CVCMIServer.cpp 33 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 <boost/asio.hpp>
  12. #include "../lib/filesystem/Filesystem.h"
  13. #include "../lib/campaign/CampaignState.h"
  14. #include "../lib/CThreadHelper.h"
  15. #include "../lib/serializer/Connection.h"
  16. #include "../lib/CArtHandler.h"
  17. #include "../lib/CGeneralTextHandler.h"
  18. #include "../lib/CHeroHandler.h"
  19. #include "../lib/CTownHandler.h"
  20. #include "../lib/CBuildingHandler.h"
  21. #include "../lib/spells/CSpellHandler.h"
  22. #include "../lib/CCreatureHandler.h"
  23. #include "zlib.h"
  24. #include "CVCMIServer.h"
  25. #include "../lib/StartInfo.h"
  26. #include "../lib/mapping/CMapHeader.h"
  27. #include "../lib/rmg/CMapGenOptions.h"
  28. #include "../lib/NetPackVisitor.h"
  29. #include "LobbyNetPackVisitors.h"
  30. #ifdef VCMI_ANDROID
  31. #include <jni.h>
  32. #include <android/log.h>
  33. #include "lib/CAndroidVMHelper.h"
  34. #endif
  35. #include "../lib/VCMI_Lib.h"
  36. #include "../lib/VCMIDirs.h"
  37. #include "CGameHandler.h"
  38. #include "processors/PlayerMessageProcessor.h"
  39. #include "../lib/mapping/CMapInfo.h"
  40. #include "../lib/GameConstants.h"
  41. #include "../lib/logging/CBasicLogConfigurator.h"
  42. #include "../lib/CConfigHandler.h"
  43. #include "../lib/ScopeGuard.h"
  44. #include "../lib/serializer/CMemorySerializer.h"
  45. #include "../lib/serializer/Cast.h"
  46. #include "../lib/UnlockGuard.h"
  47. // for applier
  48. #include "../lib/registerTypes/RegisterTypes.h"
  49. // UUID generation
  50. #include <boost/uuid/uuid.hpp>
  51. #include <boost/uuid/uuid_io.hpp>
  52. #include <boost/uuid/uuid_generators.hpp>
  53. #include "../lib/gameState/CGameState.h"
  54. template<typename T> class CApplyOnServer;
  55. class CBaseForServerApply
  56. {
  57. public:
  58. virtual bool applyOnServerBefore(CVCMIServer * srv, void * pack) const =0;
  59. virtual void applyOnServerAfter(CVCMIServer * srv, void * pack) const =0;
  60. virtual ~CBaseForServerApply() {}
  61. template<typename U> static CBaseForServerApply * getApplier(const U * t = nullptr)
  62. {
  63. return new CApplyOnServer<U>();
  64. }
  65. };
  66. template <typename T> class CApplyOnServer : public CBaseForServerApply
  67. {
  68. public:
  69. bool applyOnServerBefore(CVCMIServer * srv, void * pack) const override
  70. {
  71. T * ptr = static_cast<T *>(pack);
  72. ClientPermissionsCheckerNetPackVisitor checker(*srv);
  73. ptr->visit(checker);
  74. if(checker.getResult())
  75. {
  76. boost::unique_lock<boost::mutex> stateLock(srv->stateMutex);
  77. ApplyOnServerNetPackVisitor applier(*srv);
  78. ptr->visit(applier);
  79. return applier.getResult();
  80. }
  81. else
  82. return false;
  83. }
  84. void applyOnServerAfter(CVCMIServer * srv, void * pack) const override
  85. {
  86. T * ptr = static_cast<T *>(pack);
  87. ApplyOnServerAfterAnnounceNetPackVisitor applier(*srv);
  88. ptr->visit(applier);
  89. }
  90. };
  91. template <>
  92. class CApplyOnServer<CPack> : public CBaseForServerApply
  93. {
  94. public:
  95. bool applyOnServerBefore(CVCMIServer * srv, void * pack) const override
  96. {
  97. logGlobal->error("Cannot apply plain CPack!");
  98. assert(0);
  99. return false;
  100. }
  101. void applyOnServerAfter(CVCMIServer * srv, void * pack) const override
  102. {
  103. logGlobal->error("Cannot apply plain CPack!");
  104. assert(0);
  105. }
  106. };
  107. std::string SERVER_NAME_AFFIX = "server";
  108. std::string SERVER_NAME = GameConstants::VCMI_VERSION + std::string(" (") + SERVER_NAME_AFFIX + ')';
  109. CVCMIServer::CVCMIServer(boost::program_options::variables_map & opts)
  110. : port(3030), io(std::make_shared<boost::asio::io_service>()), state(EServerState::LOBBY), cmdLineOptions(opts), currentClientId(1), currentPlayerId(1), restartGameplay(false)
  111. {
  112. uuid = boost::uuids::to_string(boost::uuids::random_generator()());
  113. logNetwork->trace("CVCMIServer created! UUID: %s", uuid);
  114. applier = std::make_shared<CApplier<CBaseForServerApply>>();
  115. registerTypesLobbyPacks(*applier);
  116. if(cmdLineOptions.count("port"))
  117. port = cmdLineOptions["port"].as<ui16>();
  118. logNetwork->info("Port %d will be used", port);
  119. try
  120. {
  121. acceptor = std::make_shared<TAcceptor>(*io, boost::asio::ip::tcp::endpoint(boost::asio::ip::tcp::v4(), port));
  122. }
  123. catch(...)
