkHandler()
  921. {
  922. return *networkHandler;
  923. }
  924. INetworkServer & CVCMIServer::getNetworkServer()
  925. {
  926. return *networkServer;
  927. }
  928. bool CVCMIServer::loadSavedGame(CGameHandler & handler, const StartInfo & info)
  929. {
  930. try
  931. {
  932. handler.load(info);
  933. }
  934. catch(const ModIncompatibility & e)
  935. {
  936. logGlobal->error("Failed to load game: %s", e.what());
  937. announceMessage(e.getFullErrorMsg());
  938. return false;
  939. }
  940. catch(const IdentifierResolutionException & e)
  941. {
  942. logGlobal->error("Failed to load game: %s", e.what());
  943. MetaString errorMsg;
  944. errorMsg.appendTextID("vcmi.server.errors.saveFile.unknownEntity");
  945. errorMsg.replaceRawString(e.identifierName);
  946. announceMessage(errorMsg);
  947. return false;
  948. }
  949. catch(const std::exception & e)
  950. {
  951. logGlobal->error("Failed to load game: %s", e.what());
  952. auto str = MetaString::createFromTextID("vcmi.broadcast.failedLoadGame");
  953. str.appendRawString(": ");
  954. str.appendRawString(e.what());
  955. announceMessage(str);
  956. return false;
  957. }
  958. return true;
  959. }
  960. bool CVCMIServer::isPlayerHost(const PlayerColor & color) const
  961. {
  962. return LobbyInfo::isPlayerHost(color);
  963. }
  964. bool CVCMIServer::hasPlayerAt(PlayerColor player, GameConnectionID connectionID) const
  965. {
  966. return vstd::contains(getAllClientPlayers(connectionID), player);
  967. }
  968. bool CVCMIServer::hasBothPlayersAtSameConnection(PlayerColor left, PlayerColor right) const
  969. {
  970. for (const auto & c : activeConnections)
  971. if (hasPlayerAt(left, c->connectionID) && hasPlayerAt(right, c->connectionID))
  972. return true;
  973. return false;
  974. }
  975. void CVCMIServer::applyPack(CPackForClient & pack)
  976. {
  977. logNetwork->trace("\tSending to all clients: %s", typeid(pack).name());
  978. for (const auto & c : activeConnections)
  979. c->sendPack(pack);
  980. gh->gs->apply(pack);
  981. logNetwork->trace("\tApplied on gameState(): %s", typeid(pack).name());
  982. }
  983. void CVCMIServer::sendPack(CPackForClient & pack, GameConnectionID connectionID)
  984. {
  985. for (const auto & c : activeConnections)
  986. if (c->connectionID == connectionID)
  987. c->sendPack(pack);
  988. }