CVCMIServer.cpp 31 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/CThreadHelper.h"
  17. #include "../lib/GameLibrary.h"
  18. #include "../lib/campaign/CampaignState.h"
  19. #include "../lib/entities/hero/CHeroHandler.h"
  20. #include "../lib/entities/hero/CHeroClass.h"
  21. #include "../lib/entities/ResourceTypeHandler.h"
  22. #include "../lib/gameState/CGameState.h"
  23. #include "../lib/mapping/CMapInfo.h"
  24. #include "../lib/mapping/CMapHeader.h"
  25. #include "../lib/modding/ModIncompatibility.h"
  26. #include "../lib/rmg/CMapGenOptions.h"
  27. #include "../lib/serializer/CMemorySerializer.h"
  28. #include "../lib/serializer/GameConnection.h"
  29. #include "../lib/texts/CGeneralTextHandler.h"
  30. // UUID generation
  31. #include <boost/uuid/uuid.hpp>
  32. #include <boost/uuid/uuid_io.hpp>
  33. #include <boost/uuid/uuid_generators.hpp>
  34. #include <boost/program_options.hpp>
  35. class CVCMIServerPackVisitor : public VCMI_LIB_WRAP_NAMESPACE(ICPackVisitor)
  36. {
  37. private:
  38. CVCMIServer & handler;
  39. std::shared_ptr<CGameHandler> gh;
  40. std::shared_ptr<GameConnection> connection;
  41. public:
  42. CVCMIServerPackVisitor(CVCMIServer & handler, const std::shared_ptr<CGameHandler> & gh, const std::shared_ptr<GameConnection> & connection)
  43. : handler(handler)
  44. , gh(gh)
  45. , connection(connection)
  46. {
  47. }
  48. bool callTyped() override { return false; }
  49. void visitForLobby(CPackForLobby & packForLobby) override
  50. {
  51. handler.handleReceivedPack(connection, packForLobby);
  52. }
  53. void visitForServer(CPackForServer & serverPack) override
  54. {
  55. if (gh)
  56. gh->handleReceivedPack(connection->connectionID, serverPack);
  57. else
  58. logNetwork->error("Received pack for game server while in lobby!");
  59. }
  60. void visitForClient(CPackForClient & clientPack) override
  61. {
  62. }
  63. };
  64. CVCMIServer::CVCMIServer(uint16_t port, bool runByClient)
  65. : currentClientId(GameConnectionID::FIRST_CONNECTION)
  66. , currentPlayerId(PlayerConnectionID::FIRST_HUMAN)
  67. , port(port)
  68. , runByClient(runByClient)
  69. {
  70. uuid = boost::uuids::to_string(boost::uuids::random_generator()());
  71. logNetwork->trace("CVCMIServer created! UUID: %s", uuid);
  72. networkHandler = INetworkHandler::createHandler();
  73. }
  74. CVCMIServer::~CVCMIServer() = default;
  75. uint16_t CVCMIServer::prepare(bool connectToLobby, bool listenForConnections) {
  76. if(connectToLobby) {
  77. lobbyProcessor = std::make_unique<GlobalLobbyProcessor>(*this);
  78. return 0;
  79. } else {
  80. return startAcceptingIncomingConnections(listenForConnections);
  81. }
  82. }
  83. uint16_t CVCMIServer::startAcceptingIncomingConnections(bool listenForConnections)
  84. {
  85. networkServer = networkHandler->createServerTCP(*this);
  86. port
  87. ? logNetwork->info("Port %d will be used", port)
  88. : logNetwork->info("Randomly assigned port will be used");
  89. // config port may be 0 => srvport will contain the OS-assigned port value
  90. if (listenForConnections)
  91. {
  92. auto srvport = networkServer->start(port);
  93. logNetwork->info("Listening for connections at port %d", srvport);
  94. return srvport;
  95. }
  96. else
  97. return 0;
  98. }
  99. void CVCMIServer::onNewConnection(const std::shared_ptr<INetworkConnection> & connection)
  100. {
  101. if(getState() == EServerState::LOBBY)
  102. {
  103. activeConnections.push_back(std::make_shared<GameConnection>(connection));
  104. activeConnections.back()->enterLobbyConnectionMode();
  105. }
  106. else
  107. {
  108. // TODO: reconnection support
  109. connection->close();
  110. }
  111. }
  112. void CVCMIServer::onPacketReceived(const std::shared_ptr<INetworkConnection> & connection, const std::vector<std::byte> & message)
  113. {
  114. std::shared_ptr<GameConnection> c = findConnection(connection);
  115. if (c == nullptr)
  116. throw std::out_of_range("Unknown connection received in CVCMIServer::findConnection");
  117. auto pack = c->retrievePack(message);
  118. CVCMIServerPackVisitor visitor(*this, this->gh, c);
  119. pack->visit(visitor);
  120. }
  121. void CVCMIServer::setState(EServerState value)
  122. {
  123. if (value == EServerState::SHUTDOWN && state == EServerState::SHUTDOWN)
  124. logGlobal->warn("Attempt to shutdown already shutdown server!");
  125. // do not attempt to restart dying server
  126. assert(state != EServerState::SHUTDOWN || state == value);
  127. state = value;