  124. {
  125. logNetwork->info("Port %d is busy, trying to use random port instead", port);
  126. if(cmdLineOptions.count("run-by-client"))
  127. {
  128. logNetwork->error("Port must be specified when run-by-client is used!!");
  129. exit(0);
  130. }
  131. acceptor = std::make_shared<TAcceptor>(*io, boost::asio::ip::tcp::endpoint(boost::asio::ip::tcp::v4(), 0));
  132. port = acceptor->local_endpoint().port();
  133. }
  134. logNetwork->info("Listening for connections at port %d", port);
  135. }
  136. CVCMIServer::~CVCMIServer()
  137. {
  138. announceQueue.clear();
  139. if(announceLobbyThread)
  140. announceLobbyThread->join();
  141. }
  142. void CVCMIServer::run()
  143. {
  144. if(!restartGameplay)
  145. {
  146. this->announceLobbyThread = std::make_unique<boost::thread>(&CVCMIServer::threadAnnounceLobby, this);
  147. startAsyncAccept();
  148. if(!remoteConnectionsThread && cmdLineOptions.count("lobby"))
  149. {
  150. remoteConnectionsThread = std::make_unique<boost::thread>(&CVCMIServer::establishRemoteConnections, this);
  151. }
  152. #if defined(VCMI_ANDROID)
  153. #ifndef SINGLE_PROCESS_APP
  154. CAndroidVMHelper vmHelper;
  155. vmHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "onServerReady");
  156. #endif
  157. #endif
  158. }
  159. while(state == EServerState::LOBBY || state == EServerState::GAMEPLAY_STARTING)
  160. boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
  161. logNetwork->info("Thread handling connections ended");
  162. if(state == EServerState::GAMEPLAY)
  163. {
  164. gh->run(si->mode == StartInfo::LOAD_GAME);
  165. }
  166. while(state == EServerState::GAMEPLAY_ENDED)
  167. boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
  168. }
  169. void CVCMIServer::establishRemoteConnections()
  170. {
  171. //wait for host connection
  172. while(connections.empty())
  173. boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
  174. uuid = cmdLineOptions["lobby-uuid"].as<std::string>();
  175. int numOfConnections = cmdLineOptions["connections"].as<ui16>();
  176. auto address = cmdLineOptions["lobby"].as<std::string>();
  177. int port = cmdLineOptions["lobby-port"].as<ui16>();
  178. logGlobal->info("Server is connecting to remote at %s:%d with uuid %s %d times", address, port, uuid, numOfConnections);
  179. for(int i = 0; i < numOfConnections; ++i)
  180. connectToRemote(address, port);
  181. }
  182. void CVCMIServer::connectToRemote(const std::string & addr, int port)
  183. {
  184. std::shared_ptr<CConnection> c;
  185. try
  186. {
  187. logNetwork->info("Establishing connection...");
  188. c = std::make_shared<CConnection>(addr, port, SERVER_NAME, uuid);
  189. }
  190. catch(...)
  191. {
  192. logNetwork->error("\nCannot establish remote connection!");
  193. }
  194. if(c)
  195. {
  196. connections.insert(c);
  197. c->handler = std::make_shared<boost::thread>(&CVCMIServer::threadHandleClient, this, c);
  198. }
  199. }
  200. void CVCMIServer::threadAnnounceLobby()
  201. {
  202. while(state != EServerState::SHUTDOWN)
  203. {
  204. {
  205. boost::unique_lock<boost::recursive_mutex> myLock(mx);
  206. while(!announceQueue.empty())
  207. {
  208. announcePack(std::move(announceQueue.front()));
  209. announceQueue.pop_front();
  210. }
  211. if(acceptor)
  212. {
  213. io->reset();
  214. io->poll();
  215. }
  216. }
  217. boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
  218. }
  219. }
  220. void CVCMIServer::prepareToRestart()
  221. {
  222. if(state == EServerState::GAMEPLAY)
  223. {
  224. restartGameplay = true;
  225. * si = * gh->gs->initialOpts;
  226. si->seedToBeUsed = si->seedPostInit = 0;
  227. state = EServerState::LOBBY;
  228. if (si->campState)
  229. {
  230. assert(si->campState->currentScenario().has_value());
  231. campaignMap = si->campState->currentScenario().value_or(CampaignScenarioID(0));
  232. campaignBonus = si->campState->getBonusID(campaignMap).value_or(-1);
  233. }
  234. // FIXME: dirry hack to make sure old CGameHandler::run is finished
  235. boost::this_thread::sleep_for(boost::chrono::milliseconds(1000));
  236. }
  237. for(auto c : connections)
  238. {
  239. c->enterLobbyConnectionMode();
  240. c->disableStackSendingByID();
  241. }
  242. boost::unique_lock<boost::recursive_mutex> queueLock(mx);
  243. gh = nullptr;
  244. }
  245. bool CVCMIServer::prepareToStartGame()
  246. {
  247. Load::ProgressAccumulator progressTracking;
  248. Load::Progress current(1);
  249. progressTracking.include(current);
  250. Load::Type currentProgress = std::numeric_limits<Load::Type>::max();
  251. auto progressTrackingThread = boost::thread([this, &progressTracking, &currentProgress]()
  252. {
  253. while(!progressTracking.finished())
  254. {
  255. if(progressTracking.get() != currentProgress)
  256. {
  257. currentProgress = progressTracking.get();
  258. std::unique_ptr<LobbyLoadProgress> loadProgress(new LobbyLoadProgress);
