CVCMIServer.cpp 33 KB

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  1. /*
  2. * CVCMIServer.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include <boost/asio.hpp>
  12. #include "../lib/filesystem/Filesystem.h"
  13. #include "../lib/campaign/CampaignState.h"
  14. #include "../lib/CThreadHelper.h"
  15. #include "../lib/serializer/Connection.h"
  16. #include "../lib/CArtHandler.h"
  17. #include "../lib/CGeneralTextHandler.h"
  18. #include "../lib/CHeroHandler.h"
  19. #include "../lib/CTownHandler.h"
  20. #include "../lib/CBuildingHandler.h"
  21. #include "../lib/spells/CSpellHandler.h"
  22. #include "../lib/CCreatureHandler.h"
  23. #include "zlib.h"
  24. #include "CVCMIServer.h"
  25. #include "../lib/StartInfo.h"
  26. #include "../lib/mapping/CMapHeader.h"
  27. #include "../lib/rmg/CMapGenOptions.h"
  28. #include "LobbyNetPackVisitors.h"
  29. #ifdef VCMI_ANDROID
  30. #include <jni.h>
  31. #include <android/log.h>
  32. #include "lib/CAndroidVMHelper.h"
  33. #endif
  34. #include "../lib/VCMI_Lib.h"
  35. #include "../lib/VCMIDirs.h"
  36. #include "CGameHandler.h"
  37. #include "processors/PlayerMessageProcessor.h"
  38. #include "../lib/mapping/CMapInfo.h"
  39. #include "../lib/GameConstants.h"
  40. #include "../lib/logging/CBasicLogConfigurator.h"
  41. #include "../lib/CConfigHandler.h"
  42. #include "../lib/ScopeGuard.h"
  43. #include "../lib/serializer/CMemorySerializer.h"
  44. #include "../lib/serializer/Cast.h"
  45. #include "../lib/UnlockGuard.h"
  46. // for applier
  47. #include "../lib/registerTypes/RegisterTypesLobbyPacks.h"
  48. // UUID generation
  49. #include <boost/uuid/uuid.hpp>
  50. #include <boost/uuid/uuid_io.hpp>
  51. #include <boost/uuid/uuid_generators.hpp>
  52. #include "../lib/gameState/CGameState.h"
  53. template<typename T> class CApplyOnServer;
  54. class CBaseForServerApply
  55. {
  56. public:
  57. virtual bool applyOnServerBefore(CVCMIServer * srv, void * pack) const =0;
  58. virtual void applyOnServerAfter(CVCMIServer * srv, void * pack) const =0;
  59. virtual ~CBaseForServerApply() {}
  60. template<typename U> static CBaseForServerApply * getApplier(const U * t = nullptr)
  61. {
  62. return new CApplyOnServer<U>();
  63. }
  64. };
  65. template <typename T> class CApplyOnServer : public CBaseForServerApply
  66. {
  67. public:
  68. bool applyOnServerBefore(CVCMIServer * srv, void * pack) const override
  69. {
  70. T * ptr = static_cast<T *>(pack);
  71. ClientPermissionsCheckerNetPackVisitor checker(*srv);
  72. ptr->visit(checker);
  73. if(checker.getResult())
  74. {
  75. boost::unique_lock<boost::mutex> stateLock(srv->stateMutex);
  76. ApplyOnServerNetPackVisitor applier(*srv);
  77. ptr->visit(applier);
  78. return applier.getResult();
  79. }
  80. else
  81. return false;
  82. }
  83. void applyOnServerAfter(CVCMIServer * srv, void * pack) const override
  84. {
  85. T * ptr = static_cast<T *>(pack);
  86. ApplyOnServerAfterAnnounceNetPackVisitor applier(*srv);
  87. ptr->visit(applier);
  88. }
  89. };
  90. template <>
  91. class CApplyOnServer<CPack> : public CBaseForServerApply
  92. {
  93. public:
  94. bool applyOnServerBefore(CVCMIServer * srv, void * pack) const override
  95. {
  96. logGlobal->error("Cannot apply plain CPack!");
  97. assert(0);
  98. return false;
  99. }
  100. void applyOnServerAfter(CVCMIServer * srv, void * pack) const override
  101. {
  102. logGlobal->error("Cannot apply plain CPack!");
  103. assert(0);
  104. }
  105. };
  106. std::string SERVER_NAME_AFFIX = "server";
  107. std::string SERVER_NAME = GameConstants::VCMI_VERSION + std::string(" (") + SERVER_NAME_AFFIX + ')';
  108. CVCMIServer::CVCMIServer(boost::program_options::variables_map & opts)
  109. : port(3030), io(std::make_shared<boost::asio::io_service>()), state(EServerState::LOBBY), cmdLineOptions(opts), currentClientId(1), currentPlayerId(1), restartGameplay(false)
  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. if(cmdLineOptions.count("port"))
  116. port = cmdLineOptions["port"].as<ui16>();
  117. logNetwork->info("Port %d will be used", port);
  118. try
  119. {
  120. acceptor = std::make_shared<TAcceptor>(*io, boost::asio::ip::tcp::endpoint(boost::asio::ip::tcp::v4(), port));
  121. }
  122. catch(...)
