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