CVCMIServer.cpp 26 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985
  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/MetaString.h"
  18. #include "../lib/registerTypes/RegisterTypesLobbyPacks.h"
  19. #include "../lib/serializer/CMemorySerializer.h"
  20. #include "../lib/serializer/Connection.h"
  21. // UUID generation
  22. #include <boost/uuid/uuid.hpp>
  23. #include <boost/uuid/uuid_io.hpp>
  24. #include <boost/uuid/uuid_generators.hpp>
  25. #include <boost/program_options.hpp>
  26. template<typename T> class CApplyOnServer;
  27. class CBaseForServerApply
  28. {
  29. public:
  30. virtual bool applyOnServerBefore(CVCMIServer * srv, CPack * pack) const =0;
  31. virtual void applyOnServerAfter(CVCMIServer * srv, CPack * pack) const =0;
  32. virtual ~CBaseForServerApply() {}
  33. template<typename U> static CBaseForServerApply * getApplier(const U * t = nullptr)
  34. {
  35. return new CApplyOnServer<U>();
  36. }
  37. };
  38. template <typename T> class CApplyOnServer : public CBaseForServerApply
  39. {
  40. public:
  41. bool applyOnServerBefore(CVCMIServer * srv, CPack * pack) const override
  42. {
  43. T * ptr = static_cast<T *>(pack);
  44. ClientPermissionsCheckerNetPackVisitor checker(*srv);
  45. ptr->visit(checker);
  46. if(checker.getResult())
  47. {
  48. ApplyOnServerNetPackVisitor applier(*srv);
  49. ptr->visit(applier);
  50. return applier.getResult();
  51. }
  52. else
  53. return false;
  54. }
  55. void applyOnServerAfter(CVCMIServer * srv, CPack * pack) const override
  56. {
  57. T * ptr = static_cast<T *>(pack);
  58. ApplyOnServerAfterAnnounceNetPackVisitor applier(*srv);
  59. ptr->visit(applier);
  60. }
  61. };
  62. template <>
  63. class CApplyOnServer<CPack> : public CBaseForServerApply
  64. {
  65. public:
  66. bool applyOnServerBefore(CVCMIServer * srv, CPack * pack) const override
  67. {
  68. logGlobal->error("Cannot apply plain CPack!");
  69. assert(0);
  70. return false;
  71. }
  72. void applyOnServerAfter(CVCMIServer * srv, CPack * pack) const override
  73. {
  74. logGlobal->error("Cannot apply plain CPack!");
  75. assert(0);
  76. }
  77. };
  78. class CVCMIServerPackVisitor : public VCMI_LIB_WRAP_NAMESPACE(ICPackVisitor)
  79. {
  80. private:
  81. CVCMIServer & handler;
  82. std::shared_ptr<CGameHandler> gh;
  83. public:
  84. CVCMIServerPackVisitor(CVCMIServer & handler, std::shared_ptr<CGameHandler> gh)
  85. :handler(handler), gh(gh)
  86. {
  87. }
  88. bool callTyped() override { return false; }
  89. void visitForLobby(CPackForLobby & packForLobby) override
  90. {
  91. handler.handleReceivedPack(std::unique_ptr<CPackForLobby>(&packForLobby));
  92. }
  93. void visitForServer(CPackForServer & serverPack) override
  94. {
  95. if (gh)
  96. gh->handleReceivedPack(&serverPack);
  97. else
  98. logNetwork->error("Received pack for game server while in lobby!");
  99. }
  100. void visitForClient(CPackForClient & clientPack) override
  101. {
  102. }
  103. };
  104. CVCMIServer::CVCMIServer(uint16_t port, bool connectToLobby, bool runByClient)
  105. : currentClientId(1)
  106. , currentPlayerId(1)
  107. , port(port)
  108. , runByClient(runByClient)
  109. {
  110. uuid = boost::uuids::to_string(boost::uuids::random_generator()());
  111. logNetwork->trace("CVCMIServer created! UUID: %s", uuid);
  112. applier = std::make_shared<CApplier<CBaseForServerApply>>();
  113. registerTypesLobbyPacks(*applier);
  114. networkHandler = INetworkHandler::createHandler();
  115. if(connectToLobby)
  116. lobbyProcessor = std::make_unique<GlobalLobbyProcessor>(*this);
  117. else
  118. startAcceptingIncomingConnections();
  119. }
  120. CVCMIServer::~CVCMIServer() = default;
  121. void CVCMIServer::startAcceptingIncomingConnections()
  122. {
  123. logNetwork->info("Port %d will be used", port);
  124. networkServer = networkHandler->createServerTCP(*this);
  125. networkServer->start(port);
  126. logNetwork->info("Listening for connections at port %d", port);
  127. }