  123. {
  124. logNetwork->info("Port %d is busy, trying to use random port instead", port);
  125. if(cmdLineOptions.count("run-by-client"))
  126. {
  127. logNetwork->error("Port must be specified when run-by-client is used!!");
  128. exit(0);
  129. }
  130. acceptor = std::make_shared<TAcceptor>(*io, boost::asio::ip::tcp::endpoint(boost::asio::ip::tcp::v4(), 0));
  131. port = acceptor->local_endpoint().port();
  132. }
  133. logNetwork->info("Listening for connections at port %d", port);
  134. }
  135. CVCMIServer::~CVCMIServer()
  136. {
  137. announceQueue.clear();
  138. if(announceLobbyThread)
  139. announceLobbyThread->join();
  140. }
  141. void CVCMIServer::setState(EServerState value)
  142. {
  143. state.store(value);
  144. }
  145. EServerState CVCMIServer::getState() const
  146. {
  147. return state.load();
  148. }
  149. void CVCMIServer::run()
  150. {
  151. if(!restartGameplay)
  152. {
  153. this->announceLobbyThread = std::make_unique<boost::thread>(&CVCMIServer::threadAnnounceLobby, this);
  154. startAsyncAccept();
  155. if(!remoteConnectionsThread && cmdLineOptions.count("lobby"))
  156. {
  157. remoteConnectionsThread = std::make_unique<boost::thread>(&CVCMIServer::establishRemoteConnections, this);
  158. }
  159. #if defined(VCMI_ANDROID)
  160. #ifndef SINGLE_PROCESS_APP
  161. CAndroidVMHelper vmHelper;
  162. vmHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "onServerReady");
  163. #endif
  164. #endif
  165. }
  166. while(state == EServerState::LOBBY || state == EServerState::GAMEPLAY_STARTING)
  167. boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
  168. logNetwork->info("Thread handling connections ended");
  169. if(state == EServerState::GAMEPLAY)
  170. {
  171. gh->run(si->mode == StartInfo::LOAD_GAME);
  172. }
  173. while(state == EServerState::GAMEPLAY_ENDED)
  174. boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
  175. }
  176. void CVCMIServer::establishRemoteConnections()
  177. {
  178. setThreadName("establishConnection");
  179. //wait for host connection
  180. while(connections.empty())
  181. boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
  182. uuid = cmdLineOptions["lobby-uuid"].as<std::string>();
  183. int numOfConnections = cmdLineOptions["connections"].as<ui16>();
  184. for(int i = 0; i < numOfConnections; ++i)
  185. connectToRemote();
  186. }
  187. void CVCMIServer::connectToRemote()
  188. {
  189. std::shared_ptr<CConnection> c;
  190. try
  191. {
  192. auto address = cmdLineOptions["lobby"].as<std::string>();
  193. int port = cmdLineOptions["lobby-port"].as<ui16>();
  194. logNetwork->info("Establishing connection to remote at %s:%d with uuid %s", address, port, uuid);
  195. c = std::make_shared<CConnection>(address, port, SERVER_NAME, uuid);
  196. }
  197. catch(...)
  198. {
  199. logNetwork->error("\nCannot establish remote connection!");
  200. }
  201. if(c)
  202. {
  203. connections.insert(c);
  204. remoteConnections.insert(c);
  205. c->handler = std::make_shared<boost::thread>(&CVCMIServer::threadHandleClient, this, c);
  206. }
  207. }
  208. void CVCMIServer::threadAnnounceLobby()
  209. {
  210. setThreadName("announceLobby");
  211. while(state != EServerState::SHUTDOWN)
  212. {
  213. {
  214. boost::unique_lock<boost::recursive_mutex> myLock(mx);
  215. while(!announceQueue.empty())
  216. {
  217. announcePack(std::move(announceQueue.front()));
  218. announceQueue.pop_front();
  219. }
  220. if(acceptor)
  221. {
  222. io->reset();
  223. io->poll();
  224. }
  225. }
  226. boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
  227. }
  228. }
  229. void CVCMIServer::prepareToRestart()
  230. {
  231. if(state == EServerState::GAMEPLAY)
  232. {
  233. restartGameplay = true;
  234. * si = * gh->gs->initialOpts;
  235. si->seedToBeUsed = si->seedPostInit = 0;
  236. state = EServerState::LOBBY;
  237. if (si->campState)
  238. {
  239. assert(si->campState->currentScenario().has_value());
  240. campaignMap = si->campState->currentScenario().value_or(CampaignScenarioID(0));
  241. campaignBonus = si->campState->getBonusID(campaignMap).value_or(-1);
  242. }
  243. // FIXME: dirry hack to make sure old CGameHandler::run is finished
  244. boost::this_thread::sleep_for(boost::chrono::milliseconds(1000));
  245. }
  246. for(auto c : connections)
  247. {
  248. c->enterLobbyConnectionMode();
  249. c->disableStackSendingByID();
  250. }
  251. boost::unique_lock<boost::recursive_mutex> queueLock(mx);
  252. gh = nullptr;
  253. }
  254. bool CVCMIServer::prepareToStartGame()
  255. {
  256. Load::ProgressAccumulator progressTracking;
  257. Load::Progress current(1);
  258. progressTracking.include(current);
  259. Load::Type currentProgress = std::numeric_limits<Load::Type>::max();
  260. auto progressTrackingThread = boost::thread([this, &progressTracking, &currentProgress]()
  261. {
  262. while(!progressTracking.finished())
  263. {
  264. if(progressTracking.get() != currentProgress)
  265. {
  266. currentProgress = progressTracking.get();
