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::setState(EServerState value)
  143. {
  144. state.store(value);
  145. }
  146. EServerState CVCMIServer::getState() const
  147. {
  148. return state.load();
  149. }
  150. void CVCMIServer::run()
  151. {
  152. if(!restartGameplay)
  153. {
  154. this->announceLobbyThread = std::make_unique<boost::thread>(&CVCMIServer::threadAnnounceLobby, this);
  155. startAsyncAccept();
  156. if(!remoteConnectionsThread && cmdLineOptions.count("lobby"))
  157. {
  158. remoteConnectionsThread = std::make_unique<boost::thread>(&CVCMIServer::establishRemoteConnections, this);
  159. }
  160. #if defined(VCMI_ANDROID)
  161. #ifndef SINGLE_PROCESS_APP
  162. CAndroidVMHelper vmHelper;
  163. vmHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "onServerReady");
  164. #endif
  165. #endif
  166. }
  167. while(state == EServerState::LOBBY || state == EServerState::GAMEPLAY_STARTING)
  168. boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
  169. logNetwork->info("Thread handling connections ended");
  170. if(state == EServerState::GAMEPLAY)
  171. {
  172. gh->run(si->mode == StartInfo::LOAD_GAME);
  173. }
  174. while(state == EServerState::GAMEPLAY_ENDED)
  175. boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
  176. }
  177. void CVCMIServer::establishRemoteConnections()
  178. {
  179. setThreadName("establishConnection");
  180. //wait for host connection
  181. while(connections.empty())
  182. boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
  183. uuid = cmdLineOptions["lobby-uuid"].as<std::string>();
  184. int numOfConnections = cmdLineOptions["connections"].as<ui16>();
  185. for(int i = 0; i < numOfConnections; ++i)
  186. connectToRemote();
  187. }
  188. void CVCMIServer::connectToRemote()
  189. {
  190. std::shared_ptr<CConnection> c;
  191. try
  192. {
  193. auto address = cmdLineOptions["lobby"].as<std::string>();
  194. int port = cmdLineOptions["lobby-port"].as<ui16>();
  195. logNetwork->info("Establishing connection to remote at %s:%d with uuid %s", address, port, uuid);
  196. c = std::make_shared<CConnection>(address, port, SERVER_NAME, uuid);
  197. }
  198. catch(...)
  199. {
  200. logNetwork->error("\nCannot establish remote connection!");
  201. }
  202. if(c)
  203. {
  204. connections.insert(c);
  205. remoteConnections.insert(c);
  206. c->handler = std::make_shared<boost::thread>(&CVCMIServer::threadHandleClient, this, c);
  207. }
  208. }
  209. void CVCMIServer::threadAnnounceLobby()
  210. {
  211. setThreadName("announceLobby");
  212. while(state != EServerState::SHUTDOWN)
  213. {
  214. {
  215. boost::unique_lock<boost::recursive_mutex> myLock(mx);
  216. while(!announceQueue.empty())
  217. {
  218. announcePack(std::move(announceQueue.front()));
  219. announceQueue.pop_front();
  220. }
  221. if(acceptor)
  222. {
  223. io->reset();
  224. io->poll();
  225. }
  226. }
  227. boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
  228. }
  229. }
  230. void CVCMIServer::prepareToRestart()
  231. {
  232. if(state == EServerState::GAMEPLAY)
  233. {
  234. restartGameplay = true;
  235. * si = * gh->gs->initialOpts;
  236. si->seedToBeUsed = si->seedPostInit = 0;
  237. state = EServerState::LOBBY;
  238. if (si->campState)
  239. {
  240. assert(si->campState->currentScenario().has_value());
  241. campaignMap = si->campState->currentScenario().value_or(CampaignScenarioID(0));
  242. campaignBonus = si->campState->getBonusID(campaignMap).value_or(-1);
  243. }
  244. // FIXME: dirry hack to make sure old CGameHandler::run is finished
  245. boost::this_thread::sleep_for(boost::chrono::milliseconds(1000));
  246. }
  247. for(auto c : connections)
  248. {
  249. c->enterLobbyConnectionMode();
  250. c->disableStackSendingByID();
  251. }
  252. boost::unique_lock<boost::recursive_mutex> queueLock(mx);
  253. gh = nullptr;
  254. }
  255. bool CVCMIServer::prepareToStartGame()
  256. {
  257. Load::ProgressAccumulator progressTracking;
  258. Load::Progress current(1);
  259. progressTracking.include(current);
  260. Load::Type currentProgress = std::numeric_limits<Load::Type>::max();
  261. auto progressTrackingThread = boost::thread([this, &progressTracking, &currentProgress]()
