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CVCMIServer.cpp 30 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/gameState/CGameState.h"
  22. #include "../lib/mapping/CMapInfo.h"
  23. #include "../lib/mapping/CMapHeader.h"
  24. #include "../lib/modding/ModIncompatibility.h"
  25. #include "../lib/rmg/CMapGenOptions.h"
  26. #include "../lib/serializer/CMemorySerializer.h"
  27. #include "../lib/serializer/GameConnection.h"
  28. #include "../lib/texts/CGeneralTextHandler.h"
  29. // UUID generation
  30. #include <boost/uuid/uuid.hpp>
  31. #include <boost/uuid/uuid_io.hpp>
  32. #include <boost/uuid/uuid_generators.hpp>
  33. #include <boost/program_options.hpp>
  34. class CVCMIServerPackVisitor : public VCMI_LIB_WRAP_NAMESPACE(ICPackVisitor)
  35. {
  36. private:
  37. CVCMIServer & handler;
  38. std::shared_ptr<CGameHandler> gh;
  39. std::shared_ptr<GameConnection> connection;
  40. public:
  41. CVCMIServerPackVisitor(CVCMIServer & handler, const std::shared_ptr<CGameHandler> & gh, const std::shared_ptr<GameConnection> & connection)
  42. : handler(handler)
  43. , gh(gh)
  44. , connection(connection)
  45. {
  46. }
  47. bool callTyped() override { return false; }
  48. void visitForLobby(CPackForLobby & packForLobby) override
  49. {
  50. handler.handleReceivedPack(connection, packForLobby);
  51. }
  52. void visitForServer(CPackForServer & serverPack) override
  53. {
  54. if (gh)
  55. gh->handleReceivedPack(connection, serverPack);
  56. else
  57. logNetwork->error("Received pack for game server while in lobby!");
  58. }
  59. void visitForClient(CPackForClient & clientPack) override
  60. {
  61. }
  62. };
  63. CVCMIServer::CVCMIServer(uint16_t port, bool runByClient)
  64. : currentClientId(1)
  65. , currentPlayerId(1)
  66. , port(port)
  67. , runByClient(runByClient)
  68. {
  69. uuid = boost::uuids::to_string(boost::uuids::random_generator()());
  70. logNetwork->trace("CVCMIServer created! UUID: %s", uuid);
  71. networkHandler = INetworkHandler::createHandler();
  72. }
  73. CVCMIServer::~CVCMIServer() = default;
  74. uint16_t CVCMIServer::prepare(bool connectToLobby, bool listenForConnections) {
  75. if(connectToLobby) {
  76. lobbyProcessor = std::make_unique<GlobalLobbyProcessor>(*this);
  77. return 0;
  78. } else {
  79. return startAcceptingIncomingConnections(listenForConnections);
  80. }
  81. }
  82. uint16_t CVCMIServer::startAcceptingIncomingConnections(bool listenForConnections)
  83. {
  84. networkServer = networkHandler->createServerTCP(*this);
  85. port
  86. ? logNetwork->info("Port %d will be used", port)
  87. : logNetwork->info("Randomly assigned port will be used");
  88. // config port may be 0 => srvport will contain the OS-assigned port value
  89. if (listenForConnections)
  90. {
  91. auto srvport = networkServer->start(port);
  92. logNetwork->info("Listening for connections at port %d", srvport);
  93. return srvport;
  94. }
  95. else
  96. return 0;
  97. }
  98. void CVCMIServer::onNewConnection(const std::shared_ptr<INetworkConnection> & connection)
  99. {
  100. if(getState() == EServerState::LOBBY)
  101. {
  102. activeConnections.push_back(std::make_shared<GameConnection>(connection));
  103. activeConnections.back()->enterLobbyConnectionMode();
  104. }
  105. else
  106. {
  107. // TODO: reconnection support
  108. connection->close();
  109. }
  110. }
  111. void CVCMIServer::onPacketReceived(const std::shared_ptr<INetworkConnection> & connection, const std::vector<std::byte> & message)
  112. {
  113. std::shared_ptr<GameConnection> c = findConnection(connection);
  114. if (c == nullptr)
  115. throw std::out_of_range("Unknown connection received in CVCMIServer::findConnection");
  116. auto pack = c->retrievePack(message);
  117. CVCMIServerPackVisitor visitor(*this, this->gh, c);
  118. pack->visit(visitor);
  119. }
  120. void CVCMIServer::setState(EServerState value)
  121. {
  122. if (value == EServerState::SHUTDOWN && state == EServerState::SHUTDOWN)
  123. logGlobal->warn("Attempt to shutdown already shutdown server!");
  124. // do not attempt to restart dying server
  125. assert(state != EServerState::SHUTDOWN || state == value);
  126. state = value;
  127. if (state == EServerState::SHUTDOWN)
  128. networkHandler->stop();
  129. }
  130. EServerState CVCMIServer::getState() const
  131. {
  132. return state;