  267. std::unique_ptr<LobbyLoadProgress> loadProgress(new LobbyLoadProgress);
  268. loadProgress->progress = currentProgress;
  269. addToAnnounceQueue(std::move(loadProgress));
  270. }
  271. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  272. }
  273. });
  274. gh = std::make_shared<CGameHandler>(this);
  275. switch(si->mode)
  276. {
  277. case StartInfo::CAMPAIGN:
  278. logNetwork->info("Preparing to start new campaign");
  279. si->startTimeIso8601 = vstd::getDateTimeISO8601Basic(std::time(nullptr));
  280. si->fileURI = mi->fileURI;
  281. si->campState->setCurrentMap(campaignMap);
  282. si->campState->setCurrentMapBonus(campaignBonus);
  283. gh->init(si.get(), progressTracking);
  284. break;
  285. case StartInfo::NEW_GAME:
  286. logNetwork->info("Preparing to start new game");
  287. si->startTimeIso8601 = vstd::getDateTimeISO8601Basic(std::time(nullptr));
  288. si->fileURI = mi->fileURI;
  289. gh->init(si.get(), progressTracking);
  290. break;
  291. case StartInfo::LOAD_GAME:
  292. logNetwork->info("Preparing to start loaded game");
  293. if(!gh->load(si->mapname))
  294. {
  295. current.finish();
  296. progressTrackingThread.join();
  297. return false;
  298. }
  299. break;
  300. default:
  301. logNetwork->error("Wrong mode in StartInfo!");
  302. assert(0);
  303. break;
  304. }
  305. current.finish();
  306. progressTrackingThread.join();
  307. return true;
  308. }
  309. void CVCMIServer::startGameImmidiately()
  310. {
  311. for(auto c : connections)
  312. c->enterGameplayConnectionMode(gh->gs);
  313. state = EServerState::GAMEPLAY;
  314. }
  315. void CVCMIServer::startAsyncAccept()
  316. {
  317. assert(!upcomingConnection);
  318. assert(acceptor);
  319. #if BOOST_VERSION >= 107000 // Boost version >= 1.70
  320. upcomingConnection = std::make_shared<TSocket>(acceptor->get_executor());
  321. #else
  322. upcomingConnection = std::make_shared<TSocket>(acceptor->get_io_service());
  323. #endif
  324. acceptor->async_accept(*upcomingConnection, std::bind(&CVCMIServer::connectionAccepted, this, _1));
  325. }
  326. void CVCMIServer::connectionAccepted(const boost::system::error_code & ec)
  327. {
  328. if(ec)
  329. {
  330. if(state != EServerState::SHUTDOWN)
  331. logNetwork->info("Something wrong during accepting: %s", ec.message());
  332. return;
  333. }
  334. try
  335. {
  336. if(state == EServerState::LOBBY || !hangingConnections.empty())
  337. {
  338. logNetwork->info("We got a new connection! :)");
  339. auto c = std::make_shared<CConnection>(upcomingConnection, SERVER_NAME, uuid);
  340. upcomingConnection.reset();
  341. connections.insert(c);
  342. c->handler = std::make_shared<boost::thread>(&CVCMIServer::threadHandleClient, this, c);
  343. }
  344. }
  345. catch(std::exception & e)
  346. {
  347. logNetwork->error("Failure processing new connection! %s", e.what());
  348. upcomingConnection.reset();
  349. }
  350. startAsyncAccept();
  351. }
  352. class CVCMIServerPackVisitor : public VCMI_LIB_WRAP_NAMESPACE(ICPackVisitor)
  353. {
  354. private:
  355. CVCMIServer & handler;
  356. std::shared_ptr<CGameHandler> gh;
  357. public:
  358. CVCMIServerPackVisitor(CVCMIServer & handler, std::shared_ptr<CGameHandler> gh)
  359. :handler(handler), gh(gh)
  360. {
  361. }
  362. virtual bool callTyped() override { return false; }
  363. virtual void visitForLobby(CPackForLobby & packForLobby) override
  364. {
  365. handler.handleReceivedPack(std::unique_ptr<CPackForLobby>(&packForLobby));
  366. }
  367. virtual void visitForServer(CPackForServer & serverPack) override
  368. {
  369. if (gh)
  370. gh->handleReceivedPack(&serverPack);
  371. else
  372. logNetwork->error("Received pack for game server while in lobby!");
  373. }
  374. virtual void visitForClient(CPackForClient & clientPack) override
  375. {
  376. }
  377. };
  378. void CVCMIServer::threadHandleClient(std::shared_ptr<CConnection> c)
  379. {
  380. setThreadName("handleClient");
  381. c->enterLobbyConnectionMode();
  382. while(c->connected)
  383. {
  384. CPack * pack;
  385. try
  386. {
  387. pack = c->retrievePack();
  388. }
  389. catch(boost::system::system_error & e)
  390. {
  391. if (e.code() == boost::asio::error::eof)
  392. logNetwork->error("Network error receiving a pack. Connection has been closed");
  393. else
  394. logNetwork->error("Network error receiving a pack. Connection %s dies. What happened: %s", c->toString(), e.what());
  395. hangingConnections.insert(c);
  396. connections.erase(c);
  397. if(connections.empty() || hostClient == c)
  398. state = EServerState::SHUTDOWN;
  399. if(gh && state == EServerState::GAMEPLAY)
  400. {
  401. gh->handleClientDisconnection(c);
  402. }
  403. break;
  404. }
  405. CVCMIServerPackVisitor visitor(*this, this->gh);
  406. pack->visit(visitor);
  407. }
  408. boost::unique_lock<boost::recursive_mutex> queueLock(mx);
  409. if(c->connected)
  410. {
  411. auto lcd = std::make_unique<LobbyClientDisconnected>();
  412. lcd->c = c;
  413. lcd->clientId = c->connectionID;