  262. {
  263. while(!progressTracking.finished())
  264. {
  265. if(progressTracking.get() != currentProgress)
  266. {
  267. currentProgress = progressTracking.get();
  268. std::unique_ptr<LobbyLoadProgress> loadProgress(new LobbyLoadProgress);
  269. loadProgress->progress = currentProgress;
  270. addToAnnounceQueue(std::move(loadProgress));
  271. }
  272. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  273. }
  274. });
  275. gh = std::make_shared<CGameHandler>(this);
  276. switch(si->mode)
  277. {
  278. case StartInfo::CAMPAIGN:
  279. logNetwork->info("Preparing to start new campaign");
  280. si->startTimeIso8601 = vstd::getDateTimeISO8601Basic(std::time(0));
  281. si->campState->setCurrentMap(campaignMap);
  282. si->campState->setCurrentMapBonus(campaignBonus);
  283. gh->init(si.get(), progressTracking);
  284. break;
  285. case StartInfo::NEW_GAME:
  286. logNetwork->info("Preparing to start new game");
  287. si->startTimeIso8601 = vstd::getDateTimeISO8601Basic(std::time(0));
  288. gh->init(si.get(), progressTracking);
  289. break;
  290. case StartInfo::LOAD_GAME:
  291. logNetwork->info("Preparing to start loaded game");
  292. if(!gh->load(si->mapname))
  293. {
  294. current.finish();
  295. progressTrackingThread.join();
  296. return false;
  297. }
  298. break;
  299. default:
  300. logNetwork->error("Wrong mode in StartInfo!");
  301. assert(0);
  302. break;
  303. }
  304. current.finish();
  305. progressTrackingThread.join();
  306. return true;
  307. }
  308. void CVCMIServer::startGameImmidiately()
  309. {
  310. for(auto c : connections)
  311. c->enterGameplayConnectionMode(gh->gs);
  312. state = EServerState::GAMEPLAY;
  313. }
  314. void CVCMIServer::startAsyncAccept()
  315. {
  316. assert(!upcomingConnection);
  317. assert(acceptor);
  318. #if BOOST_VERSION >= 107000 // Boost version >= 1.70
  319. upcomingConnection = std::make_shared<TSocket>(acceptor->get_executor());
  320. #else
  321. upcomingConnection = std::make_shared<TSocket>(acceptor->get_io_service());
  322. #endif
  323. acceptor->async_accept(*upcomingConnection, std::bind(&CVCMIServer::connectionAccepted, this, _1));
  324. }
  325. void CVCMIServer::connectionAccepted(const boost::system::error_code & ec)
  326. {
  327. if(ec)
  328. {
  329. if(state != EServerState::SHUTDOWN)
  330. logNetwork->info("Something wrong during accepting: %s", ec.message());
  331. return;
  332. }
  333. try
  334. {
  335. if(state == EServerState::LOBBY || !hangingConnections.empty())
  336. {
  337. logNetwork->info("We got a new connection! :)");
  338. auto c = std::make_shared<CConnection>(upcomingConnection, SERVER_NAME, uuid);
  339. upcomingConnection.reset();
  340. connections.insert(c);
  341. c->handler = std::make_shared<boost::thread>(&CVCMIServer::threadHandleClient, this, c);
  342. }
  343. }
  344. catch(std::exception & e)
  345. {
  346. logNetwork->error("Failure processing new connection! %s", e.what());
  347. upcomingConnection.reset();
  348. }
  349. startAsyncAccept();
  350. }
  351. class CVCMIServerPackVisitor : public VCMI_LIB_WRAP_NAMESPACE(ICPackVisitor)
  352. {
  353. private:
  354. CVCMIServer & handler;
  355. std::shared_ptr<CGameHandler> gh;
  356. public:
  357. CVCMIServerPackVisitor(CVCMIServer & handler, std::shared_ptr<CGameHandler> gh)
  358. :handler(handler), gh(gh)
  359. {
  360. }
  361. virtual bool callTyped() override { return false; }
  362. virtual void visitForLobby(CPackForLobby & packForLobby) override
  363. {
  364. handler.handleReceivedPack(std::unique_ptr<CPackForLobby>(&packForLobby));
  365. }
  366. virtual void visitForServer(CPackForServer & serverPack) override
  367. {
  368. if (gh)
  369. gh->handleReceivedPack(&serverPack);
  370. else
  371. logNetwork->error("Received pack for game server while in lobby!");
  372. }
  373. virtual void visitForClient(CPackForClient & clientPack) override
  374. {
  375. }
  376. };
  377. void CVCMIServer::threadHandleClient(std::shared_ptr<CConnection> c)
  378. {
  379. setThreadName("handleClient");
  380. c->enterLobbyConnectionMode();
  381. while(c->connected)
  382. {
  383. CPack * pack;
  384. try