  128. if (state == EServerState::SHUTDOWN)
  129. networkHandler->stop();
  130. }
  131. EServerState CVCMIServer::getState() const
  132. {
  133. return state;
  134. }
  135. std::shared_ptr<GameConnection> CVCMIServer::findConnection(const std::shared_ptr<INetworkConnection> & netConnection)
  136. {
  137. for(const auto & gameConnection : activeConnections)
  138. {
  139. if (gameConnection->isMyConnection(netConnection))
  140. return gameConnection;
  141. }
  142. return nullptr;
  143. }
  144. bool CVCMIServer::wasStartedByClient() const
  145. {
  146. return runByClient;
  147. }
  148. void CVCMIServer::run()
  149. {
  150. networkHandler->run();
  151. }
  152. void CVCMIServer::onTimer()
  153. {
  154. // we might receive onTimer call after transitioning from GAMEPLAY to LOBBY state, e.g. on game restart
  155. if (getState() != EServerState::GAMEPLAY)
  156. return;
  157. static const auto serverUpdateInterval = std::chrono::milliseconds(100);
  158. auto timeNow = std::chrono::steady_clock::now();
  159. auto timePassedBefore = lastTimerUpdateTime - gameplayStartTime;
  160. auto timePassedNow = timeNow - gameplayStartTime;
  161. lastTimerUpdateTime = timeNow;
  162. auto msPassedBefore = std::chrono::duration_cast<std::chrono::milliseconds>(timePassedBefore);
  163. auto msPassedNow = std::chrono::duration_cast<std::chrono::milliseconds>(timePassedNow);
  164. auto msDelta = msPassedNow - msPassedBefore;
  165. if (msDelta.count())
  166. gh->tick(msDelta.count());
  167. networkHandler->createTimer(*this, serverUpdateInterval);
  168. }
  169. void CVCMIServer::prepareToRestart()
  170. {
  171. if(getState() != EServerState::GAMEPLAY)
  172. {
  173. assert(0);
  174. return;
  175. }
  176. * si = * gh->gs->getInitialStartInfo();
  177. setState(EServerState::LOBBY);
  178. if (si->campState)
  179. {
  180. assert(si->campState->currentScenario().has_value());
  181. campaignMap = si->campState->currentScenario().value_or(CampaignScenarioID(0));
  182. campaignBonus = si->campState->getBonusID(campaignMap).value_or(-1);
  183. }
  184. for(auto activeConnection : activeConnections)
  185. activeConnection->enterLobbyConnectionMode();
  186. gh = nullptr;
  187. }
  188. bool CVCMIServer::prepareToStartGame()
  189. {
  190. Load::ProgressAccumulator progressTracking;
  191. Load::Progress current(1);
  192. progressTracking.include(current);
  193. auto progressTrackingThread = std::thread([this, &progressTracking]()
  194. {
  195. setThreadName("progressTrackingThread");
  196. auto currentProgress = std::numeric_limits<Load::Type>::max();
  197. while(!progressTracking.finished())
  198. {
  199. if(progressTracking.get() != currentProgress)
  200. {
  201. //FIXME: UNGUARDED MULTITHREADED ACCESS!!!
  202. currentProgress = progressTracking.get();
  203. LobbyLoadProgress loadProgress;
  204. loadProgress.progress = currentProgress;
  205. announcePack(loadProgress);
  206. }
  207. std::this_thread::sleep_for(std::chrono::milliseconds(50));
  208. }
  209. });
  210. auto newGH = std::make_shared<CGameHandler>(*this);
  211. bool started = false;
  212. try
  213. {
  214. switch(si->mode)
  215. {
  216. case EStartMode::CAMPAIGN:
  217. logNetwork->info("Preparing to start new campaign");
  218. si->startTime = std::time(nullptr);
  219. si->fileURI = mi->fileURI;
  220. si->campState->setCurrentMap(campaignMap);
  221. si->campState->setCurrentMapBonus(campaignBonus);
  222. newGH->init(si.get(), progressTracking); // may throw
  223. started = true;
  224. break;
  225. case EStartMode::NEW_GAME:
  226. logNetwork->info("Preparing to start new game");
  227. si->startTime = std::time(nullptr);
  228. si->fileURI = mi->fileURI;
  229. newGH->init(si.get(), progressTracking); // may throw
  230. started = true;
  231. break;
  232. case EStartMode::LOAD_GAME:
  233. logNetwork->info("Preparing to start loaded game");
  234. if(loadSavedGame(*newGH, *si))
  235. started = true;
  236. break;
  237. default:
  238. logNetwork->error("Wrong mode in StartInfo!");
  239. assert(0);
  240. break;
  241. }
  242. }
  243. catch(const ModIncompatibility & e)
  244. {
  245. logGlobal->error("Failed to launch game: %s", e.what());
  246. announceMessage(e.getFullErrorMsg());
  247. }
  248. catch(const IdentifierResolutionException & e)
  249. {
  250. logGlobal->error("Failed to launch game: %s", e.what());
  251. MetaString errorMsg;
  252. errorMsg.appendTextID("vcmi.server.errors.campOrMapFile.unknownEntity");
  253. errorMsg.replaceRawString(e.identifierName);
