CVCMIServer.cpp 28 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/campaign/CampaignState.h"
  18. #include "../lib/entities/hero/CHeroHandler.h"
  19. #include "../lib/entities/hero/CHeroClass.h"
  20. #include "../lib/gameState/CGameState.h"
  21. #include "../lib/mapping/CMapInfo.h"
  22. #include "../lib/mapping/CMapHeader.h"
  23. #include "../lib/rmg/CMapGenOptions.h"
  24. #include "../lib/serializer/CMemorySerializer.h"
  25. #include "../lib/serializer/Connection.h"
  26. #include "../lib/texts/CGeneralTextHandler.h"
  27. // UUID generation
  28. #include <boost/uuid/uuid.hpp>
  29. #include <boost/uuid/uuid_io.hpp>
  30. #include <boost/uuid/uuid_generators.hpp>
  31. #include <boost/program_options.hpp>
  32. class CVCMIServerPackVisitor : public VCMI_LIB_WRAP_NAMESPACE(ICPackVisitor)
  33. {
  34. private:
  35. CVCMIServer & handler;
  36. std::shared_ptr<CGameHandler> gh;
  37. std::shared_ptr<CConnection> connection;
  38. public:
  39. CVCMIServerPackVisitor(CVCMIServer & handler, const std::shared_ptr<CGameHandler> & gh, const std::shared_ptr<CConnection> & connection)
  40. : handler(handler)
  41. , gh(gh)
  42. , connection(connection)
  43. {
  44. }
  45. bool callTyped() override { return false; }
  46. void visitForLobby(CPackForLobby & packForLobby) override
  47. {
  48. handler.handleReceivedPack(connection, packForLobby);
  49. }
  50. void visitForServer(CPackForServer & serverPack) override
  51. {
  52. if (gh)
  53. gh->handleReceivedPack(connection, serverPack);
  54. else
  55. logNetwork->error("Received pack for game server while in lobby!");
  56. }
  57. void visitForClient(CPackForClient & clientPack) override
  58. {
  59. }
  60. };
  61. CVCMIServer::CVCMIServer(uint16_t port, bool runByClient)
  62. : currentClientId(1)
  63. , currentPlayerId(1)
  64. , port(port)
  65. , runByClient(runByClient)
  66. {
  67. uuid = boost::uuids::to_string(boost::uuids::random_generator()());
  68. logNetwork->trace("CVCMIServer created! UUID: %s", uuid);
  69. networkHandler = INetworkHandler::createHandler();
  70. }
  71. CVCMIServer::~CVCMIServer() = default;
  72. uint16_t CVCMIServer::prepare(bool connectToLobby, bool listenForConnections) {
  73. if(connectToLobby) {
  74. lobbyProcessor = std::make_unique<GlobalLobbyProcessor>(*this);
  75. return 0;
  76. } else {
  77. return startAcceptingIncomingConnections(listenForConnections);
  78. }
  79. }
  80. uint16_t CVCMIServer::startAcceptingIncomingConnections(bool listenForConnections)
  81. {
  82. networkServer = networkHandler->createServerTCP(*this);
  83. port
  84. ? logNetwork->info("Port %d will be used", port)
  85. : logNetwork->info("Randomly assigned port will be used");
  86. // config port may be 0 => srvport will contain the OS-assigned port value
  87. if (listenForConnections)
  88. {
  89. auto srvport = networkServer->start(port);
  90. logNetwork->info("Listening for connections at port %d", srvport);
  91. return srvport;
  92. }
  93. else
  94. return 0;
  95. }
  96. void CVCMIServer::onNewConnection(const std::shared_ptr<INetworkConnection> & connection)
  97. {
  98. if(getState() == EServerState::LOBBY)
  99. {
  100. activeConnections.push_back(std::make_shared<CConnection>(connection));
  101. activeConnections.back()->enterLobbyConnectionMode();
  102. }
  103. else
  104. {
  105. // TODO: reconnection support
  106. connection->close();
  107. }
  108. }
  109. void CVCMIServer::onPacketReceived(const std::shared_ptr<INetworkConnection> & connection, const std::vector<std::byte> & message)
  110. {
  111. std::shared_ptr<CConnection> c = findConnection(connection);
  112. if (c == nullptr)
  113. throw std::out_of_range("Unknown connection received in CVCMIServer::findConnection");
  114. auto pack = c->retrievePack(message);
  115. CVCMIServerPackVisitor visitor(*this, this->gh, c);
  116. pack->visit(visitor);
  117. }
  118. void CVCMIServer::setState(EServerState value)
  119. {
  120. if (value == EServerState::SHUTDOWN && state == EServerState::SHUTDOWN)
  121. logGlobal->warn("Attempt to shutdown already shutdown server!");
  122. // do not attempt to restart dying server
  123. assert(state != EServerState::SHUTDOWN || state == value);
  124. state = value;
  125. if (state == EServerState::SHUTDOWN)
