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							- /*
 
-  * CServerHandler.cpp, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- #include "StdInc.h"
 
- #include "CServerHandler.h"
 
- #include "Client.h"
 
- #include "CGameInfo.h"
 
- #include "ServerRunner.h"
 
- #include "GameChatHandler.h"
 
- #include "CPlayerInterface.h"
 
- #include "gui/CGuiHandler.h"
 
- #include "gui/WindowHandler.h"
 
- #include "globalLobby/GlobalLobbyClient.h"
 
- #include "lobby/CSelectionBase.h"
 
- #include "lobby/CLobbyScreen.h"
 
- #include "lobby/CBonusSelection.h"
 
- #include "windows/InfoWindows.h"
 
- #include "media/CMusicHandler.h"
 
- #include "media/IVideoPlayer.h"
 
- #include "mainmenu/CMainMenu.h"
 
- #include "mainmenu/CPrologEpilogVideo.h"
 
- #include "mainmenu/CHighScoreScreen.h"
 
- #include "../lib/CConfigHandler.h"
 
- #include "../lib/texts/CGeneralTextHandler.h"
 
- #include "ConditionalWait.h"
 
- #include "../lib/CThreadHelper.h"
 
- #include "../lib/StartInfo.h"
 
- #include "../lib/TurnTimerInfo.h"
 
- #include "../lib/VCMIDirs.h"
 
- #include "../lib/campaign/CampaignState.h"
 
- #include "../lib/gameState/CGameState.h"
 
- #include "../lib/gameState/HighScore.h"
 
- #include "../lib/CPlayerState.h"
 
- #include "../lib/mapping/CMapInfo.h"
 
- #include "../lib/mapObjects/CGTownInstance.h"
 
- #include "../lib/mapObjects/MiscObjects.h"
 
- #include "../lib/modding/ModIncompatibility.h"
 
- #include "../lib/rmg/CMapGenOptions.h"
 
- #include "../lib/serializer/Connection.h"
 
- #include "../lib/filesystem/Filesystem.h"
 
- #include "../lib/serializer/CMemorySerializer.h"
 
- #include "../lib/UnlockGuard.h"
 
- #include <boost/uuid/uuid.hpp>
 
- #include <boost/uuid/uuid_io.hpp>
 
- #include <boost/uuid/uuid_generators.hpp>
 
- #include "LobbyClientNetPackVisitors.h"
 
- #include <vcmi/events/EventBus.h>
 
- CServerHandler::~CServerHandler()
 
- {
 
- 	if (serverRunner)
 
- 		serverRunner->shutdown();
 
- 	networkHandler->stop();
 
- 	try
 
- 	{
 
- 		if (serverRunner)
 
- 			serverRunner->wait();
 
- 		serverRunner.reset();
 
- 		{
 
- 			auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
 
- 			threadNetwork.join();
 
- 		}
 
- 	}
 
- 	catch (const std::runtime_error & e)
 
- 	{
 
- 		logGlobal->error("Failed to shut down network thread! Reason: %s", e.what());
 
- 		assert(0);
 
- 	}
 
- }
 
- void CServerHandler::endNetwork()
 
- {
 
- 	if (client)
 
- 		client->endNetwork();
 
- 	networkHandler->stop();
 
- 	{
 
- 		auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
 
- 		threadNetwork.join();
 
- 	}
 
- }
 
- CServerHandler::CServerHandler()
 
- 	: networkHandler(INetworkHandler::createHandler())
 
- 	, lobbyClient(std::make_unique<GlobalLobbyClient>())
 
- 	, gameChat(std::make_unique<GameChatHandler>())
 
- 	, threadNetwork(&CServerHandler::threadRunNetwork, this)
 
- 	, state(EClientState::NONE)
 
- 	, serverPort(0)
 
- 	, campaignStateToSend(nullptr)
 
- 	, screenType(ESelectionScreen::unknown)
 
- 	, serverMode(EServerMode::NONE)
 
- 	, loadMode(ELoadMode::NONE)
 
- 	, client(nullptr)
 
- {
 
- 	uuid = boost::uuids::to_string(boost::uuids::random_generator()());
 
- }
 
- void CServerHandler::threadRunNetwork()
 
- {
 
- 	logGlobal->info("Starting network thread");
 
- 	setThreadName("runNetwork");
 
- 	try {
 
- 		networkHandler->run();
 
- 	}
 
- 	catch (const TerminationRequestedException &)
 