  128. void CVCMIServer::onNewConnection(const std::shared_ptr<INetworkConnection> & connection)
  129. {
  130. if(getState() == EServerState::LOBBY)
  131. {
  132. activeConnections.push_back(std::make_shared<CConnection>(connection));
  133. activeConnections.back()->enterLobbyConnectionMode();
  134. }
  135. else
  136. {
  137. // TODO: reconnection support
  138. connection->close();
  139. }
  140. }
  141. void CVCMIServer::onPacketReceived(const std::shared_ptr<INetworkConnection> & connection, const std::vector<std::byte> & message)
  142. {
  143. std::shared_ptr<CConnection> c = findConnection(connection);
  144. auto pack = c->retrievePack(message);
  145. pack->c = c;
  146. CVCMIServerPackVisitor visitor(*this, this->gh);
  147. pack->visit(visitor);
  148. }
  149. void CVCMIServer::setState(EServerState value)
  150. {
  151. if (value == EServerState::SHUTDOWN && state == EServerState::SHUTDOWN)
  152. logGlobal->warn("Attempt to shutdown already shutdown server!");
  153. // do not attempt to restart dying server
  154. assert(state != EServerState::SHUTDOWN || state == value);
  155. state = value;
  156. if (state == EServerState::SHUTDOWN)
  157. networkHandler->stop();
  158. }
  159. EServerState CVCMIServer::getState() const
  160. {
  161. return state;
  162. }
  163. std::shared_ptr<CConnection> CVCMIServer::findConnection(const std::shared_ptr<INetworkConnection> & netConnection)
  164. {
  165. for(const auto & gameConnection : activeConnections)
  166. {
  167. if (gameConnection->isMyConnection(netConnection))
  168. return gameConnection;
  169. }
  170. throw std::runtime_error("Unknown connection received in CVCMIServer::findConnection");
  171. }
  172. bool CVCMIServer::wasStartedByClient() const
  173. {
  174. return runByClient;
  175. }
  176. void CVCMIServer::run()
  177. {
  178. networkHandler->run();
  179. }
  180. void CVCMIServer::onTimer()
  181. {
  182. // we might receive onTimer call after transitioning from GAMEPLAY to LOBBY state, e.g. on game restart
  183. if (getState() != EServerState::GAMEPLAY)
  184. return;
  185. static const auto serverUpdateInterval = std::chrono::milliseconds(100);
  186. auto timeNow = std::chrono::steady_clock::now();
  187. auto timePassedBefore = lastTimerUpdateTime - gameplayStartTime;
  188. auto timePassedNow = timeNow - gameplayStartTime;
  189. lastTimerUpdateTime = timeNow;
  190. auto msPassedBefore = std::chrono::duration_cast<std::chrono::milliseconds>(timePassedBefore);
  191. auto msPassedNow = std::chrono::duration_cast<std::chrono::milliseconds>(timePassedNow);
  192. auto msDelta = msPassedNow - msPassedBefore;
  193. if (msDelta.count())
  194. gh->tick(msDelta.count());
  195. networkHandler->createTimer(*this, serverUpdateInterval);
  196. }
  197. void CVCMIServer::prepareToRestart()
  198. {
  199. if(getState() != EServerState::GAMEPLAY)
  200. {
  201. assert(0);
  202. return;
  203. }
  204. * si = * gh->gs->initialOpts;
  205. si->seedToBeUsed = si->seedPostInit = 0;
  206. setState(EServerState::LOBBY);
  207. if (si->campState)
  208. {
  209. assert(si->campState->currentScenario().has_value());
  210. campaignMap = si->campState->currentScenario().value_or(CampaignScenarioID(0));
  211. campaignBonus = si->campState->getBonusID(campaignMap).value_or(-1);
  212. }
  213. for(auto activeConnection : activeConnections)
  214. activeConnection->enterLobbyConnectionMode();
  215. gh = nullptr;
  216. }
  217. bool CVCMIServer::prepareToStartGame()
  218. {
  219. Load::ProgressAccumulator progressTracking;
  220. Load::Progress current(1);
  221. progressTracking.include(current);
  222. if (lobbyProcessor)
  223. lobbyProcessor->sendGameStarted();
  224. auto progressTrackingThread = boost::thread([this, &progressTracking]()
  225. {
  226. auto currentProgress = std::numeric_limits<Load::Type>::max();
  227. while(!progressTracking.finished())
  228. {
  229. if(progressTracking.get() != currentProgress)
  230. {
  231. //FIXME: UNGUARDED MULTITHREADED ACCESS!!!