  133. }
  134. std::shared_ptr<GameConnection> CVCMIServer::findConnection(const std::shared_ptr<INetworkConnection> & netConnection)
  135. {
  136. for(const auto & gameConnection : activeConnections)
  137. {
  138. if (gameConnection->isMyConnection(netConnection))
  139. return gameConnection;
  140. }
  141. return nullptr;
  142. }
  143. bool CVCMIServer::wasStartedByClient() const
  144. {
  145. return runByClient;
  146. }
  147. void CVCMIServer::run()
  148. {
  149. networkHandler->run();
  150. }
  151. void CVCMIServer::onTimer()
  152. {
  153. // we might receive onTimer call after transitioning from GAMEPLAY to LOBBY state, e.g. on game restart
  154. if (getState() != EServerState::GAMEPLAY)
  155. return;
  156. static const auto serverUpdateInterval = std::chrono::milliseconds(100);
  157. auto timeNow = std::chrono::steady_clock::now();
  158. auto timePassedBefore = lastTimerUpdateTime - gameplayStartTime;
  159. auto timePassedNow = timeNow - gameplayStartTime;
  160. lastTimerUpdateTime = timeNow;
  161. auto msPassedBefore = std::chrono::duration_cast<std::chrono::milliseconds>(timePassedBefore);
  162. auto msPassedNow = std::chrono::duration_cast<std::chrono::milliseconds>(timePassedNow);
  163. auto msDelta = msPassedNow - msPassedBefore;
  164. if (msDelta.count())
  165. gh->tick(msDelta.count());
  166. networkHandler->createTimer(*this, serverUpdateInterval);
  167. }
  168. void CVCMIServer::prepareToRestart()
  169. {
  170. if(getState() != EServerState::GAMEPLAY)
  171. {
  172. assert(0);
  173. return;
  174. }
  175. * si = * gh->gs->getInitialStartInfo();
  176. setState(EServerState::LOBBY);
  177. if (si->campState)
  178. {
  179. assert(si->campState->currentScenario().has_value());
  180. campaignMap = si->campState->currentScenario().value_or(CampaignScenarioID(0));
  181. campaignBonus = si->campState->getBonusID(campaignMap).value_or(-1);
  182. }
  183. for(auto activeConnection : activeConnections)
  184. activeConnection->enterLobbyConnectionMode();
  185. gh = nullptr;
  186. }
  187. bool CVCMIServer::prepareToStartGame()
  188. {
  189. Load::ProgressAccumulator progressTracking;
  190. Load::Progress current(1);
  191. progressTracking.include(current);
  192. if (lobbyProcessor)
  193. lobbyProcessor->sendGameStarted();
  194. auto progressTrackingThread = std::thread([this, &progressTracking]()
  195. {
  196. setThreadName("progressTrackingThread");
  197. auto currentProgress = std::numeric_limits<Load::Type>::max();
  198. while(!progressTracking.finished())
  199. {
  200. if(progressTracking.get() != currentProgress)
  201. {
  202. //FIXME: UNGUARDED MULTITHREADED ACCESS!!!
  203. currentProgress = progressTracking.get();
  204. LobbyLoadProgress loadProgress;
  205. loadProgress.progress = currentProgress;
  206. announcePack(loadProgress);
  207. }
  208. std::this_thread::sleep_for(std::chrono::milliseconds(50));
  209. }
  210. });
  211. gh = std::make_shared<CGameHandler>(*this);
  212. switch(si->mode)
  213. {
  214. case EStartMode::CAMPAIGN:
  215. logNetwork->info("Preparing to start new campaign");
  216. si->startTime = std::time(nullptr);
  217. si->fileURI = mi->fileURI;
  218. si->campState->setCurrentMap(campaignMap);
  219. si->campState->setCurrentMapBonus(campaignBonus);
  220. gh->init(si.get(), progressTracking);
  221. break;
  222. case EStartMode::NEW_GAME:
  223. logNetwork->info("Preparing to start new game");
  224. si->startTime = std::time(nullptr);
  225. si->fileURI = mi->fileURI;
  226. gh->init(si.get(), progressTracking);
  227. break;
  228. case EStartMode::LOAD_GAME:
  229. logNetwork->info("Preparing to start loaded game");
  230. if(!loadSavedGame(*si))
  231. {
  232. current.finish();
  233. progressTrackingThread.join();
  234. return false;
  235. }
  236. break;
  237. default:
  238. logNetwork->error("Wrong mode in StartInfo!");
  239. assert(0);
  240. break;
  241. }
  242. current.finish();
  243. progressTrackingThread.join();
  244. return true;
  245. }
  246. void CVCMIServer::startGameImmediately()
  247. {
  248. for(auto activeConnection : activeConnections)
  249. activeConnection->setCallback(gh->gameInfo());
  250. for(auto activeConnection : activeConnections)
  251. {
  252. auto players = getAllClientPlayers(activeConnection->connectionID);
  253. std::stringstream sbuffer;