  126. networkHandler->stop();
  127. }
  128. EServerState CVCMIServer::getState() const
  129. {
  130. return state;
  131. }
  132. std::shared_ptr<CConnection> CVCMIServer::findConnection(const std::shared_ptr<INetworkConnection> & netConnection)
  133. {
  134. for(const auto & gameConnection : activeConnections)
  135. {
  136. if (gameConnection->isMyConnection(netConnection))
  137. return gameConnection;
  138. }
  139. return nullptr;
  140. }
  141. bool CVCMIServer::wasStartedByClient() const
  142. {
  143. return runByClient;
  144. }
  145. void CVCMIServer::run()
  146. {
  147. networkHandler->run();
  148. }
  149. void CVCMIServer::onTimer()
  150. {
  151. // we might receive onTimer call after transitioning from GAMEPLAY to LOBBY state, e.g. on game restart
  152. if (getState() != EServerState::GAMEPLAY)
  153. return;
  154. static const auto serverUpdateInterval = std::chrono::milliseconds(100);
  155. auto timeNow = std::chrono::steady_clock::now();
  156. auto timePassedBefore = lastTimerUpdateTime - gameplayStartTime;
  157. auto timePassedNow = timeNow - gameplayStartTime;
  158. lastTimerUpdateTime = timeNow;
  159. auto msPassedBefore = std::chrono::duration_cast<std::chrono::milliseconds>(timePassedBefore);
  160. auto msPassedNow = std::chrono::duration_cast<std::chrono::milliseconds>(timePassedNow);
  161. auto msDelta = msPassedNow - msPassedBefore;
  162. if (msDelta.count())
  163. gh->tick(msDelta.count());
  164. networkHandler->createTimer(*this, serverUpdateInterval);
  165. }
  166. void CVCMIServer::prepareToRestart()
  167. {
  168. if(getState() != EServerState::GAMEPLAY)
  169. {
  170. assert(0);
  171. return;
  172. }
  173. * si = * gh->gs->getInitialStartInfo();
  174. setState(EServerState::LOBBY);
  175. if (si->campState)
  176. {
  177. assert(si->campState->currentScenario().has_value());
  178. campaignMap = si->campState->currentScenario().value_or(CampaignScenarioID(0));
  179. campaignBonus = si->campState->getBonusID(campaignMap).value_or(-1);
  180. }
  181. for(auto activeConnection : activeConnections)
  182. activeConnection->enterLobbyConnectionMode();
  183. gh = nullptr;
  184. }
  185. bool CVCMIServer::prepareToStartGame()
  186. {
  187. Load::ProgressAccumulator progressTracking;
  188. Load::Progress current(1);
  189. progressTracking.include(current);
  190. if (lobbyProcessor)
  191. lobbyProcessor->sendGameStarted();
  192. auto progressTrackingThread = std::thread([this, &progressTracking]()
  193. {
  194. setThreadName("progressTrackingThread");
  195. auto currentProgress = std::numeric_limits<Load::Type>::max();
  196. while(!progressTracking.finished())
  197. {
  198. if(progressTracking.get() != currentProgress)
  199. {
  200. //FIXME: UNGUARDED MULTITHREADED ACCESS!!!
  201. currentProgress = progressTracking.get();
  202. LobbyLoadProgress loadProgress;
  203. loadProgress.progress = currentProgress;
  204. announcePack(loadProgress);
  205. }
  206. std::this_thread::sleep_for(std::chrono::milliseconds(50));
  207. }
  208. });
  209. gh = std::make_shared<CGameHandler>(this);
  210. switch(si->mode)
  211. {
  212. case EStartMode::CAMPAIGN:
  213. logNetwork->info("Preparing to start new campaign");
  214. si->startTime = std::time(nullptr);
  215. si->fileURI = mi->fileURI;
  216. si->campState->setCurrentMap(campaignMap);
  217. si->campState->setCurrentMapBonus(campaignBonus);
  218. gh->init(si.get(), progressTracking);
  219. break;
  220. case EStartMode::NEW_GAME:
  221. logNetwork->info("Preparing to start new game");
  222. si->startTime = std::time(nullptr);
  223. si->fileURI = mi->fileURI;
  224. gh->init(si.get(), progressTracking);
  225. break;
  226. case EStartMode::LOAD_GAME:
  227. logNetwork->info("Preparing to start loaded game");
  228. if(!gh->load(si->mapname))
  229. {
  230. current.finish();
  231. progressTrackingThread.join();
  232. return false;
  233. }
  234. break;
  235. default:
  236. logNetwork->error("Wrong mode in StartInfo!");
  237. assert(0);
  238. break;
  239. }
  240. current.finish();
  241. progressTrackingThread.join();
  242. return true;
  243. }
  244. void CVCMIServer::startGameImmediately()
  245. {
  246. for(auto activeConnection : activeConnections)
