CVCMIServer.cpp 27 KB

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  1. /*
  2. * CVCMIServer.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CVCMIServer.h"
  12. #include "CGameHandler.h"
  13. #include "GlobalLobbyProcessor.h"
  14. #include "LobbyNetPackVisitors.h"
  15. #include "processors/PlayerMessageProcessor.h"
  16. #include "../lib/CHeroHandler.h"
  17. #include "../lib/CPlayerState.h"
  18. #include "../lib/MetaString.h"
  19. #include "../lib/registerTypes/RegisterTypesLobbyPacks.h"
  20. #include "../lib/serializer/CMemorySerializer.h"
  21. #include "../lib/serializer/Connection.h"
  22. // UUID generation
  23. #include <boost/uuid/uuid.hpp>
  24. #include <boost/uuid/uuid_io.hpp>
  25. #include <boost/uuid/uuid_generators.hpp>
  26. #include <boost/program_options.hpp>
  27. template<typename T> class CApplyOnServer;
  28. class CBaseForServerApply
  29. {
  30. public:
  31. virtual bool applyOnServerBefore(CVCMIServer * srv, CPack * pack) const =0;
  32. virtual void applyOnServerAfter(CVCMIServer * srv, CPack * pack) const =0;
  33. virtual ~CBaseForServerApply() {}
  34. template<typename U> static CBaseForServerApply * getApplier(const U * t = nullptr)
  35. {
  36. return new CApplyOnServer<U>();
  37. }
  38. };
  39. template <typename T> class CApplyOnServer : public CBaseForServerApply
  40. {
  41. public:
  42. bool applyOnServerBefore(CVCMIServer * srv, CPack * pack) const override
  43. {
  44. T * ptr = static_cast<T *>(pack);
  45. ClientPermissionsCheckerNetPackVisitor checker(*srv);
  46. ptr->visit(checker);
  47. if(checker.getResult())
  48. {
  49. ApplyOnServerNetPackVisitor applier(*srv);
  50. ptr->visit(applier);
  51. return applier.getResult();
  52. }
  53. else
  54. return false;
  55. }
  56. void applyOnServerAfter(CVCMIServer * srv, CPack * pack) const override
  57. {
  58. T * ptr = static_cast<T *>(pack);
  59. ApplyOnServerAfterAnnounceNetPackVisitor applier(*srv);
  60. ptr->visit(applier);
  61. }
  62. };
  63. template <>
  64. class CApplyOnServer<CPack> : public CBaseForServerApply
  65. {
  66. public:
  67. bool applyOnServerBefore(CVCMIServer * srv, CPack * pack) const override
  68. {
  69. logGlobal->error("Cannot apply plain CPack!");
  70. assert(0);
  71. return false;
  72. }
  73. void applyOnServerAfter(CVCMIServer * srv, CPack * pack) const override
  74. {
  75. logGlobal->error("Cannot apply plain CPack!");
  76. assert(0);
  77. }
  78. };
  79. class CVCMIServerPackVisitor : public VCMI_LIB_WRAP_NAMESPACE(ICPackVisitor)
  80. {
  81. private:
  82. CVCMIServer & handler;
  83. std::shared_ptr<CGameHandler> gh;
  84. public:
  85. CVCMIServerPackVisitor(CVCMIServer & handler, std::shared_ptr<CGameHandler> gh)
  86. :handler(handler), gh(gh)
  87. {
  88. }
  89. bool callTyped() override { return false; }
  90. void visitForLobby(CPackForLobby & packForLobby) override
  91. {
  92. handler.handleReceivedPack(std::unique_ptr<CPackForLobby>(&packForLobby));
  93. }
  94. void visitForServer(CPackForServer & serverPack) override
  95. {
  96. if (gh)
  97. gh->handleReceivedPack(&serverPack);
  98. else
  99. logNetwork->error("Received pack for game server while in lobby!");
  100. }
  101. void visitForClient(CPackForClient & clientPack) override
  102. {
  103. }
  104. };
  105. CVCMIServer::CVCMIServer(uint16_t port, bool runByClient)
  106. : currentClientId(1)
  107. , currentPlayerId(1)
  108. , port(port)
  109. , runByClient(runByClient)
  110. {
  111. uuid = boost::uuids::to_string(boost::uuids::random_generator()());
  112. logNetwork->trace("CVCMIServer created! UUID: %s", uuid);
  113. applier = std::make_shared<CApplier<CBaseForServerApply>>();
  114. registerTypesLobbyPacks(*applier);
  115. networkHandler = INetworkHandler::createHandler();
  116. }
  117. CVCMIServer::~CVCMIServer() = default;
  118. uint16_t CVCMIServer::prepare(bool connectToLobby) {
  119. if(connectToLobby) {
  120. lobbyProcessor = std::make_unique<GlobalLobbyProcessor>(*this);
  121. return 0;
  122. } else {
  123. return startAcceptingIncomingConnections();
  124. }
  125. }
  126. uint16_t CVCMIServer::startAcceptingIncomingConnections()
  127. {
  128. port
  129. ? logNetwork->info("Port %d will be used", port)
  130. : logNetwork->info("Randomly assigned port will be used");