  259. loadProgress->progress = currentProgress;
  260. addToAnnounceQueue(std::move(loadProgress));
  261. }
  262. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  263. }
  264. });
  265. gh = std::make_shared<CGameHandler>(this);
  266. switch(si->mode)
  267. {
  268. case StartInfo::CAMPAIGN:
  269. logNetwork->info("Preparing to start new campaign");
  270. si->campState->setCurrentMap(campaignMap);
  271. si->campState->setCurrentMapBonus(campaignBonus);
  272. gh->init(si.get(), progressTracking);
  273. break;
  274. case StartInfo::NEW_GAME:
  275. logNetwork->info("Preparing to start new game");
  276. gh->init(si.get(), progressTracking);
  277. break;
  278. case StartInfo::LOAD_GAME:
  279. logNetwork->info("Preparing to start loaded game");
  280. if(!gh->load(si->mapname))
  281. {
  282. current.finish();
  283. progressTrackingThread.join();
  284. return false;
  285. }
  286. break;
  287. default:
  288. logNetwork->error("Wrong mode in StartInfo!");
  289. assert(0);
  290. break;
  291. }
  292. current.finish();
  293. progressTrackingThread.join();
  294. return true;
  295. }
  296. void CVCMIServer::startGameImmidiately()
  297. {
  298. for(auto c : connections)
  299. c->enterGameplayConnectionMode(gh->gs);
  300. state = EServerState::GAMEPLAY;
  301. }
  302. void CVCMIServer::startAsyncAccept()
  303. {
  304. assert(!upcomingConnection);
  305. assert(acceptor);
  306. #if BOOST_VERSION >= 107000 // Boost version >= 1.70
  307. upcomingConnection = std::make_shared<TSocket>(acceptor->get_executor());
  308. #else
  309. upcomingConnection = std::make_shared<TSocket>(acceptor->get_io_service());
  310. #endif
  311. acceptor->async_accept(*upcomingConnection, std::bind(&CVCMIServer::connectionAccepted, this, _1));
  312. }
  313. void CVCMIServer::connectionAccepted(const boost::system::error_code & ec)
  314. {
  315. if(ec)
  316. {
  317. if(state != EServerState::SHUTDOWN)
  318. logNetwork->info("Something wrong during accepting: %s", ec.message());
  319. return;
  320. }
  321. try
  322. {
  323. if(state == EServerState::LOBBY || !hangingConnections.empty())
  324. {
  325. logNetwork->info("We got a new connection! :)");
  326. auto c = std::make_shared<CConnection>(upcomingConnection, SERVER_NAME, uuid);
  327. upcomingConnection.reset();
  328. connections.insert(c);
  329. c->handler = std::make_shared<boost::thread>(&CVCMIServer::threadHandleClient, this, c);
  330. }
  331. }
  332. catch(std::exception & e)
  333. {
  334. logNetwork->error("Failure processing new connection! %s", e.what());
  335. upcomingConnection.reset();
  336. }
  337. startAsyncAccept();
  338. }
  339. class CVCMIServerPackVisitor : public VCMI_LIB_WRAP_NAMESPACE(ICPackVisitor)
  340. {
  341. private:
  342. CVCMIServer & handler;
  343. std::shared_ptr<CGameHandler> gh;
  344. public:
  345. CVCMIServerPackVisitor(CVCMIServer & handler, std::shared_ptr<CGameHandler> gh)
  346. :handler(handler), gh(gh)
  347. {
  348. }
  349. virtual bool callTyped() override { return false; }
  350. virtual void visitForLobby(CPackForLobby & packForLobby) override
  351. {
  352. handler.handleReceivedPack(std::unique_ptr<CPackForLobby>(&packForLobby));
  353. }
  354. virtual void visitForServer(CPackForServer & serverPack) override
  355. {
  356. if (gh)
  357. gh->handleReceivedPack(&serverPack);
  358. else
  359. logNetwork->error("Received pack for game server while in lobby!");
  360. }
  361. virtual void visitForClient(CPackForClient & clientPack) override
  362. {
  363. }
  364. };
  365. void CVCMIServer::threadHandleClient(std::shared_ptr<CConnection> c)
  366. {
  367. setThreadName("CVCMIServer::handleConnection");
  368. c->enterLobbyConnectionMode();
  369. while(c->connected)
  370. {
  371. CPack * pack;
  372. try
  373. {
  374. pack = c->retrievePack();
  375. }
  376. catch(boost::system::system_error & e)
  377. {
  378. if (e.code() == boost::asio::error::eof)
  379. logNetwork->error("Network error receiving a pack. Connection has been closed");
  380. else
  381. logNetwork->error("Network error receiving a pack. Connection %s dies. What happened: %s", c->toString(), e.what());
  382. hangingConnections.insert(c);
  383. connections.erase(c);
  384. if(connections.empty() || hostClient == c)
  385. state = EServerState::SHUTDOWN;
  386. if(gh && state == EServerState::GAMEPLAY)
  387. {
  388. gh->handleClientDisconnection(c);
  389. }
  390. break;
  391. }
  392. CVCMIServerPackVisitor visitor(*this, this->gh);
  393. pack->visit(visitor);
  394. }
  395. boost::unique_lock<boost::recursive_mutex> queueLock(mx);
  396. if(c->connected)
  397. {
  398. auto lcd = std::make_unique<LobbyClientDisconnected>();
  399. lcd->c = c;
  400. lcd->clientId = c->connectionID;
  401. handleReceivedPack(std::move(lcd));
  402. }
  403. logNetwork->info("Thread listening for %s ended", c->toString());
  404. c->handler.reset();
  405. }
  406. void CVCMIServer::handleReceivedPack(std::unique_ptr<CPackForLobby> pack)