  385. {
  386. pack = c->retrievePack();
  387. }
  388. catch(boost::system::system_error & e)
  389. {
  390. if (e.code() == boost::asio::error::eof)
  391. logNetwork->error("Network error receiving a pack. Connection has been closed");
  392. else
  393. logNetwork->error("Network error receiving a pack. Connection %s dies. What happened: %s", c->toString(), e.what());
  394. hangingConnections.insert(c);
  395. connections.erase(c);
  396. if(connections.empty() || hostClient == c)
  397. state = EServerState::SHUTDOWN;
  398. if(gh && state == EServerState::GAMEPLAY)
  399. {
  400. gh->handleClientDisconnection(c);
  401. }
  402. break;
  403. }
  404. CVCMIServerPackVisitor visitor(*this, this->gh);
  405. pack->visit(visitor);
  406. }
  407. boost::unique_lock<boost::recursive_mutex> queueLock(mx);
  408. if(c->connected)
  409. {
  410. auto lcd = std::make_unique<LobbyClientDisconnected>();
  411. lcd->c = c;
  412. lcd->clientId = c->connectionID;
  413. handleReceivedPack(std::move(lcd));
  414. }
  415. logNetwork->info("Thread listening for %s ended", c->toString());
  416. c->handler.reset();
  417. }
  418. void CVCMIServer::handleReceivedPack(std::unique_ptr<CPackForLobby> pack)
  419. {
  420. CBaseForServerApply * apply = applier->getApplier(typeList.getTypeID(pack.get()));
  421. if(apply->applyOnServerBefore(this, pack.get()))
  422. addToAnnounceQueue(std::move(pack));
  423. }
  424. void CVCMIServer::announcePack(std::unique_ptr<CPackForLobby> pack)
  425. {
  426. for(auto c : connections)
  427. {
  428. // FIXME: we need to avoid sending something to client that not yet get answer for LobbyClientConnected
  429. // Until UUID set we only pass LobbyClientConnected to this client
  430. if(c->uuid == uuid && !dynamic_cast<LobbyClientConnected *>(pack.get()))
  431. continue;
  432. c->sendPack(pack.get());
  433. }
  434. applier->getApplier(typeList.getTypeID(pack.get()))->applyOnServerAfter(this, pack.get());
  435. }
  436. void CVCMIServer::announceMessage(const std::string & txt)
  437. {
  438. logNetwork->info("Show message: %s", txt);
  439. auto cm = std::make_unique<LobbyShowMessage>();
  440. cm->message = txt;
  441. addToAnnounceQueue(std::move(cm));
  442. }
  443. void CVCMIServer::announceTxt(const std::string & txt, const std::string & playerName)
  444. {
  445. logNetwork->info("%s says: %s", playerName, txt);
  446. auto cm = std::make_unique<LobbyChatMessage>();
  447. cm->playerName = playerName;
  448. cm->message = txt;
  449. addToAnnounceQueue(std::move(cm));
  450. }
  451. void CVCMIServer::addToAnnounceQueue(std::unique_ptr<CPackForLobby> pack)
  452. {
  453. boost::unique_lock<boost::recursive_mutex> queueLock(mx);
  454. announceQueue.push_back(std::move(pack));
  455. }
  456. bool CVCMIServer::passHost(int toConnectionId)
  457. {
  458. for(auto c : connections)
  459. {
  460. if(isClientHost(c->connectionID))
  461. continue;
  462. if(c->connectionID != toConnectionId)
  463. continue;
  464. hostClient = c;
  465. hostClientId = c->connectionID;
  466. announceTxt(boost::str(boost::format("Pass host to connection %d") % toConnectionId));
  467. return true;
  468. }
  469. return false;
  470. }
  471. void CVCMIServer::clientConnected(std::shared_ptr<CConnection> c, std::vector<std::string> & names, std::string uuid, StartInfo::EMode mode)
  472. {
  473. if(state == EServerState::LOBBY)
  474. c->connectionID = currentClientId++;
  475. if(!hostClient)
  476. {
  477. hostClient = c;
  478. hostClientId = c->connectionID;
  479. si->mode = mode;
  480. }
  481. logNetwork->info("Connection with client %d established. UUID: %s", c->connectionID, c->uuid);
  482. if(state == EServerState::LOBBY)
  483. {
  484. for(auto & name : names)
  485. {
  486. logNetwork->info("Client %d player: %s", c->connectionID, name);
  487. ui8 id = currentPlayerId++;
  488. ClientPlayer cp;
  489. cp.connection = c->connectionID;
  490. cp.name = name;
  491. playerNames.insert(std::make_pair(id, cp));
  492. announceTxt(boost::str(boost::format("%s (pid %d cid %d) joins the game") % name % id % c->connectionID));
  493. //put new player in first slot with AI
  494. for(auto & elem : si->playerInfos)
  495. {