  131. // config port may be 0 => srvport will contain the OS-assigned port value
  132. networkServer = networkHandler->createServerTCP(*this);
  133. auto srvport = networkServer->start(port);
  134. logNetwork->info("Listening for connections at port %d", srvport);
  135. return srvport;
  136. }
  137. void CVCMIServer::onNewConnection(const std::shared_ptr<INetworkConnection> & connection)
  138. {
  139. if(getState() == EServerState::LOBBY)
  140. {
  141. activeConnections.push_back(std::make_shared<CConnection>(connection));
  142. activeConnections.back()->enterLobbyConnectionMode();
  143. }
  144. else
  145. {
  146. // TODO: reconnection support
  147. connection->close();
  148. }
  149. }
  150. void CVCMIServer::onPacketReceived(const std::shared_ptr<INetworkConnection> & connection, const std::vector<std::byte> & message)
  151. {
  152. std::shared_ptr<CConnection> c = findConnection(connection);
  153. if (c == nullptr)
  154. throw std::out_of_range("Unknown connection received in CVCMIServer::findConnection");
  155. auto pack = c->retrievePack(message);
  156. pack->c = c;
  157. CVCMIServerPackVisitor visitor(*this, this->gh);
  158. pack->visit(visitor);
  159. }
  160. void CVCMIServer::setState(EServerState value)
  161. {
  162. if (value == EServerState::SHUTDOWN && state == EServerState::SHUTDOWN)
  163. logGlobal->warn("Attempt to shutdown already shutdown server!");
  164. // do not attempt to restart dying server
  165. assert(state != EServerState::SHUTDOWN || state == value);
  166. state = value;
  167. if (state == EServerState::SHUTDOWN)
  168. networkHandler->stop();
  169. }
  170. EServerState CVCMIServer::getState() const
  171. {
  172. return state;
  173. }
  174. std::shared_ptr<CConnection> CVCMIServer::findConnection(const std::shared_ptr<INetworkConnection> & netConnection)
  175. {
  176. for(const auto & gameConnection : activeConnections)
  177. {
  178. if (gameConnection->isMyConnection(netConnection))
  179. return gameConnection;
  180. }
  181. return nullptr;
  182. }
  183. bool CVCMIServer::wasStartedByClient() const
  184. {
  185. return runByClient;
  186. }
  187. void CVCMIServer::run()
  188. {
  189. networkHandler->run();
  190. }
  191. void CVCMIServer::onTimer()
  192. {
  193. // we might receive onTimer call after transitioning from GAMEPLAY to LOBBY state, e.g. on game restart
  194. if (getState() != EServerState::GAMEPLAY)
  195. return;
  196. static const auto serverUpdateInterval = std::chrono::milliseconds(100);
  197. auto timeNow = std::chrono::steady_clock::now();
  198. auto timePassedBefore = lastTimerUpdateTime - gameplayStartTime;
  199. auto timePassedNow = timeNow - gameplayStartTime;
  200. lastTimerUpdateTime = timeNow;
  201. auto msPassedBefore = std::chrono::duration_cast<std::chrono::milliseconds>(timePassedBefore);
  202. auto msPassedNow = std::chrono::duration_cast<std::chrono::milliseconds>(timePassedNow);
  203. auto msDelta = msPassedNow - msPassedBefore;
  204. if (msDelta.count())
  205. gh->tick(msDelta.count());
  206. networkHandler->createTimer(*this, serverUpdateInterval);
  207. }
  208. void CVCMIServer::prepareToRestart()
  209. {
  210. if(getState() != EServerState::GAMEPLAY)
  211. {
  212. assert(0);
  213. return;
  214. }
  215. * si = * gh->gs->initialOpts;
  216. si->seedToBeUsed = si->seedPostInit = 0;
  217. setState(EServerState::LOBBY);
  218. if (si->campState)
  219. {
  220. assert(si->campState->currentScenario().has_value());
  221. campaignMap = si->campState->currentScenario().value_or(CampaignScenarioID(0));
  222. campaignBonus = si->campState->getBonusID(campaignMap).value_or(-1);
  223. }
  224. for(auto activeConnection : activeConnections)
  225. activeConnection->enterLobbyConnectionMode();
  226. gh = nullptr;
  227. }
  228. bool CVCMIServer::prepareToStartGame()
  229. {
  230. Load::ProgressAccumulator progressTracking;
  231. Load::Progress current(1);
  232. progressTracking.include(current);
  233. if (lobbyProcessor)
  234. lobbyProcessor->sendGameStarted();
  235. auto progressTrackingThread = boost::thread([this, &progressTracking]()
  236. {
  237. auto currentProgress = std::numeric_limits<Load::Type>::max();
  238. while(!progressTracking.finished())
  239. {
  240. if(progressTracking.get() != currentProgress)
  241. {
  242. //FIXME: UNGUARDED MULTITHREADED ACCESS!!!