  407. {
  408. CBaseForServerApply * apply = applier->getApplier(typeList.getTypeID(pack.get()));
  409. if(apply->applyOnServerBefore(this, pack.get()))
  410. addToAnnounceQueue(std::move(pack));
  411. }
  412. void CVCMIServer::announcePack(std::unique_ptr<CPackForLobby> pack)
  413. {
  414. for(auto c : connections)
  415. {
  416. // FIXME: we need to avoid sending something to client that not yet get answer for LobbyClientConnected
  417. // Until UUID set we only pass LobbyClientConnected to this client
  418. if(c->uuid == uuid && !dynamic_cast<LobbyClientConnected *>(pack.get()))
  419. continue;
  420. c->sendPack(pack.get());
  421. }
  422. applier->getApplier(typeList.getTypeID(pack.get()))->applyOnServerAfter(this, pack.get());
  423. }
  424. void CVCMIServer::announceMessage(const std::string & txt)
  425. {
  426. logNetwork->info("Show message: %s", txt);
  427. auto cm = std::make_unique<LobbyShowMessage>();
  428. cm->message = txt;
  429. addToAnnounceQueue(std::move(cm));
  430. }
  431. void CVCMIServer::announceTxt(const std::string & txt, const std::string & playerName)
  432. {
  433. logNetwork->info("%s says: %s", playerName, txt);
  434. auto cm = std::make_unique<LobbyChatMessage>();
  435. cm->playerName = playerName;
  436. cm->message = txt;
  437. addToAnnounceQueue(std::move(cm));
  438. }
  439. void CVCMIServer::addToAnnounceQueue(std::unique_ptr<CPackForLobby> pack)
  440. {
  441. boost::unique_lock<boost::recursive_mutex> queueLock(mx);
  442. announceQueue.push_back(std::move(pack));
  443. }
  444. bool CVCMIServer::passHost(int toConnectionId)
  445. {
  446. for(auto c : connections)
  447. {
  448. if(isClientHost(c->connectionID))
  449. continue;
  450. if(c->connectionID != toConnectionId)
  451. continue;
  452. hostClient = c;
  453. hostClientId = c->connectionID;
  454. announceTxt(boost::str(boost::format("Pass host to connection %d") % toConnectionId));
  455. return true;
  456. }
  457. return false;
  458. }
  459. void CVCMIServer::clientConnected(std::shared_ptr<CConnection> c, std::vector<std::string> & names, std::string uuid, StartInfo::EMode mode)
  460. {
  461. if(state == EServerState::LOBBY)
  462. c->connectionID = currentClientId++;
  463. if(!hostClient)
  464. {
  465. hostClient = c;
  466. hostClientId = c->connectionID;
  467. si->mode = mode;
  468. }
  469. logNetwork->info("Connection with client %d established. UUID: %s", c->connectionID, c->uuid);
  470. if(state == EServerState::LOBBY)
  471. {
  472. for(auto & name : names)
  473. {
  474. logNetwork->info("Client %d player: %s", c->connectionID, name);
  475. ui8 id = currentPlayerId++;
  476. ClientPlayer cp;
  477. cp.connection = c->connectionID;
  478. cp.name = name;
  479. playerNames.insert(std::make_pair(id, cp));
  480. announceTxt(boost::str(boost::format("%s (pid %d cid %d) joins the game") % name % id % c->connectionID));
  481. //put new player in first slot with AI
  482. for(auto & elem : si->playerInfos)
  483. {
  484. if(elem.second.isControlledByAI() && !elem.second.compOnly)
  485. {
  486. setPlayerConnectedId(elem.second, id);
  487. break;
  488. }
  489. }
  490. }
  491. }
  492. }
  493. void CVCMIServer::clientDisconnected(std::shared_ptr<CConnection> c)
  494. {
  495. connections -= c;
  496. if(connections.empty() || hostClient == c)
  497. {
  498. state = EServerState::SHUTDOWN;
  499. return;
  500. }
  501. PlayerReinitInterface startAiPack;
  502. startAiPack.playerConnectionId = PlayerSettings::PLAYER_AI;
  503. for(auto it = playerNames.begin(); it != playerNames.end();)
  504. {
  505. if(it->second.connection != c->connectionID)
  506. {
  507. ++it;
  508. continue;
  509. }
  510. int id = it->first;
  511. std::string playerLeftMsgText = boost::str(boost::format("%s (pid %d cid %d) left the game") % id % playerNames[id].name % c->connectionID);
  512. announceTxt(playerLeftMsgText); //send lobby text, it will be ignored for non-lobby clients
  513. auto * playerSettings = si->getPlayersSettings(id);
  514. if(!playerSettings)
  515. {
  516. ++it;
  517. continue;
  518. }
  519. it = playerNames.erase(it);
  520. setPlayerConnectedId(*playerSettings, PlayerSettings::PLAYER_AI);
  521. if(gh && si && state == EServerState::GAMEPLAY)
  522. {
  523. gh->playerMessages->broadcastMessage(playerSettings->color, playerLeftMsgText);
  524. gh->connections[playerSettings->color].insert(hostClient);
  525. startAiPack.players.push_back(playerSettings->color);
  526. }
  527. }
  528. if(!startAiPack.players.empty())
  529. gh->sendAndApply(&startAiPack);
  530. }
  531. void CVCMIServer::reconnectPlayer(int connId)
  532. {
  533. PlayerReinitInterface startAiPack;
  534. startAiPack.playerConnectionId = connId;
  535. if(gh && si && state == EServerState::GAMEPLAY)
  536. {
  537. for(auto it = playerNames.begin(); it != playerNames.end(); ++it)
  538. {
  539. if(it->second.connection != connId)