  254. announceMessage(errorMsg);
  255. }
  256. catch(const std::exception & e)
  257. {
  258. logGlobal->error("Failed to launch game: %s", e.what());
  259. auto str = MetaString::createFromTextID("vcmi.broadcast.failedLoadGame");
  260. str.appendRawString(":\n");
  261. str.appendRawString(e.what());
  262. announceMessage(str);
  263. }
  264. current.finish();
  265. progressTrackingThread.join();
  266. if (!started)
  267. return false;
  268. gh = std::move(newGH);
  269. if(lobbyProcessor)
  270. lobbyProcessor->sendGameStarted();
  271. return true;
  272. }
  273. void CVCMIServer::startGameImmediately()
  274. {
  275. for(auto activeConnection : activeConnections)
  276. activeConnection->setCallback(gh->gameInfo());
  277. for(auto activeConnection : activeConnections)
  278. {
  279. auto players = getAllClientPlayers(activeConnection->connectionID);
  280. std::stringstream sbuffer;
  281. sbuffer << "Connection " << static_cast<int>(activeConnection->connectionID) << " will handle " << players.size() << " player: ";
  282. for (PlayerColor color : players)
  283. sbuffer << color << " ";
  284. logGlobal->info(sbuffer.str());
  285. }
  286. gh->start(si->mode == EStartMode::LOAD_GAME);
  287. setState(EServerState::GAMEPLAY);
  288. lastTimerUpdateTime = gameplayStartTime = std::chrono::steady_clock::now();
  289. onTimer();
  290. multiplayerWelcomeMessage();
  291. }
  292. void CVCMIServer::onDisconnected(const std::shared_ptr<INetworkConnection> & connection, const std::string & errorMessage)
  293. {
  294. logNetwork->error("Network error receiving a pack. Connection has been closed");
  295. std::shared_ptr<GameConnection> c = findConnection(connection);
  296. // player may have already disconnected via clientDisconnected call
  297. if (c)
  298. {
  299. LobbyClientDisconnected lcd;
  300. lcd.clientId = c->connectionID;
  301. handleReceivedPack(c, lcd);
  302. }
  303. }
  304. void CVCMIServer::handleReceivedPack(std::shared_ptr<GameConnection> connection, CPackForLobby & pack)
  305. {
  306. ClientPermissionsCheckerNetPackVisitor checker(*this, connection);
  307. pack.visit(checker);
  308. if(checker.getResult())
  309. {
  310. ApplyOnServerNetPackVisitor applier(*this, connection);
  311. pack.visit(applier);
  312. if (applier.getResult())
  313. announcePack(pack);
  314. }
  315. }
  316. void CVCMIServer::announcePack(CPackForLobby & pack)
  317. {
  318. for(auto activeConnection : activeConnections)
  319. {
  320. // FIXME: we need to avoid sending something to client that not yet get answer for LobbyClientConnected
  321. // Until UUID set we only pass LobbyClientConnected to this client
  322. //if(c->uuid == uuid && !dynamic_cast<LobbyClientConnected *>(pack.get()))
  323. // continue;
  324. activeConnection->sendPack(pack);
  325. }
  326. ApplyOnServerAfterAnnounceNetPackVisitor applier(*this);
  327. pack.visit(applier);
  328. }
  329. void CVCMIServer::announceMessage(const MetaString & txt)
  330. {
  331. logNetwork->info("Show message: %s", txt.toString());
  332. LobbyShowMessage cm;
  333. cm.message = txt;
  334. announcePack(cm);
  335. }
  336. void CVCMIServer::announceMessage(const std::string & txt)
  337. {
  338. MetaString str;
  339. str.appendRawString(txt);
  340. announceMessage(str);
  341. }
  342. void CVCMIServer::announceTxt(const MetaString & txt, const std::string & playerName)
  343. {
  344. logNetwork->info("%s says: %s", playerName, txt.toString());
  345. LobbyChatMessage cm;
  346. cm.playerName = playerName;
  347. cm.message = txt;
  348. announcePack(cm);
  349. }
  350. void CVCMIServer::announceTxt(const std::string & txt, const std::string & playerName)
  351. {
  352. MetaString str;
  353. str.appendRawString(txt);
  354. announceTxt(str, playerName);
  355. }
  356. bool CVCMIServer::passHost(GameConnectionID toConnectionId)
  357. {
  358. for(auto activeConnection : activeConnections)
  359. {
  360. if(isClientHost(activeConnection->connectionID))
  361. continue;
  362. if(activeConnection->connectionID != toConnectionId)
  363. continue;
  364. hostClientId = activeConnection->connectionID;
  365. announceTxt(boost::str(boost::format("Pass host to connection %d") % static_cast<int>(toConnectionId)));
  366. return true;
  367. }
  368. return false;
  369. }
  370. void CVCMIServer::clientConnected(std::shared_ptr<GameConnection> c, std::vector<std::string> & names, const std::string & uuid, EStartMode mode)
  371. {
  372. assert(getState() == EServerState::LOBBY);