  496. if(elem.second.isControlledByAI() && !elem.second.compOnly)
  497. {
  498. setPlayerConnectedId(elem.second, id);
  499. break;
  500. }
  501. }
  502. }
  503. }
  504. }
  505. void CVCMIServer::clientDisconnected(std::shared_ptr<CConnection> c)
  506. {
  507. connections -= c;
  508. if(connections.empty() || hostClient == c)
  509. {
  510. state = EServerState::SHUTDOWN;
  511. return;
  512. }
  513. PlayerReinitInterface startAiPack;
  514. startAiPack.playerConnectionId = PlayerSettings::PLAYER_AI;
  515. for(auto it = playerNames.begin(); it != playerNames.end();)
  516. {
  517. if(it->second.connection != c->connectionID)
  518. {
  519. ++it;
  520. continue;
  521. }
  522. int id = it->first;
  523. std::string playerLeftMsgText = boost::str(boost::format("%s (pid %d cid %d) left the game") % id % playerNames[id].name % c->connectionID);
  524. announceTxt(playerLeftMsgText); //send lobby text, it will be ignored for non-lobby clients
  525. auto * playerSettings = si->getPlayersSettings(id);
  526. if(!playerSettings)
  527. {
  528. ++it;
  529. continue;
  530. }
  531. it = playerNames.erase(it);
  532. setPlayerConnectedId(*playerSettings, PlayerSettings::PLAYER_AI);
  533. if(gh && si && state == EServerState::GAMEPLAY)
  534. {
  535. gh->playerMessages->broadcastMessage(playerSettings->color, playerLeftMsgText);
  536. gh->connections[playerSettings->color].insert(hostClient);
  537. startAiPack.players.push_back(playerSettings->color);
  538. }
  539. }
  540. if(!startAiPack.players.empty())
  541. gh->sendAndApply(&startAiPack);
  542. }
  543. void CVCMIServer::reconnectPlayer(int connId)
  544. {
  545. PlayerReinitInterface startAiPack;
  546. startAiPack.playerConnectionId = connId;
  547. if(gh && si && state == EServerState::GAMEPLAY)
  548. {
  549. for(auto it = playerNames.begin(); it != playerNames.end(); ++it)
  550. {
  551. if(it->second.connection != connId)
  552. continue;
  553. int id = it->first;
  554. auto * playerSettings = si->getPlayersSettings(id);
  555. if(!playerSettings)
  556. continue;
  557. std::string messageText = boost::str(boost::format("%s (cid %d) is connected") % playerSettings->name % connId);
  558. gh->playerMessages->broadcastMessage(playerSettings->color, messageText);
  559. startAiPack.players.push_back(playerSettings->color);
  560. }
  561. if(!startAiPack.players.empty())
  562. gh->sendAndApply(&startAiPack);
  563. }
  564. }
  565. void CVCMIServer::setPlayerConnectedId(PlayerSettings & pset, ui8 player) const
  566. {
  567. if(vstd::contains(playerNames, player))
  568. pset.name = playerNames.find(player)->second.name;
  569. else
  570. pset.name = VLC->generaltexth->allTexts[468]; //Computer
  571. pset.connectedPlayerIDs.clear();
  572. if(player != PlayerSettings::PLAYER_AI)
  573. pset.connectedPlayerIDs.insert(player);
  574. }
  575. void CVCMIServer::updateStartInfoOnMapChange(std::shared_ptr<CMapInfo> mapInfo, std::shared_ptr<CMapGenOptions> mapGenOpts)
  576. {
  577. mi = mapInfo;
  578. if(!mi)
  579. return;
  580. auto namesIt = playerNames.cbegin();
  581. si->playerInfos.clear();
  582. if(mi->scenarioOptionsOfSave)
  583. {
  584. si = CMemorySerializer::deepCopy(*mi->scenarioOptionsOfSave);
  585. si->mode = StartInfo::LOAD_GAME;
  586. if(si->campState)
  587. campaignMap = si->campState->currentScenario().value();
  588. for(auto & ps : si->playerInfos)
  589. {
  590. if(!ps.second.compOnly && ps.second.connectedPlayerIDs.size() && namesIt != playerNames.cend())
  591. {
  592. setPlayerConnectedId(ps.second, namesIt++->first);
  593. }
  594. else
  595. {
  596. setPlayerConnectedId(ps.second, PlayerSettings::PLAYER_AI);
  597. }
  598. }
  599. }
  600. else if(si->mode == StartInfo::NEW_GAME || si->mode == StartInfo::CAMPAIGN)
  601. {
  602. if(mi->campaign)
  603. return;
  604. for(int i = 0; i < mi->mapHeader->players.size(); i++)
  605. {
  606. const PlayerInfo & pinfo = mi->mapHeader->players[i];
  607. //neither computer nor human can play - no player
  608. if(!(pinfo.canHumanPlay || pinfo.canComputerPlay))
  609. continue;
  610. PlayerSettings & pset = si->playerInfos[PlayerColor(i)];
  611. pset.color = PlayerColor(i);
