CVCMIServer.cpp 27 KB

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  1. /*
  2. * CVCMIServer.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CVCMIServer.h"
  12. #include "CGameHandler.h"
  13. #include "GlobalLobbyProcessor.h"
  14. #include "LobbyNetPackVisitors.h"
  15. #include "processors/PlayerMessageProcessor.h"
  16. #include "../lib/CHeroHandler.h"
  17. #include "../lib/CPlayerState.h"
  18. #include "../lib/MetaString.h"
  19. #include "../lib/registerTypes/RegisterTypesLobbyPacks.h"
  20. #include "../lib/serializer/CMemorySerializer.h"
  21. #include "../lib/serializer/Connection.h"
  22. // UUID generation
  23. #include <boost/uuid/uuid.hpp>
  24. #include <boost/uuid/uuid_io.hpp>
  25. #include <boost/uuid/uuid_generators.hpp>
  26. #include <boost/program_options.hpp>
  27. template<typename T> class CApplyOnServer;
  28. class CBaseForServerApply
  29. {
  30. public:
  31. virtual bool applyOnServerBefore(CVCMIServer * srv, CPack * pack) const =0;
  32. virtual void applyOnServerAfter(CVCMIServer * srv, CPack * pack) const =0;
  33. virtual ~CBaseForServerApply() {}
  34. template<typename U> static CBaseForServerApply * getApplier(const U * t = nullptr)
  35. {
  36. return new CApplyOnServer<U>();
  37. }
  38. };
  39. template <typename T> class CApplyOnServer : public CBaseForServerApply
  40. {
  41. public:
  42. bool applyOnServerBefore(CVCMIServer * srv, CPack * pack) const override
  43. {
  44. T * ptr = static_cast<T *>(pack);
  45. ClientPermissionsCheckerNetPackVisitor checker(*srv);
  46. ptr->visit(checker);
  47. if(checker.getResult())
  48. {
  49. ApplyOnServerNetPackVisitor applier(*srv);
  50. ptr->visit(applier);
  51. return applier.getResult();
  52. }
  53. else
  54. return false;
  55. }
  56. void applyOnServerAfter(CVCMIServer * srv, CPack * pack) const override
  57. {
  58. T * ptr = static_cast<T *>(pack);
  59. ApplyOnServerAfterAnnounceNetPackVisitor applier(*srv);
  60. ptr->visit(applier);
  61. }
  62. };
  63. template <>
  64. class CApplyOnServer<CPack> : public CBaseForServerApply
  65. {
  66. public:
  67. bool applyOnServerBefore(CVCMIServer * srv, CPack * pack) const override
  68. {
  69. logGlobal->error("Cannot apply plain CPack!");
  70. assert(0);
  71. return false;
  72. }
  73. void applyOnServerAfter(CVCMIServer * srv, CPack * pack) const override
  74. {
  75. logGlobal->error("Cannot apply plain CPack!");
  76. assert(0);
  77. }
  78. };
  79. class CVCMIServerPackVisitor : public VCMI_LIB_WRAP_NAMESPACE(ICPackVisitor)
  80. {
  81. private:
  82. CVCMIServer & handler;
  83. std::shared_ptr<CGameHandler> gh;
  84. public:
  85. CVCMIServerPackVisitor(CVCMIServer & handler, std::shared_ptr<CGameHandler> gh)
  86. :handler(handler), gh(gh)
  87. {
  88. }
  89. bool callTyped() override { return false; }
  90. void visitForLobby(CPackForLobby & packForLobby) override
  91. {
  92. handler.handleReceivedPack(std::unique_ptr<CPackForLobby>(&packForLobby));
  93. }
  94. void visitForServer(CPackForServer & serverPack) override
  95. {
  96. if (gh)
  97. gh->handleReceivedPack(&serverPack);
  98. else
  99. logNetwork->error("Received pack for game server while in lobby!");
  100. }
  101. void visitForClient(CPackForClient & clientPack) override
  102. {
  103. }
  104. };
  105. CVCMIServer::CVCMIServer(uint16_t port, bool runByClient)
  106. : currentClientId(1)
  107. , currentPlayerId(1)
  108. , port(port)
  109. , runByClient(runByClient)
  110. {
  111. uuid = boost::uuids::to_string(boost::uuids::random_generator()());
  112. logNetwork->trace("CVCMIServer created! UUID: %s", uuid);
  113. applier = std::make_shared<CApplier<CBaseForServerApply>>();
  114. registerTypesLobbyPacks(*applier);
  115. networkHandler = INetworkHandler::createHandler();
  116. }
  117. CVCMIServer::~CVCMIServer() = default;
  118. uint16_t CVCMIServer::prepare(bool connectToLobby) {
  119. if(connectToLobby) {
  120. lobbyProcessor = std::make_unique<GlobalLobbyProcessor>(*this);
  121. return 0;
  122. } else {
  123. return startAcceptingIncomingConnections();
  124. }
  125. }
  126. uint16_t CVCMIServer::startAcceptingIncomingConnections()
  127. {
  128. port
  129. ? logNetwork->info("Port %d will be used", port)
  130. : logNetwork->info("Randomly assigned port will be used");
