CVCMIServer.cpp 25 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/registerTypes/RegisterTypesLobbyPacks.h"
  18. #include "../lib/serializer/CMemorySerializer.h"
  19. #include "../lib/serializer/Connection.h"
  20. // UUID generation
  21. #include <boost/uuid/uuid.hpp>
  22. #include <boost/uuid/uuid_io.hpp>
  23. #include <boost/uuid/uuid_generators.hpp>
  24. #include <boost/program_options.hpp>
  25. template<typename T> class CApplyOnServer;
  26. class CBaseForServerApply
  27. {
  28. public:
  29. virtual bool applyOnServerBefore(CVCMIServer * srv, void * pack) const =0;
  30. virtual void applyOnServerAfter(CVCMIServer * srv, void * pack) const =0;
  31. virtual ~CBaseForServerApply() {}
  32. template<typename U> static CBaseForServerApply * getApplier(const U * t = nullptr)
  33. {
  34. return new CApplyOnServer<U>();
  35. }
  36. };
  37. template <typename T> class CApplyOnServer : public CBaseForServerApply
  38. {
  39. public:
  40. bool applyOnServerBefore(CVCMIServer * srv, void * pack) const override
  41. {
  42. T * ptr = static_cast<T *>(pack);
  43. ClientPermissionsCheckerNetPackVisitor checker(*srv);
  44. ptr->visit(checker);
  45. if(checker.getResult())
  46. {
  47. ApplyOnServerNetPackVisitor applier(*srv);
  48. ptr->visit(applier);
  49. return applier.getResult();
  50. }
  51. else
  52. return false;
  53. }
  54. void applyOnServerAfter(CVCMIServer * srv, void * pack) const override
  55. {
  56. T * ptr = static_cast<T *>(pack);
  57. ApplyOnServerAfterAnnounceNetPackVisitor applier(*srv);
  58. ptr->visit(applier);
  59. }
  60. };
  61. template <>
  62. class CApplyOnServer<CPack> : public CBaseForServerApply
  63. {
  64. public:
  65. bool applyOnServerBefore(CVCMIServer * srv, void * pack) const override
  66. {
  67. logGlobal->error("Cannot apply plain CPack!");
  68. assert(0);
  69. return false;
  70. }
  71. void applyOnServerAfter(CVCMIServer * srv, void * pack) const override
  72. {
  73. logGlobal->error("Cannot apply plain CPack!");
  74. assert(0);
  75. }
  76. };
  77. class CVCMIServerPackVisitor : public VCMI_LIB_WRAP_NAMESPACE(ICPackVisitor)
  78. {
  79. private:
  80. CVCMIServer & handler;
  81. std::shared_ptr<CGameHandler> gh;
  82. public:
  83. CVCMIServerPackVisitor(CVCMIServer & handler, std::shared_ptr<CGameHandler> gh)
  84. :handler(handler), gh(gh)
  85. {
  86. }
  87. virtual bool callTyped() override { return false; }
  88. virtual void visitForLobby(CPackForLobby & packForLobby) override
  89. {
  90. handler.handleReceivedPack(std::unique_ptr<CPackForLobby>(&packForLobby));
  91. }
  92. virtual void visitForServer(CPackForServer & serverPack) override
  93. {
  94. if (gh)
  95. gh->handleReceivedPack(&serverPack);
  96. else
  97. logNetwork->error("Received pack for game server while in lobby!");
  98. }
  99. virtual void visitForClient(CPackForClient & clientPack) override
  100. {
  101. }
  102. };
  103. CVCMIServer::CVCMIServer(boost::program_options::variables_map & opts)
  104. : state(EServerState::LOBBY), cmdLineOptions(opts), currentClientId(1), currentPlayerId(1), restartGameplay(false)
  105. {
  106. uuid = boost::uuids::to_string(boost::uuids::random_generator()());
  107. logNetwork->trace("CVCMIServer created! UUID: %s", uuid);
  108. applier = std::make_shared<CApplier<CBaseForServerApply>>();
  109. registerTypesLobbyPacks(*applier);
  110. networkHandler = INetworkHandler::createHandler();
  111. if(cmdLineOptions.count("lobby"))
  112. lobbyProcessor = std::make_unique<GlobalLobbyProcessor>(*this);
  113. else
  114. startAcceptingIncomingConnections();
  115. }
  116. CVCMIServer::~CVCMIServer() = default;
  117. void CVCMIServer::startAcceptingIncomingConnections()
  118. {
  119. uint16_t port = 3030;
  120. if(cmdLineOptions.count("port"))
  121. port = cmdLineOptions["port"].as<uint16_t>();