  612. if(pinfo.canHumanPlay && namesIt != playerNames.cend())
  613. {
  614. setPlayerConnectedId(pset, namesIt++->first);
  615. }
  616. else
  617. {
  618. setPlayerConnectedId(pset, PlayerSettings::PLAYER_AI);
  619. if(!pinfo.canHumanPlay)
  620. {
  621. pset.compOnly = true;
  622. }
  623. }
  624. pset.castle = pinfo.defaultCastle();
  625. pset.hero = pinfo.defaultHero();
  626. if(pset.hero.getNum() != PlayerSettings::RANDOM && pinfo.hasCustomMainHero())
  627. {
  628. pset.hero = pinfo.mainCustomHeroId;
  629. pset.heroNameTextId = pinfo.mainCustomHeroNameTextId;
  630. pset.heroPortrait = pinfo.mainCustomHeroPortrait;
  631. }
  632. pset.handicap = PlayerSettings::NO_HANDICAP;
  633. }
  634. if(mi->isRandomMap && mapGenOpts)
  635. si->mapGenOptions = std::shared_ptr<CMapGenOptions>(mapGenOpts);
  636. else
  637. si->mapGenOptions.reset();
  638. }
  639. si->mapname = mi->fileURI;
  640. }
  641. void CVCMIServer::updateAndPropagateLobbyState()
  642. {
  643. boost::unique_lock<boost::mutex> stateLock(stateMutex);
  644. // Update player settings for RMG
  645. // TODO: find appropriate location for this code
  646. if(si->mapGenOptions && si->mode == StartInfo::NEW_GAME)
  647. {
  648. for(const auto & psetPair : si->playerInfos)
  649. {
  650. const auto & pset = psetPair.second;
  651. si->mapGenOptions->setStartingTownForPlayer(pset.color, pset.castle);
  652. if(pset.isControlledByHuman())
  653. {
  654. si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::HUMAN);
  655. }
  656. }
  657. }
  658. auto lus = std::make_unique<LobbyUpdateState>();
  659. lus->state = *this;
  660. addToAnnounceQueue(std::move(lus));
  661. }
  662. void CVCMIServer::setPlayer(PlayerColor clickedColor)
  663. {
  664. struct PlayerToRestore
  665. {
  666. PlayerColor color;
  667. int id;
  668. void reset() { id = -1; color = PlayerColor::CANNOT_DETERMINE; }
  669. PlayerToRestore(){ reset(); }
  670. } playerToRestore;
  671. PlayerSettings & clicked = si->playerInfos[clickedColor];
  672. //identify clicked player
  673. int clickedNameID = 0; //number of player - zero means AI, assume it initially
  674. if(clicked.isControlledByHuman())
  675. clickedNameID = *(clicked.connectedPlayerIDs.begin()); //if not AI - set appropiate ID
  676. if(clickedNameID > 0 && playerToRestore.id == clickedNameID) //player to restore is about to being replaced -> put him back to the old place
  677. {
  678. PlayerSettings & restPos = si->playerInfos[playerToRestore.color];
  679. setPlayerConnectedId(restPos, playerToRestore.id);
  680. playerToRestore.reset();
  681. }
  682. int newPlayer; //which player will take clicked position
  683. //who will be put here?
  684. if(!clickedNameID) //AI player clicked -> if possible replace computer with unallocated player
  685. {
  686. newPlayer = getIdOfFirstUnallocatedPlayer();
  687. if(!newPlayer) //no "free" player -> get just first one
  688. newPlayer = playerNames.begin()->first;
  689. }
  690. else //human clicked -> take next
  691. {
  692. auto i = playerNames.find(clickedNameID); //clicked one
  693. i++; //player AFTER clicked one
  694. if(i != playerNames.end())
  695. newPlayer = i->first;
  696. else
  697. newPlayer = 0; //AI if we scrolled through all players
  698. }
  699. setPlayerConnectedId(clicked, newPlayer); //put player
  700. //if that player was somewhere else, we need to replace him with computer
  701. if(newPlayer) //not AI
  702. {
  703. for(auto i = si->playerInfos.begin(); i != si->playerInfos.end(); i++)
  704. {
  705. int curNameID = *(i->second.connectedPlayerIDs.begin());
  706. if(i->first != clickedColor && curNameID == newPlayer)
  707. {
  708. assert(i->second.connectedPlayerIDs.size());
  709. playerToRestore.color = i->first;
  710. playerToRestore.id = newPlayer;
  711. setPlayerConnectedId(i->second, PlayerSettings::PLAYER_AI); //set computer
  712. break;
  713. }
  714. }
  715. }
  716. }
  717. void CVCMIServer::optionNextCastle(PlayerColor player, int dir)
  718. {
  719. PlayerSettings & s = si->playerInfos[player];
  720. FactionID & cur = s.castle;
  721. auto & allowed = getPlayerInfo(player.getNum()).allowedFactions;
  722. const bool allowRandomTown = getPlayerInfo(player.getNum()).isFactionRandom;