  131. // config port may be 0 => srvport will contain the OS-assigned port value
  132. networkServer = networkHandler->createServerTCP(*this);
  133. auto srvport = networkServer->start(port);
  134. logNetwork->info("Listening for connections at port %d", srvport);
  135. return srvport;
  136. }
  137. void CVCMIServer::onNewConnection(const std::shared_ptr<INetworkConnection> & connection)
  138. {
  139. if(getState() == EServerState::LOBBY)
  140. {
  141. activeConnections.push_back(std::make_shared<CConnection>(connection));
  142. activeConnections.back()->enterLobbyConnectionMode();
  143. }
  144. else
  145. {
  146. // TODO: reconnection support
  147. connection->close();
  148. }
  149. }
  150. void CVCMIServer::onPacketReceived(const std::shared_ptr<INetworkConnection> & connection, const std::vector<std::byte> & message)
  151. {
  152. std::shared_ptr<CConnection> c = findConnection(connection);
  153. if (c == nullptr)
  154. throw std::out_of_range("Unknown connection received in CVCMIServer::findConnection");
  155. auto pack = c->retrievePack(message);
  156. pack->c = c;
  157. CVCMIServerPackVisitor visitor(*this, this->gh);
  158. pack->visit(visitor);
  159. }
  160. void CVCMIServer::setState(EServerState value)
  161. {
  162. if (value == EServerState::SHUTDOWN && state == EServerState::SHUTDOWN)
  163. logGlobal->warn("Attempt to shutdown already shutdown server!");
  164. // do not attempt to restart dying server
  165. assert(state != EServerState::SHUTDOWN || state == value);
  166. state = value;
  167. if (state == EServerState::SHUTDOWN)
  168. networkHandler->stop();
  169. }
  170. EServerState CVCMIServer::getState() const
  171. {
  172. return state;
  173. }
  174. std::shared_ptr<CConnection> CVCMIServer::findConnection(const std::shared_ptr<INetworkConnection> & netConnection)
  175. {
  176. for(const auto & gameConnection : activeConnections)
  177. {
  178. if (gameConnection->isMyConnection(netConnection))
  179. return gameConnection;
  180. }
  181. return nullptr;
  182. }
  183. bool CVCMIServer::wasStartedByClient() const
  184. {
  185. return runByClient;
  186. }
  187. void CVCMIServer::run()
  188. {
  189. networkHandler->run();
  190. }
  191. void CVCMIServer::onTimer()
  192. {
  193. // we might receive onTimer call after transitioning from GAMEPLAY to LOBBY state, e.g. on game restart
  194. if (getState() != EServerState::GAMEPLAY)
  195. return;
  196. static const auto serverUpdateInterval = std::chrono::milliseconds(100);
  197. auto timeNow = std::chrono::steady_clock::now();
  198. auto timePassedBefore = lastTimerUpdateTime - gameplayStartTime;
  199. auto timePassedNow = timeNow - gameplayStartTime;
  200. lastTimerUpdateTime = timeNow;
  201. auto msPassedBefore = std::chrono::duration_cast<std::chrono::milliseconds>(timePassedBefore);
  202. auto msPassedNow = std::chrono::duration_cast<std::chrono::milliseconds>(timePassedNow);
  203. auto msDelta = msPassedNow - msPassedBefore;
  204. if (msDelta.count())
  205. gh->tick(msDelta.count());
  206. networkHandler->createTimer(*this, serverUpdateInterval);
  207. }
  208. void CVCMIServer::prepareToRestart()
  209. {
  210. if(getState() != EServerState::GAMEPLAY)
  211. {
  212. assert(0);
  213. return;
  214. }
  215. * si = * gh->gs->initialOpts;
  216. setState(EServerState::LOBBY);
  217. if (si->campState)
  218. {
  219. assert(si->campState->currentScenario().has_value());
  220. campaignMap = si->campState->currentScenario().value_or(CampaignScenarioID(0));
  221. campaignBonus = si->campState->getBonusID(campaignMap).value_or(-1);
  222. }
  223. for(auto activeConnection : activeConnections)
  224. activeConnection->enterLobbyConnectionMode();
  225. gh = nullptr;
  226. }
  227. bool CVCMIServer::prepareToStartGame()
  228. {
  229. Load::ProgressAccumulator progressTracking;
  230. Load::Progress current(1);
  231. progressTracking.include(current);
  232. if (lobbyProcessor)
  233. lobbyProcessor->sendGameStarted();
  234. auto progressTrackingThread = boost::thread([this, &progressTracking]()
  235. {
  236. auto currentProgress = std::numeric_limits<Load::Type>::max();
  237. while(!progressTracking.finished())
  238. {
  239. if(progressTracking.get() != currentProgress)
  240. {
  241. //FIXME: UNGUARDED MULTITHREADED ACCESS!!!