  243. currentProgress = progressTracking.get();
  244. std::unique_ptr<LobbyLoadProgress> loadProgress(new LobbyLoadProgress);
  245. loadProgress->progress = currentProgress;
  246. announcePack(std::move(loadProgress));
  247. }
  248. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  249. }
  250. });
  251. gh = std::make_shared<CGameHandler>(this);
  252. switch(si->mode)
  253. {
  254. case EStartMode::CAMPAIGN:
  255. logNetwork->info("Preparing to start new campaign");
  256. si->startTimeIso8601 = vstd::getDateTimeISO8601Basic(std::time(nullptr));
  257. si->fileURI = mi->fileURI;
  258. si->campState->setCurrentMap(campaignMap);
  259. si->campState->setCurrentMapBonus(campaignBonus);
  260. gh->init(si.get(), progressTracking);
  261. break;
  262. case EStartMode::NEW_GAME:
  263. logNetwork->info("Preparing to start new game");
  264. si->startTimeIso8601 = vstd::getDateTimeISO8601Basic(std::time(nullptr));
  265. si->fileURI = mi->fileURI;
  266. gh->init(si.get(), progressTracking);
  267. break;
  268. case EStartMode::LOAD_GAME:
  269. logNetwork->info("Preparing to start loaded game");
  270. if(!gh->load(si->mapname))
  271. {
  272. current.finish();
  273. progressTrackingThread.join();
  274. return false;
  275. }
  276. break;
  277. default:
  278. logNetwork->error("Wrong mode in StartInfo!");
  279. assert(0);
  280. break;
  281. }
  282. current.finish();
  283. progressTrackingThread.join();
  284. return true;
  285. }
  286. void CVCMIServer::startGameImmediately()
  287. {
  288. for(auto activeConnection : activeConnections)
  289. activeConnection->enterGameplayConnectionMode(gh->gs);
  290. gh->start(si->mode == EStartMode::LOAD_GAME);
  291. setState(EServerState::GAMEPLAY);
  292. lastTimerUpdateTime = gameplayStartTime = std::chrono::steady_clock::now();
  293. onTimer();
  294. multiplayerWelcomeMessage();
  295. }
  296. void CVCMIServer::onDisconnected(const std::shared_ptr<INetworkConnection> & connection, const std::string & errorMessage)
  297. {
  298. logNetwork->error("Network error receiving a pack. Connection has been closed");
  299. std::shared_ptr<CConnection> c = findConnection(connection);
  300. if (!c)
  301. return; // player have already disconnected via clientDisconnected call
  302. vstd::erase(activeConnections, c);
  303. if(activeConnections.empty() || hostClientId == c->connectionID)
  304. {
  305. setState(EServerState::SHUTDOWN);
  306. return;
  307. }
  308. if(gh && getState() == EServerState::GAMEPLAY)
  309. {
  310. gh->handleClientDisconnection(c);
  311. auto lcd = std::make_unique<LobbyClientDisconnected>();
  312. lcd->c = c;
  313. lcd->clientId = c->connectionID;
  314. handleReceivedPack(std::move(lcd));
  315. }
  316. }
  317. void CVCMIServer::handleReceivedPack(std::unique_ptr<CPackForLobby> pack)
  318. {
  319. CBaseForServerApply * apply = applier->getApplier(CTypeList::getInstance().getTypeID(pack.get()));
  320. if(apply->applyOnServerBefore(this, pack.get()))
  321. announcePack(std::move(pack));
  322. }
  323. void CVCMIServer::announcePack(std::unique_ptr<CPackForLobby> pack)
  324. {
  325. for(auto activeConnection : activeConnections)
  326. {
  327. // FIXME: we need to avoid sending something to client that not yet get answer for LobbyClientConnected
  328. // Until UUID set we only pass LobbyClientConnected to this client
  329. //if(c->uuid == uuid && !dynamic_cast<LobbyClientConnected *>(pack.get()))
  330. // continue;
  331. activeConnection->sendPack(pack.get());
  332. }
  333. applier->getApplier(CTypeList::getInstance().getTypeID(pack.get()))->applyOnServerAfter(this, pack.get());
  334. }
  335. void CVCMIServer::announceMessage(const MetaString & txt)
  336. {
  337. logNetwork->info("Show message: %s", txt.toString());
  338. auto cm = std::make_unique<LobbyShowMessage>();