  414. handleReceivedPack(std::move(lcd));
  415. }
  416. logNetwork->info("Thread listening for %s ended", c->toString());
  417. c->handler.reset();
  418. }
  419. void CVCMIServer::handleReceivedPack(std::unique_ptr<CPackForLobby> pack)
  420. {
  421. CBaseForServerApply * apply = applier->getApplier(CTypeList::getInstance().getTypeID(pack.get()));
  422. if(apply->applyOnServerBefore(this, pack.get()))
  423. addToAnnounceQueue(std::move(pack));
  424. }
  425. void CVCMIServer::announcePack(std::unique_ptr<CPackForLobby> pack)
  426. {
  427. for(auto c : connections)
  428. {
  429. // FIXME: we need to avoid sending something to client that not yet get answer for LobbyClientConnected
  430. // Until UUID set we only pass LobbyClientConnected to this client
  431. if(c->uuid == uuid && !dynamic_cast<LobbyClientConnected *>(pack.get()))
  432. continue;
  433. c->sendPack(pack.get());
  434. }
  435. applier->getApplier(CTypeList::getInstance().getTypeID(pack.get()))->applyOnServerAfter(this, pack.get());
  436. }
  437. void CVCMIServer::announceMessage(const std::string & txt)
  438. {
  439. logNetwork->info("Show message: %s", txt);
  440. auto cm = std::make_unique<LobbyShowMessage>();
  441. cm->message = txt;
  442. addToAnnounceQueue(std::move(cm));
  443. }
  444. void CVCMIServer::announceTxt(const std::string & txt, const std::string & playerName)
  445. {
  446. logNetwork->info("%s says: %s", playerName, txt);
  447. auto cm = std::make_unique<LobbyChatMessage>();
  448. cm->playerName = playerName;
  449. cm->message = txt;
  450. addToAnnounceQueue(std::move(cm));
  451. }
  452. void CVCMIServer::addToAnnounceQueue(std::unique_ptr<CPackForLobby> pack)
  453. {
  454. boost::unique_lock<boost::recursive_mutex> queueLock(mx);
  455. announceQueue.push_back(std::move(pack));
  456. }
  457. bool CVCMIServer::passHost(int toConnectionId)
  458. {
  459. for(auto c : connections)
  460. {
  461. if(isClientHost(c->connectionID))
  462. continue;
  463. if(c->connectionID != toConnectionId)
  464. continue;
  465. hostClient = c;
  466. hostClientId = c->connectionID;
  467. announceTxt(boost::str(boost::format("Pass host to connection %d") % toConnectionId));
  468. return true;
  469. }
  470. return false;
  471. }
  472. void CVCMIServer::clientConnected(std::shared_ptr<CConnection> c, std::vector<std::string> & names, std::string uuid, StartInfo::EMode mode)
  473. {
  474. if(state == EServerState::LOBBY)
  475. c->connectionID = currentClientId++;
  476. if(!hostClient)
  477. {
  478. hostClient = c;
  479. hostClientId = c->connectionID;
  480. si->mode = mode;
  481. }
  482. logNetwork->info("Connection with client %d established. UUID: %s", c->connectionID, c->uuid);
  483. if(state == EServerState::LOBBY)
  484. {
  485. for(auto & name : names)
  486. {
  487. logNetwork->info("Client %d player: %s", c->connectionID, name);
  488. ui8 id = currentPlayerId++;
  489. ClientPlayer cp;
  490. cp.connection = c->connectionID;
  491. cp.name = name;
  492. playerNames.insert(std::make_pair(id, cp));
  493. announceTxt(boost::str(boost::format("%s (pid %d cid %d) joins the game") % name % id % c->connectionID));
  494. //put new player in first slot with AI
  495. for(auto & elem : si->playerInfos)
  496. {
  497. if(elem.second.isControlledByAI() && !elem.second.compOnly)
  498. {
  499. setPlayerConnectedId(elem.second, id);
  500. break;
  501. }
  502. }
  503. }
  504. }
  505. }
  506. void CVCMIServer::clientDisconnected(std::shared_ptr<CConnection> c)
  507. {
  508. connections -= c;
  509. if(connections.empty() || hostClient == c)
  510. {
  511. state = EServerState::SHUTDOWN;
  512. return;
  513. }
  514. PlayerReinitInterface startAiPack;
  515. startAiPack.playerConnectionId = PlayerSettings::PLAYER_AI;
  516. for(auto it = playerNames.begin(); it != playerNames.end();)
  517. {
  518. if(it->second.connection != c->connectionID)
  519. {
  520. ++it;
  521. continue;
  522. }
  523. int id = it->first;
  524. std::string playerLeftMsgText = boost::str(boost::format("%s (pid %d cid %d) left the game") % id % playerNames[id].name % c->connectionID);
  525. announceTxt(playerLeftMsgText); //send lobby text, it will be ignored for non-lobby clients
  526. auto * playerSettings = si->getPlayersSettings(id);
  527. if(!playerSettings)
  528. {
  529. ++it;
  530. continue;
  531. }
  532. it = playerNames.erase(it);
  533. setPlayerConnectedId(*playerSettings, PlayerSettings::PLAYER_AI);
  534. if(gh && si && state == EServerState::GAMEPLAY)
  535. {
  536. gh->playerMessages->broadcastMessage(playerSettings->color, playerLeftMsgText);
  537. gh->connections[playerSettings->color].insert(hostClient);
  538. startAiPack.players.push_back(playerSettings->color);
  539. }
  540. }
  541. if(!startAiPack.players.empty())
  542. gh->sendAndApply(&startAiPack);
  543. }
  544. void CVCMIServer::reconnectPlayer(int connId)
  545. {
  546. PlayerReinitInterface startAiPack;
  547. startAiPack.playerConnectionId = connId;
  548. if(gh && si && state == EServerState::GAMEPLAY)
  549. {