  247. activeConnection->setCallback(gh->gameInfo());
  248. gh->start(si->mode == EStartMode::LOAD_GAME);
  249. setState(EServerState::GAMEPLAY);
  250. lastTimerUpdateTime = gameplayStartTime = std::chrono::steady_clock::now();
  251. onTimer();
  252. multiplayerWelcomeMessage();
  253. }
  254. void CVCMIServer::onDisconnected(const std::shared_ptr<INetworkConnection> & connection, const std::string & errorMessage)
  255. {
  256. logNetwork->error("Network error receiving a pack. Connection has been closed");
  257. std::shared_ptr<CConnection> c = findConnection(connection);
  258. // player may have already disconnected via clientDisconnected call
  259. if (c)
  260. {
  261. LobbyClientDisconnected lcd;
  262. lcd.clientId = c->connectionID;
  263. handleReceivedPack(c, lcd);
  264. }
  265. }
  266. void CVCMIServer::handleReceivedPack(std::shared_ptr<CConnection> connection, CPackForLobby & pack)
  267. {
  268. ClientPermissionsCheckerNetPackVisitor checker(*this, connection);
  269. pack.visit(checker);
  270. if(checker.getResult())
  271. {
  272. ApplyOnServerNetPackVisitor applier(*this, connection);
  273. pack.visit(applier);
  274. if (applier.getResult())
  275. announcePack(pack);
  276. }
  277. }
  278. void CVCMIServer::announcePack(CPackForLobby & pack)
  279. {
  280. for(auto activeConnection : activeConnections)
  281. {
  282. // FIXME: we need to avoid sending something to client that not yet get answer for LobbyClientConnected
  283. // Until UUID set we only pass LobbyClientConnected to this client
  284. //if(c->uuid == uuid && !dynamic_cast<LobbyClientConnected *>(pack.get()))
  285. // continue;
  286. activeConnection->sendPack(pack);
  287. }
  288. ApplyOnServerAfterAnnounceNetPackVisitor applier(*this);
  289. pack.visit(applier);
  290. }
  291. void CVCMIServer::announceMessage(const MetaString & txt)
  292. {
  293. logNetwork->info("Show message: %s", txt.toString());
  294. LobbyShowMessage cm;
  295. cm.message = txt;
  296. announcePack(cm);
  297. }
  298. void CVCMIServer::announceMessage(const std::string & txt)
  299. {
  300. MetaString str;
  301. str.appendRawString(txt);
  302. announceMessage(str);
  303. }
  304. void CVCMIServer::announceTxt(const MetaString & txt, const std::string & playerName)
  305. {
  306. logNetwork->info("%s says: %s", playerName, txt.toString());
  307. LobbyChatMessage cm;
  308. cm.playerName = playerName;
  309. cm.message = txt;
  310. announcePack(cm);
  311. }
  312. void CVCMIServer::announceTxt(const std::string & txt, const std::string & playerName)
  313. {
  314. MetaString str;
  315. str.appendRawString(txt);
  316. announceTxt(str, playerName);
  317. }
  318. bool CVCMIServer::passHost(int toConnectionId)
  319. {
  320. for(auto activeConnection : activeConnections)
  321. {
  322. if(isClientHost(activeConnection->connectionID))
  323. continue;
  324. if(activeConnection->connectionID != toConnectionId)
  325. continue;
  326. hostClientId = activeConnection->connectionID;
  327. announceTxt(boost::str(boost::format("Pass host to connection %d") % toConnectionId));
  328. return true;
  329. }
  330. return false;
  331. }
  332. void CVCMIServer::clientConnected(std::shared_ptr<CConnection> c, std::vector<std::string> & names, const std::string & uuid, EStartMode mode)
  333. {
  334. assert(getState() == EServerState::LOBBY);
  335. c->connectionID = currentClientId++;
  336. c->uuid = uuid;
  337. if(hostClientId == -1)
  338. {
  339. hostClientId = c->connectionID;
  340. si->mode = mode;
  341. }
  342. logNetwork->info("Connection with client %d established. UUID: %s", c->connectionID, c->uuid);
  343. for(auto & name : names)
  344. {
  345. logNetwork->info("Client %d player: %s", c->connectionID, name);
  346. ui8 id = currentPlayerId++;
  347. ClientPlayer cp;
  348. cp.connection = c->connectionID;
  349. cp.name = name;
  350. playerNames.try_emplace(id, cp);
  351. announceTxt(boost::str(boost::format("%s (pid %d cid %d) joins the game") % name % id % c->connectionID));
  352. //put new player in first slot with AI
  353. for(auto & elem : si->playerInfos)
  354. {
  355. if(elem.second.isControlledByAI() && !elem.second.compOnly)
  356. {
  357. setPlayerConnectedId(elem.second, id);
  358. break;
  359. }