  540. continue;
  541. int id = it->first;
  542. auto * playerSettings = si->getPlayersSettings(id);
  543. if(!playerSettings)
  544. continue;
  545. std::string messageText = boost::str(boost::format("%s (cid %d) is connected") % playerSettings->name % connId);
  546. gh->playerMessages->broadcastMessage(playerSettings->color, messageText);
  547. startAiPack.players.push_back(playerSettings->color);
  548. }
  549. if(!startAiPack.players.empty())
  550. gh->sendAndApply(&startAiPack);
  551. }
  552. }
  553. void CVCMIServer::setPlayerConnectedId(PlayerSettings & pset, ui8 player) const
  554. {
  555. if(vstd::contains(playerNames, player))
  556. pset.name = playerNames.find(player)->second.name;
  557. else
  558. pset.name = VLC->generaltexth->allTexts[468]; //Computer
  559. pset.connectedPlayerIDs.clear();
  560. if(player != PlayerSettings::PLAYER_AI)
  561. pset.connectedPlayerIDs.insert(player);
  562. }
  563. void CVCMIServer::updateStartInfoOnMapChange(std::shared_ptr<CMapInfo> mapInfo, std::shared_ptr<CMapGenOptions> mapGenOpts)
  564. {
  565. mi = mapInfo;
  566. if(!mi)
  567. return;
  568. auto namesIt = playerNames.cbegin();
  569. si->playerInfos.clear();
  570. if(mi->scenarioOptionsOfSave)
  571. {
  572. si = CMemorySerializer::deepCopy(*mi->scenarioOptionsOfSave);
  573. si->mode = StartInfo::LOAD_GAME;
  574. if(si->campState)
  575. campaignMap = si->campState->currentScenario().value();
  576. for(auto & ps : si->playerInfos)
  577. {
  578. if(!ps.second.compOnly && ps.second.connectedPlayerIDs.size() && namesIt != playerNames.cend())
  579. {
  580. setPlayerConnectedId(ps.second, namesIt++->first);
  581. }
  582. else
  583. {
  584. setPlayerConnectedId(ps.second, PlayerSettings::PLAYER_AI);
  585. }
  586. }
  587. }
  588. else if(si->mode == StartInfo::NEW_GAME || si->mode == StartInfo::CAMPAIGN)
  589. {
  590. if(mi->campaign)
  591. return;
  592. for(int i = 0; i < mi->mapHeader->players.size(); i++)
  593. {
  594. const PlayerInfo & pinfo = mi->mapHeader->players[i];
  595. //neither computer nor human can play - no player
  596. if(!(pinfo.canHumanPlay || pinfo.canComputerPlay))
  597. continue;
  598. PlayerSettings & pset = si->playerInfos[PlayerColor(i)];
  599. pset.color = PlayerColor(i);
  600. if(pinfo.canHumanPlay && namesIt != playerNames.cend())
  601. {
  602. setPlayerConnectedId(pset, namesIt++->first);
  603. }
  604. else
  605. {
  606. setPlayerConnectedId(pset, PlayerSettings::PLAYER_AI);
  607. if(!pinfo.canHumanPlay)
  608. {
  609. pset.compOnly = true;
  610. }
  611. }
  612. pset.castle = pinfo.defaultCastle();
  613. pset.hero = pinfo.defaultHero();
  614. if(pset.hero != PlayerSettings::RANDOM && pinfo.hasCustomMainHero())
  615. {
  616. pset.hero = pinfo.mainCustomHeroId;
  617. pset.heroName = pinfo.mainCustomHeroName;
  618. pset.heroPortrait = pinfo.mainCustomHeroPortrait;
  619. }
  620. pset.handicap = PlayerSettings::NO_HANDICAP;
  621. }
  622. if(mi->isRandomMap && mapGenOpts)
  623. si->mapGenOptions = std::shared_ptr<CMapGenOptions>(mapGenOpts);
  624. else
  625. si->mapGenOptions.reset();
  626. }
  627. si->mapname = mi->fileURI;
  628. }
  629. void CVCMIServer::updateAndPropagateLobbyState()
  630. {
  631. boost::unique_lock<boost::mutex> stateLock(stateMutex);
  632. // Update player settings for RMG
  633. // TODO: find appropriate location for this code
  634. if(si->mapGenOptions && si->mode == StartInfo::NEW_GAME)
  635. {
  636. for(const auto & psetPair : si->playerInfos)
  637. {
  638. const auto & pset = psetPair.second;
  639. si->mapGenOptions->setStartingTownForPlayer(pset.color, pset.castle);
  640. if(pset.isControlledByHuman())
  641. {
  642. si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::HUMAN);
  643. }
  644. }
  645. }
  646. auto lus = std::make_unique<LobbyUpdateState>();
  647. lus->state = *this;
  648. addToAnnounceQueue(std::move(lus));
  649. }
  650. void CVCMIServer::setPlayer(PlayerColor clickedColor)
  651. {
  652. struct PlayerToRestore
  653. {
  654. PlayerColor color;
  655. int id;
  656. void reset() { id = -1; color = PlayerColor::CANNOT_DETERMINE; }
  657. PlayerToRestore(){ reset(); }
  658. } playerToRestore;
  659. PlayerSettings & clicked = si->playerInfos[clickedColor];
  660. //identify clicked player
  661. int clickedNameID = 0; //number of player - zero means AI, assume it initially
  662. if(clicked.isControlledByHuman())
  663. clickedNameID = *(clicked.connectedPlayerIDs.begin()); //if not AI - set appropiate ID
  664. if(clickedNameID > 0 && playerToRestore.id == clickedNameID) //player to restore is about to being replaced -> put him back to the old place
  665. {
  666. PlayerSettings & restPos = si->playerInfos[playerToRestore.color];
  667. setPlayerConnectedId(restPos, playerToRestore.id);
  668. playerToRestore.reset();
  669. }
  670. int newPlayer; //which player will take clicked position
  671. //who will be put here?