  254. sbuffer << "Connection " << activeConnection->connectionID << " will handle " << players.size() << " player: ";
  255. for (PlayerColor color : players)
  256. sbuffer << color << " ";
  257. logGlobal->info(sbuffer.str());
  258. }
  259. gh->start(si->mode == EStartMode::LOAD_GAME);
  260. setState(EServerState::GAMEPLAY);
  261. lastTimerUpdateTime = gameplayStartTime = std::chrono::steady_clock::now();
  262. onTimer();
  263. multiplayerWelcomeMessage();
  264. }
  265. void CVCMIServer::onDisconnected(const std::shared_ptr<INetworkConnection> & connection, const std::string & errorMessage)
  266. {
  267. logNetwork->error("Network error receiving a pack. Connection has been closed");
  268. std::shared_ptr<GameConnection> c = findConnection(connection);
  269. // player may have already disconnected via clientDisconnected call
  270. if (c)
  271. {
  272. LobbyClientDisconnected lcd;
  273. lcd.clientId = c->connectionID;
  274. handleReceivedPack(c, lcd);
  275. }
  276. }
  277. void CVCMIServer::handleReceivedPack(std::shared_ptr<GameConnection> connection, CPackForLobby & pack)
  278. {
  279. ClientPermissionsCheckerNetPackVisitor checker(*this, connection);
  280. pack.visit(checker);
  281. if(checker.getResult())
  282. {
  283. ApplyOnServerNetPackVisitor applier(*this, connection);
  284. pack.visit(applier);
  285. if (applier.getResult())
  286. announcePack(pack);
  287. }
  288. }
  289. void CVCMIServer::announcePack(CPackForLobby & pack)
  290. {
  291. for(auto activeConnection : activeConnections)
  292. {
  293. // FIXME: we need to avoid sending something to client that not yet get answer for LobbyClientConnected
  294. // Until UUID set we only pass LobbyClientConnected to this client
  295. //if(c->uuid == uuid && !dynamic_cast<LobbyClientConnected *>(pack.get()))
  296. // continue;
  297. activeConnection->sendPack(pack);
  298. }
  299. ApplyOnServerAfterAnnounceNetPackVisitor applier(*this);
  300. pack.visit(applier);
  301. }
  302. void CVCMIServer::announceMessage(const MetaString & txt)
  303. {
  304. logNetwork->info("Show message: %s", txt.toString());
  305. LobbyShowMessage cm;
  306. cm.message = txt;
  307. announcePack(cm);
  308. }
  309. void CVCMIServer::announceMessage(const std::string & txt)
  310. {
  311. MetaString str;
  312. str.appendRawString(txt);
  313. announceMessage(str);
  314. }
  315. void CVCMIServer::announceTxt(const MetaString & txt, const std::string & playerName)
  316. {
  317. logNetwork->info("%s says: %s", playerName, txt.toString());
  318. LobbyChatMessage cm;
  319. cm.playerName = playerName;
  320. cm.message = txt;
  321. announcePack(cm);
  322. }
  323. void CVCMIServer::announceTxt(const std::string & txt, const std::string & playerName)
  324. {
  325. MetaString str;
  326. str.appendRawString(txt);
  327. announceTxt(str, playerName);
  328. }
  329. bool CVCMIServer::passHost(int toConnectionId)
  330. {
  331. for(auto activeConnection : activeConnections)
  332. {
  333. if(isClientHost(activeConnection->connectionID))
  334. continue;
  335. if(activeConnection->connectionID != toConnectionId)
  336. continue;
  337. hostClientId = activeConnection->connectionID;
  338. announceTxt(boost::str(boost::format("Pass host to connection %d") % toConnectionId));
  339. return true;
  340. }
  341. return false;
  342. }
  343. void CVCMIServer::clientConnected(std::shared_ptr<GameConnection> c, std::vector<std::string> & names, const std::string & uuid, EStartMode mode)
  344. {
  345. assert(getState() == EServerState::LOBBY);
  346. c->connectionID = currentClientId++;
  347. c->uuid = uuid;
  348. if(hostClientId == -1)
  349. {
  350. hostClientId = c->connectionID;
  351. si->mode = mode;
  352. }
  353. logNetwork->info("Connection with client %d established. UUID: %s", c->connectionID, c->uuid);
  354. for(auto & name : names)
  355. {
  356. logNetwork->info("Client %d player: %s", c->connectionID, name);
  357. ui8 id = currentPlayerId++;
  358. ClientPlayer cp;
  359. cp.connection = c->connectionID;
  360. cp.name = name;
  361. playerNames.try_emplace(id, cp);
  362. announceTxt(boost::str(boost::format("%s (pid %d cid %d) joins the game") % name % id % c->connectionID));
  363. //put new player in first slot with AI
  364. for(auto & elem : si->playerInfos)
  365. {
  366. if(elem.second.isControlledByAI() && !elem.second.compOnly)
  367. {