  360. }
  361. }
  362. }
  363. void CVCMIServer::clientDisconnected(std::shared_ptr<CConnection> connection)
  364. {
  365. assert(vstd::contains(activeConnections, connection));
  366. logGlobal->trace("Received disconnection request");
  367. vstd::erase(activeConnections, connection);
  368. if(activeConnections.empty() || hostClientId == connection->connectionID)
  369. {
  370. setState(EServerState::SHUTDOWN);
  371. return;
  372. }
  373. if(gh && getState() == EServerState::GAMEPLAY)
  374. {
  375. gh->handleClientDisconnection(connection);
  376. }
  377. }
  378. void CVCMIServer::reconnectPlayer(int connId)
  379. {
  380. PlayerReinitInterface startAiPack;
  381. startAiPack.playerConnectionId = connId;
  382. if(gh && si && getState() == EServerState::GAMEPLAY)
  383. {
  384. for(auto it = playerNames.begin(); it != playerNames.end(); ++it)
  385. {
  386. if(it->second.connection != connId)
  387. continue;
  388. int id = it->first;
  389. auto * playerSettings = si->getPlayersSettings(id);
  390. if(!playerSettings)
  391. continue;
  392. std::string messageText = boost::str(boost::format("%s (cid %d) is connected") % playerSettings->name % connId);
  393. gh->playerMessages->broadcastMessage(playerSettings->color, messageText);
  394. startAiPack.players.push_back(playerSettings->color);
  395. }
  396. if(!startAiPack.players.empty())
  397. gh->sendAndApply(startAiPack);
  398. }
  399. }
  400. void CVCMIServer::setPlayerConnectedId(PlayerSettings & pset, ui8 player) const
  401. {
  402. if(vstd::contains(playerNames, player))
  403. pset.name = playerNames.find(player)->second.name;
  404. else
  405. pset.name = LIBRARY->generaltexth->allTexts[468]; //Computer
  406. pset.connectedPlayerIDs.clear();
  407. if(player != PlayerSettings::PLAYER_AI)
  408. pset.connectedPlayerIDs.insert(player);
  409. }
  410. void CVCMIServer::updateStartInfoOnMapChange(std::shared_ptr<CMapInfo> mapInfo, std::shared_ptr<CMapGenOptions> mapGenOpts)
  411. {
  412. mi = mapInfo;
  413. if(!mi)
  414. return;
  415. auto namesIt = playerNames.cbegin();
  416. si->playerInfos.clear();
  417. if(mi->scenarioOptionsOfSave)
  418. {
  419. si = CMemorySerializer::deepCopy(*mi->scenarioOptionsOfSave);
  420. si->mode = EStartMode::LOAD_GAME;
  421. if(si->campState)
  422. campaignMap = si->campState->currentScenario().value();
  423. for(auto & ps : si->playerInfos)
  424. {
  425. if(!ps.second.compOnly && ps.second.connectedPlayerIDs.size() && namesIt != playerNames.cend())
  426. {
  427. setPlayerConnectedId(ps.second, namesIt++->first);
  428. }
  429. else
  430. {
  431. setPlayerConnectedId(ps.second, PlayerSettings::PLAYER_AI);
  432. }
  433. }
  434. }
  435. else if(si->mode == EStartMode::NEW_GAME || si->mode == EStartMode::CAMPAIGN)
  436. {
  437. if(mi->campaign)
  438. return;
  439. for(int i = 0; i < mi->mapHeader->players.size(); i++)
  440. {
  441. const PlayerInfo & pinfo = mi->mapHeader->players[i];
  442. //neither computer nor human can play - no player
  443. if(!(pinfo.canHumanPlay || pinfo.canComputerPlay))
  444. continue;
  445. PlayerSettings & pset = si->playerInfos[PlayerColor(i)];
  446. pset.color = PlayerColor(i);
  447. if(pinfo.canHumanPlay && namesIt != playerNames.cend())
  448. {
  449. setPlayerConnectedId(pset, namesIt++->first);
  450. }
  451. else
  452. {
  453. setPlayerConnectedId(pset, PlayerSettings::PLAYER_AI);
  454. if(!pinfo.canHumanPlay)
  455. {
  456. pset.compOnly = true;
  457. }
  458. }
  459. pset.castle = pinfo.defaultCastle();
  460. pset.hero = pinfo.defaultHero();
  461. if(pset.hero != HeroTypeID::RANDOM && pinfo.hasCustomMainHero())
  462. {
  463. pset.hero = pinfo.mainCustomHeroId;
  464. pset.heroNameTextId = pinfo.mainCustomHeroNameTextId;
  465. pset.heroPortrait = pinfo.mainCustomHeroPortrait;
  466. }
  467. }
  468. if(mi->isRandomMap && mapGenOpts)
  469. si->mapGenOptions = std::shared_ptr<CMapGenOptions>(mapGenOpts);
  470. else
  471. si->mapGenOptions.reset();
  472. }
  473. if (lobbyProcessor)
  474. {
  475. std::string roomDescription;
  476. if (si->mapGenOptions)
  477. {
  478. if (si->mapGenOptions->getMapTemplate())
  479. roomDescription = si->mapGenOptions->getMapTemplate()->getName();
  480. // else - no template selected.