  122. logNetwork->info("Port %d will be used", port);
  123. networkServer = networkHandler->createServerTCP(*this);
  124. networkServer->start(port);
  125. logNetwork->info("Listening for connections at port %d", port);
  126. }
  127. void CVCMIServer::onNewConnection(const std::shared_ptr<INetworkConnection> & connection)
  128. {
  129. if(state == EServerState::LOBBY)
  130. {
  131. activeConnections.push_back(std::make_shared<CConnection>(connection));
  132. activeConnections.back()->enterLobbyConnectionMode();
  133. }
  134. else
  135. {
  136. networkServer->closeConnection(connection);
  137. }
  138. }
  139. void CVCMIServer::onPacketReceived(const std::shared_ptr<INetworkConnection> & connection, const std::vector<uint8_t> & message)
  140. {
  141. std::shared_ptr<CConnection> c = findConnection(connection);
  142. auto pack = c->retrievePack(message);
  143. pack->c = c;
  144. CVCMIServerPackVisitor visitor(*this, this->gh);
  145. pack->visit(visitor);
  146. }
  147. void CVCMIServer::setState(EServerState value)
  148. {
  149. state = value;
  150. }
  151. EServerState CVCMIServer::getState() const
  152. {
  153. return state;
  154. }
  155. std::shared_ptr<CConnection> CVCMIServer::findConnection(const std::shared_ptr<INetworkConnection> & netConnection)
  156. {
  157. for(const auto & gameConnection : activeConnections)
  158. {
  159. if (gameConnection->isMyConnection(netConnection))
  160. return gameConnection;
  161. }
  162. throw std::runtime_error("Unknown connection received in CVCMIServer::findConnection");
  163. }
  164. void CVCMIServer::run()
  165. {
  166. #if defined(VCMI_ANDROID) && !defined(SINGLE_PROCESS_APP)
  167. if(!restartGameplay)
  168. {
  169. CAndroidVMHelper vmHelper;
  170. vmHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "onServerReady");
  171. }
  172. #endif
  173. networkHandler->run();
  174. }
  175. void CVCMIServer::onTimer()
  176. {
  177. if (state != EServerState::GAMEPLAY)
  178. return;
  179. static const auto serverUpdateInterval = std::chrono::milliseconds(100);
  180. auto timeNow = std::chrono::steady_clock::now();
  181. auto timePassedBefore = lastTimerUpdateTime - gameplayStartTime;
  182. auto timePassedNow = timeNow - gameplayStartTime;
  183. lastTimerUpdateTime = timeNow;
  184. auto msPassedBefore = std::chrono::duration_cast<std::chrono::milliseconds>(timePassedBefore);
  185. auto msPassedNow = std::chrono::duration_cast<std::chrono::milliseconds>(timePassedNow);
  186. auto msDelta = msPassedNow - msPassedBefore;
  187. if (msDelta.count())
  188. gh->tick(msDelta.count());
  189. networkHandler->createTimer(*this, serverUpdateInterval);
  190. }
  191. void CVCMIServer::prepareToRestart()
  192. {
  193. if(state == EServerState::GAMEPLAY)
  194. {
  195. restartGameplay = true;
  196. * si = * gh->gs->initialOpts;
  197. si->seedToBeUsed = si->seedPostInit = 0;
  198. state = EServerState::LOBBY;
  199. if (si->campState)
  200. {
  201. assert(si->campState->currentScenario().has_value());
  202. campaignMap = si->campState->currentScenario().value_or(CampaignScenarioID(0));
  203. campaignBonus = si->campState->getBonusID(campaignMap).value_or(-1);
  204. }
  205. }
  206. for(auto c : activeConnections)
  207. c->enterLobbyConnectionMode();
  208. boost::unique_lock<boost::recursive_mutex> queueLock(mx);
  209. gh = nullptr;
  210. }
  211. bool CVCMIServer::prepareToStartGame()
  212. {
  213. Load::ProgressAccumulator progressTracking;
  214. Load::Progress current(1);
  215. progressTracking.include(current);
  216. auto currentProgress = std::numeric_limits<Load::Type>::max();
  217. auto progressTrackingThread = boost::thread([this, &progressTracking, &currentProgress]()
  218. {
  219. while(!progressTracking.finished())
  220. {
  221. if(progressTracking.get() != currentProgress)
  222. {
  223. //FIXME: UNGUARDED MULTITHREADED ACCESS!!!