  672. if(!clickedNameID) //AI player clicked -> if possible replace computer with unallocated player
  673. {
  674. newPlayer = getIdOfFirstUnallocatedPlayer();
  675. if(!newPlayer) //no "free" player -> get just first one
  676. newPlayer = playerNames.begin()->first;
  677. }
  678. else //human clicked -> take next
  679. {
  680. auto i = playerNames.find(clickedNameID); //clicked one
  681. i++; //player AFTER clicked one
  682. if(i != playerNames.end())
  683. newPlayer = i->first;
  684. else
  685. newPlayer = 0; //AI if we scrolled through all players
  686. }
  687. setPlayerConnectedId(clicked, newPlayer); //put player
  688. //if that player was somewhere else, we need to replace him with computer
  689. if(newPlayer) //not AI
  690. {
  691. for(auto i = si->playerInfos.begin(); i != si->playerInfos.end(); i++)
  692. {
  693. int curNameID = *(i->second.connectedPlayerIDs.begin());
  694. if(i->first != clickedColor && curNameID == newPlayer)
  695. {
  696. assert(i->second.connectedPlayerIDs.size());
  697. playerToRestore.color = i->first;
  698. playerToRestore.id = newPlayer;
  699. setPlayerConnectedId(i->second, PlayerSettings::PLAYER_AI); //set computer
  700. break;
  701. }
  702. }
  703. }
  704. }
  705. void CVCMIServer::optionNextCastle(PlayerColor player, int dir)
  706. {
  707. PlayerSettings & s = si->playerInfos[player];
  708. FactionID & cur = s.castle;
  709. auto & allowed = getPlayerInfo(player.getNum()).allowedFactions;
  710. const bool allowRandomTown = getPlayerInfo(player.getNum()).isFactionRandom;
  711. if(cur == PlayerSettings::NONE) //no change
  712. return;
  713. if(cur == PlayerSettings::RANDOM) //first/last available
  714. {
  715. if(dir > 0)
  716. cur = *allowed.begin(); //id of first town
  717. else
  718. cur = *allowed.rbegin(); //id of last town
  719. }
  720. else // next/previous available
  721. {
  722. if((cur == *allowed.begin() && dir < 0) || (cur == *allowed.rbegin() && dir > 0))
  723. {
  724. if(allowRandomTown)
  725. {
  726. cur = PlayerSettings::RANDOM;
  727. }
  728. else
  729. {
  730. if(dir > 0)
  731. cur = *allowed.begin();
  732. else
  733. cur = *allowed.rbegin();
  734. }
  735. }
  736. else
  737. {
  738. assert(dir >= -1 && dir <= 1); //othervice std::advance may go out of range
  739. auto iter = allowed.find(cur);
  740. std::advance(iter, dir);
  741. cur = *iter;
  742. }
  743. }
  744. if(s.hero >= 0 && !getPlayerInfo(player.getNum()).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
  745. {
  746. s.hero = PlayerSettings::RANDOM;
  747. }
  748. if(cur < 0 && s.bonus == PlayerSettings::RESOURCE)
  749. s.bonus = PlayerSettings::RANDOM;
  750. }
  751. void CVCMIServer::optionSetCastle(PlayerColor player, int id)
  752. {
  753. PlayerSettings & s = si->playerInfos[player];
  754. FactionID & cur = s.castle;
  755. auto & allowed = getPlayerInfo(player.getNum()).allowedFactions;
  756. if(cur == PlayerSettings::NONE) //no change
  757. return;
  758. if(allowed.find(static_cast<FactionID>(id)) == allowed.end() && id != PlayerSettings::RANDOM) // valid id
  759. return;
  760. cur = static_cast<FactionID>(id);
  761. if(s.hero >= 0 && !getPlayerInfo(player.getNum()).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
  762. {
  763. s.hero = PlayerSettings::RANDOM;
  764. }
  765. if(cur < 0 && s.bonus == PlayerSettings::RESOURCE)
  766. s.bonus = PlayerSettings::RANDOM;
  767. }
  768. void CVCMIServer::setCampaignMap(CampaignScenarioID mapId)
  769. {
  770. campaignMap = mapId;
  771. si->difficulty = si->campState->scenario(mapId).difficulty;
  772. campaignBonus = -1;
  773. updateStartInfoOnMapChange(si->campState->getMapInfo(mapId));
  774. }
  775. void CVCMIServer::setCampaignBonus(int bonusId)
  776. {
  777. campaignBonus = bonusId;
  778. const CampaignScenario & scenario = si->campState->scenario(campaignMap);
  779. const std::vector<CampaignBonus> & bonDescs = scenario.travelOptions.bonusesToChoose;
  780. if(bonDescs[bonusId].type == CampaignBonusType::HERO)
  781. {
  782. for(auto & elem : si->playerInfos)
  783. {
  784. if(elem.first == PlayerColor(bonDescs[bonusId].info1))
  785. setPlayerConnectedId(elem.second, 1);
  786. else
  787. setPlayerConnectedId(elem.second, PlayerSettings::PLAYER_AI);
  788. }
  789. }
  790. }
  791. void CVCMIServer::optionNextHero(PlayerColor player, int dir)
  792. {
  793. PlayerSettings & s = si->playerInfos[player];
  794. if(s.castle < 0 || s.hero == PlayerSettings::NONE)
  795. return;
  796. if(s.hero == PlayerSettings::RANDOM) // first/last available
  797. {
  798. int max = static_cast<int>(VLC->heroh->size()),
  799. min = 0;