  232. currentProgress = progressTracking.get();
  233. std::unique_ptr<LobbyLoadProgress> loadProgress(new LobbyLoadProgress);
  234. loadProgress->progress = currentProgress;
  235. announcePack(std::move(loadProgress));
  236. }
  237. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  238. }
  239. });
  240. gh = std::make_shared<CGameHandler>(this);
  241. switch(si->mode)
  242. {
  243. case EStartMode::CAMPAIGN:
  244. logNetwork->info("Preparing to start new campaign");
  245. si->startTimeIso8601 = vstd::getDateTimeISO8601Basic(std::time(nullptr));
  246. si->fileURI = mi->fileURI;
  247. si->campState->setCurrentMap(campaignMap);
  248. si->campState->setCurrentMapBonus(campaignBonus);
  249. gh->init(si.get(), progressTracking);
  250. break;
  251. case EStartMode::NEW_GAME:
  252. logNetwork->info("Preparing to start new game");
  253. si->startTimeIso8601 = vstd::getDateTimeISO8601Basic(std::time(nullptr));
  254. si->fileURI = mi->fileURI;
  255. gh->init(si.get(), progressTracking);
  256. break;
  257. case EStartMode::LOAD_GAME:
  258. logNetwork->info("Preparing to start loaded game");
  259. if(!gh->load(si->mapname))
  260. {
  261. current.finish();
  262. progressTrackingThread.join();
  263. return false;
  264. }
  265. break;
  266. default:
  267. logNetwork->error("Wrong mode in StartInfo!");
  268. assert(0);
  269. break;
  270. }
  271. current.finish();
  272. progressTrackingThread.join();
  273. return true;
  274. }
  275. void CVCMIServer::startGameImmediately()
  276. {
  277. for(auto activeConnection : activeConnections)
  278. activeConnection->enterGameplayConnectionMode(gh->gs);
  279. gh->start(si->mode == EStartMode::LOAD_GAME);
  280. setState(EServerState::GAMEPLAY);
  281. lastTimerUpdateTime = gameplayStartTime = std::chrono::steady_clock::now();
  282. onTimer();
  283. }
  284. void CVCMIServer::onDisconnected(const std::shared_ptr<INetworkConnection> & connection, const std::string & errorMessage)
  285. {
  286. logNetwork->error("Network error receiving a pack. Connection has been closed");
  287. std::shared_ptr<CConnection> c = findConnection(connection);
  288. vstd::erase(activeConnections, c);
  289. if(activeConnections.empty() || hostClientId == c->connectionID)
  290. {
  291. setState(EServerState::SHUTDOWN);
  292. return;
  293. }
  294. if(gh && getState() == EServerState::GAMEPLAY)
  295. {
  296. gh->handleClientDisconnection(c);
  297. auto lcd = std::make_unique<LobbyClientDisconnected>();
  298. lcd->c = c;
  299. lcd->clientId = c->connectionID;
  300. handleReceivedPack(std::move(lcd));
  301. }
  302. }
  303. void CVCMIServer::handleReceivedPack(std::unique_ptr<CPackForLobby> pack)
  304. {
  305. CBaseForServerApply * apply = applier->getApplier(CTypeList::getInstance().getTypeID(pack.get()));
  306. if(apply->applyOnServerBefore(this, pack.get()))
  307. announcePack(std::move(pack));
  308. }
  309. void CVCMIServer::announcePack(std::unique_ptr<CPackForLobby> pack)
  310. {
  311. for(auto activeConnection : activeConnections)
  312. {
  313. // FIXME: we need to avoid sending something to client that not yet get answer for LobbyClientConnected
  314. // Until UUID set we only pass LobbyClientConnected to this client
  315. //if(c->uuid == uuid && !dynamic_cast<LobbyClientConnected *>(pack.get()))
  316. // continue;