  224. currentProgress = progressTracking.get();
  225. std::unique_ptr<LobbyLoadProgress> loadProgress(new LobbyLoadProgress);
  226. loadProgress->progress = currentProgress;
  227. announcePack(std::move(loadProgress));
  228. }
  229. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  230. }
  231. });
  232. gh = std::make_shared<CGameHandler>(this);
  233. switch(si->mode)
  234. {
  235. case EStartMode::CAMPAIGN:
  236. logNetwork->info("Preparing to start new campaign");
  237. si->startTimeIso8601 = vstd::getDateTimeISO8601Basic(std::time(nullptr));
  238. si->fileURI = mi->fileURI;
  239. si->campState->setCurrentMap(campaignMap);
  240. si->campState->setCurrentMapBonus(campaignBonus);
  241. gh->init(si.get(), progressTracking);
  242. break;
  243. case EStartMode::NEW_GAME:
  244. logNetwork->info("Preparing to start new game");
  245. si->startTimeIso8601 = vstd::getDateTimeISO8601Basic(std::time(nullptr));
  246. si->fileURI = mi->fileURI;
  247. gh->init(si.get(), progressTracking);
  248. break;
  249. case EStartMode::LOAD_GAME:
  250. logNetwork->info("Preparing to start loaded game");
  251. if(!gh->load(si->mapname))
  252. {
  253. current.finish();
  254. progressTrackingThread.join();
  255. return false;
  256. }
  257. break;
  258. default:
  259. logNetwork->error("Wrong mode in StartInfo!");
  260. assert(0);
  261. break;
  262. }
  263. current.finish();
  264. progressTrackingThread.join();
  265. return true;
  266. }
  267. void CVCMIServer::startGameImmediately()
  268. {
  269. for(auto c : activeConnections)
  270. c->enterGameplayConnectionMode(gh->gs);
  271. gh->start(si->mode == EStartMode::LOAD_GAME);
  272. state = EServerState::GAMEPLAY;
  273. lastTimerUpdateTime = gameplayStartTime = std::chrono::steady_clock::now();
  274. onTimer();
  275. }
  276. void CVCMIServer::onDisconnected(const std::shared_ptr<INetworkConnection> & connection)
  277. {
  278. logNetwork->error("Network error receiving a pack. Connection has been closed");
  279. std::shared_ptr<CConnection> c = findConnection(connection);
  280. vstd::erase(activeConnections, c);
  281. if(activeConnections.empty() || hostClientId == c->connectionID)
  282. {
  283. networkHandler->stop();
  284. state = EServerState::SHUTDOWN;
  285. return;
  286. }
  287. if(gh && state == EServerState::GAMEPLAY)
  288. {
  289. gh->handleClientDisconnection(c);
  290. auto lcd = std::make_unique<LobbyClientDisconnected>();
  291. lcd->c = c;
  292. lcd->clientId = c->connectionID;
  293. handleReceivedPack(std::move(lcd));
  294. }
  295. }
  296. void CVCMIServer::handleReceivedPack(std::unique_ptr<CPackForLobby> pack)
  297. {
  298. CBaseForServerApply * apply = applier->getApplier(CTypeList::getInstance().getTypeID(pack.get()));
  299. if(apply->applyOnServerBefore(this, pack.get()))
  300. announcePack(std::move(pack));
  301. }
  302. void CVCMIServer::announcePack(std::unique_ptr<CPackForLobby> pack)
  303. {
  304. for(auto c : activeConnections)
  305. {
  306. // FIXME: we need to avoid sending something to client that not yet get answer for LobbyClientConnected
  307. // Until UUID set we only pass LobbyClientConnected to this client
  308. //if(c->uuid == uuid && !dynamic_cast<LobbyClientConnected *>(pack.get()))
  309. // continue;
  310. c->sendPack(pack.get());
  311. }
  312. applier->getApplier(CTypeList::getInstance().getTypeID(pack.get()))->applyOnServerAfter(this, pack.get());