  800. s.hero = nextAllowedHero(player, min, max, 0, dir);
  801. }
  802. else
  803. {
  804. if(dir > 0)
  805. s.hero = nextAllowedHero(player, s.hero, (int)VLC->heroh->size(), 1, dir);
  806. else
  807. s.hero = nextAllowedHero(player, -1, s.hero, 1, dir); // min needs to be -1 -- hero at index 0 would be skipped otherwise
  808. }
  809. }
  810. void CVCMIServer::optionSetHero(PlayerColor player, int id)
  811. {
  812. PlayerSettings & s = si->playerInfos[player];
  813. if(s.castle < 0 || s.hero == PlayerSettings::NONE)
  814. return;
  815. if(id == PlayerSettings::RANDOM)
  816. {
  817. s.hero = PlayerSettings::RANDOM;
  818. }
  819. if(canUseThisHero(player, id))
  820. s.hero = static_cast<HeroTypeID>(id);
  821. }
  822. int CVCMIServer::nextAllowedHero(PlayerColor player, int min, int max, int incl, int dir)
  823. {
  824. if(dir > 0)
  825. {
  826. for(int i = min + incl; i <= max - incl; i++)
  827. if(canUseThisHero(player, i))
  828. return i;
  829. }
  830. else
  831. {
  832. for(int i = max - incl; i >= min + incl; i--)
  833. if(canUseThisHero(player, i))
  834. return i;
  835. }
  836. return -1;
  837. }
  838. void CVCMIServer::optionNextBonus(PlayerColor player, int dir)
  839. {
  840. PlayerSettings & s = si->playerInfos[player];
  841. PlayerSettings::Ebonus & ret = s.bonus = static_cast<PlayerSettings::Ebonus>(static_cast<int>(s.bonus) + dir);
  842. if(s.hero == PlayerSettings::NONE &&
  843. !getPlayerInfo(player.getNum()).heroesNames.size() &&
  844. ret == PlayerSettings::ARTIFACT) //no hero - can't be artifact
  845. {
  846. if(dir < 0)
  847. ret = PlayerSettings::RANDOM;
  848. else
  849. ret = PlayerSettings::GOLD;
  850. }
  851. if(ret > PlayerSettings::RESOURCE)
  852. ret = PlayerSettings::RANDOM;
  853. if(ret < PlayerSettings::RANDOM)
  854. ret = PlayerSettings::RESOURCE;
  855. if(s.castle == PlayerSettings::RANDOM && ret == PlayerSettings::RESOURCE) //random castle - can't be resource
  856. {
  857. if(dir < 0)
  858. ret = PlayerSettings::GOLD;
  859. else
  860. ret = PlayerSettings::RANDOM;
  861. }
  862. }
  863. void CVCMIServer::optionSetBonus(PlayerColor player, int id)
  864. {
  865. PlayerSettings & s = si->playerInfos[player];
  866. if(s.hero == PlayerSettings::NONE &&
  867. !getPlayerInfo(player.getNum()).heroesNames.size() &&
  868. id == PlayerSettings::ARTIFACT) //no hero - can't be artifact
  869. return;
  870. if(id > PlayerSettings::RESOURCE)
  871. return;
  872. if(id < PlayerSettings::RANDOM)
  873. return;
  874. if(s.castle == PlayerSettings::RANDOM && id == PlayerSettings::RESOURCE) //random castle - can't be resource
  875. return;
  876. s.bonus = static_cast<PlayerSettings::Ebonus>(static_cast<int>(id));
  877. }
  878. bool CVCMIServer::canUseThisHero(PlayerColor player, int ID)
  879. {
  880. return VLC->heroh->size() > ID
  881. && si->playerInfos[player].castle == VLC->heroh->objects[ID]->heroClass->faction
  882. && !vstd::contains(getUsedHeroes(), ID)
  883. && mi->mapHeader->allowedHeroes[ID];
  884. }
  885. std::vector<int> CVCMIServer::getUsedHeroes()
  886. {
  887. std::vector<int> heroIds;
  888. for(auto & p : si->playerInfos)
  889. {
  890. const auto & heroes = getPlayerInfo(p.first.getNum()).heroesNames;
  891. for(auto & hero : heroes)
  892. if(hero.heroId >= 0) //in VCMI map format heroId = -1 means random hero
  893. heroIds.push_back(hero.heroId);
  894. if(p.second.hero != PlayerSettings::RANDOM)
  895. heroIds.push_back(p.second.hero);
  896. }
  897. return heroIds;
  898. }
  899. ui8 CVCMIServer::getIdOfFirstUnallocatedPlayer() const
  900. {
  901. for(auto i = playerNames.cbegin(); i != playerNames.cend(); i++)
  902. {
  903. if(!si->getPlayersSettings(i->first))
  904. return i->first;
  905. }
  906. return 0;
  907. }
  908. static void handleCommandOptions(int argc, const char * argv[], boost::program_options::variables_map & options)
  909. {
  910. namespace po = boost::program_options;
  911. po::options_description opts("Allowed options");
  912. opts.add_options()
  913. ("help,h", "display help and exit")
  914. ("version,v", "display version information and exit")
  915. ("run-by-client", "indicate that server launched by client on same machine")
  916. ("uuid", po::value<std::string>(), "")
  917. ("port", po::value<ui16>(), "port at which server will listen to connections from client")
  918. ("lobby", po::value<std::string>(), "address to remote lobby")
  919. ("lobby-port", po::value<ui16>(), "port at which server connect to remote lobby")
  920. ("lobby-uuid", po::value<std::string>(), "")
  921. ("connections", po::value<ui16>(), "amount of connections to remote lobby");
  922. if(argc > 1)