  242. currentProgress = progressTracking.get();
  243. std::unique_ptr<LobbyLoadProgress> loadProgress(new LobbyLoadProgress);
  244. loadProgress->progress = currentProgress;
  245. announcePack(std::move(loadProgress));
  246. }
  247. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  248. }
  249. });
  250. gh = std::make_shared<CGameHandler>(this);
  251. switch(si->mode)
  252. {
  253. case EStartMode::CAMPAIGN:
  254. logNetwork->info("Preparing to start new campaign");
  255. si->startTimeIso8601 = vstd::getDateTimeISO8601Basic(std::time(nullptr));
  256. si->fileURI = mi->fileURI;
  257. si->campState->setCurrentMap(campaignMap);
  258. si->campState->setCurrentMapBonus(campaignBonus);
  259. gh->init(si.get(), progressTracking);
  260. break;
  261. case EStartMode::NEW_GAME:
  262. logNetwork->info("Preparing to start new game");
  263. si->startTimeIso8601 = vstd::getDateTimeISO8601Basic(std::time(nullptr));
  264. si->fileURI = mi->fileURI;
  265. gh->init(si.get(), progressTracking);
  266. break;
  267. case EStartMode::LOAD_GAME:
  268. logNetwork->info("Preparing to start loaded game");
  269. if(!gh->load(si->mapname))
  270. {
  271. current.finish();
  272. progressTrackingThread.join();
  273. return false;
  274. }
  275. break;
  276. default:
  277. logNetwork->error("Wrong mode in StartInfo!");
  278. assert(0);
  279. break;
  280. }
  281. current.finish();
  282. progressTrackingThread.join();
  283. return true;
  284. }
  285. void CVCMIServer::startGameImmediately()
  286. {
  287. for(auto activeConnection : activeConnections)
  288. activeConnection->enterGameplayConnectionMode(gh->gs);
  289. gh->start(si->mode == EStartMode::LOAD_GAME);
  290. setState(EServerState::GAMEPLAY);
  291. lastTimerUpdateTime = gameplayStartTime = std::chrono::steady_clock::now();
  292. onTimer();
  293. multiplayerWelcomeMessage();
  294. }
  295. void CVCMIServer::onDisconnected(const std::shared_ptr<INetworkConnection> & connection, const std::string & errorMessage)
  296. {
  297. logNetwork->error("Network error receiving a pack. Connection has been closed");
  298. std::shared_ptr<CConnection> c = findConnection(connection);
  299. if (!c)
  300. return; // player have already disconnected via clientDisconnected call
  301. vstd::erase(activeConnections, c);
  302. if(activeConnections.empty() || hostClientId == c->connectionID)
  303. {
  304. setState(EServerState::SHUTDOWN);
  305. return;
  306. }
  307. if(gh && getState() == EServerState::GAMEPLAY)
  308. {
  309. gh->handleClientDisconnection(c);
  310. auto lcd = std::make_unique<LobbyClientDisconnected>();
  311. lcd->c = c;
  312. lcd->clientId = c->connectionID;
  313. handleReceivedPack(std::move(lcd));
  314. }
  315. }
  316. void CVCMIServer::handleReceivedPack(std::unique_ptr<CPackForLobby> pack)
  317. {
  318. CBaseForServerApply * apply = applier->getApplier(CTypeList::getInstance().getTypeID(pack.get()));
  319. if(apply->applyOnServerBefore(this, pack.get()))
  320. announcePack(std::move(pack));
  321. }
  322. void CVCMIServer::announcePack(std::unique_ptr<CPackForLobby> pack)
  323. {
  324. for(auto activeConnection : activeConnections)
  325. {
  326. // FIXME: we need to avoid sending something to client that not yet get answer for LobbyClientConnected
  327. // Until UUID set we only pass LobbyClientConnected to this client
  328. //if(c->uuid == uuid && !dynamic_cast<LobbyClientConnected *>(pack.get()))
  329. // continue;
  330. activeConnection->sendPack(pack.get());
  331. }
  332. applier->getApplier(CTypeList::getInstance().getTypeID(pack.get()))->applyOnServerAfter(this, pack.get());
  333. }
  334. void CVCMIServer::announceMessage(const MetaString & txt)
  335. {
  336. logNetwork->info("Show message: %s", txt.toString());
  337. auto cm = std::make_unique<LobbyShowMessage>();