  339. cm->message = txt;
  340. announcePack(std::move(cm));
  341. }
  342. void CVCMIServer::announceMessage(const std::string & txt)
  343. {
  344. MetaString str;
  345. str.appendRawString(txt);
  346. announceMessage(str);
  347. }
  348. void CVCMIServer::announceTxt(const MetaString & txt, const std::string & playerName)
  349. {
  350. logNetwork->info("%s says: %s", playerName, txt.toString());
  351. auto cm = std::make_unique<LobbyChatMessage>();
  352. cm->playerName = playerName;
  353. cm->message = txt;
  354. announcePack(std::move(cm));
  355. }
  356. void CVCMIServer::announceTxt(const std::string & txt, const std::string & playerName)
  357. {
  358. MetaString str;
  359. str.appendRawString(txt);
  360. announceTxt(str, playerName);
  361. }
  362. bool CVCMIServer::passHost(int toConnectionId)
  363. {
  364. for(auto activeConnection : activeConnections)
  365. {
  366. if(isClientHost(activeConnection->connectionID))
  367. continue;
  368. if(activeConnection->connectionID != toConnectionId)
  369. continue;
  370. hostClientId = activeConnection->connectionID;
  371. announceTxt(boost::str(boost::format("Pass host to connection %d") % toConnectionId));
  372. return true;
  373. }
  374. return false;
  375. }
  376. void CVCMIServer::clientConnected(std::shared_ptr<CConnection> c, std::vector<std::string> & names, const std::string & uuid, EStartMode mode)
  377. {
  378. assert(getState() == EServerState::LOBBY);
  379. c->connectionID = currentClientId++;
  380. if(hostClientId == -1)
  381. {
  382. hostClientId = c->connectionID;
  383. si->mode = mode;
  384. }
  385. logNetwork->info("Connection with client %d established. UUID: %s", c->connectionID, c->uuid);
  386. for(auto & name : names)
  387. {
  388. logNetwork->info("Client %d player: %s", c->connectionID, name);
  389. ui8 id = currentPlayerId++;
  390. ClientPlayer cp;
  391. cp.connection = c->connectionID;
  392. cp.name = name;
  393. playerNames.insert(std::make_pair(id, cp));
  394. announceTxt(boost::str(boost::format("%s (pid %d cid %d) joins the game") % name % id % c->connectionID));
  395. //put new player in first slot with AI
  396. for(auto & elem : si->playerInfos)
  397. {
  398. if(elem.second.isControlledByAI() && !elem.second.compOnly)
  399. {
  400. setPlayerConnectedId(elem.second, id);
  401. break;
  402. }
  403. }
  404. }
  405. }
  406. void CVCMIServer::clientDisconnected(std::shared_ptr<CConnection> connection)
  407. {
  408. connection->getConnection()->close();
  409. vstd::erase(activeConnections, connection);
  410. // PlayerReinitInterface startAiPack;
  411. // startAiPack.playerConnectionId = PlayerSettings::PLAYER_AI;
  412. //
  413. // for(auto it = playerNames.begin(); it != playerNames.end();)
  414. // {
  415. // if(it->second.connection != c->connectionID)
  416. // {
  417. // ++it;
  418. // continue;
  419. // }
  420. //
  421. // int id = it->first;
  422. // std::string playerLeftMsgText = boost::str(boost::format("%s (pid %d cid %d) left the game") % id % playerNames[id].name % c->connectionID);
  423. // announceTxt(playerLeftMsgText); //send lobby text, it will be ignored for non-lobby clients
  424. // auto * playerSettings = si->getPlayersSettings(id);
  425. // if(!playerSettings)
  426. // {
  427. // ++it;
  428. // continue;
  429. // }
  430. //
  431. // it = playerNames.erase(it);
  432. // setPlayerConnectedId(*playerSettings, PlayerSettings::PLAYER_AI);
  433. //
  434. // if(gh && si && state == EServerState::GAMEPLAY)
  435. // {
  436. // gh->playerMessages->broadcastMessage(playerSettings->color, playerLeftMsgText);
  437. // // gh->connections[playerSettings->color].insert(hostClient);
  438. // startAiPack.players.push_back(playerSettings->color);
  439. // }
  440. // }
  441. //
  442. // if(!startAiPack.players.empty())