  313. }
  314. void CVCMIServer::announceMessage(const std::string & txt)
  315. {
  316. logNetwork->info("Show message: %s", txt);
  317. auto cm = std::make_unique<LobbyShowMessage>();
  318. cm->message = txt;
  319. announcePack(std::move(cm));
  320. }
  321. void CVCMIServer::announceTxt(const std::string & txt, const std::string & playerName)
  322. {
  323. logNetwork->info("%s says: %s", playerName, txt);
  324. auto cm = std::make_unique<LobbyChatMessage>();
  325. cm->playerName = playerName;
  326. cm->message = txt;
  327. announcePack(std::move(cm));
  328. }
  329. bool CVCMIServer::passHost(int toConnectionId)
  330. {
  331. for(auto c : activeConnections)
  332. {
  333. if(isClientHost(c->connectionID))
  334. continue;
  335. if(c->connectionID != toConnectionId)
  336. continue;
  337. hostClientId = c->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<CConnection> c, std::vector<std::string> & names, std::string uuid, EStartMode mode)
  344. {
  345. if(state != EServerState::LOBBY)
  346. throw std::runtime_error("CVCMIServer::clientConnected called while game is not accepting clients!");
  347. c->connectionID = currentClientId++;
  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.insert(std::make_pair(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<CConnection> c)
  375. {
  376. networkServer->closeConnection(c->getConnection());
  377. vstd::erase(activeConnections, c);
  378. if(activeConnections.empty() || hostClientId == c->connectionID)
  379. {
  380. networkHandler->stop();
  381. state = EServerState::SHUTDOWN;
  382. return;
  383. }
  384. // PlayerReinitInterface startAiPack;
  385. // startAiPack.playerConnectionId = PlayerSettings::PLAYER_AI;
  386. //
  387. // for(auto it = playerNames.begin(); it != playerNames.end();)
  388. // {
  389. // if(it->second.connection != c->connectionID)
  390. // {
  391. // ++it;
  392. // continue;
  393. // }
  394. //
  395. // int id = it->first;
  396. // std::string playerLeftMsgText = boost::str(boost::format("%s (pid %d cid %d) left the game") % id % playerNames[id].name % c->connectionID);
  397. // announceTxt(playerLeftMsgText); //send lobby text, it will be ignored for non-lobby clients
  398. // auto * playerSettings = si->getPlayersSettings(id);
  399. // if(!playerSettings)
  400. // {
  401. // ++it;
  402. // continue;
  403. // }
  404. //
  405. // it = playerNames.erase(it);
  406. // setPlayerConnectedId(*playerSettings, PlayerSettings::PLAYER_AI);
  407. //
  408. // if(gh && si && state == EServerState::GAMEPLAY)
  409. // {
  410. // gh->playerMessages->broadcastMessage(playerSettings->color, playerLeftMsgText);
  411. // // gh->connections[playerSettings->color].insert(hostClient);
  412. // startAiPack.players.push_back(playerSettings->color);
  413. // }
  414. // }
  415. //
  416. // if(!startAiPack.players.empty())
  417. // gh->sendAndApply(&startAiPack);
  418. }
  419. void CVCMIServer::reconnectPlayer(int connId)
  420. {
  421. PlayerReinitInterface startAiPack;
  422. startAiPack.playerConnectionId = connId;
  423. if(gh && si && state == EServerState::GAMEPLAY)
  424. {
  425. for(auto it = playerNames.begin(); it != playerNames.end(); ++it)
  426. {
  427. if(it->second.connection != connId)
  428. continue;
  429. int id = it->first;
  430. auto * playerSettings = si->getPlayersSettings(id);
  431. if(!playerSettings)
  432. continue;