  338. cm->message = txt;
  339. announcePack(std::move(cm));
  340. }
  341. void CVCMIServer::announceMessage(const std::string & txt)
  342. {
  343. MetaString str;
  344. str.appendRawString(txt);
  345. announceMessage(str);
  346. }
  347. void CVCMIServer::announceTxt(const MetaString & txt, const std::string & playerName)
  348. {
  349. logNetwork->info("%s says: %s", playerName, txt.toString());
  350. auto cm = std::make_unique<LobbyChatMessage>();
  351. cm->playerName = playerName;
  352. cm->message = txt;
  353. announcePack(std::move(cm));
  354. }
  355. void CVCMIServer::announceTxt(const std::string & txt, const std::string & playerName)
  356. {
  357. MetaString str;
  358. str.appendRawString(txt);
  359. announceTxt(str, playerName);
  360. }
  361. bool CVCMIServer::passHost(int toConnectionId)
  362. {
  363. for(auto activeConnection : activeConnections)
  364. {
  365. if(isClientHost(activeConnection->connectionID))
  366. continue;
  367. if(activeConnection->connectionID != toConnectionId)
  368. continue;
  369. hostClientId = activeConnection->connectionID;
  370. announceTxt(boost::str(boost::format("Pass host to connection %d") % toConnectionId));
  371. return true;
  372. }
  373. return false;
  374. }
  375. void CVCMIServer::clientConnected(std::shared_ptr<CConnection> c, std::vector<std::string> & names, const std::string & uuid, EStartMode mode)
  376. {
  377. assert(getState() == EServerState::LOBBY);
  378. c->connectionID = currentClientId++;
  379. if(hostClientId == -1)
  380. {
  381. hostClientId = c->connectionID;
  382. si->mode = mode;
  383. }
  384. logNetwork->info("Connection with client %d established. UUID: %s", c->connectionID, c->uuid);
  385. for(auto & name : names)
  386. {
  387. logNetwork->info("Client %d player: %s", c->connectionID, name);
  388. ui8 id = currentPlayerId++;
  389. ClientPlayer cp;
  390. cp.connection = c->connectionID;
  391. cp.name = name;
  392. playerNames.insert(std::make_pair(id, cp));
  393. announceTxt(boost::str(boost::format("%s (pid %d cid %d) joins the game") % name % id % c->connectionID));
  394. //put new player in first slot with AI
  395. for(auto & elem : si->playerInfos)
  396. {
  397. if(elem.second.isControlledByAI() && !elem.second.compOnly)
  398. {
  399. setPlayerConnectedId(elem.second, id);
  400. break;
  401. }
  402. }
  403. }
  404. }
  405. void CVCMIServer::clientDisconnected(std::shared_ptr<CConnection> connection)
  406. {
  407. connection->getConnection()->close();
  408. vstd::erase(activeConnections, connection);
  409. // PlayerReinitInterface startAiPack;
  410. // startAiPack.playerConnectionId = PlayerSettings::PLAYER_AI;
  411. //
  412. // for(auto it = playerNames.begin(); it != playerNames.end();)
  413. // {
  414. // if(it->second.connection != c->connectionID)
  415. // {
  416. // ++it;
  417. // continue;
  418. // }
  419. //
  420. // int id = it->first;
  421. // std::string playerLeftMsgText = boost::str(boost::format("%s (pid %d cid %d) left the game") % id % playerNames[id].name % c->connectionID);
  422. // announceTxt(playerLeftMsgText); //send lobby text, it will be ignored for non-lobby clients
  423. // auto * playerSettings = si->getPlayersSettings(id);
  424. // if(!playerSettings)
  425. // {
  426. // ++it;
  427. // continue;
  428. // }
  429. //
  430. // it = playerNames.erase(it);
  431. // setPlayerConnectedId(*playerSettings, PlayerSettings::PLAYER_AI);
  432. //
  433. // if(gh && si && state == EServerState::GAMEPLAY)
  434. // {
  435. // gh->playerMessages->broadcastMessage(playerSettings->color, playerLeftMsgText);
  436. // // gh->connections[playerSettings->color].insert(hostClient);
  437. // startAiPack.players.push_back(playerSettings->color);
  438. // }
  439. // }
  440. //
  441. // if(!startAiPack.players.empty())