  550. for(auto it = playerNames.begin(); it != playerNames.end(); ++it)
  551. {
  552. if(it->second.connection != connId)
  553. continue;
  554. int id = it->first;
  555. auto * playerSettings = si->getPlayersSettings(id);
  556. if(!playerSettings)
  557. continue;
  558. std::string messageText = boost::str(boost::format("%s (cid %d) is connected") % playerSettings->name % connId);
  559. gh->playerMessages->broadcastMessage(playerSettings->color, messageText);
  560. startAiPack.players.push_back(playerSettings->color);
  561. }
  562. if(!startAiPack.players.empty())
  563. gh->sendAndApply(&startAiPack);
  564. }
  565. }
  566. void CVCMIServer::setPlayerConnectedId(PlayerSettings & pset, ui8 player) const
  567. {
  568. if(vstd::contains(playerNames, player))
  569. pset.name = playerNames.find(player)->second.name;
  570. else
  571. pset.name = VLC->generaltexth->allTexts[468]; //Computer
  572. pset.connectedPlayerIDs.clear();
  573. if(player != PlayerSettings::PLAYER_AI)
  574. pset.connectedPlayerIDs.insert(player);
  575. }
  576. void CVCMIServer::updateStartInfoOnMapChange(std::shared_ptr<CMapInfo> mapInfo, std::shared_ptr<CMapGenOptions> mapGenOpts)
  577. {
  578. mi = mapInfo;
  579. if(!mi)
  580. return;
  581. auto namesIt = playerNames.cbegin();
  582. si->playerInfos.clear();
  583. if(mi->scenarioOptionsOfSave)
  584. {
  585. si = CMemorySerializer::deepCopy(*mi->scenarioOptionsOfSave);
  586. si->mode = StartInfo::LOAD_GAME;
  587. if(si->campState)
  588. campaignMap = si->campState->currentScenario().value();
  589. for(auto & ps : si->playerInfos)
  590. {
  591. if(!ps.second.compOnly && ps.second.connectedPlayerIDs.size() && namesIt != playerNames.cend())
  592. {
  593. setPlayerConnectedId(ps.second, namesIt++->first);
  594. }
  595. else
  596. {
  597. setPlayerConnectedId(ps.second, PlayerSettings::PLAYER_AI);
  598. }
  599. }
  600. }
  601. else if(si->mode == StartInfo::NEW_GAME || si->mode == StartInfo::CAMPAIGN)
  602. {
  603. if(mi->campaign)
  604. return;
  605. for(int i = 0; i < mi->mapHeader->players.size(); i++)
  606. {
  607. const PlayerInfo & pinfo = mi->mapHeader->players[i];
  608. //neither computer nor human can play - no player
  609. if(!(pinfo.canHumanPlay || pinfo.canComputerPlay))
  610. continue;
  611. PlayerSettings & pset = si->playerInfos[PlayerColor(i)];
  612. pset.color = PlayerColor(i);
  613. if(pinfo.canHumanPlay && namesIt != playerNames.cend())
  614. {
  615. setPlayerConnectedId(pset, namesIt++->first);
  616. }
  617. else
  618. {
  619. setPlayerConnectedId(pset, PlayerSettings::PLAYER_AI);
  620. if(!pinfo.canHumanPlay)
  621. {
  622. pset.compOnly = true;
  623. }
  624. }
  625. pset.castle = pinfo.defaultCastle();
  626. pset.hero = pinfo.defaultHero();
  627. if(pset.hero != HeroTypeID::RANDOM && pinfo.hasCustomMainHero())
  628. {
  629. pset.hero = pinfo.mainCustomHeroId;
  630. pset.heroNameTextId = pinfo.mainCustomHeroNameTextId;
  631. pset.heroPortrait = pinfo.mainCustomHeroPortrait;
  632. }
  633. pset.handicap = PlayerSettings::NO_HANDICAP;
  634. }
  635. if(mi->isRandomMap && mapGenOpts)
  636. si->mapGenOptions = std::shared_ptr<CMapGenOptions>(mapGenOpts);
  637. else
  638. si->mapGenOptions.reset();
  639. }
  640. si->mapname = mi->fileURI;
  641. }
  642. void CVCMIServer::updateAndPropagateLobbyState()
  643. {
  644. boost::unique_lock<boost::mutex> stateLock(stateMutex);
  645. // Update player settings for RMG
  646. // TODO: find appropriate location for this code
  647. if(si->mapGenOptions && si->mode == StartInfo::NEW_GAME)
  648. {
  649. for(const auto & psetPair : si->playerInfos)
  650. {
  651. const auto & pset = psetPair.second;
  652. si->mapGenOptions->setStartingTownForPlayer(pset.color, pset.castle);
  653. if(pset.isControlledByHuman())
  654. {
  655. si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::HUMAN);
  656. }
  657. }
  658. }
  659. auto lus = std::make_unique<LobbyUpdateState>();
  660. lus->state = *this;
  661. addToAnnounceQueue(std::move(lus));
  662. }
  663. void CVCMIServer::setPlayer(PlayerColor clickedColor)
  664. {
  665. struct PlayerToRestore
  666. {
  667. PlayerColor color;
  668. int id;
  669. void reset() { id = -1; color = PlayerColor::CANNOT_DETERMINE; }
  670. PlayerToRestore(){ reset(); }
  671. } playerToRestore;
  672. PlayerSettings & clicked = si->playerInfos[clickedColor];
  673. //identify clicked player
  674. int clickedNameID = 0; //number of player - zero means AI, assume it initially
  675. if(clicked.isControlledByHuman())
  676. clickedNameID = *(clicked.connectedPlayerIDs.begin()); //if not AI - set appropiate ID
  677. if(clickedNameID > 0 && playerToRestore.id == clickedNameID) //player to restore is about to being replaced -> put him back to the old place
  678. {
  679. PlayerSettings & restPos = si->playerInfos[playerToRestore.color];
  680. setPlayerConnectedId(restPos, playerToRestore.id);
  681. playerToRestore.reset();
  682. }
  683. int newPlayer; //which player will take clicked position
  684. //who will be put here?