  373. c->connectionID = vstd::next(currentClientId, 1);
  374. c->uuid = uuid;
  375. if(hostClientId == GameConnectionID::INVALID)
  376. {
  377. hostClientId = c->connectionID;
  378. si->mode = mode;
  379. }
  380. auto connID = static_cast<int>(c->connectionID);
  381. logNetwork->info("Connection with client %d established. UUID: %s", connID, c->uuid);
  382. PlayerConnectionID id = currentPlayerId;
  383. for(auto & name : names)
  384. {
  385. logNetwork->info("Client %d player: %s", connID, name);
  386. ClientPlayer cp;
  387. cp.connection = c->connectionID;
  388. cp.name = name;
  389. playerNames.try_emplace(id, cp);
  390. announceTxt(boost::str(boost::format("%s (pid %d cid %d) joins the game") % name % static_cast<int>(id) % connID));
  391. //put new player in first slot with AI
  392. for(auto & elem : si->playerInfos)
  393. {
  394. if(elem.second.isControlledByAI() && !elem.second.compOnly)
  395. {
  396. setPlayerConnectedId(elem.second, id);
  397. break;
  398. }
  399. }
  400. id = vstd::next(id, 1);
  401. }
  402. }
  403. void CVCMIServer::clientDisconnected(std::shared_ptr<GameConnection> connection)
  404. {
  405. assert(vstd::contains(activeConnections, connection));
  406. logGlobal->trace("Received disconnection request");
  407. vstd::erase(activeConnections, connection);
  408. if(activeConnections.empty() || hostClientId == connection->connectionID)
  409. {
  410. setState(EServerState::SHUTDOWN);
  411. return;
  412. }
  413. if(gh && getState() == EServerState::GAMEPLAY)
  414. {
  415. gh->handleClientDisconnection(connection->connectionID);
  416. }
  417. }
  418. void CVCMIServer::setPlayerConnectedId(PlayerSettings & pset, PlayerConnectionID player) const
  419. {
  420. if(vstd::contains(playerNames, player))
  421. pset.name = playerNames.find(player)->second.name;
  422. else
  423. pset.name = LIBRARY->generaltexth->allTexts[468]; //Computer
  424. pset.connectedPlayerIDs.clear();
  425. if(player != PlayerConnectionID::PLAYER_AI)
  426. pset.connectedPlayerIDs.insert(player);
  427. }
  428. void CVCMIServer::updateStartInfoOnMapChange(std::shared_ptr<CMapInfo> mapInfo, std::shared_ptr<CMapGenOptions> mapGenOpts)
  429. {
  430. mi = mapInfo;
  431. if(!mi)
  432. return;
  433. auto namesIt = playerNames.cbegin();
  434. si->playerInfos.clear();
  435. if(mi->scenarioOptionsOfSave)
  436. {
  437. si = CMemorySerializer::deepCopy(*mi->scenarioOptionsOfSave);
  438. si->mode = EStartMode::LOAD_GAME;
  439. if(si->campState)
  440. campaignMap = si->campState->currentScenario().value();
  441. for(auto & ps : si->playerInfos)
  442. {
  443. if(!ps.second.compOnly && ps.second.connectedPlayerIDs.size() && namesIt != playerNames.cend())
  444. {
  445. setPlayerConnectedId(ps.second, namesIt++->first);
  446. }
  447. else
  448. {
  449. setPlayerConnectedId(ps.second, PlayerConnectionID::PLAYER_AI);
  450. }
  451. }
  452. }
  453. else if(si->mode == EStartMode::NEW_GAME || si->mode == EStartMode::CAMPAIGN)
  454. {
  455. if(mi->campaign)
  456. return;
  457. for(int i = 0; i < mi->mapHeader->players.size(); i++)
  458. {
  459. const PlayerInfo & pinfo = mi->mapHeader->players[i];
  460. //neither computer nor human can play - no player
  461. if(!(pinfo.canHumanPlay || pinfo.canComputerPlay))
  462. continue;
  463. PlayerSettings & pset = si->playerInfos[PlayerColor(i)];
  464. pset.color = PlayerColor(i);
  465. if(pinfo.canHumanPlay && namesIt != playerNames.cend())
  466. {
  467. setPlayerConnectedId(pset, namesIt++->first);
  468. }
  469. else
  470. {
  471. setPlayerConnectedId(pset, PlayerConnectionID::PLAYER_AI);
  472. if(!pinfo.canHumanPlay)
  473. {
  474. pset.compOnly = true;
  475. }
  476. }
  477. pset.castle = pinfo.defaultCastle();
  478. pset.hero = pinfo.defaultHero();
  479. if(pset.hero != HeroTypeID::RANDOM && pinfo.hasCustomMainHero())
  480. {
  481. pset.hero = pinfo.mainCustomHeroId;
  482. pset.heroNameTextId = pinfo.mainCustomHeroNameTextId;
  483. pset.heroPortrait = pinfo.mainCustomHeroPortrait;
  484. }
  485. }
  486. if(mi->isRandomMap && mapGenOpts)
  487. si->mapGenOptions = std::shared_ptr<CMapGenOptions>(mapGenOpts);
  488. else
  489. si->mapGenOptions.reset();
  490. }
  491. if (lobbyProcessor)
  492. {
  493. std::string roomDescription;
  494. if (si->mapGenOptions)
  495. {
  496. if (si->mapGenOptions->getMapTemplate())
  497. roomDescription = si->mapGenOptions->getMapTemplate()->getName();
  498. // else - no template selected.
  499. // TODO: handle this somehow?