  368. setPlayerConnectedId(elem.second, id);
  369. break;
  370. }
  371. }
  372. }
  373. }
  374. void CVCMIServer::clientDisconnected(std::shared_ptr<GameConnection> connection)
  375. {
  376. assert(vstd::contains(activeConnections, connection));
  377. logGlobal->trace("Received disconnection request");
  378. vstd::erase(activeConnections, connection);
  379. if(activeConnections.empty() || hostClientId == connection->connectionID)
  380. {
  381. setState(EServerState::SHUTDOWN);
  382. return;
  383. }
  384. if(gh && getState() == EServerState::GAMEPLAY)
  385. {
  386. gh->handleClientDisconnection(connection);
  387. }
  388. }
  389. void CVCMIServer::reconnectPlayer(int connId)
  390. {
  391. PlayerReinitInterface startAiPack;
  392. startAiPack.playerConnectionId = connId;
  393. if(gh && si && getState() == EServerState::GAMEPLAY)
  394. {
  395. for(auto it = playerNames.begin(); it != playerNames.end(); ++it)
  396. {
  397. if(it->second.connection != connId)
  398. continue;
  399. int id = it->first;
  400. auto * playerSettings = si->getPlayersSettings(id);
  401. if(!playerSettings)
  402. continue;
  403. std::string messageText = boost::str(boost::format("%s (cid %d) is connected") % playerSettings->name % connId);
  404. gh->playerMessages->broadcastMessage(playerSettings->color, messageText);
  405. startAiPack.players.push_back(playerSettings->color);
  406. }
  407. if(!startAiPack.players.empty())
  408. gh->sendAndApply(startAiPack);
  409. }
  410. }
  411. void CVCMIServer::setPlayerConnectedId(PlayerSettings & pset, ui8 player) const
  412. {
  413. if(vstd::contains(playerNames, player))
  414. pset.name = playerNames.find(player)->second.name;
  415. else
  416. pset.name = LIBRARY->generaltexth->allTexts[468]; //Computer
  417. pset.connectedPlayerIDs.clear();
  418. if(player != PlayerSettings::PLAYER_AI)
  419. pset.connectedPlayerIDs.insert(player);
  420. }
  421. void CVCMIServer::updateStartInfoOnMapChange(std::shared_ptr<CMapInfo> mapInfo, std::shared_ptr<CMapGenOptions> mapGenOpts)
  422. {
  423. mi = mapInfo;
  424. if(!mi)
  425. return;
  426. auto namesIt = playerNames.cbegin();
  427. si->playerInfos.clear();
  428. if(mi->scenarioOptionsOfSave)
  429. {
  430. si = CMemorySerializer::deepCopy(*mi->scenarioOptionsOfSave);
  431. si->mode = EStartMode::LOAD_GAME;
  432. if(si->campState)
  433. campaignMap = si->campState->currentScenario().value();
  434. for(auto & ps : si->playerInfos)
  435. {
  436. if(!ps.second.compOnly && ps.second.connectedPlayerIDs.size() && namesIt != playerNames.cend())
  437. {
  438. setPlayerConnectedId(ps.second, namesIt++->first);
  439. }
  440. else
  441. {
  442. setPlayerConnectedId(ps.second, PlayerSettings::PLAYER_AI);
  443. }
  444. }
  445. }
  446. else if(si->mode == EStartMode::NEW_GAME || si->mode == EStartMode::CAMPAIGN)
  447. {
  448. if(mi->campaign)
  449. return;
  450. for(int i = 0; i < mi->mapHeader->players.size(); i++)
  451. {
  452. const PlayerInfo & pinfo = mi->mapHeader->players[i];
  453. //neither computer nor human can play - no player
  454. if(!(pinfo.canHumanPlay || pinfo.canComputerPlay))
  455. continue;
  456. PlayerSettings & pset = si->playerInfos[PlayerColor(i)];
  457. pset.color = PlayerColor(i);
  458. if(pinfo.canHumanPlay && namesIt != playerNames.cend())
  459. {
  460. setPlayerConnectedId(pset, namesIt++->first);
  461. }
  462. else
  463. {
  464. setPlayerConnectedId(pset, PlayerSettings::PLAYER_AI);
  465. if(!pinfo.canHumanPlay)
  466. {
  467. pset.compOnly = true;
  468. }
  469. }
  470. pset.castle = pinfo.defaultCastle();
  471. pset.hero = pinfo.defaultHero();
  472. if(pset.hero != HeroTypeID::RANDOM && pinfo.hasCustomMainHero())
  473. {
  474. pset.hero = pinfo.mainCustomHeroId;
  475. pset.heroNameTextId = pinfo.mainCustomHeroNameTextId;
  476. pset.heroPortrait = pinfo.mainCustomHeroPortrait;
  477. }
  478. }
  479. if(mi->isRandomMap && mapGenOpts)
  480. si->mapGenOptions = std::shared_ptr<CMapGenOptions>(mapGenOpts);
  481. else
  482. si->mapGenOptions.reset();
  483. }
  484. if (lobbyProcessor)
  485. {
  486. std::string roomDescription;
  487. if (si->mapGenOptions)
  488. {
  489. if (si->mapGenOptions->getMapTemplate())
  490. roomDescription = si->mapGenOptions->getMapTemplate()->getName();
  491. // else - no template selected.
  492. // TODO: handle this somehow?