  443. // gh->sendAndApply(&startAiPack);
  444. }
  445. void CVCMIServer::reconnectPlayer(int connId)
  446. {
  447. PlayerReinitInterface startAiPack;
  448. startAiPack.playerConnectionId = connId;
  449. if(gh && si && getState() == EServerState::GAMEPLAY)
  450. {
  451. for(auto it = playerNames.begin(); it != playerNames.end(); ++it)
  452. {
  453. if(it->second.connection != connId)
  454. continue;
  455. int id = it->first;
  456. auto * playerSettings = si->getPlayersSettings(id);
  457. if(!playerSettings)
  458. continue;
  459. std::string messageText = boost::str(boost::format("%s (cid %d) is connected") % playerSettings->name % connId);
  460. gh->playerMessages->broadcastMessage(playerSettings->color, messageText);
  461. startAiPack.players.push_back(playerSettings->color);
  462. }
  463. if(!startAiPack.players.empty())
  464. gh->sendAndApply(&startAiPack);
  465. }
  466. }
  467. void CVCMIServer::setPlayerConnectedId(PlayerSettings & pset, ui8 player) const
  468. {
  469. if(vstd::contains(playerNames, player))
  470. pset.name = playerNames.find(player)->second.name;
  471. else
  472. pset.name = VLC->generaltexth->allTexts[468]; //Computer
  473. pset.connectedPlayerIDs.clear();
  474. if(player != PlayerSettings::PLAYER_AI)
  475. pset.connectedPlayerIDs.insert(player);
  476. }
  477. void CVCMIServer::updateStartInfoOnMapChange(std::shared_ptr<CMapInfo> mapInfo, std::shared_ptr<CMapGenOptions> mapGenOpts)
  478. {
  479. mi = mapInfo;
  480. if(!mi)
  481. return;
  482. auto namesIt = playerNames.cbegin();
  483. si->playerInfos.clear();
  484. if(mi->scenarioOptionsOfSave)
  485. {
  486. si = CMemorySerializer::deepCopy(*mi->scenarioOptionsOfSave);
  487. si->mode = EStartMode::LOAD_GAME;
  488. if(si->campState)
  489. campaignMap = si->campState->currentScenario().value();
  490. for(auto & ps : si->playerInfos)
  491. {
  492. if(!ps.second.compOnly && ps.second.connectedPlayerIDs.size() && namesIt != playerNames.cend())
  493. {
  494. setPlayerConnectedId(ps.second, namesIt++->first);
  495. }
  496. else
  497. {
  498. setPlayerConnectedId(ps.second, PlayerSettings::PLAYER_AI);
  499. }
  500. }
  501. }
  502. else if(si->mode == EStartMode::NEW_GAME || si->mode == EStartMode::CAMPAIGN)
  503. {
  504. if(mi->campaign)
  505. return;
  506. for(int i = 0; i < mi->mapHeader->players.size(); i++)
  507. {
  508. const PlayerInfo & pinfo = mi->mapHeader->players[i];
  509. //neither computer nor human can play - no player
  510. if(!(pinfo.canHumanPlay || pinfo.canComputerPlay))
  511. continue;
  512. PlayerSettings & pset = si->playerInfos[PlayerColor(i)];
  513. pset.color = PlayerColor(i);
  514. if(pinfo.canHumanPlay && namesIt != playerNames.cend())
  515. {
  516. setPlayerConnectedId(pset, namesIt++->first);
  517. }
  518. else
  519. {
  520. setPlayerConnectedId(pset, PlayerSettings::PLAYER_AI);
  521. if(!pinfo.canHumanPlay)
  522. {
  523. pset.compOnly = true;
  524. }
  525. }
  526. pset.castle = pinfo.defaultCastle();
  527. pset.hero = pinfo.defaultHero();
  528. if(pset.hero != HeroTypeID::RANDOM && pinfo.hasCustomMainHero())
  529. {
  530. pset.hero = pinfo.mainCustomHeroId;
  531. pset.heroNameTextId = pinfo.mainCustomHeroNameTextId;
  532. pset.heroPortrait = pinfo.mainCustomHeroPortrait;
  533. }
  534. pset.handicap = PlayerSettings::NO_HANDICAP;
  535. }
  536. if(mi->isRandomMap && mapGenOpts)
  537. si->mapGenOptions = std::shared_ptr<CMapGenOptions>(mapGenOpts);
  538. else
  539. si->mapGenOptions.reset();
  540. }
  541. if (lobbyProcessor)
  542. {
  543. std::string roomDescription;
  544. if (si->mapGenOptions)
  545. {
  546. if (si->mapGenOptions->getMapTemplate())
  547. roomDescription = si->mapGenOptions->getMapTemplate()->getName();
  548. // else - no template selected.
  549. // TODO: handle this somehow?