  723. if(cur.getNum() == PlayerSettings::NONE) //no change
  724. return;
  725. if(cur.getNum() == PlayerSettings::RANDOM) //first/last available
  726. {
  727. if(dir > 0)
  728. cur = *allowed.begin(); //id of first town
  729. else
  730. cur = *allowed.rbegin(); //id of last town
  731. }
  732. else // next/previous available
  733. {
  734. if((cur == *allowed.begin() && dir < 0) || (cur == *allowed.rbegin() && dir > 0))
  735. {
  736. if(allowRandomTown)
  737. {
  738. cur = PlayerSettings::RANDOM;
  739. }
  740. else
  741. {
  742. if(dir > 0)
  743. cur = *allowed.begin();
  744. else
  745. cur = *allowed.rbegin();
  746. }
  747. }
  748. else
  749. {
  750. assert(dir >= -1 && dir <= 1); //othervice std::advance may go out of range
  751. auto iter = allowed.find(cur);
  752. std::advance(iter, dir);
  753. cur = *iter;
  754. }
  755. }
  756. if(s.hero.getNum() >= 0 && !getPlayerInfo(player.getNum()).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
  757. {
  758. s.hero = PlayerSettings::RANDOM;
  759. }
  760. if(cur.getNum() < 0 && s.bonus == PlayerSettings::RESOURCE)
  761. s.bonus = PlayerSettings::RANDOM;
  762. }
  763. void CVCMIServer::optionSetCastle(PlayerColor player, int id)
  764. {
  765. PlayerSettings & s = si->playerInfos[player];
  766. FactionID & cur = s.castle;
  767. auto & allowed = getPlayerInfo(player.getNum()).allowedFactions;
  768. if(cur.getNum() == PlayerSettings::NONE) //no change
  769. return;
  770. if(allowed.find(static_cast<FactionID>(id)) == allowed.end() && id != PlayerSettings::RANDOM) // valid id
  771. return;
  772. cur = static_cast<FactionID>(id);
  773. if(s.hero.getNum() >= 0 && !getPlayerInfo(player.getNum()).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
  774. {
  775. s.hero = PlayerSettings::RANDOM;
  776. }
  777. if(cur.getNum() < 0 && s.bonus == PlayerSettings::RESOURCE)
  778. s.bonus = PlayerSettings::RANDOM;
  779. }
  780. void CVCMIServer::setCampaignMap(CampaignScenarioID mapId)
  781. {
  782. campaignMap = mapId;
  783. si->difficulty = si->campState->scenario(mapId).difficulty;
  784. campaignBonus = -1;
  785. updateStartInfoOnMapChange(si->campState->getMapInfo(mapId));
  786. }
  787. void CVCMIServer::setCampaignBonus(int bonusId)
  788. {
  789. campaignBonus = bonusId;
  790. const CampaignScenario & scenario = si->campState->scenario(campaignMap);
  791. const std::vector<CampaignBonus> & bonDescs = scenario.travelOptions.bonusesToChoose;
  792. if(bonDescs[bonusId].type == CampaignBonusType::HERO)
  793. {
  794. for(auto & elem : si->playerInfos)
  795. {
  796. if(elem.first == PlayerColor(bonDescs[bonusId].info1))
  797. setPlayerConnectedId(elem.second, 1);
  798. else
  799. setPlayerConnectedId(elem.second, PlayerSettings::PLAYER_AI);
  800. }
  801. }
  802. }
  803. void CVCMIServer::optionNextHero(PlayerColor player, int dir)
  804. {
  805. PlayerSettings & s = si->playerInfos[player];
  806. if(s.castle.getNum() < 0 || s.hero.getNum() == PlayerSettings::NONE)
  807. return;
  808. if(s.hero.getNum() == PlayerSettings::RANDOM) // first/last available
  809. {
  810. int max = static_cast<int>(VLC->heroh->size()),
  811. min = 0;
  812. s.hero = nextAllowedHero(player, min, max, 0, dir);
  813. }
  814. else
  815. {
  816. if(dir > 0)
  817. s.hero = nextAllowedHero(player, s.hero, (int)VLC->heroh->size(), 1, dir);
  818. else
  819. s.hero = nextAllowedHero(player, -1, s.hero, 1, dir); // min needs to be -1 -- hero at index 0 would be skipped otherwise
  820. }
  821. }
  822. void CVCMIServer::optionSetHero(PlayerColor player, int id)
  823. {
  824. PlayerSettings & s = si->playerInfos[player];
  825. if(s.castle.getNum() < 0 || s.hero.getNum() == PlayerSettings::NONE)
  826. return;
  827. if(id == PlayerSettings::RANDOM)
  828. {
  829. s.hero = PlayerSettings::RANDOM;
  830. }
  831. if(canUseThisHero(player, id))
  832. s.hero = static_cast<HeroTypeID>(id);
  833. }
  834. HeroTypeID CVCMIServer::nextAllowedHero(PlayerColor player, int min, int max, int incl, int dir)
  835. {
  836. if(dir > 0)
  837. {
  838. for(int i = min + incl; i <= max - incl; i++)
  839. if(canUseThisHero(player, i))
  840. return HeroTypeID(i);
  841. }