  685. if(!clickedNameID) //AI player clicked -> if possible replace computer with unallocated player
  686. {
  687. newPlayer = getIdOfFirstUnallocatedPlayer();
  688. if(!newPlayer) //no "free" player -> get just first one
  689. newPlayer = playerNames.begin()->first;
  690. }
  691. else //human clicked -> take next
  692. {
  693. auto i = playerNames.find(clickedNameID); //clicked one
  694. i++; //player AFTER clicked one
  695. if(i != playerNames.end())
  696. newPlayer = i->first;
  697. else
  698. newPlayer = 0; //AI if we scrolled through all players
  699. }
  700. setPlayerConnectedId(clicked, newPlayer); //put player
  701. //if that player was somewhere else, we need to replace him with computer
  702. if(newPlayer) //not AI
  703. {
  704. for(auto i = si->playerInfos.begin(); i != si->playerInfos.end(); i++)
  705. {
  706. int curNameID = *(i->second.connectedPlayerIDs.begin());
  707. if(i->first != clickedColor && curNameID == newPlayer)
  708. {
  709. assert(i->second.connectedPlayerIDs.size());
  710. playerToRestore.color = i->first;
  711. playerToRestore.id = newPlayer;
  712. setPlayerConnectedId(i->second, PlayerSettings::PLAYER_AI); //set computer
  713. break;
  714. }
  715. }
  716. }
  717. }
  718. void CVCMIServer::setPlayerName(PlayerColor color, std::string name)
  719. {
  720. if(color == PlayerColor::CANNOT_DETERMINE)
  721. return;
  722. PlayerSettings & player = si->playerInfos.at(color);
  723. if(!player.isControlledByHuman())
  724. return;
  725. if(player.connectedPlayerIDs.empty())
  726. return;
  727. int nameID = *(player.connectedPlayerIDs.begin()); //if not AI - set appropiate ID
  728. playerNames[nameID].name = name;
  729. setPlayerConnectedId(player, nameID);
  730. }
  731. void CVCMIServer::optionNextCastle(PlayerColor player, int dir)
  732. {
  733. PlayerSettings & s = si->playerInfos[player];
  734. FactionID & cur = s.castle;
  735. auto & allowed = getPlayerInfo(player).allowedFactions;
  736. const bool allowRandomTown = getPlayerInfo(player).isFactionRandom;
  737. if(cur == FactionID::NONE) //no change
  738. return;
  739. if(cur == FactionID::RANDOM) //first/last available
  740. {
  741. if(dir > 0)
  742. cur = *allowed.begin(); //id of first town
  743. else
  744. cur = *allowed.rbegin(); //id of last town
  745. }
  746. else // next/previous available
  747. {
  748. if((cur == *allowed.begin() && dir < 0) || (cur == *allowed.rbegin() && dir > 0))
  749. {
  750. if(allowRandomTown)
  751. {
  752. cur = FactionID::RANDOM;
  753. }
  754. else
  755. {
  756. if(dir > 0)
  757. cur = *allowed.begin();
  758. else
  759. cur = *allowed.rbegin();
  760. }
  761. }
  762. else
  763. {
  764. assert(dir >= -1 && dir <= 1); //othervice std::advance may go out of range
  765. auto iter = allowed.find(cur);
  766. std::advance(iter, dir);
  767. cur = *iter;
  768. }
  769. }
  770. if(s.hero.isValid() && !getPlayerInfo(player).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
  771. {
  772. s.hero = HeroTypeID::RANDOM;
  773. }
  774. if(!cur.isValid() && s.bonus == PlayerStartingBonus::RESOURCE)
  775. s.bonus = PlayerStartingBonus::RANDOM;
  776. }
  777. void CVCMIServer::optionSetCastle(PlayerColor player, FactionID id)
  778. {
  779. PlayerSettings & s = si->playerInfos[player];
  780. FactionID & cur = s.castle;
  781. auto & allowed = getPlayerInfo(player).allowedFactions;
  782. if(cur == FactionID::NONE) //no change
  783. return;
  784. if(allowed.find(id) == allowed.end() && id != FactionID::RANDOM) // valid id
  785. return;
  786. cur = static_cast<FactionID>(id);
  787. if(s.hero.isValid() && !getPlayerInfo(player).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
  788. {
  789. s.hero = HeroTypeID::RANDOM;
  790. }
  791. if(!cur.isValid() && s.bonus == PlayerStartingBonus::RESOURCE)
  792. s.bonus = PlayerStartingBonus::RANDOM;
  793. }
  794. void CVCMIServer::setCampaignMap(CampaignScenarioID mapId)
  795. {
  796. campaignMap = mapId;
  797. si->difficulty = si->campState->scenario(mapId).difficulty;
  798. campaignBonus = -1;
  799. updateStartInfoOnMapChange(si->campState->getMapInfo(mapId));
  800. }
  801. void CVCMIServer::setCampaignBonus(int bonusId)
  802. {
  803. campaignBonus = bonusId;
  804. const CampaignScenario & scenario = si->campState->scenario(campaignMap);
  805. const std::vector<CampaignBonus> & bonDescs = scenario.travelOptions.bonusesToChoose;
  806. if(bonDescs[bonusId].type == CampaignBonusType::HERO)
  807. {
  808. for(auto & elem : si->playerInfos)
  809. {
  810. if(elem.first == PlayerColor(bonDescs[bonusId].info1))
  811. setPlayerConnectedId(elem.second, 1);
  812. else
  813. setPlayerConnectedId(elem.second, PlayerSettings::PLAYER_AI);
  814. }
  815. }
  816. }
  817. void CVCMIServer::optionNextHero(PlayerColor player, int dir)