  433. std::string messageText = boost::str(boost::format("%s (cid %d) is connected") % playerSettings->name % connId);
  434. gh->playerMessages->broadcastMessage(playerSettings->color, messageText);
  435. startAiPack.players.push_back(playerSettings->color);
  436. }
  437. if(!startAiPack.players.empty())
  438. gh->sendAndApply(&startAiPack);
  439. }
  440. }
  441. void CVCMIServer::setPlayerConnectedId(PlayerSettings & pset, ui8 player) const
  442. {
  443. if(vstd::contains(playerNames, player))
  444. pset.name = playerNames.find(player)->second.name;
  445. else
  446. pset.name = VLC->generaltexth->allTexts[468]; //Computer
  447. pset.connectedPlayerIDs.clear();
  448. if(player != PlayerSettings::PLAYER_AI)
  449. pset.connectedPlayerIDs.insert(player);
  450. }
  451. void CVCMIServer::updateStartInfoOnMapChange(std::shared_ptr<CMapInfo> mapInfo, std::shared_ptr<CMapGenOptions> mapGenOpts)
  452. {
  453. mi = mapInfo;
  454. if(!mi)
  455. return;
  456. auto namesIt = playerNames.cbegin();
  457. si->playerInfos.clear();
  458. if(mi->scenarioOptionsOfSave)
  459. {
  460. si = CMemorySerializer::deepCopy(*mi->scenarioOptionsOfSave);
  461. si->mode = EStartMode::LOAD_GAME;
  462. if(si->campState)
  463. campaignMap = si->campState->currentScenario().value();
  464. for(auto & ps : si->playerInfos)
  465. {
  466. if(!ps.second.compOnly && ps.second.connectedPlayerIDs.size() && namesIt != playerNames.cend())
  467. {
  468. setPlayerConnectedId(ps.second, namesIt++->first);
  469. }
  470. else
  471. {
  472. setPlayerConnectedId(ps.second, PlayerSettings::PLAYER_AI);
  473. }
  474. }
  475. }
  476. else if(si->mode == EStartMode::NEW_GAME || si->mode == EStartMode::CAMPAIGN)
  477. {
  478. if(mi->campaign)
  479. return;
  480. for(int i = 0; i < mi->mapHeader->players.size(); i++)
  481. {
  482. const PlayerInfo & pinfo = mi->mapHeader->players[i];
  483. //neither computer nor human can play - no player
  484. if(!(pinfo.canHumanPlay || pinfo.canComputerPlay))
  485. continue;
  486. PlayerSettings & pset = si->playerInfos[PlayerColor(i)];
  487. pset.color = PlayerColor(i);
  488. if(pinfo.canHumanPlay && namesIt != playerNames.cend())
  489. {
  490. setPlayerConnectedId(pset, namesIt++->first);
  491. }
  492. else
  493. {
  494. setPlayerConnectedId(pset, PlayerSettings::PLAYER_AI);
  495. if(!pinfo.canHumanPlay)
  496. {
  497. pset.compOnly = true;
  498. }
  499. }
  500. pset.castle = pinfo.defaultCastle();
  501. pset.hero = pinfo.defaultHero();
  502. if(pset.hero != HeroTypeID::RANDOM && pinfo.hasCustomMainHero())
  503. {
  504. pset.hero = pinfo.mainCustomHeroId;
  505. pset.heroNameTextId = pinfo.mainCustomHeroNameTextId;
  506. pset.heroPortrait = pinfo.mainCustomHeroPortrait;
  507. }
  508. pset.handicap = PlayerSettings::NO_HANDICAP;
  509. }
  510. if(mi->isRandomMap && mapGenOpts)
  511. si->mapGenOptions = std::shared_ptr<CMapGenOptions>(mapGenOpts);
  512. else
  513. si->mapGenOptions.reset();
  514. }
  515. si->mapname = mi->fileURI;
  516. }
  517. void CVCMIServer::updateAndPropagateLobbyState()
  518. {
  519. // Update player settings for RMG
  520. // TODO: find appropriate location for this code
  521. if(si->mapGenOptions && si->mode == EStartMode::NEW_GAME)
  522. {
  523. for(const auto & psetPair : si->playerInfos)
  524. {
  525. const auto & pset = psetPair.second;
  526. si->mapGenOptions->setStartingTownForPlayer(pset.color, pset.castle);