  550. }
  551. else
  552. roomDescription = mi->getNameTranslated();
  553. lobbyProcessor->sendChangeRoomDescription(roomDescription);
  554. }
  555. si->mapname = mi->fileURI;
  556. }
  557. void CVCMIServer::updateAndPropagateLobbyState()
  558. {
  559. // Update player settings for RMG
  560. // TODO: find appropriate location for this code
  561. if(si->mapGenOptions && si->mode == EStartMode::NEW_GAME)
  562. {
  563. for(const auto & psetPair : si->playerInfos)
  564. {
  565. const auto & pset = psetPair.second;
  566. si->mapGenOptions->setStartingTownForPlayer(pset.color, pset.castle);
  567. si->mapGenOptions->setStartingHeroForPlayer(pset.color, pset.hero);
  568. if(pset.isControlledByHuman())
  569. {
  570. si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::HUMAN);
  571. }
  572. else
  573. {
  574. si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::AI);
  575. }
  576. }
  577. }
  578. auto lus = std::make_unique<LobbyUpdateState>();
  579. lus->state = *this;
  580. announcePack(std::move(lus));
  581. }
  582. void CVCMIServer::setPlayer(PlayerColor clickedColor)
  583. {
  584. struct PlayerToRestore
  585. {
  586. PlayerColor color;
  587. int id;
  588. void reset() { id = -1; color = PlayerColor::CANNOT_DETERMINE; }
  589. PlayerToRestore(){ reset(); }
  590. } playerToRestore;
  591. PlayerSettings & clicked = si->playerInfos[clickedColor];
  592. //identify clicked player
  593. int clickedNameID = 0; //number of player - zero means AI, assume it initially
  594. if(clicked.isControlledByHuman())
  595. clickedNameID = *(clicked.connectedPlayerIDs.begin()); //if not AI - set appropriate ID
  596. if(clickedNameID > 0 && playerToRestore.id == clickedNameID) //player to restore is about to being replaced -> put him back to the old place
  597. {
  598. PlayerSettings & restPos = si->playerInfos[playerToRestore.color];
  599. setPlayerConnectedId(restPos, playerToRestore.id);
  600. playerToRestore.reset();
  601. }
  602. int newPlayer; //which player will take clicked position
  603. //who will be put here?
  604. if(!clickedNameID) //AI player clicked -> if possible replace computer with unallocated player
  605. {
  606. newPlayer = getIdOfFirstUnallocatedPlayer();
  607. if(!newPlayer) //no "free" player -> get just first one
  608. newPlayer = playerNames.begin()->first;
  609. }
  610. else //human clicked -> take next
  611. {
  612. auto i = playerNames.find(clickedNameID); //clicked one
  613. i++; //player AFTER clicked one
  614. if(i != playerNames.end())
  615. newPlayer = i->first;
  616. else
  617. newPlayer = 0; //AI if we scrolled through all players
  618. }
  619. setPlayerConnectedId(clicked, newPlayer); //put player
  620. //if that player was somewhere else, we need to replace him with computer
  621. if(newPlayer) //not AI
  622. {
  623. for(auto i = si->playerInfos.begin(); i != si->playerInfos.end(); i++)
  624. {
  625. int curNameID = *(i->second.connectedPlayerIDs.begin());
  626. if(i->first != clickedColor && curNameID == newPlayer)
  627. {
  628. assert(i->second.connectedPlayerIDs.size());
  629. playerToRestore.color = i->first;
  630. playerToRestore.id = newPlayer;
  631. setPlayerConnectedId(i->second, PlayerSettings::PLAYER_AI); //set computer
  632. break;
  633. }
  634. }
  635. }
  636. }
  637. void CVCMIServer::setPlayerName(PlayerColor color, std::string name)
  638. {
  639. if(color == PlayerColor::CANNOT_DETERMINE)
  640. return;
  641. PlayerSettings & player = si->playerInfos.at(color);
  642. if(!player.isControlledByHuman())
  643. return;
  644. if(player.connectedPlayerIDs.empty())
  645. return;
  646. int nameID = *(player.connectedPlayerIDs.begin()); //if not AI - set appropriate ID
  647. playerNames[nameID].name = name;
  648. setPlayerConnectedId(player, nameID);
  649. }
  650. void CVCMIServer::optionNextCastle(PlayerColor player, int dir)
  651. {
  652. PlayerSettings & s = si->playerInfos[player];
  653. FactionID & cur = s.castle;
  654. auto & allowed = getPlayerInfo(player).allowedFactions;