  493. }
  494. else
  495. roomDescription = mi->getNameTranslated();
  496. lobbyProcessor->sendChangeRoomDescription(roomDescription);
  497. }
  498. si->mapname = mi->fileURI;
  499. }
  500. void CVCMIServer::updateAndPropagateLobbyState()
  501. {
  502. // Update player settings for RMG
  503. // TODO: find appropriate location for this code
  504. if(si->mapGenOptions && si->mode == EStartMode::NEW_GAME)
  505. {
  506. for(const auto & psetPair : si->playerInfos)
  507. {
  508. const auto & pset = psetPair.second;
  509. si->mapGenOptions->setStartingTownForPlayer(pset.color, pset.castle);
  510. si->mapGenOptions->setStartingHeroForPlayer(pset.color, pset.hero);
  511. if(pset.isControlledByHuman())
  512. {
  513. si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::HUMAN);
  514. }
  515. else
  516. {
  517. si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::AI);
  518. }
  519. }
  520. }
  521. LobbyUpdateState lus;
  522. lus.state = *static_cast<LobbyState*>(this);
  523. announcePack(lus);
  524. }
  525. void CVCMIServer::setPlayer(PlayerColor clickedColor)
  526. {
  527. struct PlayerToRestore
  528. {
  529. PlayerColor color;
  530. int id;
  531. void reset() { id = -1; color = PlayerColor::CANNOT_DETERMINE; }
  532. PlayerToRestore(){ reset(); }
  533. };
  534. PlayerToRestore playerToRestore;
  535. PlayerSettings & clicked = si->playerInfos[clickedColor];
  536. //identify clicked player
  537. int clickedNameID = 0; //number of player - zero means AI, assume it initially
  538. if(clicked.isControlledByHuman())
  539. clickedNameID = *(clicked.connectedPlayerIDs.begin()); //if not AI - set appropriate ID
  540. if(clickedNameID > 0 && playerToRestore.id == clickedNameID) //player to restore is about to being replaced -> put him back to the old place
  541. {
  542. PlayerSettings & restPos = si->playerInfos[playerToRestore.color];
  543. setPlayerConnectedId(restPos, playerToRestore.id);
  544. playerToRestore.reset();
  545. }
  546. int newPlayer; //which player will take clicked position
  547. //who will be put here?
  548. if(!clickedNameID) //AI player clicked -> if possible replace computer with unallocated player
  549. {
  550. newPlayer = getIdOfFirstUnallocatedPlayer();
  551. if(!newPlayer) //no "free" player -> get just first one
  552. newPlayer = playerNames.begin()->first;
  553. }
  554. else //human clicked -> take next
  555. {
  556. auto i = playerNames.find(clickedNameID); //clicked one
  557. i++; //player AFTER clicked one
  558. if(i != playerNames.end())
  559. newPlayer = i->first;
  560. else
  561. newPlayer = 0; //AI if we scrolled through all players
  562. }
  563. setPlayerConnectedId(clicked, newPlayer); //put player
  564. //if that player was somewhere else, we need to replace him with computer
  565. if(newPlayer) //not AI
  566. {
  567. for(auto i = si->playerInfos.begin(); i != si->playerInfos.end(); i++)
  568. {
  569. int curNameID = *(i->second.connectedPlayerIDs.begin());
  570. if(i->first != clickedColor && curNameID == newPlayer)
  571. {
  572. assert(i->second.connectedPlayerIDs.size());
  573. playerToRestore.color = i->first;
  574. playerToRestore.id = newPlayer;
  575. setPlayerConnectedId(i->second, PlayerSettings::PLAYER_AI); //set computer
  576. break;
  577. }
  578. }
  579. }
  580. }
  581. void CVCMIServer::setPlayerName(PlayerColor color, const std::string & name)
  582. {
  583. if(color == PlayerColor::CANNOT_DETERMINE)
  584. return;
  585. PlayerSettings & player = si->playerInfos.at(color);
  586. if(!player.isControlledByHuman())
  587. return;
  588. if(player.connectedPlayerIDs.empty())
  589. return;
  590. int nameID = *(player.connectedPlayerIDs.begin()); //if not AI - set appropriate ID
  591. playerNames[nameID].name = name;
  592. setPlayerConnectedId(player, nameID);
  593. }
  594. void CVCMIServer::setPlayerHandicap(PlayerColor color, Handicap handicap)
  595. {
  596. if(color == PlayerColor::CANNOT_DETERMINE)
  597. return;
  598. si->playerInfos[color].handicap = handicap;
  599. int humanPlayer = 0;
  600. for (const auto & pi : si->playerInfos)