  481. // TODO: handle this somehow?
  482. }
  483. else
  484. roomDescription = mi->getNameTranslated();
  485. lobbyProcessor->sendChangeRoomDescription(roomDescription);
  486. }
  487. si->mapname = mi->fileURI;
  488. }
  489. void CVCMIServer::updateAndPropagateLobbyState()
  490. {
  491. // Update player settings for RMG
  492. // TODO: find appropriate location for this code
  493. if(si->mapGenOptions && si->mode == EStartMode::NEW_GAME)
  494. {
  495. for(const auto & psetPair : si->playerInfos)
  496. {
  497. const auto & pset = psetPair.second;
  498. si->mapGenOptions->setStartingTownForPlayer(pset.color, pset.castle);
  499. si->mapGenOptions->setStartingHeroForPlayer(pset.color, pset.hero);
  500. if(pset.isControlledByHuman())
  501. {
  502. si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::HUMAN);
  503. }
  504. else
  505. {
  506. si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::AI);
  507. }
  508. }
  509. }
  510. LobbyUpdateState lus;
  511. lus.state = *static_cast<LobbyState*>(this);
  512. announcePack(lus);
  513. }
  514. void CVCMIServer::setPlayer(PlayerColor clickedColor)
  515. {
  516. struct PlayerToRestore
  517. {
  518. PlayerColor color;
  519. int id;
  520. void reset() { id = -1; color = PlayerColor::CANNOT_DETERMINE; }
  521. PlayerToRestore(){ reset(); }
  522. };
  523. PlayerToRestore playerToRestore;
  524. PlayerSettings & clicked = si->playerInfos[clickedColor];
  525. //identify clicked player
  526. int clickedNameID = 0; //number of player - zero means AI, assume it initially
  527. if(clicked.isControlledByHuman())
  528. clickedNameID = *(clicked.connectedPlayerIDs.begin()); //if not AI - set appropriate ID
  529. if(clickedNameID > 0 && playerToRestore.id == clickedNameID) //player to restore is about to being replaced -> put him back to the old place
  530. {
  531. PlayerSettings & restPos = si->playerInfos[playerToRestore.color];
  532. setPlayerConnectedId(restPos, playerToRestore.id);
  533. playerToRestore.reset();
  534. }
  535. int newPlayer; //which player will take clicked position
  536. //who will be put here?
  537. if(!clickedNameID) //AI player clicked -> if possible replace computer with unallocated player
  538. {
  539. newPlayer = getIdOfFirstUnallocatedPlayer();
  540. if(!newPlayer) //no "free" player -> get just first one
  541. newPlayer = playerNames.begin()->first;
  542. }
  543. else //human clicked -> take next
  544. {
  545. auto i = playerNames.find(clickedNameID); //clicked one
  546. i++; //player AFTER clicked one
  547. if(i != playerNames.end())
  548. newPlayer = i->first;
  549. else
  550. newPlayer = 0; //AI if we scrolled through all players
  551. }
  552. setPlayerConnectedId(clicked, newPlayer); //put player
  553. //if that player was somewhere else, we need to replace him with computer
  554. if(newPlayer) //not AI
  555. {
  556. for(auto i = si->playerInfos.begin(); i != si->playerInfos.end(); i++)
  557. {
  558. int curNameID = *(i->second.connectedPlayerIDs.begin());
  559. if(i->first != clickedColor && curNameID == newPlayer)
  560. {
  561. assert(i->second.connectedPlayerIDs.size());
  562. playerToRestore.color = i->first;
  563. playerToRestore.id = newPlayer;
  564. setPlayerConnectedId(i->second, PlayerSettings::PLAYER_AI); //set computer
  565. break;
  566. }
  567. }
  568. }
  569. }
  570. void CVCMIServer::setPlayerName(PlayerColor color, const std::string & name)
  571. {
  572. if(color == PlayerColor::CANNOT_DETERMINE)
  573. return;
  574. PlayerSettings & player = si->playerInfos.at(color);
  575. if(!player.isControlledByHuman())
  576. return;
  577. if(player.connectedPlayerIDs.empty())
  578. return;
  579. int nameID = *(player.connectedPlayerIDs.begin()); //if not AI - set appropriate ID
  580. playerNames[nameID].name = name;
  581. setPlayerConnectedId(player, nameID);
  582. }
  583. void CVCMIServer::setPlayerHandicap(PlayerColor color, Handicap handicap)
  584. {
  585. if(color == PlayerColor::CANNOT_DETERMINE)
  586. return;
  587. si->playerInfos[color].handicap = handicap;
  588. int humanPlayer = 0;
  589. for (const auto & pi : si->playerInfos)