  655. const bool allowRandomTown = getPlayerInfo(player).isFactionRandom;
  656. if(cur == FactionID::NONE) //no change
  657. return;
  658. if(cur == FactionID::RANDOM) //first/last available
  659. {
  660. if(dir > 0)
  661. cur = *allowed.begin(); //id of first town
  662. else
  663. cur = *allowed.rbegin(); //id of last town
  664. }
  665. else // next/previous available
  666. {
  667. if((cur == *allowed.begin() && dir < 0) || (cur == *allowed.rbegin() && dir > 0))
  668. {
  669. if(allowRandomTown)
  670. {
  671. cur = FactionID::RANDOM;
  672. }
  673. else
  674. {
  675. if(dir > 0)
  676. cur = *allowed.begin();
  677. else
  678. cur = *allowed.rbegin();
  679. }
  680. }
  681. else
  682. {
  683. assert(dir >= -1 && dir <= 1); //othervice std::advance may go out of range
  684. auto iter = allowed.find(cur);
  685. std::advance(iter, dir);
  686. cur = *iter;
  687. }
  688. }
  689. if(s.hero.isValid() && !getPlayerInfo(player).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
  690. {
  691. s.hero = HeroTypeID::RANDOM;
  692. }
  693. if(!cur.isValid() && s.bonus == PlayerStartingBonus::RESOURCE)
  694. s.bonus = PlayerStartingBonus::RANDOM;
  695. }
  696. void CVCMIServer::optionSetCastle(PlayerColor player, FactionID id)
  697. {
  698. PlayerSettings & s = si->playerInfos[player];
  699. FactionID & cur = s.castle;
  700. auto & allowed = getPlayerInfo(player).allowedFactions;
  701. if(cur == FactionID::NONE) //no change
  702. return;
  703. if(allowed.find(id) == allowed.end() && id != FactionID::RANDOM) // valid id
  704. return;
  705. cur = static_cast<FactionID>(id);
  706. if(s.hero.isValid() && !getPlayerInfo(player).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
  707. {
  708. s.hero = HeroTypeID::RANDOM;
  709. }
  710. if(!cur.isValid() && s.bonus == PlayerStartingBonus::RESOURCE)
  711. s.bonus = PlayerStartingBonus::RANDOM;
  712. }
  713. void CVCMIServer::setCampaignMap(CampaignScenarioID mapId)
  714. {
  715. campaignMap = mapId;
  716. si->difficulty = si->campState->scenario(mapId).difficulty;
  717. campaignBonus = -1;
  718. updateStartInfoOnMapChange(si->campState->getMapInfo(mapId));
  719. }
  720. void CVCMIServer::setCampaignBonus(int bonusId)
  721. {
  722. campaignBonus = bonusId;
  723. const CampaignScenario & scenario = si->campState->scenario(campaignMap);
  724. const std::vector<CampaignBonus> & bonDescs = scenario.travelOptions.bonusesToChoose;
  725. if(bonDescs[bonusId].type == CampaignBonusType::HERO)
  726. {
  727. for(auto & elem : si->playerInfos)
  728. {
  729. if(elem.first == PlayerColor(bonDescs[bonusId].info1))
  730. setPlayerConnectedId(elem.second, 1);
  731. else
  732. setPlayerConnectedId(elem.second, PlayerSettings::PLAYER_AI);
  733. }
  734. }
  735. }
  736. void CVCMIServer::optionNextHero(PlayerColor player, int dir)
  737. {
  738. PlayerSettings & s = si->playerInfos[player];
  739. if(!s.castle.isValid() || s.hero == HeroTypeID::NONE)
  740. return;
  741. if(s.hero == HeroTypeID::RANDOM) // first/last available
  742. {
  743. if (dir > 0)
  744. s.hero = nextAllowedHero(player, HeroTypeID(-1), dir);
  745. else
  746. s.hero = nextAllowedHero(player, HeroTypeID(VLC->heroh->size()), dir);
  747. }
  748. else
  749. {
  750. s.hero = nextAllowedHero(player, s.hero, dir);
  751. }
  752. }
  753. void CVCMIServer::optionSetHero(PlayerColor player, HeroTypeID id)
  754. {
  755. PlayerSettings & s = si->playerInfos[player];
  756. if(!s.castle.isValid() || s.hero == HeroTypeID::NONE)
  757. return;
  758. if(id == HeroTypeID::RANDOM)
  759. {
  760. s.hero = HeroTypeID::RANDOM;
  761. }
  762. if(canUseThisHero(player, id))
  763. s.hero = static_cast<HeroTypeID>(id);
  764. }
  765. HeroTypeID CVCMIServer::nextAllowedHero(PlayerColor player, HeroTypeID initial, int direction)
  766. {
  767. HeroTypeID first(initial.getNum() + direction);
  768. if(direction > 0)
  769. {
  770. for (auto i = first; i.getNum() < VLC->heroh->size(); ++i)