- 	{
 
- 		logGlobal->info("Terminating network thread");
 
- 		return;
 
- 	}
 
- 	logGlobal->info("Ending network thread");
 
- }
 
- void CServerHandler::resetStateForLobby(EStartMode mode, ESelectionScreen screen, EServerMode newServerMode, const std::vector<std::string> & playerNames)
 
- {
 
- 	hostClientId = -1;
 
- 	setState(EClientState::NONE);
 
- 	serverMode = newServerMode;
 
- 	mapToStart = nullptr;
 
- 	th = std::make_unique<CStopWatch>();
 
- 	logicConnection.reset();
 
- 	si = std::make_shared<StartInfo>();
 
- 	localPlayerNames.clear();
 
- 	si->difficulty = 1;
 
- 	si->mode = mode;
 
- 	screenType = screen;
 
- 	localPlayerNames.clear();
 
- 	if(!playerNames.empty()) //if have custom set of player names - use it
 
- 		localPlayerNames = playerNames;
 
- 	else
 
- 		localPlayerNames.push_back(settings["general"]["playerName"].String());
 
- 	gameChat->resetMatchState();
 
- 	lobbyClient->resetMatchState();
 
- }
 
- GameChatHandler & CServerHandler::getGameChat()
 
- {
 
- 	return *gameChat;
 
- }
 
- GlobalLobbyClient & CServerHandler::getGlobalLobby()
 
- {
 
- 	return *lobbyClient;
 
- }
 
- INetworkHandler & CServerHandler::getNetworkHandler()
 
- {
 
- 	return *networkHandler;
 
- }
 
- void CServerHandler::startLocalServerAndConnect(bool connectToLobby)
 
- {
 
- 	logNetwork->trace("\tLocal server startup has been requested");
 
- #ifdef VCMI_MOBILE
 
- 	// mobile apps can't spawn separate processes - only thread mode is available
 
- 	serverRunner.reset(new ServerThreadRunner());
 
- #else
 
- 	if (settings["server"]["useProcess"].Bool())
 
- 		serverRunner.reset(new ServerProcessRunner());
 
- 	else
 
- 		serverRunner.reset(new ServerThreadRunner());
 
- #endif
 
- 	auto si = std::make_shared<StartInfo>();
 
- 	auto lastDifficulty = settings["general"]["lastDifficulty"];
 
- 	si->difficulty = lastDifficulty.Integer();
 
- 	logNetwork->trace("\tStarting local server");
 
- 	uint16_t srvport = serverRunner->start(getLocalPort(), connectToLobby, si);
 
- 	logNetwork->trace("\tConnecting to local server");
 
- 	connectToServer(getLocalHostname(), srvport);
 
- 	logNetwork->trace("\tWaiting for connection");
 
- }
 
- void CServerHandler::connectToServer(const std::string & addr, const ui16 port)
 
- {
 
- 	logNetwork->info("Establishing connection to %s:%d...", addr, port);
 
- 	setState(EClientState::CONNECTING);
 
- 	serverHostname = addr;
 
- 	serverPort = port;
 
- 	if (!isServerLocal())
 
- 	{
 
- 		Settings remoteAddress = settings.write["server"]["remoteHostname"];
 
- 		remoteAddress->String() = addr;
 
- 		Settings remotePort = settings.write["server"]["remotePort"];
 
- 		remotePort->Integer() = port;
 
- 	}
 
- 	networkHandler->connectToRemote(*this, addr, port);
 
- }
 
- void CServerHandler::onConnectionFailed(const std::string & errorMessage)
 
- {
 
- 	assert(getState() == EClientState::CONNECTING);
 
- 	boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
 
- 	if (isServerLocal())
 
- 	{
 
- 		// retry - local server might be still starting up
 
- 		logNetwork->debug("\nCannot establish connection. %s. Retrying...", errorMessage);
 
- 		networkHandler->createTimer(*this, std::chrono::milliseconds(100));
 
- 	}
 
- 	else
 
- 	{
 
- 		// remote server refused connection - show error message
 
- 		setState(EClientState::NONE);
 
- 		CInfoWindow::showInfoDialog(CGI->generaltexth->translate("vcmi.mainMenu.serverConnectionFailed"), {});
 
- 	}
 
- }
 
- void CServerHandler::onTimer()
 
- {
 
- 	boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
 
- 	if(getState() == EClientState::CONNECTION_CANCELLED)
 
- 	{
 
- 		logNetwork->info("Connection aborted by player!");
 