  590. if(pi.second.isControlledByHuman())
  591. humanPlayer++;
  592. if(humanPlayer < 2) // Singleplayer
  593. return;
  594. MetaString str;
  595. str.appendTextID("vcmi.lobby.handicap");
  596. str.appendRawString(" ");
  597. str.appendName(color);
  598. str.appendRawString(":");
  599. if(handicap.startBonus.empty() && handicap.percentIncome == 100 && handicap.percentGrowth == 100)
  600. {
  601. str.appendRawString(" ");
  602. str.appendTextID("core.genrltxt.523");
  603. announceTxt(str);
  604. return;
  605. }
  606. for(auto & res : EGameResID::ALL_RESOURCES())
  607. if(handicap.startBonus[res] != 0)
  608. {
  609. str.appendRawString(" ");
  610. str.appendName(res);
  611. str.appendRawString(":");
  612. str.appendRawString(std::to_string(handicap.startBonus[res]));
  613. }
  614. if(handicap.percentIncome != 100)
  615. {
  616. str.appendRawString(" ");
  617. str.appendTextID("core.jktext.32");
  618. str.appendRawString(":");
  619. str.appendRawString(std::to_string(handicap.percentIncome) + "%");
  620. }
  621. if(handicap.percentGrowth != 100)
  622. {
  623. str.appendRawString(" ");
  624. str.appendTextID("core.genrltxt.194");
  625. str.appendRawString(":");
  626. str.appendRawString(std::to_string(handicap.percentGrowth) + "%");
  627. }
  628. announceTxt(str);
  629. }
  630. void CVCMIServer::optionNextCastle(PlayerColor player, int dir)
  631. {
  632. PlayerSettings & s = si->playerInfos[player];
  633. FactionID & cur = s.castle;
  634. auto & allowed = getPlayerInfo(player).allowedFactions;
  635. const bool allowRandomTown = getPlayerInfo(player).isFactionRandom;
  636. if(cur == FactionID::NONE) //no change
  637. return;
  638. if(cur == FactionID::RANDOM) //first/last available
  639. {
  640. if(dir > 0)
  641. cur = *allowed.begin(); //id of first town
  642. else
  643. cur = *allowed.rbegin(); //id of last town
  644. }
  645. else // next/previous available
  646. {
  647. if((cur == *allowed.begin() && dir < 0) || (cur == *allowed.rbegin() && dir > 0))
  648. {
  649. if(allowRandomTown)
  650. {
  651. cur = FactionID::RANDOM;
  652. }
  653. else
  654. {
  655. if(dir > 0)
  656. cur = *allowed.begin();
  657. else
  658. cur = *allowed.rbegin();
  659. }
  660. }
  661. else
  662. {
  663. assert(dir >= -1 && dir <= 1); //othervice std::advance may go out of range
  664. auto iter = allowed.find(cur);
  665. std::advance(iter, dir);
  666. cur = *iter;
  667. }
  668. }
  669. if(s.hero.isValid() && !getPlayerInfo(player).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
  670. {
  671. s.hero = HeroTypeID::RANDOM;
  672. }
  673. if(!cur.isValid() && s.bonus == PlayerStartingBonus::RESOURCE)
  674. s.bonus = PlayerStartingBonus::RANDOM;
  675. }
  676. void CVCMIServer::optionSetCastle(PlayerColor player, FactionID id)
  677. {
  678. PlayerSettings & s = si->playerInfos[player];
  679. FactionID & cur = s.castle;
  680. auto & allowed = getPlayerInfo(player).allowedFactions;
  681. if(cur == FactionID::NONE) //no change
  682. return;
  683. if(allowed.find(id) == allowed.end() && id != FactionID::RANDOM) // valid id
  684. return;
  685. cur = static_cast<FactionID>(id);
  686. if(s.hero.isValid() && !getPlayerInfo(player).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
  687. {
  688. s.hero = HeroTypeID::RANDOM;
  689. }
  690. if(!cur.isValid() && s.bonus == PlayerStartingBonus::RESOURCE)
  691. s.bonus = PlayerStartingBonus::RANDOM;
  692. }
  693. void CVCMIServer::setCampaignMap(CampaignScenarioID mapId)
  694. {
  695. campaignMap = mapId;
  696. si->difficulty = si->campState->scenario(mapId).difficulty;
  697. campaignBonus = -1;
  698. updateStartInfoOnMapChange(si->campState->getMapInfo(mapId));
  699. }
  700. void CVCMIServer::setCampaignBonus(int bonusId)
  701. {
  702. campaignBonus = bonusId;
  703. const CampaignScenario & scenario = si->campState->scenario(campaignMap);
  704. const CampaignBonus & bonus = scenario.travelOptions.bonusesToChoose.at(bonusId);
  705. if(bonus.getType() == CampaignBonusType::HERO || bonus.getType() == CampaignBonusType::HEROES_FROM_PREVIOUS_SCENARIO)