  442. // gh->sendAndApply(&startAiPack);
  443. }
  444. void CVCMIServer::reconnectPlayer(int connId)
  445. {
  446. PlayerReinitInterface startAiPack;
  447. startAiPack.playerConnectionId = connId;
  448. if(gh && si && getState() == EServerState::GAMEPLAY)
  449. {
  450. for(auto it = playerNames.begin(); it != playerNames.end(); ++it)
  451. {
  452. if(it->second.connection != connId)
  453. continue;
  454. int id = it->first;
  455. auto * playerSettings = si->getPlayersSettings(id);
  456. if(!playerSettings)
  457. continue;
  458. std::string messageText = boost::str(boost::format("%s (cid %d) is connected") % playerSettings->name % connId);
  459. gh->playerMessages->broadcastMessage(playerSettings->color, messageText);
  460. startAiPack.players.push_back(playerSettings->color);
  461. }
  462. if(!startAiPack.players.empty())
  463. gh->sendAndApply(&startAiPack);
  464. }
  465. }
  466. void CVCMIServer::setPlayerConnectedId(PlayerSettings & pset, ui8 player) const
  467. {
  468. if(vstd::contains(playerNames, player))
  469. pset.name = playerNames.find(player)->second.name;
  470. else
  471. pset.name = VLC->generaltexth->allTexts[468]; //Computer
  472. pset.connectedPlayerIDs.clear();
  473. if(player != PlayerSettings::PLAYER_AI)
  474. pset.connectedPlayerIDs.insert(player);
  475. }
  476. void CVCMIServer::updateStartInfoOnMapChange(std::shared_ptr<CMapInfo> mapInfo, std::shared_ptr<CMapGenOptions> mapGenOpts)
  477. {
  478. mi = mapInfo;
  479. if(!mi)
  480. return;
  481. auto namesIt = playerNames.cbegin();
  482. si->playerInfos.clear();
  483. if(mi->scenarioOptionsOfSave)
  484. {
  485. si = CMemorySerializer::deepCopy(*mi->scenarioOptionsOfSave);
  486. si->mode = EStartMode::LOAD_GAME;
  487. if(si->campState)
  488. campaignMap = si->campState->currentScenario().value();
  489. for(auto & ps : si->playerInfos)
  490. {
  491. if(!ps.second.compOnly && ps.second.connectedPlayerIDs.size() && namesIt != playerNames.cend())
  492. {
  493. setPlayerConnectedId(ps.second, namesIt++->first);
  494. }
  495. else
  496. {
  497. setPlayerConnectedId(ps.second, PlayerSettings::PLAYER_AI);
  498. }
  499. }
  500. }
  501. else if(si->mode == EStartMode::NEW_GAME || si->mode == EStartMode::CAMPAIGN)
  502. {
  503. if(mi->campaign)
  504. return;
  505. for(int i = 0; i < mi->mapHeader->players.size(); i++)
  506. {
  507. const PlayerInfo & pinfo = mi->mapHeader->players[i];
  508. //neither computer nor human can play - no player
  509. if(!(pinfo.canHumanPlay || pinfo.canComputerPlay))
  510. continue;
  511. PlayerSettings & pset = si->playerInfos[PlayerColor(i)];
  512. pset.color = PlayerColor(i);
  513. if(pinfo.canHumanPlay && namesIt != playerNames.cend())
  514. {
  515. setPlayerConnectedId(pset, namesIt++->first);
  516. }
  517. else
  518. {
  519. setPlayerConnectedId(pset, PlayerSettings::PLAYER_AI);
  520. if(!pinfo.canHumanPlay)
  521. {
  522. pset.compOnly = true;
  523. }
  524. }
  525. pset.castle = pinfo.defaultCastle();
  526. pset.hero = pinfo.defaultHero();
  527. if(pset.hero != HeroTypeID::RANDOM && pinfo.hasCustomMainHero())
  528. {
  529. pset.hero = pinfo.mainCustomHeroId;
  530. pset.heroNameTextId = pinfo.mainCustomHeroNameTextId;
  531. pset.heroPortrait = pinfo.mainCustomHeroPortrait;
  532. }
  533. pset.handicap = PlayerSettings::NO_HANDICAP;
  534. }
  535. if(mi->isRandomMap && mapGenOpts)
  536. si->mapGenOptions = std::shared_ptr<CMapGenOptions>(mapGenOpts);
  537. else
  538. si->mapGenOptions.reset();
  539. }
  540. if (lobbyProcessor)
  541. {
  542. std::string roomDescription;
  543. if (si->mapGenOptions)
  544. {
  545. if (si->mapGenOptions->getMapTemplate())
  546. roomDescription = si->mapGenOptions->getMapTemplate()->getName();
  547. // else - no template selected.
  548. // TODO: handle this somehow?