- 		serverRunner->wait();
 
- 		serverRunner.reset();
 
- 		if (GH.windows().topWindow<CSimpleJoinScreen>() != nullptr)
 
- 			GH.windows().popWindows(1);
 
- 		return;
 
- 	}
 
- 	assert(isServerLocal());
 
- 	networkHandler->connectToRemote(*this, getLocalHostname(), getLocalPort());
 
- }
 
- void CServerHandler::onConnectionEstablished(const NetworkConnectionPtr & netConnection)
 
- {
 
- 	assert(getState() == EClientState::CONNECTING);
 
- 	boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
 
- 	networkConnection = netConnection;
 
- 	logNetwork->info("Connection established");
 
- 	if (serverMode == EServerMode::LOBBY_GUEST)
 
- 	{
 
- 		// say hello to lobby to switch connection to proxy mode
 
- 		getGlobalLobby().sendProxyConnectionLogin(netConnection);
 
- 	}
 
- 	logicConnection = std::make_shared<CConnection>(netConnection);
 
- 	logicConnection->uuid = uuid;
 
- 	logicConnection->enterLobbyConnectionMode();
 
- 	sendClientConnecting();
 
- }
 
- void CServerHandler::applyPackOnLobbyScreen(CPackForLobby & pack)
 
- {
 
- 	ApplyOnLobbyScreenNetPackVisitor visitor(*this, dynamic_cast<CLobbyScreen *>(SEL));
 
- 	pack.visit(visitor);
 
- 	GH.windows().totalRedraw();
 
- }
 
- std::set<PlayerColor> CServerHandler::getHumanColors()
 
- {
 
- 	return clientHumanColors(logicConnection->connectionID);
 
- }
 
- PlayerColor CServerHandler::myFirstColor() const
 
- {
 
- 	return clientFirstColor(logicConnection->connectionID);
 
- }
 
- bool CServerHandler::isMyColor(PlayerColor color) const
 
- {
 
- 	return isClientColor(logicConnection->connectionID, color);
 
- }
 
- ui8 CServerHandler::myFirstId() const
 
- {
 
- 	return clientFirstId(logicConnection->connectionID);
 
- }
 
- EClientState CServerHandler::getState() const
 
- {
 
- 	return state;
 
- }
 
- void CServerHandler::setState(EClientState newState)
 
- {
 
- 	if (newState == EClientState::CONNECTION_CANCELLED && serverRunner != nullptr)
 
- 		serverRunner->shutdown();
 
- 	state = newState;
 
- }
 
- bool CServerHandler::isServerLocal() const
 
- {
 
- 	return serverRunner != nullptr;
 
- }
 
- bool CServerHandler::isHost() const
 
- {
 
- 	return logicConnection && hostClientId == logicConnection->connectionID;
 
- }
 
- bool CServerHandler::isGuest() const
 
- {
 
- 	return !logicConnection || hostClientId != logicConnection->connectionID;
 
- }
 
- const std::string & CServerHandler::getLocalHostname() const
 
- {
 
- 	return settings["server"]["localHostname"].String();
 
- }
 
- ui16 CServerHandler::getLocalPort() const
 
- {
 
- 	return settings["server"]["localPort"].Integer();
 
- }
 
- const std::string & CServerHandler::getRemoteHostname() const
 
- {
 
- 	return settings["server"]["remoteHostname"].String();
 
- }
 
- ui16 CServerHandler::getRemotePort() const
 
- {
 
- 	return settings["server"]["remotePort"].Integer();
 
- }
 
- const std::string & CServerHandler::getCurrentHostname() const
 
- {
 
- 	return serverHostname;
 
- }
 
- ui16 CServerHandler::getCurrentPort() const
 
- {
 
- 	return serverPort;
 
- }
 
- void CServerHandler::sendClientConnecting() const
 
- {
 
- 	LobbyClientConnected lcc;
 
- 	lcc.uuid = uuid;
 
- 	lcc.names = localPlayerNames;
 
- 	lcc.mode = si->mode;
 
- 	sendLobbyPack(lcc);
 
- }
 
- void CServerHandler::sendClientDisconnecting()
 
- {
 
- 	// FIXME: This is workaround needed to make sure client not trying to sent anything to non existed server
 
- 	if(getState() == EClientState::DISCONNECTING)
 
- 	{
 
- 		assert(0);
 
- 		return;
 
- 	}
 
- 	setState(EClientState::DISCONNECTING);
 
- 	mapToStart = nullptr;
 