  706. {
  707. PlayerColor startingPlayer = bonus.getType() == CampaignBonusType::HERO ?
  708. bonus.getValue<CampaignBonusStartingHero>().startingPlayer :
  709. bonus.getValue<CampaignBonusHeroesFromScenario>().startingPlayer;
  710. for(auto & elem : si->playerInfos)
  711. {
  712. if(elem.first == startingPlayer)
  713. setPlayerConnectedId(elem.second, 1);
  714. else
  715. setPlayerConnectedId(elem.second, PlayerSettings::PLAYER_AI);
  716. }
  717. }
  718. }
  719. void CVCMIServer::optionNextHero(PlayerColor player, int dir)
  720. {
  721. PlayerSettings & s = si->playerInfos[player];
  722. if(!s.castle.isValid() || s.hero == HeroTypeID::NONE)
  723. return;
  724. if(s.hero == HeroTypeID::RANDOM) // first/last available
  725. {
  726. if (dir > 0)
  727. s.hero = nextAllowedHero(player, HeroTypeID(-1), dir);
  728. else
  729. s.hero = nextAllowedHero(player, HeroTypeID(LIBRARY->heroh->size()), dir);
  730. }
  731. else
  732. {
  733. s.hero = nextAllowedHero(player, s.hero, dir);
  734. }
  735. }
  736. void CVCMIServer::optionSetHero(PlayerColor player, HeroTypeID id)
  737. {
  738. PlayerSettings & s = si->playerInfos[player];
  739. if(!s.castle.isValid() || s.hero == HeroTypeID::NONE)
  740. return;
  741. if(id == HeroTypeID::RANDOM)
  742. {
  743. s.hero = HeroTypeID::RANDOM;
  744. }
  745. if(canUseThisHero(player, id))
  746. s.hero = static_cast<HeroTypeID>(id);
  747. }
  748. HeroTypeID CVCMIServer::nextAllowedHero(PlayerColor player, HeroTypeID initial, int direction)
  749. {
  750. HeroTypeID first(initial.getNum() + direction);
  751. if(direction > 0)
  752. {
  753. for (auto i = first; i.getNum() < LIBRARY->heroh->size(); ++i)
  754. if(canUseThisHero(player, i))
  755. return i;
  756. }
  757. else
  758. {
  759. for (auto i = first; i.getNum() >= 0; --i)
  760. if(canUseThisHero(player, i))
  761. return i;
  762. }
  763. return HeroTypeID::RANDOM;
  764. }
  765. void CVCMIServer::optionNextBonus(PlayerColor player, int dir)
  766. {
  767. PlayerSettings & s = si->playerInfos[player];
  768. s.bonus = static_cast<PlayerStartingBonus>(static_cast<int>(s.bonus) + dir);
  769. if(s.hero == HeroTypeID::NONE &&
  770. getPlayerInfo(player).heroesNames.empty() &&
  771. s.bonus == PlayerStartingBonus::ARTIFACT) //no hero - can't be artifact
  772. {
  773. if(dir < 0)
  774. s.bonus = PlayerStartingBonus::RANDOM;
  775. else
  776. s.bonus = PlayerStartingBonus::GOLD;
  777. }
  778. if(s.bonus > PlayerStartingBonus::RESOURCE)
  779. s.bonus = PlayerStartingBonus::RANDOM;
  780. if(s.bonus < PlayerStartingBonus::RANDOM)
  781. s.bonus = PlayerStartingBonus::RESOURCE;
  782. if(s.castle == FactionID::RANDOM && s.bonus == PlayerStartingBonus::RESOURCE) //random castle - can't be resource
  783. {
  784. if(dir < 0)
  785. s.bonus = PlayerStartingBonus::GOLD;
  786. else
  787. s.bonus = PlayerStartingBonus::RANDOM;
  788. }
  789. }
  790. void CVCMIServer::optionSetBonus(PlayerColor player, PlayerStartingBonus id)
  791. {
  792. PlayerSettings & s = si->playerInfos[player];
  793. if(s.hero == HeroTypeID::NONE &&
  794. !getPlayerInfo(player).heroesNames.size() &&
  795. id == PlayerStartingBonus::ARTIFACT) //no hero - can't be artifact
  796. return;
  797. if(id > PlayerStartingBonus::RESOURCE)
  798. return;
  799. if(id < PlayerStartingBonus::RANDOM)
  800. return;
  801. if(s.castle == FactionID::RANDOM && id == PlayerStartingBonus::RESOURCE) //random castle - can't be resource
  802. return;
  803. s.bonus = id;
  804. }
  805. bool CVCMIServer::canUseThisHero(PlayerColor player, HeroTypeID ID)
  806. {
  807. if (!ID.hasValue())
  808. return false;
  809. if (ID.getNum() >= LIBRARY->heroh->size())