  549. }
  550. else
  551. roomDescription = mi->getNameTranslated();
  552. lobbyProcessor->sendChangeRoomDescription(roomDescription);
  553. }
  554. si->mapname = mi->fileURI;
  555. }
  556. void CVCMIServer::updateAndPropagateLobbyState()
  557. {
  558. // Update player settings for RMG
  559. // TODO: find appropriate location for this code
  560. if(si->mapGenOptions && si->mode == EStartMode::NEW_GAME)
  561. {
  562. for(const auto & psetPair : si->playerInfos)
  563. {
  564. const auto & pset = psetPair.second;
  565. si->mapGenOptions->setStartingTownForPlayer(pset.color, pset.castle);
  566. si->mapGenOptions->setStartingHeroForPlayer(pset.color, pset.hero);
  567. if(pset.isControlledByHuman())
  568. {
  569. si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::HUMAN);
  570. }
  571. else
  572. {
  573. si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::AI);
  574. }
  575. }
  576. }
  577. auto lus = std::make_unique<LobbyUpdateState>();
  578. lus->state = *this;
  579. announcePack(std::move(lus));
  580. }
  581. void CVCMIServer::setPlayer(PlayerColor clickedColor)
  582. {
  583. struct PlayerToRestore
  584. {
  585. PlayerColor color;
  586. int id;
  587. void reset() { id = -1; color = PlayerColor::CANNOT_DETERMINE; }
  588. PlayerToRestore(){ reset(); }
  589. } playerToRestore;
  590. PlayerSettings & clicked = si->playerInfos[clickedColor];
  591. //identify clicked player
  592. int clickedNameID = 0; //number of player - zero means AI, assume it initially
  593. if(clicked.isControlledByHuman())
  594. clickedNameID = *(clicked.connectedPlayerIDs.begin()); //if not AI - set appropriate ID
  595. if(clickedNameID > 0 && playerToRestore.id == clickedNameID) //player to restore is about to being replaced -> put him back to the old place
  596. {
  597. PlayerSettings & restPos = si->playerInfos[playerToRestore.color];
  598. setPlayerConnectedId(restPos, playerToRestore.id);
  599. playerToRestore.reset();
  600. }
  601. int newPlayer; //which player will take clicked position
  602. //who will be put here?
  603. if(!clickedNameID) //AI player clicked -> if possible replace computer with unallocated player
  604. {
  605. newPlayer = getIdOfFirstUnallocatedPlayer();
  606. if(!newPlayer) //no "free" player -> get just first one
  607. newPlayer = playerNames.begin()->first;
  608. }
  609. else //human clicked -> take next
  610. {
  611. auto i = playerNames.find(clickedNameID); //clicked one
  612. i++; //player AFTER clicked one
  613. if(i != playerNames.end())
  614. newPlayer = i->first;
  615. else
  616. newPlayer = 0; //AI if we scrolled through all players
  617. }
  618. setPlayerConnectedId(clicked, newPlayer); //put player
  619. //if that player was somewhere else, we need to replace him with computer
  620. if(newPlayer) //not AI
  621. {
  622. for(auto i = si->playerInfos.begin(); i != si->playerInfos.end(); i++)
  623. {
  624. int curNameID = *(i->second.connectedPlayerIDs.begin());
  625. if(i->first != clickedColor && curNameID == newPlayer)
  626. {
  627. assert(i->second.connectedPlayerIDs.size());
  628. playerToRestore.color = i->first;
  629. playerToRestore.id = newPlayer;
  630. setPlayerConnectedId(i->second, PlayerSettings::PLAYER_AI); //set computer
  631. break;
  632. }
  633. }
  634. }
  635. }
  636. void CVCMIServer::setPlayerName(PlayerColor color, std::string name)
  637. {
  638. if(color == PlayerColor::CANNOT_DETERMINE)
  639. return;
  640. PlayerSettings & player = si->playerInfos.at(color);
  641. if(!player.isControlledByHuman())
  642. return;
  643. if(player.connectedPlayerIDs.empty())
  644. return;
  645. int nameID = *(player.connectedPlayerIDs.begin()); //if not AI - set appropriate ID
  646. playerNames[nameID].name = name;
  647. setPlayerConnectedId(player, nameID);
  648. }
  649. void CVCMIServer::optionNextCastle(PlayerColor player, int dir)
  650. {
  651. PlayerSettings & s = si->playerInfos[player];
  652. FactionID & cur = s.castle;
  653. auto & allowed = getPlayerInfo(player).allowedFactions;