  500. }
  501. else
  502. roomDescription = mi->getNameTranslated();
  503. lobbyProcessor->sendChangeRoomDescription(roomDescription);
  504. }
  505. si->mapname = mi->fileURI;
  506. }
  507. void CVCMIServer::updateAndPropagateLobbyState()
  508. {
  509. // Update player settings for RMG
  510. // TODO: find appropriate location for this code
  511. if(si->mapGenOptions && si->mode == EStartMode::NEW_GAME)
  512. {
  513. for(const auto & psetPair : si->playerInfos)
  514. {
  515. const auto & pset = psetPair.second;
  516. si->mapGenOptions->setStartingTownForPlayer(pset.color, pset.castle);
  517. si->mapGenOptions->setStartingHeroForPlayer(pset.color, pset.hero);
  518. if(pset.isControlledByHuman())
  519. {
  520. si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::HUMAN);
  521. }
  522. else
  523. {
  524. si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::AI);
  525. }
  526. }
  527. }
  528. LobbyUpdateState lus;
  529. lus.state = *static_cast<LobbyState*>(this);
  530. announcePack(lus);
  531. }
  532. void CVCMIServer::setPlayer(PlayerColor clickedColor)
  533. {
  534. struct PlayerToRestore
  535. {
  536. PlayerColor color;
  537. PlayerConnectionID id;
  538. void reset() { id = PlayerConnectionID::INVALID; color = PlayerColor::CANNOT_DETERMINE; }
  539. PlayerToRestore(){ reset(); }
  540. };
  541. PlayerToRestore playerToRestore;
  542. PlayerSettings & clicked = si->playerInfos[clickedColor];
  543. //identify clicked player
  544. PlayerConnectionID clickedNameID = PlayerConnectionID::PLAYER_AI;
  545. if(clicked.isControlledByHuman())
  546. clickedNameID = *(clicked.connectedPlayerIDs.begin()); //if not AI - set appropriate ID
  547. if(clickedNameID > PlayerConnectionID::PLAYER_AI && playerToRestore.id == clickedNameID) //player to restore is about to being replaced -> put him back to the old place
  548. {
  549. PlayerSettings & restPos = si->playerInfos[playerToRestore.color];
  550. setPlayerConnectedId(restPos, playerToRestore.id);
  551. playerToRestore.reset();
  552. }
  553. PlayerConnectionID newPlayer; //which player will take clicked position
  554. //who will be put here?
  555. if(clickedNameID == PlayerConnectionID::PLAYER_AI) //AI player clicked -> if possible replace computer with unallocated player
  556. {
  557. newPlayer = getIdOfFirstUnallocatedPlayer();
  558. if(newPlayer == PlayerConnectionID::PLAYER_AI) //no "free" player -> get just first one
  559. newPlayer = playerNames.begin()->first;
  560. }
  561. else //human clicked -> take next
  562. {
  563. auto i = playerNames.find(clickedNameID); //clicked one
  564. i++; //player AFTER clicked one
  565. if(i != playerNames.end())
  566. newPlayer = i->first;
  567. else
  568. newPlayer = PlayerConnectionID::PLAYER_AI; //AI if we scrolled through all players
  569. }
  570. setPlayerConnectedId(clicked, newPlayer); //put player
  571. //if that player was somewhere else, we need to replace him with computer
  572. if(newPlayer != PlayerConnectionID::PLAYER_AI) //not AI
  573. {
  574. for(auto i = si->playerInfos.begin(); i != si->playerInfos.end(); i++)
  575. {
  576. PlayerConnectionID curNameID = *(i->second.connectedPlayerIDs.begin());
  577. if(i->first != clickedColor && curNameID == newPlayer)
  578. {
  579. assert(i->second.connectedPlayerIDs.size());
  580. playerToRestore.color = i->first;
  581. playerToRestore.id = newPlayer;
  582. setPlayerConnectedId(i->second, PlayerConnectionID::PLAYER_AI); //set computer
  583. break;
  584. }
  585. }
  586. }
  587. }
  588. void CVCMIServer::setPlayerName(PlayerColor color, const std::string & name)
  589. {
  590. if(color == PlayerColor::CANNOT_DETERMINE)
  591. return;
  592. PlayerSettings & player = si->playerInfos.at(color);
  593. if(!player.isControlledByHuman())
  594. return;
  595. if(player.connectedPlayerIDs.empty())
  596. return;
  597. PlayerConnectionID nameID = *(player.connectedPlayerIDs.begin()); //if not AI - set appropriate ID
  598. playerNames[nameID].name = name;
  599. setPlayerConnectedId(player, nameID);
  600. }
  601. void CVCMIServer::setPlayerHandicap(PlayerColor color, Handicap handicap)
  602. {
  603. if(color == PlayerColor::CANNOT_DETERMINE)
  604. return;