- 	LobbyClientDisconnected lcd;
 
- 	lcd.clientId = logicConnection->connectionID;
 
- 	logNetwork->info("Connection has been requested to be closed.");
 
- 	if(isServerLocal())
 
- 	{
 
- 		lcd.shutdownServer = true;
 
- 		logNetwork->info("Sent closing signal to the server");
 
- 	}
 
- 	else
 
- 	{
 
- 		logNetwork->info("Sent leaving signal to the server");
 
- 	}
 
- 	sendLobbyPack(lcd);
 
- 	networkConnection->close();
 
- 	networkConnection.reset();
 
- 	logicConnection.reset();
 
- 	waitForServerShutdown();
 
- }
 
- void CServerHandler::setCampaignState(std::shared_ptr<CampaignState> newCampaign)
 
- {
 
- 	setState(EClientState::LOBBY_CAMPAIGN);
 
- 	LobbySetCampaign lsc;
 
- 	lsc.ourCampaign = newCampaign;
 
- 	sendLobbyPack(lsc);
 
- }
 
- void CServerHandler::setCampaignMap(CampaignScenarioID mapId) const
 
- {
 
- 	if(getState() == EClientState::GAMEPLAY) // FIXME: UI shouldn't sent commands in first place
 
- 		return;
 
- 	LobbySetCampaignMap lscm;
 
- 	lscm.mapId = mapId;
 
- 	sendLobbyPack(lscm);
 
- }
 
- void CServerHandler::setCampaignBonus(int bonusId) const
 
- {
 
- 	if(getState() == EClientState::GAMEPLAY) // FIXME: UI shouldn't sent commands in first place
 
- 		return;
 
- 	LobbySetCampaignBonus lscb;
 
- 	lscb.bonusId = bonusId;
 
- 	sendLobbyPack(lscb);
 
- }
 
- void CServerHandler::setMapInfo(std::shared_ptr<CMapInfo> to, std::shared_ptr<CMapGenOptions> mapGenOpts) const
 
- {
 
- 	LobbySetMap lsm;
 
- 	lsm.mapInfo = to;
 
- 	lsm.mapGenOpts = mapGenOpts;
 
- 	sendLobbyPack(lsm);
 
- }
 
- void CServerHandler::setPlayer(PlayerColor color) const
 
- {
 
- 	LobbySetPlayer lsp;
 
- 	lsp.clickedColor = color;
 
- 	sendLobbyPack(lsp);
 
- }
 
- void CServerHandler::setPlayerName(PlayerColor color, const std::string & name) const
 
- {
 
- 	LobbySetPlayerName lspn;
 
- 	lspn.color = color;
 
- 	lspn.name = name;
 
- 	sendLobbyPack(lspn);
 
- }
 
- void CServerHandler::setPlayerHandicap(PlayerColor color, Handicap handicap) const
 
- {
 
- 	LobbySetPlayerHandicap lsph;
 
- 	lsph.color = color;
 
- 	lsph.handicap = handicap;
 
- 	sendLobbyPack(lsph);
 
- }
 
- void CServerHandler::setPlayerOption(ui8 what, int32_t value, PlayerColor player) const
 
- {
 
- 	LobbyChangePlayerOption lcpo;
 
- 	lcpo.what = what;
 
- 	lcpo.value = value;
 
- 	lcpo.color = player;
 
- 	sendLobbyPack(lcpo);
 
- }
 
- void CServerHandler::setDifficulty(int to) const
 
- {
 
- 	LobbySetDifficulty lsd;
 
- 	lsd.difficulty = to;
 
- 	sendLobbyPack(lsd);
 
- }
 
- void CServerHandler::setSimturnsInfo(const SimturnsInfo & info) const
 
- {
 
- 	LobbySetSimturns pack;
 
- 	pack.simturnsInfo = info;
 
- 	sendLobbyPack(pack);
 
- }
 
- void CServerHandler::setTurnTimerInfo(const TurnTimerInfo & info) const
 
- {
 
- 	LobbySetTurnTime lstt;
 
- 	lstt.turnTimerInfo = info;
 
- 	sendLobbyPack(lstt);
 
- }
 
- void CServerHandler::setExtraOptionsInfo(const ExtraOptionsInfo & info) const
 
- {
 
- 	LobbySetExtraOptions lseo;
 
- 	lseo.extraOptionsInfo = info;
 
- 	sendLobbyPack(lseo);
 