  601. if(pi.second.isControlledByHuman())
  602. humanPlayer++;
  603. if(humanPlayer < 2) // Singleplayer
  604. return;
  605. MetaString str;
  606. str.appendTextID("vcmi.lobby.handicap");
  607. str.appendRawString(" ");
  608. str.appendName(color);
  609. str.appendRawString(":");
  610. if(handicap.startBonus.empty() && handicap.percentIncome == 100 && handicap.percentGrowth == 100)
  611. {
  612. str.appendRawString(" ");
  613. str.appendTextID("core.genrltxt.523");
  614. announceTxt(str);
  615. return;
  616. }
  617. for(auto & res : EGameResID::ALL_RESOURCES())
  618. if(handicap.startBonus[res] != 0)
  619. {
  620. str.appendRawString(" ");
  621. str.appendName(res);
  622. str.appendRawString(":");
  623. str.appendRawString(std::to_string(handicap.startBonus[res]));
  624. }
  625. if(handicap.percentIncome != 100)
  626. {
  627. str.appendRawString(" ");
  628. str.appendTextID("core.jktext.32");
  629. str.appendRawString(":");
  630. str.appendRawString(std::to_string(handicap.percentIncome) + "%");
  631. }
  632. if(handicap.percentGrowth != 100)
  633. {
  634. str.appendRawString(" ");
  635. str.appendTextID("core.genrltxt.194");
  636. str.appendRawString(":");
  637. str.appendRawString(std::to_string(handicap.percentGrowth) + "%");
  638. }
  639. announceTxt(str);
  640. }
  641. void CVCMIServer::optionNextCastle(PlayerColor player, int dir)
  642. {
  643. PlayerSettings & s = si->playerInfos[player];
  644. FactionID & cur = s.castle;
  645. auto & allowed = getPlayerInfo(player).allowedFactions;
  646. const bool allowRandomTown = getPlayerInfo(player).isFactionRandom;
  647. if(cur == FactionID::NONE) //no change
  648. return;
  649. if(cur == FactionID::RANDOM) //first/last available
  650. {
  651. if(dir > 0)
  652. cur = *allowed.begin(); //id of first town
  653. else
  654. cur = *allowed.rbegin(); //id of last town
  655. }
  656. else // next/previous available
  657. {
  658. if((cur == *allowed.begin() && dir < 0) || (cur == *allowed.rbegin() && dir > 0))
  659. {
  660. if(allowRandomTown)
  661. {
  662. cur = FactionID::RANDOM;
  663. }
  664. else
  665. {
  666. if(dir > 0)
  667. cur = *allowed.begin();
  668. else
  669. cur = *allowed.rbegin();
  670. }
  671. }
  672. else
  673. {
  674. assert(dir >= -1 && dir <= 1); //othervice std::advance may go out of range
  675. auto iter = allowed.find(cur);
  676. std::advance(iter, dir);
  677. cur = *iter;
  678. }
  679. }
  680. if(s.hero.isValid() && !getPlayerInfo(player).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
  681. {
  682. s.hero = HeroTypeID::RANDOM;
  683. }
  684. if(!cur.isValid() && s.bonus == PlayerStartingBonus::RESOURCE)
  685. s.bonus = PlayerStartingBonus::RANDOM;
  686. }
  687. void CVCMIServer::optionSetCastle(PlayerColor player, FactionID id)
  688. {
  689. PlayerSettings & s = si->playerInfos[player];
  690. FactionID & cur = s.castle;
  691. auto & allowed = getPlayerInfo(player).allowedFactions;
  692. if(cur == FactionID::NONE) //no change
  693. return;
  694. if(allowed.find(id) == allowed.end() && id != FactionID::RANDOM) // valid id
  695. return;
  696. cur = static_cast<FactionID>(id);
  697. if(s.hero.isValid() && !getPlayerInfo(player).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
  698. {
  699. s.hero = HeroTypeID::RANDOM;
  700. }
  701. if(!cur.isValid() && s.bonus == PlayerStartingBonus::RESOURCE)
  702. s.bonus = PlayerStartingBonus::RANDOM;
  703. }
  704. void CVCMIServer::setCampaignMap(CampaignScenarioID mapId)
  705. {
  706. campaignMap = mapId;
  707. si->difficulty = si->campState->scenario(mapId).difficulty;
  708. campaignBonus = -1;
  709. updateStartInfoOnMapChange(si->campState->getMapInfo(mapId));
  710. }
  711. void CVCMIServer::setCampaignBonus(int bonusId)
  712. {
  713. campaignBonus = bonusId;
  714. const CampaignScenario & scenario = si->campState->scenario(campaignMap);
  715. const CampaignBonus & bonus = scenario.travelOptions.bonusesToChoose.at(bonusId);
  716. if(bonus.getType() == CampaignBonusType::HERO || bonus.getType() == CampaignBonusType::HEROES_FROM_PREVIOUS_SCENARIO)