  818. {
  819. PlayerSettings & s = si->playerInfos[player];
  820. if(!s.castle.isValid() || s.hero == HeroTypeID::NONE)
  821. return;
  822. if(s.hero == HeroTypeID::RANDOM) // first/last available
  823. {
  824. if (dir > 0)
  825. s.hero = nextAllowedHero(player, HeroTypeID(-1), dir);
  826. else
  827. s.hero = nextAllowedHero(player, HeroTypeID(VLC->heroh->size()), dir);
  828. }
  829. else
  830. {
  831. s.hero = nextAllowedHero(player, s.hero, dir);
  832. }
  833. }
  834. void CVCMIServer::optionSetHero(PlayerColor player, HeroTypeID id)
  835. {
  836. PlayerSettings & s = si->playerInfos[player];
  837. if(!s.castle.isValid() || s.hero == HeroTypeID::NONE)
  838. return;
  839. if(id == HeroTypeID::RANDOM)
  840. {
  841. s.hero = HeroTypeID::RANDOM;
  842. }
  843. if(canUseThisHero(player, id))
  844. s.hero = static_cast<HeroTypeID>(id);
  845. }
  846. HeroTypeID CVCMIServer::nextAllowedHero(PlayerColor player, HeroTypeID initial, int direction)
  847. {
  848. HeroTypeID first(initial.getNum() + direction);
  849. if(direction > 0)
  850. {
  851. for (auto i = first; i.getNum() < VLC->heroh->size(); ++i)
  852. if(canUseThisHero(player, i))
  853. return i;
  854. }
  855. else
  856. {
  857. for (auto i = first; i.getNum() >= 0; --i)
  858. if(canUseThisHero(player, i))
  859. return i;
  860. }
  861. return HeroTypeID::RANDOM;
  862. }
  863. void CVCMIServer::optionNextBonus(PlayerColor player, int dir)
  864. {
  865. PlayerSettings & s = si->playerInfos[player];
  866. PlayerStartingBonus & ret = s.bonus = static_cast<PlayerStartingBonus>(static_cast<int>(s.bonus) + dir);
  867. if(s.hero == HeroTypeID::NONE &&
  868. !getPlayerInfo(player).heroesNames.size() &&
  869. ret == PlayerStartingBonus::ARTIFACT) //no hero - can't be artifact
  870. {
  871. if(dir < 0)
  872. ret = PlayerStartingBonus::RANDOM;
  873. else
  874. ret = PlayerStartingBonus::GOLD;
  875. }
  876. if(ret > PlayerStartingBonus::RESOURCE)
  877. ret = PlayerStartingBonus::RANDOM;
  878. if(ret < PlayerStartingBonus::RANDOM)
  879. ret = PlayerStartingBonus::RESOURCE;
  880. if(s.castle == FactionID::RANDOM && ret == PlayerStartingBonus::RESOURCE) //random castle - can't be resource
  881. {
  882. if(dir < 0)
  883. ret = PlayerStartingBonus::GOLD;
  884. else
  885. ret = PlayerStartingBonus::RANDOM;
  886. }
  887. }
  888. void CVCMIServer::optionSetBonus(PlayerColor player, PlayerStartingBonus id)
  889. {
  890. PlayerSettings & s = si->playerInfos[player];
  891. if(s.hero == HeroTypeID::NONE &&
  892. !getPlayerInfo(player).heroesNames.size() &&
  893. id == PlayerStartingBonus::ARTIFACT) //no hero - can't be artifact
  894. return;
  895. if(id > PlayerStartingBonus::RESOURCE)
  896. return;
  897. if(id < PlayerStartingBonus::RANDOM)
  898. return;
  899. if(s.castle == FactionID::RANDOM && id == PlayerStartingBonus::RESOURCE) //random castle - can't be resource
  900. return;
  901. s.bonus = id;;
  902. }
  903. bool CVCMIServer::canUseThisHero(PlayerColor player, HeroTypeID ID)
  904. {
  905. return VLC->heroh->size() > ID
  906. && si->playerInfos[player].castle == VLC->heroh->objects[ID]->heroClass->faction
  907. && !vstd::contains(getUsedHeroes(), ID)
  908. && mi->mapHeader->allowedHeroes[ID];
  909. }
  910. std::vector<HeroTypeID> CVCMIServer::getUsedHeroes()
  911. {
  912. std::vector<HeroTypeID> heroIds;
  913. for(auto & p : si->playerInfos)
  914. {
  915. const auto & heroes = getPlayerInfo(p.first).heroesNames;
  916. for(auto & hero : heroes)
  917. if(hero.heroId >= 0) //in VCMI map format heroId = -1 means random hero
  918. heroIds.push_back(hero.heroId);
  919. if(p.second.hero != HeroTypeID::RANDOM)
  920. heroIds.push_back(p.second.hero);
  921. }
  922. return heroIds;
  923. }
  924. ui8 CVCMIServer::getIdOfFirstUnallocatedPlayer() const
  925. {
  926. for(auto i = playerNames.cbegin(); i != playerNames.cend(); i++)
  927. {
  928. if(!si->getPlayersSettings(i->first))
  929. return i->first;
  930. }
  931. return 0;
  932. }
  933. static void handleCommandOptions(int argc, const char * argv[], boost::program_options::variables_map & options)
  934. {
  935. namespace po = boost::program_options;
  936. po::options_description opts("Allowed options");
  937. opts.add_options()
  938. ("help,h", "display help and exit")
  939. ("version,v", "display version information and exit")
  940. ("run-by-client", "indicate that server launched by client on same machine")
  941. ("uuid", po::value<std::string>(), "")
  942. ("port", po::value<ui16>(), "port at which server will listen to connections from client")
  943. ("lobby", po::value<std::string>(), "address to remote lobby")
  944. ("lobby-port", po::value<ui16>(), "port at which server connect to remote lobby")
  945. ("lobby-uuid", po::value<std::string>(), "")