  605. si->playerInfos[color].handicap = handicap;
  606. int humanPlayer = 0;
  607. for (const auto & pi : si->playerInfos)
  608. if(pi.second.isControlledByHuman())
  609. humanPlayer++;
  610. if(humanPlayer < 2) // Singleplayer
  611. return;
  612. MetaString str;
  613. str.appendTextID("vcmi.lobby.handicap");
  614. str.appendRawString(" ");
  615. str.appendName(color);
  616. str.appendRawString(":");
  617. if(handicap.startBonus.empty() && handicap.percentIncome == 100 && handicap.percentGrowth == 100)
  618. {
  619. str.appendRawString(" ");
  620. str.appendTextID("core.genrltxt.523");
  621. announceTxt(str);
  622. return;
  623. }
  624. for(auto & res : LIBRARY->resourceTypeHandler->getAllObjects())
  625. if(handicap.startBonus[res] != 0)
  626. {
  627. str.appendRawString(" ");
  628. str.appendName(res);
  629. str.appendRawString(":");
  630. str.appendRawString(std::to_string(handicap.startBonus[res]));
  631. }
  632. if(handicap.percentIncome != 100)
  633. {
  634. str.appendRawString(" ");
  635. str.appendTextID("core.jktext.32");
  636. str.appendRawString(":");
  637. str.appendRawString(std::to_string(handicap.percentIncome) + "%");
  638. }
  639. if(handicap.percentGrowth != 100)
  640. {
  641. str.appendRawString(" ");
  642. str.appendTextID("core.genrltxt.194");
  643. str.appendRawString(":");
  644. str.appendRawString(std::to_string(handicap.percentGrowth) + "%");
  645. }
  646. announceTxt(str);
  647. }
  648. void CVCMIServer::optionNextCastle(PlayerColor player, int dir)
  649. {
  650. PlayerSettings & s = si->playerInfos[player];
  651. FactionID & cur = s.castle;
  652. auto & allowed = getPlayerInfo(player).allowedFactions;
  653. const bool allowRandomTown = getPlayerInfo(player).isFactionRandom;
  654. if(cur == FactionID::NONE) //no change
  655. return;
  656. if(cur == FactionID::RANDOM) //first/last available
  657. {
  658. if(dir > 0)
  659. cur = *allowed.begin(); //id of first town
  660. else
  661. cur = *allowed.rbegin(); //id of last town
  662. }
  663. else // next/previous available
  664. {
  665. if((cur == *allowed.begin() && dir < 0) || (cur == *allowed.rbegin() && dir > 0))
  666. {
  667. if(allowRandomTown)
  668. {
  669. cur = FactionID::RANDOM;
  670. }
  671. else
  672. {
  673. if(dir > 0)
  674. cur = *allowed.begin();
  675. else
  676. cur = *allowed.rbegin();
  677. }
  678. }
  679. else
  680. {
  681. assert(dir >= -1 && dir <= 1); //othervice std::advance may go out of range
  682. auto iter = allowed.find(cur);
  683. std::advance(iter, dir);
  684. cur = *iter;
  685. }
  686. }
  687. if(s.hero.isValid() && !getPlayerInfo(player).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
  688. {
  689. s.hero = HeroTypeID::RANDOM;
  690. }
  691. if(!cur.isValid() && s.bonus == PlayerStartingBonus::RESOURCE)
  692. s.bonus = PlayerStartingBonus::RANDOM;
  693. }
  694. void CVCMIServer::optionSetCastle(PlayerColor player, FactionID id)
  695. {
  696. PlayerSettings & s = si->playerInfos[player];
  697. FactionID & cur = s.castle;
  698. auto & allowed = getPlayerInfo(player).allowedFactions;
  699. if(cur == FactionID::NONE) //no change
  700. return;
  701. if(allowed.find(id) == allowed.end() && id != FactionID::RANDOM) // valid id
  702. return;
  703. cur = static_cast<FactionID>(id);
  704. if(s.hero.isValid() && !getPlayerInfo(player).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
  705. {
  706. s.hero = HeroTypeID::RANDOM;
  707. }
  708. if(!cur.isValid() && s.bonus == PlayerStartingBonus::RESOURCE)
  709. s.bonus = PlayerStartingBonus::RANDOM;
  710. }
  711. void CVCMIServer::setCampaignMap(CampaignScenarioID mapId)
  712. {
  713. campaignMap = mapId;
  714. si->difficulty = si->campState->scenario(mapId).difficulty;
  715. campaignBonus = -1;
  716. updateStartInfoOnMapChange(si->campState->getMapInfo(mapId));
  717. }
  718. void CVCMIServer::setCampaignBonus(int bonusId)
  719. {
  720. campaignBonus = bonusId;
  721. const CampaignScenario & scenario = si->campState->scenario(campaignMap);
  722. const CampaignBonus & bonus = scenario.travelOptions.bonusesToChoose.at(bonusId);
  723. if(bonus.getType() == CampaignBonusType::HERO || bonus.getType() == CampaignBonusType::HEROES_FROM_PREVIOUS_SCENARIO)