- }
 
- void CServerHandler::sendMessage(const std::string & txt) const
 
- {
 
- 	std::istringstream readed;
 
- 	readed.str(txt);
 
- 	std::string command;
 
- 	readed >> command;
 
- 	if(command == "!passhost")
 
- 	{
 
- 		std::string id;
 
- 		readed >> id;
 
- 		if(id.length())
 
- 		{
 
- 			LobbyChangeHost lch;
 
- 			lch.newHostConnectionId = boost::lexical_cast<int>(id);
 
- 			sendLobbyPack(lch);
 
- 		}
 
- 	}
 
- 	else if(command == "!forcep")
 
- 	{
 
- 		std::string connectedId;
 
- 		std::string playerColorId;
 
- 		readed >> connectedId;
 
- 		readed >> playerColorId;
 
- 		if(connectedId.length() && playerColorId.length())
 
- 		{
 
- 			ui8 connected = boost::lexical_cast<int>(connectedId);
 
- 			auto color = PlayerColor(boost::lexical_cast<int>(playerColorId));
 
- 			if(color.isValidPlayer() && playerNames.find(connected) != playerNames.end())
 
- 			{
 
- 				LobbyForceSetPlayer lfsp;
 
- 				lfsp.targetConnectedPlayer = connected;
 
- 				lfsp.targetPlayerColor = color;
 
- 				sendLobbyPack(lfsp);
 
- 			}
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		gameChat->sendMessageLobby(playerNames.find(myFirstId())->second.name, txt);
 
- 	}
 
- }
 
- void CServerHandler::sendGuiAction(ui8 action) const
 
- {
 
- 	LobbyGuiAction lga;
 
- 	lga.action = static_cast<LobbyGuiAction::EAction>(action);
 
- 	sendLobbyPack(lga);
 
- }
 
- void CServerHandler::sendRestartGame() const
 
- {
 
- 	if(si->campState && !si->campState->getLoadingBackground().empty())
 
- 		GH.windows().createAndPushWindow<CLoadingScreen>(si->campState->getLoadingBackground());
 
- 	else
 
- 		GH.windows().createAndPushWindow<CLoadingScreen>();
 
- 	
 
- 	LobbyRestartGame endGame;
 
- 	sendLobbyPack(endGame);
 
- }
 
- bool CServerHandler::validateGameStart(bool allowOnlyAI) const
 
- {
 
- 	try
 
- 	{
 
- 		verifyStateBeforeStart(allowOnlyAI ? true : settings["session"]["onlyai"].Bool());
 
- 	}
 
- 	catch(ModIncompatibility & e)
 
- 	{
 
- 		logGlobal->warn("Incompatibility exception during start scenario: %s", e.what());
 
- 		std::string errorMsg;
 
- 		if(!e.whatMissing().empty())
 
- 		{
 
- 			errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToEnable") + '\n';
 
- 			errorMsg += e.whatMissing();
 
- 		}
 
- 		if(!e.whatExcessive().empty())
 
- 		{
 
- 			errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToDisable") + '\n';
 
- 			errorMsg += e.whatExcessive();
 
- 		}
 
- 		showServerError(errorMsg);
 
- 		return false;
 
- 	}
 
- 	catch(std::exception & e)
 
- 	{
 
- 		logGlobal->error("Exception during startScenario: %s", e.what());
 
- 		showServerError( std::string("Unable to start map! Reason: ") + e.what());
 
- 		return false;
 
- 	}
 
- 	return true;
 
- }
 
- void CServerHandler::sendStartGame(bool allowOnlyAI) const
 
- {
 
- 	verifyStateBeforeStart(allowOnlyAI ? true : settings["session"]["onlyai"].Bool());
 
- 	if(!settings["session"]["headless"].Bool())
 
- 	{
 
- 		if(si->campState && !si->campState->getLoadingBackground().empty())
 
- 			GH.windows().createAndPushWindow<CLoadingScreen>(si->campState->getLoadingBackground());
 
- 		else
 
- 			GH.windows().createAndPushWindow<CLoadingScreen>();
 
- 	}
 
- 	
 
- 	LobbyPrepareStartGame lpsg;
 
- 	sendLobbyPack(lpsg);
 
- 	LobbyStartGame lsg;
 
- 	sendLobbyPack(lsg);
 
- }
 
- void CServerHandler::startMapAfterConnection(std::shared_ptr<CMapInfo> to)
 
- {
 
- 	mapToStart = to;
 
- }
 
- void CServerHandler::startGameplay(VCMI_LIB_WRAP_NAMESPACE(CGameState) * gameState)
 