  527. si->mapGenOptions->setStartingHeroForPlayer(pset.color, pset.hero);
  528. if(pset.isControlledByHuman())
  529. {
  530. si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::HUMAN);
  531. }
  532. }
  533. }
  534. auto lus = std::make_unique<LobbyUpdateState>();
  535. lus->state = *this;
  536. announcePack(std::move(lus));
  537. }
  538. void CVCMIServer::setPlayer(PlayerColor clickedColor)
  539. {
  540. struct PlayerToRestore
  541. {
  542. PlayerColor color;
  543. int id;
  544. void reset() { id = -1; color = PlayerColor::CANNOT_DETERMINE; }
  545. PlayerToRestore(){ reset(); }
  546. } playerToRestore;
  547. PlayerSettings & clicked = si->playerInfos[clickedColor];
  548. //identify clicked player
  549. int clickedNameID = 0; //number of player - zero means AI, assume it initially
  550. if(clicked.isControlledByHuman())
  551. clickedNameID = *(clicked.connectedPlayerIDs.begin()); //if not AI - set appropiate ID
  552. if(clickedNameID > 0 && playerToRestore.id == clickedNameID) //player to restore is about to being replaced -> put him back to the old place
  553. {
  554. PlayerSettings & restPos = si->playerInfos[playerToRestore.color];
  555. setPlayerConnectedId(restPos, playerToRestore.id);
  556. playerToRestore.reset();
  557. }
  558. int newPlayer; //which player will take clicked position
  559. //who will be put here?
  560. if(!clickedNameID) //AI player clicked -> if possible replace computer with unallocated player
  561. {
  562. newPlayer = getIdOfFirstUnallocatedPlayer();
  563. if(!newPlayer) //no "free" player -> get just first one
  564. newPlayer = playerNames.begin()->first;
  565. }
  566. else //human clicked -> take next
  567. {
  568. auto i = playerNames.find(clickedNameID); //clicked one
  569. i++; //player AFTER clicked one
  570. if(i != playerNames.end())
  571. newPlayer = i->first;
  572. else
  573. newPlayer = 0; //AI if we scrolled through all players
  574. }
  575. setPlayerConnectedId(clicked, newPlayer); //put player
  576. //if that player was somewhere else, we need to replace him with computer
  577. if(newPlayer) //not AI
  578. {
  579. for(auto i = si->playerInfos.begin(); i != si->playerInfos.end(); i++)
  580. {
  581. int curNameID = *(i->second.connectedPlayerIDs.begin());
  582. if(i->first != clickedColor && curNameID == newPlayer)
  583. {
  584. assert(i->second.connectedPlayerIDs.size());
  585. playerToRestore.color = i->first;
  586. playerToRestore.id = newPlayer;
  587. setPlayerConnectedId(i->second, PlayerSettings::PLAYER_AI); //set computer
  588. break;
  589. }
  590. }
  591. }
  592. }
  593. void CVCMIServer::setPlayerName(PlayerColor color, std::string name)
  594. {
  595. if(color == PlayerColor::CANNOT_DETERMINE)
  596. return;
  597. PlayerSettings & player = si->playerInfos.at(color);
  598. if(!player.isControlledByHuman())
  599. return;
  600. if(player.connectedPlayerIDs.empty())
  601. return;
  602. int nameID = *(player.connectedPlayerIDs.begin()); //if not AI - set appropiate ID
  603. playerNames[nameID].name = name;
  604. setPlayerConnectedId(player, nameID);
  605. }
  606. void CVCMIServer::optionNextCastle(PlayerColor player, int dir)
  607. {
  608. PlayerSettings & s = si->playerInfos[player];
  609. FactionID & cur = s.castle;
  610. auto & allowed = getPlayerInfo(player).allowedFactions;