  724. {
  725. PlayerColor startingPlayer = bonus.getType() == CampaignBonusType::HERO ?
  726. bonus.getValue<CampaignBonusStartingHero>().startingPlayer :
  727. bonus.getValue<CampaignBonusHeroesFromScenario>().startingPlayer;
  728. for(auto & elem : si->playerInfos)
  729. {
  730. if(elem.first == startingPlayer)
  731. setPlayerConnectedId(elem.second, PlayerConnectionID::FIRST_HUMAN);
  732. else
  733. setPlayerConnectedId(elem.second, PlayerConnectionID::PLAYER_AI);
  734. }
  735. }
  736. }
  737. void CVCMIServer::optionNextHero(PlayerColor player, int dir)
  738. {
  739. PlayerSettings & s = si->playerInfos[player];
  740. if(!s.castle.isValid() || s.hero == HeroTypeID::NONE)
  741. return;
  742. if(s.hero == HeroTypeID::RANDOM) // first/last available
  743. {
  744. if (dir > 0)
  745. s.hero = nextAllowedHero(player, HeroTypeID(-1), dir);
  746. else
  747. s.hero = nextAllowedHero(player, HeroTypeID(LIBRARY->heroh->size()), dir);
  748. }
  749. else
  750. {
  751. s.hero = nextAllowedHero(player, s.hero, dir);
  752. }
  753. }
  754. void CVCMIServer::optionSetHero(PlayerColor player, HeroTypeID id)
  755. {
  756. PlayerSettings & s = si->playerInfos[player];
  757. if(!s.castle.isValid() || s.hero == HeroTypeID::NONE)
  758. return;
  759. if(id == HeroTypeID::RANDOM)
  760. {
  761. s.hero = HeroTypeID::RANDOM;
  762. }
  763. if(canUseThisHero(player, id))
  764. s.hero = static_cast<HeroTypeID>(id);
  765. }
  766. HeroTypeID CVCMIServer::nextAllowedHero(PlayerColor player, HeroTypeID initial, int direction)
  767. {
  768. HeroTypeID first(initial.getNum() + direction);
  769. if(direction > 0)
  770. {
  771. for (auto i = first; i.getNum() < LIBRARY->heroh->size(); ++i)
  772. if(canUseThisHero(player, i))
  773. return i;
  774. }
  775. else
  776. {
  777. for (auto i = first; i.getNum() >= 0; --i)
  778. if(canUseThisHero(player, i))
  779. return i;
  780. }
  781. return HeroTypeID::RANDOM;
  782. }
  783. void CVCMIServer::optionNextBonus(PlayerColor player, int dir)
  784. {
  785. PlayerSettings & s = si->playerInfos[player];
  786. s.bonus = static_cast<PlayerStartingBonus>(static_cast<int>(s.bonus) + dir);
  787. if(s.hero == HeroTypeID::NONE &&
  788. getPlayerInfo(player).heroesNames.empty() &&
  789. s.bonus == PlayerStartingBonus::ARTIFACT) //no hero - can't be artifact
  790. {
  791. if(dir < 0)
  792. s.bonus = PlayerStartingBonus::RANDOM;
  793. else
  794. s.bonus = PlayerStartingBonus::GOLD;
  795. }
  796. if(s.bonus > PlayerStartingBonus::RESOURCE)
  797. s.bonus = PlayerStartingBonus::RANDOM;
  798. if(s.bonus < PlayerStartingBonus::RANDOM)
  799. s.bonus = PlayerStartingBonus::RESOURCE;
  800. if(s.castle == FactionID::RANDOM && s.bonus == PlayerStartingBonus::RESOURCE) //random castle - can't be resource
  801. {
  802. if(dir < 0)
  803. s.bonus = PlayerStartingBonus::GOLD;
  804. else
  805. s.bonus = PlayerStartingBonus::RANDOM;
  806. }
  807. }
  808. void CVCMIServer::optionSetBonus(PlayerColor player, PlayerStartingBonus id)
  809. {
  810. PlayerSettings & s = si->playerInfos[player];
  811. if(s.hero == HeroTypeID::NONE &&
  812. !getPlayerInfo(player).heroesNames.size() &&
  813. id == PlayerStartingBonus::ARTIFACT) //no hero - can't be artifact
  814. return;
  815. if(id > PlayerStartingBonus::RESOURCE)
  816. return;
  817. if(id < PlayerStartingBonus::RANDOM)
  818. return;
  819. if(s.castle == FactionID::RANDOM && id == PlayerStartingBonus::RESOURCE) //random castle - can't be resource
  820. return;
  821. s.bonus = id;
  822. }
  823. bool CVCMIServer::canUseThisHero(PlayerColor player, HeroTypeID ID)
  824. {
  825. if (!ID.hasValue())
  826. return false;
  827. if (ID.getNum() >= LIBRARY->heroh->size())
  828. return false;
  829. if (si->playerInfos[player].castle != ID.toHeroType()->heroClass->faction)
  830. return false;
  831. if (vstd::contains(getUsedHeroes(), ID))
  832. return false;
  833. if (!mi->mapHeader->allowedHeroes.count(ID))
  834. return false;
  835. for (const auto & disposedHero : mi->mapHeader->disposedHeroes)
  836. if (disposedHero.heroId == ID && !disposedHero.players.count(player))
  837. return false;
  838. return true;
  839. }
  840. std::vector<HeroTypeID> CVCMIServer::getUsedHeroes()
  841. {
  842. std::vector<HeroTypeID> heroIds;
  843. for(const auto & p : si->playerInfos)
  844. {
  845. const auto & heroes = getPlayerInfo(p.first).heroesNames;
  846. for(const auto & hero : heroes)
  847. if(hero.heroId.hasValue())
  848. heroIds.push_back(hero.heroId);
  849. if(p.second.hero != HeroTypeID::RANDOM)
  850. heroIds.push_back(p.second.hero);
  851. }
  852. return heroIds;
  853. }
  854. PlayerConnectionID CVCMIServer::getIdOfFirstUnallocatedPlayer() const
  855. {
  856. for(auto i = playerNames.cbegin(); i != playerNames.cend(); i++)
  857. {