- {
 
- 	if(CMM)
 
- 		CMM->disable();
 
- 	switch(si->mode)
 
- 	{
 
- 	case EStartMode::NEW_GAME:
 
- 		client->newGame(gameState);
 
- 		break;
 
- 	case EStartMode::CAMPAIGN:
 
- 		if(si->campState->conqueredScenarios().empty())
 
- 			si->campState->highscoreParameters.clear();
 
- 		client->newGame(gameState);
 
- 		break;
 
- 	case EStartMode::LOAD_GAME:
 
- 		client->loadGame(gameState);
 
- 		break;
 
- 	default:
 
- 		throw std::runtime_error("Invalid mode");
 
- 	}
 
- 	// After everything initialized we can accept CPackToClient netpacks
 
- 	logicConnection->enterGameplayConnectionMode(client->gameState());
 
- 	setState(EClientState::GAMEPLAY);
 
- }
 
- void CServerHandler::showHighScoresAndEndGameplay(PlayerColor player, bool victory, const StatisticDataSet & statistic)
 
- {
 
- 	HighScoreParameter param = HighScore::prepareHighScores(client->gameState(), player, victory);
 
- 	if(victory && client->gameState()->getStartInfo()->campState)
 
- 	{
 
- 		startCampaignScenario(param, client->gameState()->getStartInfo()->campState, statistic);
 
- 	}
 
- 	else
 
- 	{
 
- 		HighScoreCalculation scenarioHighScores;
 
- 		scenarioHighScores.parameters.push_back(param);
 
- 		scenarioHighScores.isCampaign = false;
 
- 		endGameplay();
 
- 		CMM->menu->switchToTab("main");
 
- 		GH.windows().createAndPushWindow<CHighScoreInputScreen>(victory, scenarioHighScores, statistic);
 
- 	}
 
- }
 
- void CServerHandler::endGameplay()
 
- {
 
- 	// Game is ending
 
- 	// Tell the network thread to reach a stable state
 
- 	sendClientDisconnecting();
 
- 	logNetwork->info("Closed connection.");
 
- 	client->endGame();
 
- 	client.reset();
 
- 	if(CMM)
 
- 	{
 
- 		GH.curInt = CMM.get();
 
- 		CMM->enable();
 
- 	}
 
- 	else
 
- 	{
 
- 		GH.curInt = CMainMenu::create().get();
 
- 	}
 
- }
 
- void CServerHandler::restartGameplay()
 
- {
 
- 	client->endGame();
 
- 	client.reset();
 
- 	logicConnection->enterLobbyConnectionMode();
 
- }
 
- void CServerHandler::startCampaignScenario(HighScoreParameter param, std::shared_ptr<CampaignState> cs, const StatisticDataSet & statistic)
 
- {
 
- 	std::shared_ptr<CampaignState> ourCampaign = cs;
 
- 	if (!cs)
 
- 		ourCampaign = si->campState;
 
- 	param.campaignName = cs->getNameTranslated();
 
- 	cs->highscoreParameters.push_back(param);
 
- 	auto campaignScoreCalculator = std::make_shared<HighScoreCalculation>();
 
- 	campaignScoreCalculator->isCampaign = true;
 
- 	campaignScoreCalculator->parameters = cs->highscoreParameters;
 
- 	endGameplay();
 
- 	auto & epilogue = ourCampaign->scenario(*ourCampaign->lastScenario()).epilog;
 
- 	auto finisher = [ourCampaign, campaignScoreCalculator, statistic]()
 
- 	{
 
- 		if(ourCampaign->campaignSet != "" && ourCampaign->isCampaignFinished())
 
- 		{
 
- 			Settings entry = persistentStorage.write["completedCampaigns"][ourCampaign->getFilename()];
 
- 			entry->Bool() = true;
 
- 		}
 
- 		GH.windows().pushWindow(CMM);
 
- 		GH.windows().pushWindow(CMM->menu);
 
- 		if(!ourCampaign->isCampaignFinished())
 
- 			CMM->openCampaignLobby(ourCampaign);
 
- 		else
 
- 		{
 
- 			CMM->openCampaignScreen(ourCampaign->campaignSet);
 
- 			if(!ourCampaign->getOutroVideo().empty() && CCS->videoh->open(ourCampaign->getOutroVideo(), false))
 
- 			{
 
- 				CCS->musich->stopMusic();
 