  611. const bool allowRandomTown = getPlayerInfo(player).isFactionRandom;
  612. if(cur == FactionID::NONE) //no change
  613. return;
  614. if(cur == FactionID::RANDOM) //first/last available
  615. {
  616. if(dir > 0)
  617. cur = *allowed.begin(); //id of first town
  618. else
  619. cur = *allowed.rbegin(); //id of last town
  620. }
  621. else // next/previous available
  622. {
  623. if((cur == *allowed.begin() && dir < 0) || (cur == *allowed.rbegin() && dir > 0))
  624. {
  625. if(allowRandomTown)
  626. {
  627. cur = FactionID::RANDOM;
  628. }
  629. else
  630. {
  631. if(dir > 0)
  632. cur = *allowed.begin();
  633. else
  634. cur = *allowed.rbegin();
  635. }
  636. }
  637. else
  638. {
  639. assert(dir >= -1 && dir <= 1); //othervice std::advance may go out of range
  640. auto iter = allowed.find(cur);
  641. std::advance(iter, dir);
  642. cur = *iter;
  643. }
  644. }
  645. if(s.hero.isValid() && !getPlayerInfo(player).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
  646. {
  647. s.hero = HeroTypeID::RANDOM;
  648. }
  649. if(!cur.isValid() && s.bonus == PlayerStartingBonus::RESOURCE)
  650. s.bonus = PlayerStartingBonus::RANDOM;
  651. }
  652. void CVCMIServer::optionSetCastle(PlayerColor player, FactionID id)
  653. {
  654. PlayerSettings & s = si->playerInfos[player];
  655. FactionID & cur = s.castle;
  656. auto & allowed = getPlayerInfo(player).allowedFactions;
  657. if(cur == FactionID::NONE) //no change
  658. return;
  659. if(allowed.find(id) == allowed.end() && id != FactionID::RANDOM) // valid id
  660. return;
  661. cur = static_cast<FactionID>(id);
  662. if(s.hero.isValid() && !getPlayerInfo(player).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
  663. {
  664. s.hero = HeroTypeID::RANDOM;
  665. }
  666. if(!cur.isValid() && s.bonus == PlayerStartingBonus::RESOURCE)
  667. s.bonus = PlayerStartingBonus::RANDOM;
  668. }
  669. void CVCMIServer::setCampaignMap(CampaignScenarioID mapId)
  670. {
  671. campaignMap = mapId;
  672. si->difficulty = si->campState->scenario(mapId).difficulty;
  673. campaignBonus = -1;
  674. updateStartInfoOnMapChange(si->campState->getMapInfo(mapId));
  675. }
  676. void CVCMIServer::setCampaignBonus(int bonusId)
  677. {
  678. campaignBonus = bonusId;
  679. const CampaignScenario & scenario = si->campState->scenario(campaignMap);
  680. const std::vector<CampaignBonus> & bonDescs = scenario.travelOptions.bonusesToChoose;
  681. if(bonDescs[bonusId].type == CampaignBonusType::HERO)
  682. {
  683. for(auto & elem : si->playerInfos)
  684. {
  685. if(elem.first == PlayerColor(bonDescs[bonusId].info1))
  686. setPlayerConnectedId(elem.second, 1);
  687. else
  688. setPlayerConnectedId(elem.second, PlayerSettings::PLAYER_AI);
  689. }
  690. }
  691. }
  692. void CVCMIServer::optionNextHero(PlayerColor player, int dir)
  693. {
  694. PlayerSettings & s = si->playerInfos[player];
  695. if(!s.castle.isValid() || s.hero == HeroTypeID::NONE)
  696. return;
  697. if(s.hero == HeroTypeID::RANDOM) // first/last available
  698. {
  699. if (dir > 0)
  700. s.hero = nextAllowedHero(player, HeroTypeID(-1), dir);
  701. else
  702. s.hero = nextAllowedHero(player, HeroTypeID(VLC->heroh->size()), dir);
  703. }
  704. else
  705. {
  706. s.hero = nextAllowedHero(player, s.hero, dir);
  707. }
  708. }
  709. void CVCMIServer::optionSetHero(PlayerColor player, HeroTypeID id)
  710. {
  711. PlayerSettings & s = si->playerInfos[player];