  810. return false;
  811. if (si->playerInfos[player].castle != ID.toHeroType()->heroClass->faction)
  812. return false;
  813. if (vstd::contains(getUsedHeroes(), ID))
  814. return false;
  815. if (!mi->mapHeader->allowedHeroes.count(ID))
  816. return false;
  817. for (const auto & disposedHero : mi->mapHeader->disposedHeroes)
  818. if (disposedHero.heroId == ID && !disposedHero.players.count(player))
  819. return false;
  820. return true;
  821. }
  822. std::vector<HeroTypeID> CVCMIServer::getUsedHeroes()
  823. {
  824. std::vector<HeroTypeID> heroIds;
  825. for(const auto & p : si->playerInfos)
  826. {
  827. const auto & heroes = getPlayerInfo(p.first).heroesNames;
  828. for(const auto & hero : heroes)
  829. if(hero.heroId.hasValue())
  830. heroIds.push_back(hero.heroId);
  831. if(p.second.hero != HeroTypeID::RANDOM)
  832. heroIds.push_back(p.second.hero);
  833. }
  834. return heroIds;
  835. }
  836. ui8 CVCMIServer::getIdOfFirstUnallocatedPlayer() const
  837. {
  838. for(auto i = playerNames.cbegin(); i != playerNames.cend(); i++)
  839. {
  840. if(!si->getPlayersSettings(i->first))
  841. return i->first;
  842. }
  843. return 0;
  844. }
  845. void CVCMIServer::multiplayerWelcomeMessage()
  846. {
  847. int humanPlayer = 0;
  848. for (const auto & pi : si->playerInfos)
  849. if(pi.second.isControlledByHuman())
  850. humanPlayer++;
  851. if(humanPlayer < 2) // Singleplayer
  852. return;
  853. gh->playerMessages->broadcastSystemMessage(MetaString::createFromTextID("vcmi.broadcast.command"));
  854. for (const auto & pi : si->playerInfos)
  855. if(!pi.second.handicap.startBonus.empty() || pi.second.handicap.percentIncome != 100 || pi.second.handicap.percentGrowth != 100)
  856. {
  857. MetaString str;
  858. str.appendTextID("vcmi.lobby.handicap");
  859. str.appendRawString(" ");
  860. str.appendName(pi.first);
  861. str.appendRawString(":");
  862. for(auto & res : EGameResID::ALL_RESOURCES())
  863. if(pi.second.handicap.startBonus[res] != 0)
  864. {
  865. str.appendRawString(" ");
  866. str.appendName(res);
  867. str.appendRawString(":");
  868. str.appendRawString(std::to_string(pi.second.handicap.startBonus[res]));
  869. }
  870. if(pi.second.handicap.percentIncome != 100)
  871. {
  872. str.appendRawString(" ");
  873. str.appendTextID("core.jktext.32");
  874. str.appendRawString(":");
  875. str.appendRawString(std::to_string(pi.second.handicap.percentIncome) + "%");
  876. }
  877. if(pi.second.handicap.percentGrowth != 100)
  878. {
  879. str.appendRawString(" ");
  880. str.appendTextID("core.genrltxt.194");
  881. str.appendRawString(":");
  882. str.appendRawString(std::to_string(pi.second.handicap.percentGrowth) + "%");
  883. }
  884. gh->playerMessages->broadcastSystemMessage(str);
  885. }
  886. std::vector<std::string> optionIds;
  887. if(si->extraOptionsInfo.cheatsAllowed)
  888. optionIds.emplace_back("vcmi.optionsTab.cheatAllowed.hover");
  889. if(si->extraOptionsInfo.unlimitedReplay)
  890. optionIds.emplace_back("vcmi.optionsTab.unlimitedReplay.hover");
  891. if(!optionIds.size()) // No settings to publish
  892. return;
  893. MetaString str;
  894. str.appendTextID("vcmi.optionsTab.extraOptions.hover");
  895. str.appendRawString(": ");
  896. for(int i = 0; i < optionIds.size(); i++)
  897. {
  898. str.appendTextID(optionIds[i]);
  899. if(i < optionIds.size() - 1)
  900. str.appendRawString(", ");
  901. }
  902. gh->playerMessages->broadcastSystemMessage(str);
  903. }
  904. INetworkHandler & CVCMIServer::getNetworkHandler()
  905. {
  906. return *networkHandler;
  907. }
  908. INetworkServer & CVCMIServer::getNetworkServer()
  909. {
  910. return *networkServer;
  911. }