- 				GH.windows().createAndPushWindow<CampaignRimVideo>(ourCampaign->getOutroVideo(), ourCampaign->getVideoRim().empty() ? ImagePath::builtin("INTRORIM") : ourCampaign->getVideoRim(), [campaignScoreCalculator, statistic](){
 
- 					GH.windows().createAndPushWindow<CHighScoreInputScreen>(true, *campaignScoreCalculator, statistic);
 
- 				});
 
- 			}
 
- 			else
 
- 				GH.windows().createAndPushWindow<CHighScoreInputScreen>(true, *campaignScoreCalculator, statistic);
 
- 		}
 
- 	};
 
- 	if(epilogue.hasPrologEpilog)
 
- 	{
 
- 		GH.windows().createAndPushWindow<CPrologEpilogVideo>(epilogue, finisher);
 
- 	}
 
- 	else
 
- 	{
 
- 		finisher();
 
- 	}
 
- }
 
- void CServerHandler::showServerError(const std::string & txt) const
 
- {
 
- 	if(auto w = GH.windows().topWindow<CLoadingScreen>())
 
- 		GH.windows().popWindow(w);
 
- 	
 
- 	CInfoWindow::showInfoDialog(txt, {});
 
- }
 
- int CServerHandler::howManyPlayerInterfaces()
 
- {
 
- 	int playerInts = 0;
 
- 	for(auto pint : client->playerint)
 
- 	{
 
- 		if(dynamic_cast<CPlayerInterface *>(pint.second.get()))
 
- 			playerInts++;
 
- 	}
 
- 	return playerInts;
 
- }
 
- ELoadMode CServerHandler::getLoadMode()
 
- {
 
- 	if(loadMode != ELoadMode::TUTORIAL && getState() == EClientState::GAMEPLAY)
 
- 	{
 
- 		if(si->campState)
 
- 			return ELoadMode::CAMPAIGN;
 
- 		for(auto pn : playerNames)
 
- 		{
 
- 			if(pn.second.connection != logicConnection->connectionID)
 
- 				return ELoadMode::MULTI;
 
- 		}
 
- 		if(howManyPlayerInterfaces() > 1)  //this condition will work for hotseat mode OR multiplayer with allowed more than 1 color per player to control
 
- 			return ELoadMode::MULTI;
 
- 		return ELoadMode::SINGLE;
 
- 	}
 
- 	return loadMode;
 
- }
 
- void CServerHandler::debugStartTest(std::string filename, bool save)
 
- {
 
- 	logGlobal->info("Starting debug test with file: %s", filename);
 
- 	auto mapInfo = std::make_shared<CMapInfo>();
 
- 	if(save)
 
- 	{
 
- 		resetStateForLobby(EStartMode::LOAD_GAME, ESelectionScreen::loadGame, EServerMode::LOCAL, {});
 
- 		mapInfo->saveInit(ResourcePath(filename, EResType::SAVEGAME));
 
- 	}
 
- 	else
 
- 	{
 
- 		resetStateForLobby(EStartMode::NEW_GAME, ESelectionScreen::newGame, EServerMode::LOCAL, {});
 
- 		mapInfo->mapInit(filename);
 
- 	}
 
- 	if(settings["session"]["donotstartserver"].Bool())
 
- 		connectToServer(getLocalHostname(), getLocalPort());
 
- 	else
 
- 		startLocalServerAndConnect(false);
 
- 	boost::this_thread::sleep_for(boost::chrono::milliseconds(100));
 
- 	while(!settings["session"]["headless"].Bool() && !GH.windows().topWindow<CLobbyScreen>())
 
- 		boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
 
- 	while(!mi || mapInfo->fileURI != mi->fileURI)
 
- 	{
 
- 		setMapInfo(mapInfo);
 
- 		boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
 
- 	}
 
- 	// "Click" on color to remove us from it
 
- 	setPlayer(myFirstColor());
 
- 	while(myFirstColor() != PlayerColor::CANNOT_DETERMINE)
 
- 		boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
 
- 	while(true)
 
- 	{
 
- 		try
 
- 		{
 
- 			sendStartGame();
 
- 			break;
 
- 		}
 
- 		catch(...)
 