  712. if(!s.castle.isValid() || s.hero == HeroTypeID::NONE)
  713. return;
  714. if(id == HeroTypeID::RANDOM)
  715. {
  716. s.hero = HeroTypeID::RANDOM;
  717. }
  718. if(canUseThisHero(player, id))
  719. s.hero = static_cast<HeroTypeID>(id);
  720. }
  721. HeroTypeID CVCMIServer::nextAllowedHero(PlayerColor player, HeroTypeID initial, int direction)
  722. {
  723. HeroTypeID first(initial.getNum() + direction);
  724. if(direction > 0)
  725. {
  726. for (auto i = first; i.getNum() < VLC->heroh->size(); ++i)
  727. if(canUseThisHero(player, i))
  728. return i;
  729. }
  730. else
  731. {
  732. for (auto i = first; i.getNum() >= 0; --i)
  733. if(canUseThisHero(player, i))
  734. return i;
  735. }
  736. return HeroTypeID::RANDOM;
  737. }
  738. void CVCMIServer::optionNextBonus(PlayerColor player, int dir)
  739. {
  740. PlayerSettings & s = si->playerInfos[player];
  741. PlayerStartingBonus & ret = s.bonus = static_cast<PlayerStartingBonus>(static_cast<int>(s.bonus) + dir);
  742. if(s.hero == HeroTypeID::NONE &&
  743. !getPlayerInfo(player).heroesNames.size() &&
  744. ret == PlayerStartingBonus::ARTIFACT) //no hero - can't be artifact
  745. {
  746. if(dir < 0)
  747. ret = PlayerStartingBonus::RANDOM;
  748. else
  749. ret = PlayerStartingBonus::GOLD;
  750. }
  751. if(ret > PlayerStartingBonus::RESOURCE)
  752. ret = PlayerStartingBonus::RANDOM;
  753. if(ret < PlayerStartingBonus::RANDOM)
  754. ret = PlayerStartingBonus::RESOURCE;
  755. if(s.castle == FactionID::RANDOM && ret == PlayerStartingBonus::RESOURCE) //random castle - can't be resource
  756. {
  757. if(dir < 0)
  758. ret = PlayerStartingBonus::GOLD;
  759. else
  760. ret = PlayerStartingBonus::RANDOM;
  761. }
  762. }
  763. void CVCMIServer::optionSetBonus(PlayerColor player, PlayerStartingBonus id)
  764. {
  765. PlayerSettings & s = si->playerInfos[player];
  766. if(s.hero == HeroTypeID::NONE &&
  767. !getPlayerInfo(player).heroesNames.size() &&
  768. id == PlayerStartingBonus::ARTIFACT) //no hero - can't be artifact
  769. return;
  770. if(id > PlayerStartingBonus::RESOURCE)
  771. return;
  772. if(id < PlayerStartingBonus::RANDOM)
  773. return;
  774. if(s.castle == FactionID::RANDOM && id == PlayerStartingBonus::RESOURCE) //random castle - can't be resource
  775. return;
  776. s.bonus = id;
  777. }
  778. bool CVCMIServer::canUseThisHero(PlayerColor player, HeroTypeID ID)
  779. {
  780. return VLC->heroh->size() > ID
  781. && si->playerInfos[player].castle == VLC->heroh->objects[ID]->heroClass->faction
  782. && !vstd::contains(getUsedHeroes(), ID)
  783. && mi->mapHeader->allowedHeroes.count(ID);
  784. }
  785. std::vector<HeroTypeID> CVCMIServer::getUsedHeroes()
  786. {
  787. std::vector<HeroTypeID> heroIds;
  788. for(auto & p : si->playerInfos)
  789. {
  790. const auto & heroes = getPlayerInfo(p.first).heroesNames;
  791. for(auto & hero : heroes)
  792. if(hero.heroId >= 0) //in VCMI map format heroId = -1 means random hero
  793. heroIds.push_back(hero.heroId);
  794. if(p.second.hero != HeroTypeID::RANDOM)
  795. heroIds.push_back(p.second.hero);
  796. }
  797. return heroIds;
  798. }
  799. ui8 CVCMIServer::getIdOfFirstUnallocatedPlayer() const
  800. {
  801. for(auto i = playerNames.cbegin(); i != playerNames.cend(); i++)
  802. {
  803. if(!si->getPlayersSettings(i->first))
  804. return i->first;
  805. }
  806. return 0;
  807. }