  654. const bool allowRandomTown = getPlayerInfo(player).isFactionRandom;
  655. if(cur == FactionID::NONE) //no change
  656. return;
  657. if(cur == FactionID::RANDOM) //first/last available
  658. {
  659. if(dir > 0)
  660. cur = *allowed.begin(); //id of first town
  661. else
  662. cur = *allowed.rbegin(); //id of last town
  663. }
  664. else // next/previous available
  665. {
  666. if((cur == *allowed.begin() && dir < 0) || (cur == *allowed.rbegin() && dir > 0))
  667. {
  668. if(allowRandomTown)
  669. {
  670. cur = FactionID::RANDOM;
  671. }
  672. else
  673. {
  674. if(dir > 0)
  675. cur = *allowed.begin();
  676. else
  677. cur = *allowed.rbegin();
  678. }
  679. }
  680. else
  681. {
  682. assert(dir >= -1 && dir <= 1); //othervice std::advance may go out of range
  683. auto iter = allowed.find(cur);
  684. std::advance(iter, dir);
  685. cur = *iter;
  686. }
  687. }
  688. if(s.hero.isValid() && !getPlayerInfo(player).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
  689. {
  690. s.hero = HeroTypeID::RANDOM;
  691. }
  692. if(!cur.isValid() && s.bonus == PlayerStartingBonus::RESOURCE)
  693. s.bonus = PlayerStartingBonus::RANDOM;
  694. }
  695. void CVCMIServer::optionSetCastle(PlayerColor player, FactionID id)
  696. {
  697. PlayerSettings & s = si->playerInfos[player];
  698. FactionID & cur = s.castle;
  699. auto & allowed = getPlayerInfo(player).allowedFactions;
  700. if(cur == FactionID::NONE) //no change
  701. return;
  702. if(allowed.find(id) == allowed.end() && id != FactionID::RANDOM) // valid id
  703. return;
  704. cur = static_cast<FactionID>(id);
  705. if(s.hero.isValid() && !getPlayerInfo(player).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
  706. {
  707. s.hero = HeroTypeID::RANDOM;
  708. }
  709. if(!cur.isValid() && s.bonus == PlayerStartingBonus::RESOURCE)
  710. s.bonus = PlayerStartingBonus::RANDOM;
  711. }
  712. void CVCMIServer::setCampaignMap(CampaignScenarioID mapId)
  713. {
  714. campaignMap = mapId;
  715. si->difficulty = si->campState->scenario(mapId).difficulty;
  716. campaignBonus = -1;
  717. updateStartInfoOnMapChange(si->campState->getMapInfo(mapId));
  718. }
  719. void CVCMIServer::setCampaignBonus(int bonusId)
  720. {
  721. campaignBonus = bonusId;
  722. const CampaignScenario & scenario = si->campState->scenario(campaignMap);
  723. const std::vector<CampaignBonus> & bonDescs = scenario.travelOptions.bonusesToChoose;
  724. if(bonDescs[bonusId].type == CampaignBonusType::HERO)
  725. {
  726. for(auto & elem : si->playerInfos)
  727. {
  728. if(elem.first == PlayerColor(bonDescs[bonusId].info1))
  729. setPlayerConnectedId(elem.second, 1);
  730. else
  731. setPlayerConnectedId(elem.second, PlayerSettings::PLAYER_AI);
  732. }
  733. }
  734. }
  735. void CVCMIServer::optionNextHero(PlayerColor player, int dir)
  736. {
  737. PlayerSettings & s = si->playerInfos[player];
  738. if(!s.castle.isValid() || s.hero == HeroTypeID::NONE)
  739. return;
  740. if(s.hero == HeroTypeID::RANDOM) // first/last available
  741. {
  742. if (dir > 0)
  743. s.hero = nextAllowedHero(player, HeroTypeID(-1), dir);
  744. else
  745. s.hero = nextAllowedHero(player, HeroTypeID(VLC->heroh->size()), dir);
  746. }
  747. else
  748. {
  749. s.hero = nextAllowedHero(player, s.hero, dir);
  750. }
  751. }
  752. void CVCMIServer::optionSetHero(PlayerColor player, HeroTypeID id)
  753. {
  754. PlayerSettings & s = si->playerInfos[player];
  755. if(!s.castle.isValid() || s.hero == HeroTypeID::NONE)
  756. return;
  757. if(id == HeroTypeID::RANDOM)
  758. {
  759. s.hero = HeroTypeID::RANDOM;
  760. }
  761. if(canUseThisHero(player, id))
  762. s.hero = static_cast<HeroTypeID>(id);
  763. }
  764. HeroTypeID CVCMIServer::nextAllowedHero(PlayerColor player, HeroTypeID initial, int direction)
  765. {
  766. HeroTypeID first(initial.getNum() + direction);
  767. if(direction > 0)
  768. {
  769. for (auto i = first; i.getNum() < VLC->heroh->size(); ++i)