  946. ("connections", po::value<ui16>(), "amount of connections to remote lobby");
  947. if(argc > 1)
  948. {
  949. try
  950. {
  951. po::store(po::parse_command_line(argc, argv, opts), options);
  952. }
  953. catch(boost::program_options::error & e)
  954. {
  955. std::cerr << "Failure during parsing command-line options:\n" << e.what() << std::endl;
  956. }
  957. }
  958. #ifdef SINGLE_PROCESS_APP
  959. options.emplace("run-by-client", po::variable_value{true, true});
  960. #endif
  961. po::notify(options);
  962. #ifndef SINGLE_PROCESS_APP
  963. if(options.count("help"))
  964. {
  965. auto time = std::time(nullptr);
  966. printf("%s - A Heroes of Might and Magic 3 clone\n", GameConstants::VCMI_VERSION.c_str());
  967. printf("Copyright (C) 2007-%d VCMI dev team - see AUTHORS file\n", std::localtime(&time)->tm_year + 1900);
  968. printf("This is free software; see the source for copying conditions. There is NO\n");
  969. printf("warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.\n");
  970. printf("\n");
  971. std::cout << opts;
  972. exit(0);
  973. }
  974. if(options.count("version"))
  975. {
  976. printf("%s\n", GameConstants::VCMI_VERSION.c_str());
  977. std::cout << VCMIDirs::get().genHelpString();
  978. exit(0);
  979. }
  980. #endif
  981. }
  982. #ifdef SINGLE_PROCESS_APP
  983. #define main server_main
  984. #endif
  985. #if VCMI_ANDROID_DUAL_PROCESS
  986. void CVCMIServer::create()
  987. {
  988. const int argc = 1;
  989. const char * argv[argc] = { "android-server" };
  990. #else
  991. int main(int argc, const char * argv[])
  992. {
  993. #endif
  994. #if !defined(VCMI_ANDROID) && !defined(SINGLE_PROCESS_APP)
  995. // Correct working dir executable folder (not bundle folder) so we can use executable relative paths
  996. boost::filesystem::current_path(boost::filesystem::system_complete(argv[0]).parent_path());
  997. #endif
  998. #ifndef VCMI_IOS
  999. console = new CConsoleHandler();
  1000. #endif
  1001. CBasicLogConfigurator logConfig(VCMIDirs::get().userLogsPath() / "VCMI_Server_log.txt", console);
  1002. logConfig.configureDefault();
  1003. logGlobal->info(SERVER_NAME);
  1004. boost::program_options::variables_map opts;
  1005. handleCommandOptions(argc, argv, opts);
  1006. preinitDLL(console);
  1007. logConfig.configure();
  1008. loadDLLClasses();
  1009. srand((ui32)time(nullptr));
  1010. #ifdef SINGLE_PROCESS_APP
  1011. boost::condition_variable * cond = reinterpret_cast<boost::condition_variable *>(const_cast<char *>(argv[0]));
  1012. cond->notify_one();
  1013. #endif
  1014. try
  1015. {
  1016. boost::asio::io_service io_service;
  1017. CVCMIServer server(opts);
  1018. try
  1019. {
  1020. while(server.getState() != EServerState::SHUTDOWN)
  1021. {
  1022. server.run();
  1023. }
  1024. io_service.run();
  1025. }
  1026. catch(boost::system::system_error & e) //for boost errors just log, not crash - probably client shut down connection
  1027. {
  1028. logNetwork->error(e.what());
  1029. server.setState(EServerState::SHUTDOWN);
  1030. }
  1031. }
  1032. catch(boost::system::system_error & e)
  1033. {
  1034. logNetwork->error(e.what());
  1035. //catch any startup errors (e.g. can't access port) errors
  1036. //and return non-zero status so client can detect error
  1037. throw;
  1038. }
  1039. #if VCMI_ANDROID_DUAL_PROCESS
  1040. CAndroidVMHelper envHelper;
  1041. envHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "killServer");
  1042. #endif
  1043. logConfig.deconfigure();
  1044. vstd::clear_pointer(VLC);
  1045. #if !VCMI_ANDROID_DUAL_PROCESS
  1046. return 0;
  1047. #endif
  1048. }
  1049. #if VCMI_ANDROID_DUAL_PROCESS
  1050. extern "C" JNIEXPORT void JNICALL Java_eu_vcmi_vcmi_NativeMethods_createServer(JNIEnv * env, jclass cls)
  1051. {
  1052. __android_log_write(ANDROID_LOG_INFO, "VCMI", "Got jni call to init server");
  1053. CAndroidVMHelper::cacheVM(env);
  1054. CVCMIServer::create();
  1055. }
  1056. extern "C" JNIEXPORT void JNICALL Java_eu_vcmi_vcmi_NativeMethods_initClassloader(JNIEnv * baseEnv, jclass cls)
  1057. {
  1058. CAndroidVMHelper::initClassloader(baseEnv);
  1059. }
  1060. #elif defined(SINGLE_PROCESS_APP)
  1061. void CVCMIServer::create(boost::condition_variable * cond, const std::vector<std::string> & args)
  1062. {
  1063. std::vector<const void *> argv = {cond};
  1064. for(auto & a : args)
  1065. argv.push_back(a.c_str());
  1066. main(argv.size(), reinterpret_cast<const char **>(&*argv.begin()));
  1067. }
  1068. #ifdef VCMI_ANDROID
  1069. void CVCMIServer::reuseClientJNIEnv(void * jniEnv)
  1070. {
  1071. CAndroidVMHelper::initClassloader(jniEnv);
  1072. CAndroidVMHelper::alwaysUseLoadedClass = true;
  1073. }
  1074. #endif // VCMI_ANDROID
  1075. #endif // VCMI_ANDROID_DUAL_PROCESS