  771. if(canUseThisHero(player, i))
  772. return i;
  773. }
  774. else
  775. {
  776. for (auto i = first; i.getNum() >= 0; --i)
  777. if(canUseThisHero(player, i))
  778. return i;
  779. }
  780. return HeroTypeID::RANDOM;
  781. }
  782. void CVCMIServer::optionNextBonus(PlayerColor player, int dir)
  783. {
  784. PlayerSettings & s = si->playerInfos[player];
  785. PlayerStartingBonus & ret = s.bonus = static_cast<PlayerStartingBonus>(static_cast<int>(s.bonus) + dir);
  786. if(s.hero == HeroTypeID::NONE &&
  787. !getPlayerInfo(player).heroesNames.size() &&
  788. ret == PlayerStartingBonus::ARTIFACT) //no hero - can't be artifact
  789. {
  790. if(dir < 0)
  791. ret = PlayerStartingBonus::RANDOM;
  792. else
  793. ret = PlayerStartingBonus::GOLD;
  794. }
  795. if(ret > PlayerStartingBonus::RESOURCE)
  796. ret = PlayerStartingBonus::RANDOM;
  797. if(ret < PlayerStartingBonus::RANDOM)
  798. ret = PlayerStartingBonus::RESOURCE;
  799. if(s.castle == FactionID::RANDOM && ret == PlayerStartingBonus::RESOURCE) //random castle - can't be resource
  800. {
  801. if(dir < 0)
  802. ret = PlayerStartingBonus::GOLD;
  803. else
  804. ret = PlayerStartingBonus::RANDOM;
  805. }
  806. }
  807. void CVCMIServer::optionSetBonus(PlayerColor player, PlayerStartingBonus id)
  808. {
  809. PlayerSettings & s = si->playerInfos[player];
  810. if(s.hero == HeroTypeID::NONE &&
  811. !getPlayerInfo(player).heroesNames.size() &&
  812. id == PlayerStartingBonus::ARTIFACT) //no hero - can't be artifact
  813. return;
  814. if(id > PlayerStartingBonus::RESOURCE)
  815. return;
  816. if(id < PlayerStartingBonus::RANDOM)
  817. return;
  818. if(s.castle == FactionID::RANDOM && id == PlayerStartingBonus::RESOURCE) //random castle - can't be resource
  819. return;
  820. s.bonus = id;
  821. }
  822. bool CVCMIServer::canUseThisHero(PlayerColor player, HeroTypeID ID)
  823. {
  824. return VLC->heroh->size() > ID
  825. && si->playerInfos[player].castle == VLC->heroh->objects[ID]->heroClass->faction
  826. && !vstd::contains(getUsedHeroes(), ID)
  827. && mi->mapHeader->allowedHeroes.count(ID);
  828. }
  829. std::vector<HeroTypeID> CVCMIServer::getUsedHeroes()
  830. {
  831. std::vector<HeroTypeID> heroIds;
  832. for(auto & p : si->playerInfos)
  833. {
  834. const auto & heroes = getPlayerInfo(p.first).heroesNames;
  835. for(auto & hero : heroes)
  836. if(hero.heroId >= 0) //in VCMI map format heroId = -1 means random hero
  837. heroIds.push_back(hero.heroId);
  838. if(p.second.hero != HeroTypeID::RANDOM)
  839. heroIds.push_back(p.second.hero);
  840. }
  841. return heroIds;
  842. }
  843. ui8 CVCMIServer::getIdOfFirstUnallocatedPlayer() const
  844. {
  845. for(auto i = playerNames.cbegin(); i != playerNames.cend(); i++)
  846. {
  847. if(!si->getPlayersSettings(i->first))
  848. return i->first;
  849. }
  850. return 0;
  851. }
  852. void CVCMIServer::multiplayerWelcomeMessage()
  853. {
  854. int humanPlayer = 0;
  855. for (const auto & pi : si->playerInfos)
  856. if(pi.second.isControlledByHuman())
  857. humanPlayer++;
  858. if(humanPlayer < 2) // Singleplayer
  859. return;
  860. gh->playerMessages->broadcastSystemMessage("Use '!help' to list available commands");
  861. std::vector<std::string> optionIds;
  862. if(si->extraOptionsInfo.cheatsAllowed)
  863. optionIds.emplace_back("vcmi.optionsTab.cheatAllowed.hover");
  864. if(si->extraOptionsInfo.unlimitedReplay)
  865. optionIds.emplace_back("vcmi.optionsTab.unlimitedReplay.hover");
  866. if(!optionIds.size()) // No settings to publish
  867. return;
  868. MetaString str;
  869. str.appendTextID("vcmi.optionsTab.extraOptions.hover");
  870. str.appendRawString(": ");
  871. for(int i = 0; i < optionIds.size(); i++)
  872. {
  873. str.appendTextID(optionIds[i]);
  874. if(i < optionIds.size() - 1)
  875. str.appendRawString(", ");
  876. }
  877. gh->playerMessages->broadcastSystemMessage(str);
  878. }
  879. INetworkHandler & CVCMIServer::getNetworkHandler()
  880. {
  881. return *networkHandler;
  882. }