  770. if(canUseThisHero(player, i))
  771. return i;
  772. }
  773. else
  774. {
  775. for (auto i = first; i.getNum() >= 0; --i)
  776. if(canUseThisHero(player, i))
  777. return i;
  778. }
  779. return HeroTypeID::RANDOM;
  780. }
  781. void CVCMIServer::optionNextBonus(PlayerColor player, int dir)
  782. {
  783. PlayerSettings & s = si->playerInfos[player];
  784. PlayerStartingBonus & ret = s.bonus = static_cast<PlayerStartingBonus>(static_cast<int>(s.bonus) + dir);
  785. if(s.hero == HeroTypeID::NONE &&
  786. !getPlayerInfo(player).heroesNames.size() &&
  787. ret == PlayerStartingBonus::ARTIFACT) //no hero - can't be artifact
  788. {
  789. if(dir < 0)
  790. ret = PlayerStartingBonus::RANDOM;
  791. else
  792. ret = PlayerStartingBonus::GOLD;
  793. }
  794. if(ret > PlayerStartingBonus::RESOURCE)
  795. ret = PlayerStartingBonus::RANDOM;
  796. if(ret < PlayerStartingBonus::RANDOM)
  797. ret = PlayerStartingBonus::RESOURCE;
  798. if(s.castle == FactionID::RANDOM && ret == PlayerStartingBonus::RESOURCE) //random castle - can't be resource
  799. {
  800. if(dir < 0)
  801. ret = PlayerStartingBonus::GOLD;
  802. else
  803. ret = PlayerStartingBonus::RANDOM;
  804. }
  805. }
  806. void CVCMIServer::optionSetBonus(PlayerColor player, PlayerStartingBonus id)
  807. {
  808. PlayerSettings & s = si->playerInfos[player];
  809. if(s.hero == HeroTypeID::NONE &&
  810. !getPlayerInfo(player).heroesNames.size() &&
  811. id == PlayerStartingBonus::ARTIFACT) //no hero - can't be artifact
  812. return;
  813. if(id > PlayerStartingBonus::RESOURCE)
  814. return;
  815. if(id < PlayerStartingBonus::RANDOM)
  816. return;
  817. if(s.castle == FactionID::RANDOM && id == PlayerStartingBonus::RESOURCE) //random castle - can't be resource
  818. return;
  819. s.bonus = id;
  820. }
  821. bool CVCMIServer::canUseThisHero(PlayerColor player, HeroTypeID ID)
  822. {
  823. return VLC->heroh->size() > ID
  824. && si->playerInfos[player].castle == VLC->heroh->objects[ID]->heroClass->faction
  825. && !vstd::contains(getUsedHeroes(), ID)
  826. && mi->mapHeader->allowedHeroes.count(ID);
  827. }
  828. std::vector<HeroTypeID> CVCMIServer::getUsedHeroes()
  829. {
  830. std::vector<HeroTypeID> heroIds;
  831. for(auto & p : si->playerInfos)
  832. {
  833. const auto & heroes = getPlayerInfo(p.first).heroesNames;
  834. for(auto & hero : heroes)
  835. if(hero.heroId >= 0) //in VCMI map format heroId = -1 means random hero
  836. heroIds.push_back(hero.heroId);
  837. if(p.second.hero != HeroTypeID::RANDOM)
  838. heroIds.push_back(p.second.hero);
  839. }
  840. return heroIds;
  841. }
  842. ui8 CVCMIServer::getIdOfFirstUnallocatedPlayer() const
  843. {
  844. for(auto i = playerNames.cbegin(); i != playerNames.cend(); i++)
  845. {
  846. if(!si->getPlayersSettings(i->first))
  847. return i->first;
  848. }
  849. return 0;
  850. }
  851. void CVCMIServer::multiplayerWelcomeMessage()
  852. {
  853. int humanPlayer = 0;
  854. for (const auto & pi : si->playerInfos)
  855. if(pi.second.isControlledByHuman())
  856. humanPlayer++;
  857. if(humanPlayer < 2) // Singleplayer
  858. return;
  859. gh->playerMessages->broadcastSystemMessage("Use '!help' to list available commands");
  860. std::vector<std::string> optionIds;
  861. if(si->extraOptionsInfo.cheatsAllowed)
  862. optionIds.emplace_back("vcmi.optionsTab.cheatAllowed.hover");
  863. if(si->extraOptionsInfo.unlimitedReplay)
  864. optionIds.emplace_back("vcmi.optionsTab.unlimitedReplay.hover");
  865. if(!optionIds.size()) // No settings to publish
  866. return;
  867. MetaString str;
  868. str.appendTextID("vcmi.optionsTab.extraOptions.hover");
  869. str.appendRawString(": ");
  870. for(int i = 0; i < optionIds.size(); i++)
  871. {
  872. str.appendTextID(optionIds[i]);
  873. if(i < optionIds.size() - 1)
  874. str.appendRawString(", ");
  875. }
  876. gh->playerMessages->broadcastSystemMessage(str);
  877. }
  878. INetworkHandler & CVCMIServer::getNetworkHandler()
  879. {
  880. return *networkHandler;
  881. }