  717. {
  718. PlayerColor startingPlayer = bonus.getType() == CampaignBonusType::HERO ?
  719. bonus.getValue<CampaignBonusStartingHero>().startingPlayer :
  720. bonus.getValue<CampaignBonusHeroesFromScenario>().startingPlayer;
  721. for(auto & elem : si->playerInfos)
  722. {
  723. if(elem.first == startingPlayer)
  724. setPlayerConnectedId(elem.second, 1);
  725. else
  726. setPlayerConnectedId(elem.second, PlayerSettings::PLAYER_AI);
  727. }
  728. }
  729. }
  730. void CVCMIServer::optionNextHero(PlayerColor player, int dir)
  731. {
  732. PlayerSettings & s = si->playerInfos[player];
  733. if(!s.castle.isValid() || s.hero == HeroTypeID::NONE)
  734. return;
  735. if(s.hero == HeroTypeID::RANDOM) // first/last available
  736. {
  737. if (dir > 0)
  738. s.hero = nextAllowedHero(player, HeroTypeID(-1), dir);
  739. else
  740. s.hero = nextAllowedHero(player, HeroTypeID(LIBRARY->heroh->size()), dir);
  741. }
  742. else
  743. {
  744. s.hero = nextAllowedHero(player, s.hero, dir);
  745. }
  746. }
  747. void CVCMIServer::optionSetHero(PlayerColor player, HeroTypeID id)
  748. {
  749. PlayerSettings & s = si->playerInfos[player];
  750. if(!s.castle.isValid() || s.hero == HeroTypeID::NONE)
  751. return;
  752. if(id == HeroTypeID::RANDOM)
  753. {
  754. s.hero = HeroTypeID::RANDOM;
  755. }
  756. if(canUseThisHero(player, id))
  757. s.hero = static_cast<HeroTypeID>(id);
  758. }
  759. HeroTypeID CVCMIServer::nextAllowedHero(PlayerColor player, HeroTypeID initial, int direction)
  760. {
  761. HeroTypeID first(initial.getNum() + direction);
  762. if(direction > 0)
  763. {
  764. for (auto i = first; i.getNum() < LIBRARY->heroh->size(); ++i)
  765. if(canUseThisHero(player, i))
  766. return i;
  767. }
  768. else
  769. {
  770. for (auto i = first; i.getNum() >= 0; --i)
  771. if(canUseThisHero(player, i))
  772. return i;
  773. }
  774. return HeroTypeID::RANDOM;
  775. }
  776. void CVCMIServer::optionNextBonus(PlayerColor player, int dir)
  777. {
  778. PlayerSettings & s = si->playerInfos[player];
  779. s.bonus = static_cast<PlayerStartingBonus>(static_cast<int>(s.bonus) + dir);
  780. if(s.hero == HeroTypeID::NONE &&
  781. getPlayerInfo(player).heroesNames.empty() &&
  782. s.bonus == PlayerStartingBonus::ARTIFACT) //no hero - can't be artifact
  783. {
  784. if(dir < 0)
  785. s.bonus = PlayerStartingBonus::RANDOM;
  786. else
  787. s.bonus = PlayerStartingBonus::GOLD;
  788. }
  789. if(s.bonus > PlayerStartingBonus::RESOURCE)
  790. s.bonus = PlayerStartingBonus::RANDOM;
  791. if(s.bonus < PlayerStartingBonus::RANDOM)
  792. s.bonus = PlayerStartingBonus::RESOURCE;
  793. if(s.castle == FactionID::RANDOM && s.bonus == PlayerStartingBonus::RESOURCE) //random castle - can't be resource
  794. {
  795. if(dir < 0)
  796. s.bonus = PlayerStartingBonus::GOLD;
  797. else
  798. s.bonus = PlayerStartingBonus::RANDOM;
  799. }
  800. }
  801. void CVCMIServer::optionSetBonus(PlayerColor player, PlayerStartingBonus id)
  802. {
  803. PlayerSettings & s = si->playerInfos[player];
  804. if(s.hero == HeroTypeID::NONE &&
  805. !getPlayerInfo(player).heroesNames.size() &&
  806. id == PlayerStartingBonus::ARTIFACT) //no hero - can't be artifact
  807. return;
  808. if(id > PlayerStartingBonus::RESOURCE)
  809. return;
  810. if(id < PlayerStartingBonus::RANDOM)
  811. return;
  812. if(s.castle == FactionID::RANDOM && id == PlayerStartingBonus::RESOURCE) //random castle - can't be resource
  813. return;
  814. s.bonus = id;
  815. }
  816. bool CVCMIServer::canUseThisHero(PlayerColor player, HeroTypeID ID)
  817. {
  818. if (!ID.hasValue())
  819. return false;
  820. if (ID.getNum() >= LIBRARY->heroh->size())
  821. return false;
  822. if (si->playerInfos[player].castle != ID.toHeroType()->heroClass->faction)
  823. return false;
  824. if (vstd::contains(getUsedHeroes(), ID))
  825. return false;
  826. if (!mi->mapHeader->allowedHeroes.count(ID))
  827. return false;
  828. for (const auto & disposedHero : mi->mapHeader->disposedHeroes)
  829. if (disposedHero.heroId == ID && !disposedHero.players.count(player))
  830. return false;
  831. return true;
  832. }
  833. std::vector<HeroTypeID> CVCMIServer::getUsedHeroes()
  834. {
  835. std::vector<HeroTypeID> heroIds;
  836. for(const auto & p : si->playerInfos)
  837. {
  838. const auto & heroes = getPlayerInfo(p.first).heroesNames;
  839. for(const auto & hero : heroes)
  840. if(hero.heroId.hasValue())
  841. heroIds.push_back(hero.heroId);
  842. if(p.second.hero != HeroTypeID::RANDOM)
  843. heroIds.push_back(p.second.hero);
  844. }
  845. return heroIds;
  846. }
  847. ui8 CVCMIServer::getIdOfFirstUnallocatedPlayer() const
  848. {
  849. for(auto i = playerNames.cbegin(); i != playerNames.cend(); i++)
  850. {
  851. if(!si->getPlayersSettings(i->first))