- 		{
 
- 		}
 
- 		boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
 
- 	}
 
- }
 
- class ServerHandlerCPackVisitor : public VCMI_LIB_WRAP_NAMESPACE(ICPackVisitor)
 
- {
 
- private:
 
- 	CServerHandler & handler;
 
- public:
 
- 	ServerHandlerCPackVisitor(CServerHandler & handler)
 
- 			:handler(handler)
 
- 	{
 
- 	}
 
- 	bool callTyped() override { return false; }
 
- 	void visitForLobby(CPackForLobby & lobbyPack) override
 
- 	{
 
- 		handler.visitForLobby(lobbyPack);
 
- 	}
 
- 	void visitForClient(CPackForClient & clientPack) override
 
- 	{
 
- 		handler.visitForClient(clientPack);
 
- 	}
 
- };
 
- void CServerHandler::onPacketReceived(const std::shared_ptr<INetworkConnection> &, const std::vector<std::byte> & message)
 
- {
 
- 	boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
 
- 	if(getState() == EClientState::DISCONNECTING)
 
- 		return;
 
- 	CPack * pack = logicConnection->retrievePack(message);
 
- 	ServerHandlerCPackVisitor visitor(*this);
 
- 	pack->visit(visitor);
 
- }
 
- void CServerHandler::onDisconnected(const std::shared_ptr<INetworkConnection> & connection, const std::string & errorMessage)
 
- {
 
- 	boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
 
- 	if (connection != networkConnection)
 
- 	{
 
- 		// ServerHandler already closed this connection on its own
 
- 		// This is the final call from network thread that informs serverHandler that connection has died
 
- 		// ignore it since serverHandler have already shut down this connection (and possibly started a new one)
 
- 		return;
 
- 	}
 
- 	waitForServerShutdown();
 
- 	if(getState() == EClientState::DISCONNECTING)
 
- 	{
 
- 		// Note: this branch can be reached on app shutdown, when main thread holds mutex till destruction
 
- 		logNetwork->info("Successfully closed connection to server!");
 
- 		return;
 
- 	}
 
- 	logNetwork->error("Lost connection to server! Connection has been closed");
 
- 	if(client)
 
- 	{
 
- 		endGameplay();
 
- 		CMM->menu->switchToTab("main");
 
- 		showServerError(CGI->generaltexth->translate("vcmi.server.errors.disconnected"));
 
- 	}
 
- 	else
 
- 	{
 
- 		LobbyClientDisconnected lcd;
 
- 		lcd.clientId = logicConnection->connectionID;
 
- 		applyPackOnLobbyScreen(lcd);
 
- 	}
 
- 	networkConnection.reset();
 
- }
 
- void CServerHandler::waitForServerShutdown()
 
- {
 
- 	if (!serverRunner)
 
- 		return; // may not exist for guest in MP
 
- 	serverRunner->wait();
 
- 	int exitCode = serverRunner->exitCode();
 
- 	serverRunner.reset();
 
- 	if (exitCode == 0)
 
- 	{
 
- 		logNetwork->info("Server closed correctly");
 
- 	}
 
- 	else
 
- 	{
 
- 		if (getState() == EClientState::CONNECTING)
 
- 		{
 
- 			showServerError(CGI->generaltexth->translate("vcmi.server.errors.existingProcess"));
 
- 			setState(EClientState::CONNECTION_CANCELLED); // stop attempts to reconnect
 
- 		}
 
- 		logNetwork->error("Error: server failed to close correctly or crashed!");
 
- 		logNetwork->error("Check log file for more info");
 
- 	}
 
- 	serverRunner.reset();
 
- }
 
- void CServerHandler::visitForLobby(CPackForLobby & lobbyPack)
 
- {
 
- 	ApplyOnLobbyHandlerNetPackVisitor visitor(*this);
 
- 	lobbyPack.visit(visitor);
 
- 	if(visitor.getResult())
 
- 	{
 
- 		if(!settings["session"]["headless"].Bool())
 
- 			applyPackOnLobbyScreen(lobbyPack);
 
- 	}
 
- }
 
- void CServerHandler::visitForClient(CPackForClient & clientPack)
 
- {
 
- 	client->handlePack(&clientPack);
 
- }
 
- void CServerHandler::sendLobbyPack(const CPackForLobby & pack) const
 
- {
 
- 	if(getState() != EClientState::STARTING)
 
- 		logicConnection->sendPack(&pack);
 
- }
 
- bool CServerHandler::inLobbyRoom() const
 
- {
 
- 	return serverMode == EServerMode::LOBBY_HOST || serverMode == EServerMode::LOBBY_GUEST;
 
- }
 
- bool CServerHandler::inGame() const
 
- {
 
- 	return logicConnection != nullptr;
 
- }
 
 
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