  842. else
  843. {
  844. for(int i = max - incl; i >= min + incl; i--)
  845. if(canUseThisHero(player, i))
  846. return HeroTypeID(i);
  847. }
  848. return -1;
  849. }
  850. void CVCMIServer::optionNextBonus(PlayerColor player, int dir)
  851. {
  852. PlayerSettings & s = si->playerInfos[player];
  853. PlayerSettings::Ebonus & ret = s.bonus = static_cast<PlayerSettings::Ebonus>(static_cast<int>(s.bonus) + dir);
  854. if(s.hero.getNum() == PlayerSettings::NONE &&
  855. !getPlayerInfo(player.getNum()).heroesNames.size() &&
  856. ret == PlayerSettings::ARTIFACT) //no hero - can't be artifact
  857. {
  858. if(dir < 0)
  859. ret = PlayerSettings::RANDOM;
  860. else
  861. ret = PlayerSettings::GOLD;
  862. }
  863. if(ret > PlayerSettings::RESOURCE)
  864. ret = PlayerSettings::RANDOM;
  865. if(ret < PlayerSettings::RANDOM)
  866. ret = PlayerSettings::RESOURCE;
  867. if(s.castle.getNum() == PlayerSettings::RANDOM && ret == PlayerSettings::RESOURCE) //random castle - can't be resource
  868. {
  869. if(dir < 0)
  870. ret = PlayerSettings::GOLD;
  871. else
  872. ret = PlayerSettings::RANDOM;
  873. }
  874. }
  875. void CVCMIServer::optionSetBonus(PlayerColor player, int id)
  876. {
  877. PlayerSettings & s = si->playerInfos[player];
  878. if(s.hero.getNum() == PlayerSettings::NONE &&
  879. !getPlayerInfo(player.getNum()).heroesNames.size() &&
  880. id == PlayerSettings::ARTIFACT) //no hero - can't be artifact
  881. return;
  882. if(id > PlayerSettings::RESOURCE)
  883. return;
  884. if(id < PlayerSettings::RANDOM)
  885. return;
  886. if(s.castle.getNum() == PlayerSettings::RANDOM && id == PlayerSettings::RESOURCE) //random castle - can't be resource
  887. return;
  888. s.bonus = static_cast<PlayerSettings::Ebonus>(static_cast<int>(id));
  889. }
  890. bool CVCMIServer::canUseThisHero(PlayerColor player, int ID)
  891. {
  892. return VLC->heroh->size() > ID
  893. && si->playerInfos[player].castle == VLC->heroh->objects[ID]->heroClass->faction
  894. && !vstd::contains(getUsedHeroes(), ID)
  895. && mi->mapHeader->allowedHeroes[ID];
  896. }
  897. std::vector<int> CVCMIServer::getUsedHeroes()
  898. {
  899. std::vector<int> heroIds;
  900. for(auto & p : si->playerInfos)
  901. {
  902. const auto & heroes = getPlayerInfo(p.first.getNum()).heroesNames;
  903. for(auto & hero : heroes)
  904. if(hero.heroId >= 0) //in VCMI map format heroId = -1 means random hero
  905. heroIds.push_back(hero.heroId);
  906. if(p.second.hero.getNum() != PlayerSettings::RANDOM)
  907. heroIds.push_back(p.second.hero);
  908. }
  909. return heroIds;
  910. }
  911. ui8 CVCMIServer::getIdOfFirstUnallocatedPlayer() const
  912. {
  913. for(auto i = playerNames.cbegin(); i != playerNames.cend(); i++)
  914. {
  915. if(!si->getPlayersSettings(i->first))
  916. return i->first;
  917. }
  918. return 0;
  919. }
  920. static void handleCommandOptions(int argc, const char * argv[], boost::program_options::variables_map & options)
  921. {
  922. namespace po = boost::program_options;
  923. po::options_description opts("Allowed options");
  924. opts.add_options()
  925. ("help,h", "display help and exit")
  926. ("version,v", "display version information and exit")
  927. ("run-by-client", "indicate that server launched by client on same machine")
  928. ("uuid", po::value<std::string>(), "")
  929. ("port", po::value<ui16>(), "port at which server will listen to connections from client")
  930. ("lobby", po::value<std::string>(), "address to remote lobby")
  931. ("lobby-port", po::value<ui16>(), "port at which server connect to remote lobby")
  932. ("lobby-uuid", po::value<std::string>(), "")
  933. ("connections", po::value<ui16>(), "amount of connections to remote lobby");
  934. if(argc > 1)
  935. {
  936. try
  937. {
  938. po::store(po::parse_command_line(argc, argv, opts), options);
  939. }
  940. catch(boost::program_options::error & e)
  941. {
  942. std::cerr << "Failure during parsing command-line options:\n" << e.what() << std::endl;
  943. }
  944. }
  945. #ifdef SINGLE_PROCESS_APP
  946. options.emplace("run-by-client", po::variable_value{true, true});
  947. #endif
  948. po::notify(options);
  949. #ifndef SINGLE_PROCESS_APP