  923. {
  924. try
  925. {
  926. po::store(po::parse_command_line(argc, argv, opts), options);
  927. }
  928. catch(boost::program_options::error & e)
  929. {
  930. std::cerr << "Failure during parsing command-line options:\n" << e.what() << std::endl;
  931. }
  932. }
  933. #ifdef SINGLE_PROCESS_APP
  934. options.emplace("run-by-client", po::variable_value{true, true});
  935. #endif
  936. po::notify(options);
  937. #ifndef SINGLE_PROCESS_APP
  938. if(options.count("help"))
  939. {
  940. auto time = std::time(0);
  941. printf("%s - A Heroes of Might and Magic 3 clone\n", GameConstants::VCMI_VERSION.c_str());
  942. printf("Copyright (C) 2007-%d VCMI dev team - see AUTHORS file\n", std::localtime(&time)->tm_year + 1900);
  943. printf("This is free software; see the source for copying conditions. There is NO\n");
  944. printf("warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.\n");
  945. printf("\n");
  946. std::cout << opts;
  947. exit(0);
  948. }
  949. if(options.count("version"))
  950. {
  951. printf("%s\n", GameConstants::VCMI_VERSION.c_str());
  952. std::cout << VCMIDirs::get().genHelpString();
  953. exit(0);
  954. }
  955. #endif
  956. }
  957. #ifdef SINGLE_PROCESS_APP
  958. #define main server_main
  959. #endif
  960. #if VCMI_ANDROID_DUAL_PROCESS
  961. void CVCMIServer::create()
  962. {
  963. const int argc = 1;
  964. const char * argv[argc] = { "android-server" };
  965. #else
  966. int main(int argc, const char * argv[])
  967. {
  968. #endif
  969. #if !defined(VCMI_ANDROID) && !defined(SINGLE_PROCESS_APP)
  970. // Correct working dir executable folder (not bundle folder) so we can use executable relative paths
  971. boost::filesystem::current_path(boost::filesystem::system_complete(argv[0]).parent_path());
  972. #endif
  973. #ifndef VCMI_IOS
  974. console = new CConsoleHandler();
  975. #endif
  976. CBasicLogConfigurator logConfig(VCMIDirs::get().userLogsPath() / "VCMI_Server_log.txt", console);
  977. logConfig.configureDefault();
  978. logGlobal->info(SERVER_NAME);
  979. boost::program_options::variables_map opts;
  980. handleCommandOptions(argc, argv, opts);
  981. preinitDLL(console);
  982. logConfig.configure();
  983. loadDLLClasses();
  984. srand((ui32)time(nullptr));
  985. #ifdef SINGLE_PROCESS_APP
  986. boost::condition_variable * cond = reinterpret_cast<boost::condition_variable *>(const_cast<char *>(argv[0]));
  987. cond->notify_one();
  988. #endif
  989. try
  990. {
  991. boost::asio::io_service io_service;
  992. CVCMIServer server(opts);
  993. try
  994. {
  995. while(server.state != EServerState::SHUTDOWN)
  996. {
  997. server.run();
  998. }
  999. io_service.run();
  1000. }
  1001. catch(boost::system::system_error & e) //for boost errors just log, not crash - probably client shut down connection
  1002. {
  1003. logNetwork->error(e.what());
  1004. server.state = EServerState::SHUTDOWN;
  1005. }
  1006. }
  1007. catch(boost::system::system_error & e)
  1008. {
  1009. logNetwork->error(e.what());
  1010. //catch any startup errors (e.g. can't access port) errors
  1011. //and return non-zero status so client can detect error
  1012. throw;
  1013. }
  1014. #if VCMI_ANDROID_DUAL_PROCESS
  1015. CAndroidVMHelper envHelper;
  1016. envHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "killServer");
  1017. #endif
  1018. logConfig.deconfigure();
  1019. vstd::clear_pointer(VLC);
  1020. #if !VCMI_ANDROID_DUAL_PROCESS
  1021. return 0;
  1022. #endif
  1023. }
  1024. #if VCMI_ANDROID_DUAL_PROCESS
  1025. extern "C" JNIEXPORT void JNICALL Java_eu_vcmi_vcmi_NativeMethods_createServer(JNIEnv * env, jclass cls)
  1026. {
  1027. __android_log_write(ANDROID_LOG_INFO, "VCMI", "Got jni call to init server");
  1028. CAndroidVMHelper::cacheVM(env);
  1029. CVCMIServer::create();
  1030. }
  1031. extern "C" JNIEXPORT void JNICALL Java_eu_vcmi_vcmi_NativeMethods_initClassloader(JNIEnv * baseEnv, jclass cls)
  1032. {
  1033. CAndroidVMHelper::initClassloader(baseEnv);
  1034. }
  1035. #elif defined(SINGLE_PROCESS_APP)
  1036. void CVCMIServer::create(boost::condition_variable * cond, const std::vector<std::string> & args)
  1037. {
  1038. std::vector<const void *> argv = {cond};
  1039. for(auto & a : args)
  1040. argv.push_back(a.c_str());
  1041. main(argv.size(), reinterpret_cast<const char **>(&*argv.begin()));
  1042. }
  1043. #ifdef VCMI_ANDROID
  1044. void CVCMIServer::reuseClientJNIEnv(void * jniEnv)
  1045. {
  1046. CAndroidVMHelper::initClassloader(jniEnv);
  1047. CAndroidVMHelper::alwaysUseLoadedClass = true;
  1048. }
  1049. #endif // VCMI_ANDROID
  1050. #endif // VCMI_ANDROID_DUAL_PROCESS