  852. return i->first;
  853. }
  854. return 0;
  855. }
  856. void CVCMIServer::multiplayerWelcomeMessage()
  857. {
  858. int humanPlayer = 0;
  859. for (const auto & pi : si->playerInfos)
  860. if(pi.second.isControlledByHuman())
  861. humanPlayer++;
  862. if(humanPlayer < 2) // Singleplayer
  863. return;
  864. gh->playerMessages->broadcastSystemMessage(MetaString::createFromTextID("vcmi.broadcast.command"));
  865. for (const auto & pi : si->playerInfos)
  866. if(!pi.second.handicap.startBonus.empty() || pi.second.handicap.percentIncome != 100 || pi.second.handicap.percentGrowth != 100)
  867. {
  868. MetaString str;
  869. str.appendTextID("vcmi.lobby.handicap");
  870. str.appendRawString(" ");
  871. str.appendName(pi.first);
  872. str.appendRawString(":");
  873. for(auto & res : EGameResID::ALL_RESOURCES())
  874. if(pi.second.handicap.startBonus[res] != 0)
  875. {
  876. str.appendRawString(" ");
  877. str.appendName(res);
  878. str.appendRawString(":");
  879. str.appendRawString(std::to_string(pi.second.handicap.startBonus[res]));
  880. }
  881. if(pi.second.handicap.percentIncome != 100)
  882. {
  883. str.appendRawString(" ");
  884. str.appendTextID("core.jktext.32");
  885. str.appendRawString(":");
  886. str.appendRawString(std::to_string(pi.second.handicap.percentIncome) + "%");
  887. }
  888. if(pi.second.handicap.percentGrowth != 100)
  889. {
  890. str.appendRawString(" ");
  891. str.appendTextID("core.genrltxt.194");
  892. str.appendRawString(":");
  893. str.appendRawString(std::to_string(pi.second.handicap.percentGrowth) + "%");
  894. }
  895. gh->playerMessages->broadcastSystemMessage(str);
  896. }
  897. std::vector<std::string> optionIds;
  898. if(si->extraOptionsInfo.cheatsAllowed)
  899. optionIds.emplace_back("vcmi.optionsTab.cheatAllowed.hover");
  900. if(si->extraOptionsInfo.unlimitedReplay)
  901. optionIds.emplace_back("vcmi.optionsTab.unlimitedReplay.hover");
  902. if(!optionIds.size()) // No settings to publish
  903. return;
  904. MetaString str;
  905. str.appendTextID("vcmi.optionsTab.extraOptions.hover");
  906. str.appendRawString(": ");
  907. for(int i = 0; i < optionIds.size(); i++)
  908. {
  909. str.appendTextID(optionIds[i]);
  910. if(i < optionIds.size() - 1)
  911. str.appendRawString(", ");
  912. }
  913. gh->playerMessages->broadcastSystemMessage(str);
  914. }
  915. INetworkHandler & CVCMIServer::getNetworkHandler()
  916. {
  917. return *networkHandler;
  918. }
  919. INetworkServer & CVCMIServer::getNetworkServer()
  920. {
  921. return *networkServer;
  922. }
  923. bool CVCMIServer::loadSavedGame(const StartInfo &info)
  924. {
  925. try
  926. {
  927. gh->load(info);
  928. }
  929. catch(const ModIncompatibility & e)
  930. {
  931. logGlobal->error("Failed to load game: %s", e.what());
  932. MetaString errorMsg;
  933. if(!e.whatMissing().empty())
  934. {
  935. errorMsg.appendTextID("vcmi.server.errors.modsToEnable");
  936. errorMsg.appendRawString("\n");
  937. errorMsg.appendRawString(e.whatMissing());
  938. }
  939. if(!e.whatExcessive().empty())
  940. {
  941. errorMsg.appendTextID("vcmi.server.errors.modsToDisable");
  942. errorMsg.appendRawString("\n");
  943. errorMsg.appendRawString(e.whatExcessive());
  944. }
  945. announceMessage(errorMsg);
  946. return false;
  947. }
  948. catch(const IdentifierResolutionException & e)
  949. {
  950. logGlobal->error("Failed to load game: %s", e.what());
  951. MetaString errorMsg;
  952. errorMsg.appendTextID("vcmi.server.errors.unknownEntity");
  953. errorMsg.replaceRawString(e.identifierName);
  954. announceMessage(errorMsg);
  955. return false;
  956. }
  957. catch(const std::exception & e)
  958. {
  959. logGlobal->error("Failed to load game: %s", e.what());
  960. auto str = MetaString::createFromTextID("vcmi.broadcast.failedLoadGame");
  961. str.appendRawString(": ");
  962. str.appendRawString(e.what());
  963. announceMessage(str);
  964. return false;
  965. }
  966. return true;
  967. }
  968. bool CVCMIServer::isPlayerHost(const PlayerColor & color) const
  969. {
  970. return LobbyInfo::isPlayerHost(color);
  971. }
  972. bool CVCMIServer::hasPlayerAt(PlayerColor player, const std::shared_ptr<IGameConnection> & c) const
  973. {
  974. return vstd::contains(getAllClientPlayers(c->getConnectionID()), player);
  975. }
  976. bool CVCMIServer::hasBothPlayersAtSameConnection(PlayerColor left, PlayerColor right) const
  977. {
  978. for (const auto & c : activeConnections)
  979. {
  980. if (hasPlayerAt(left, c) && hasPlayerAt(right, c))
  981. return true;
  982. }
  983. return false;
  984. }
  985. void CVCMIServer::broadcastPack(CPackForClient & pack)
  986. {
  987. for (const auto & c : activeConnections)
  988. c->sendPack(pack);
  989. }