  950. if(options.count("help"))
  951. {
  952. auto time = std::time(0);
  953. printf("%s - A Heroes of Might and Magic 3 clone\n", GameConstants::VCMI_VERSION.c_str());
  954. printf("Copyright (C) 2007-%d VCMI dev team - see AUTHORS file\n", std::localtime(&time)->tm_year + 1900);
  955. printf("This is free software; see the source for copying conditions. There is NO\n");
  956. printf("warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.\n");
  957. printf("\n");
  958. std::cout << opts;
  959. exit(0);
  960. }
  961. if(options.count("version"))
  962. {
  963. printf("%s\n", GameConstants::VCMI_VERSION.c_str());
  964. std::cout << VCMIDirs::get().genHelpString();
  965. exit(0);
  966. }
  967. #endif
  968. }
  969. #ifdef SINGLE_PROCESS_APP
  970. #define main server_main
  971. #endif
  972. #if VCMI_ANDROID_DUAL_PROCESS
  973. void CVCMIServer::create()
  974. {
  975. const int argc = 1;
  976. const char * argv[argc] = { "android-server" };
  977. #else
  978. int main(int argc, const char * argv[])
  979. {
  980. #endif
  981. #if !defined(VCMI_ANDROID) && !defined(SINGLE_PROCESS_APP)
  982. // Correct working dir executable folder (not bundle folder) so we can use executable relative paths
  983. boost::filesystem::current_path(boost::filesystem::system_complete(argv[0]).parent_path());
  984. #endif
  985. #ifndef VCMI_IOS
  986. console = new CConsoleHandler();
  987. #endif
  988. CBasicLogConfigurator logConfig(VCMIDirs::get().userLogsPath() / "VCMI_Server_log.txt", console);
  989. logConfig.configureDefault();
  990. logGlobal->info(SERVER_NAME);
  991. boost::program_options::variables_map opts;
  992. handleCommandOptions(argc, argv, opts);
  993. preinitDLL(console);
  994. logConfig.configure();
  995. loadDLLClasses();
  996. srand((ui32)time(nullptr));
  997. #ifdef SINGLE_PROCESS_APP
  998. boost::condition_variable * cond = reinterpret_cast<boost::condition_variable *>(const_cast<char *>(argv[0]));
  999. cond->notify_one();
  1000. #endif
  1001. try
  1002. {
  1003. boost::asio::io_service io_service;
  1004. CVCMIServer server(opts);
  1005. try
  1006. {
  1007. while(server.getState() != EServerState::SHUTDOWN)
  1008. {
  1009. server.run();
  1010. }
  1011. io_service.run();
  1012. }
  1013. catch(boost::system::system_error & e) //for boost errors just log, not crash - probably client shut down connection
  1014. {
  1015. logNetwork->error(e.what());
  1016. server.setState(EServerState::SHUTDOWN);
  1017. }
  1018. }
  1019. catch(boost::system::system_error & e)
  1020. {
  1021. logNetwork->error(e.what());
  1022. //catch any startup errors (e.g. can't access port) errors
  1023. //and return non-zero status so client can detect error
  1024. throw;
  1025. }
  1026. #if VCMI_ANDROID_DUAL_PROCESS
  1027. CAndroidVMHelper envHelper;
  1028. envHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "killServer");
  1029. #endif
  1030. logConfig.deconfigure();
  1031. vstd::clear_pointer(VLC);
  1032. #if !VCMI_ANDROID_DUAL_PROCESS
  1033. return 0;
  1034. #endif
  1035. }
  1036. #if VCMI_ANDROID_DUAL_PROCESS
  1037. extern "C" JNIEXPORT void JNICALL Java_eu_vcmi_vcmi_NativeMethods_createServer(JNIEnv * env, jclass cls)
  1038. {
  1039. __android_log_write(ANDROID_LOG_INFO, "VCMI", "Got jni call to init server");
  1040. CAndroidVMHelper::cacheVM(env);
  1041. CVCMIServer::create();
  1042. }
  1043. extern "C" JNIEXPORT void JNICALL Java_eu_vcmi_vcmi_NativeMethods_initClassloader(JNIEnv * baseEnv, jclass cls)
  1044. {
  1045. CAndroidVMHelper::initClassloader(baseEnv);
  1046. }
  1047. #elif defined(SINGLE_PROCESS_APP)
  1048. void CVCMIServer::create(boost::condition_variable * cond, const std::vector<std::string> & args)
  1049. {
  1050. std::vector<const void *> argv = {cond};
  1051. for(auto & a : args)
  1052. argv.push_back(a.c_str());
  1053. main(argv.size(), reinterpret_cast<const char **>(&*argv.begin()));
  1054. }
  1055. #ifdef VCMI_ANDROID
  1056. void CVCMIServer::reuseClientJNIEnv(void * jniEnv)
  1057. {
  1058. CAndroidVMHelper::initClassloader(jniEnv);
  1059. CAndroidVMHelper::alwaysUseLoadedClass = true;
  1060. }
  1061. #endif // VCMI_ANDROID
  1062. #endif // VCMI_ANDROID_DUAL_PROCESS