  858. if(!si->getPlayersSettings(i->first))
  859. return i->first;
  860. }
  861. return PlayerConnectionID::PLAYER_AI;
  862. }
  863. void CVCMIServer::multiplayerWelcomeMessage()
  864. {
  865. int humanPlayer = 0;
  866. for (const auto & pi : si->playerInfos)
  867. if(pi.second.isControlledByHuman())
  868. humanPlayer++;
  869. if(humanPlayer < 2) // Singleplayer
  870. return;
  871. gh->playerMessages->broadcastSystemMessage(MetaString::createFromTextID("vcmi.broadcast.command"));
  872. for (const auto & pi : si->playerInfos)
  873. if(!pi.second.handicap.startBonus.empty() || pi.second.handicap.percentIncome != 100 || pi.second.handicap.percentGrowth != 100)
  874. {
  875. MetaString str;
  876. str.appendTextID("vcmi.lobby.handicap");
  877. str.appendRawString(" ");
  878. str.appendName(pi.first);
  879. str.appendRawString(":");
  880. for(auto & res : LIBRARY->resourceTypeHandler->getAllObjects())
  881. if(pi.second.handicap.startBonus[res] != 0)
  882. {
  883. str.appendRawString(" ");
  884. str.appendName(res);
  885. str.appendRawString(":");
  886. str.appendRawString(std::to_string(pi.second.handicap.startBonus[res]));
  887. }
  888. if(pi.second.handicap.percentIncome != 100)
  889. {
  890. str.appendRawString(" ");
  891. str.appendTextID("core.jktext.32");
  892. str.appendRawString(":");
  893. str.appendRawString(std::to_string(pi.second.handicap.percentIncome) + "%");
  894. }
  895. if(pi.second.handicap.percentGrowth != 100)
  896. {
  897. str.appendRawString(" ");
  898. str.appendTextID("core.genrltxt.194");
  899. str.appendRawString(":");
  900. str.appendRawString(std::to_string(pi.second.handicap.percentGrowth) + "%");
  901. }
  902. gh->playerMessages->broadcastSystemMessage(str);
  903. }
  904. std::vector<std::string> optionIds;
  905. if(si->extraOptionsInfo.cheatsAllowed)
  906. optionIds.emplace_back("vcmi.optionsTab.cheatAllowed.hover");
  907. if(si->extraOptionsInfo.unlimitedReplay)
  908. optionIds.emplace_back("vcmi.optionsTab.unlimitedReplay.hover");
  909. if(!optionIds.size()) // No settings to publish
  910. return;
  911. MetaString str;
  912. str.appendTextID("vcmi.optionsTab.extraOptions.hover");
  913. str.appendRawString(": ");
  914. for(int i = 0; i < optionIds.size(); i++)
  915. {
  916. str.appendTextID(optionIds[i]);
  917. if(i < optionIds.size() - 1)
  918. str.appendRawString(", ");
  919. }
  920. gh->playerMessages->broadcastSystemMessage(str);
  921. }
  922. INetworkHandler & CVCMIServer::getNetworkHandler()
  923. {
  924. return *networkHandler;
  925. }
  926. INetworkServer & CVCMIServer::getNetworkServer()
  927. {
  928. return *networkServer;
  929. }
  930. bool CVCMIServer::loadSavedGame(CGameHandler & handler, const StartInfo & info)
  931. {
  932. try
  933. {
  934. handler.load(info);
  935. }
  936. catch(const ModIncompatibility & e)
  937. {
  938. logGlobal->error("Failed to load game: %s", e.what());
  939. announceMessage(e.getFullErrorMsg());
  940. return false;
  941. }
  942. catch(const IdentifierResolutionException & e)
  943. {
  944. logGlobal->error("Failed to load game: %s", e.what());
  945. MetaString errorMsg;
  946. errorMsg.appendTextID("vcmi.server.errors.saveFile.unknownEntity");
  947. errorMsg.replaceRawString(e.identifierName);
  948. announceMessage(errorMsg);
  949. return false;
  950. }
  951. catch(const std::exception & e)
  952. {
  953. logGlobal->error("Failed to load game: %s", e.what());
  954. auto str = MetaString::createFromTextID("vcmi.broadcast.failedLoadGame");
  955. str.appendRawString(": ");
  956. str.appendRawString(e.what());
  957. announceMessage(str);
  958. return false;
  959. }
  960. return true;
  961. }
  962. bool CVCMIServer::isPlayerHost(const PlayerColor & color) const
  963. {
  964. return LobbyInfo::isPlayerHost(color);
  965. }
  966. bool CVCMIServer::hasPlayerAt(PlayerColor player, GameConnectionID connectionID) const
  967. {
  968. return vstd::contains(getAllClientPlayers(connectionID), player);
  969. }
  970. bool CVCMIServer::hasBothPlayersAtSameConnection(PlayerColor left, PlayerColor right) const
  971. {
  972. for (const auto & c : activeConnections)
  973. if (hasPlayerAt(left, c->connectionID) && hasPlayerAt(right, c->connectionID))
  974. return true;
  975. return false;
  976. }
  977. void CVCMIServer::applyPack(CPackForClient & pack)
  978. {
  979. logNetwork->trace("\tSending to all clients: %s", typeid(pack).name());
  980. for (const auto & c : activeConnections)
  981. c->sendPack(pack);
  982. gh->gs->apply(pack);
  983. logNetwork->trace("\tApplied on gameState(): %s", typeid(pack).name());
  984. }
  985. void CVCMIServer::sendPack(CPackForClient & pack, GameConnectionID connectionID)
  986. {
  987. for (const auto & c : activeConnections)
  988. if (c->connectionID == connectionID)
  989. c->sendPack(pack);
  990. }