  317. activeConnection->sendPack(pack.get());
  318. }
  319. applier->getApplier(CTypeList::getInstance().getTypeID(pack.get()))->applyOnServerAfter(this, pack.get());
  320. }
  321. void CVCMIServer::announceMessage(MetaString txt)
  322. {
  323. logNetwork->info("Show message: %s", txt.toString());
  324. auto cm = std::make_unique<LobbyShowMessage>();
  325. cm->message = txt;
  326. announcePack(std::move(cm));
  327. }
  328. void CVCMIServer::announceMessage(const std::string & txt)
  329. {
  330. MetaString str;
  331. str.appendRawString(txt);
  332. announceMessage(str);
  333. }
  334. void CVCMIServer::announceTxt(MetaString txt, const std::string & playerName)
  335. {
  336. logNetwork->info("%s says: %s", playerName, txt.toString());
  337. auto cm = std::make_unique<LobbyChatMessage>();
  338. cm->playerName = playerName;
  339. cm->message = txt;
  340. announcePack(std::move(cm));
  341. }
  342. void CVCMIServer::announceTxt(const std::string & txt, const std::string & playerName)
  343. {
  344. MetaString str;
  345. str.appendRawString(txt);
  346. announceTxt(str, playerName);
  347. }
  348. bool CVCMIServer::passHost(int toConnectionId)
  349. {
  350. for(auto activeConnection : activeConnections)
  351. {
  352. if(isClientHost(activeConnection->connectionID))
  353. continue;
  354. if(activeConnection->connectionID != toConnectionId)
  355. continue;
  356. hostClientId = activeConnection->connectionID;
  357. announceTxt(boost::str(boost::format("Pass host to connection %d") % toConnectionId));
  358. return true;
  359. }
  360. return false;
  361. }
  362. void CVCMIServer::clientConnected(std::shared_ptr<CConnection> c, std::vector<std::string> & names, const std::string & uuid, EStartMode mode)
  363. {
  364. assert(getState() == EServerState::LOBBY);
  365. c->connectionID = currentClientId++;
  366. if(hostClientId == -1)
  367. {
  368. hostClientId = c->connectionID;
  369. si->mode = mode;
  370. }
  371. logNetwork->info("Connection with client %d established. UUID: %s", c->connectionID, c->uuid);
  372. for(auto & name : names)
  373. {
  374. logNetwork->info("Client %d player: %s", c->connectionID, name);
  375. ui8 id = currentPlayerId++;
  376. ClientPlayer cp;
  377. cp.connection = c->connectionID;
  378. cp.name = name;
  379. playerNames.insert(std::make_pair(id, cp));
  380. announceTxt(boost::str(boost::format("%s (pid %d cid %d) joins the game") % name % id % c->connectionID));
  381. //put new player in first slot with AI
  382. for(auto & elem : si->playerInfos)
  383. {
  384. if(elem.second.isControlledByAI() && !elem.second.compOnly)
  385. {
  386. setPlayerConnectedId(elem.second, id);
  387. break;
  388. }
  389. }
  390. }
  391. }
  392. void CVCMIServer::clientDisconnected(std::shared_ptr<CConnection> connection)
  393. {
  394. connection->getConnection()->close();
  395. vstd::erase(activeConnections, connection);
  396. // PlayerReinitInterface startAiPack;
  397. // startAiPack.playerConnectionId = PlayerSettings::PLAYER_AI;
  398. //
  399. // for(auto it = playerNames.begin(); it != playerNames.end();)
  400. // {
  401. // if(it->second.connection != c->connectionID)
  402. // {
  403. // ++it;
  404. // continue;
  405. // }
  406. //
  407. // int id = it->first;
  408. // std::string playerLeftMsgText = boost::str(boost::format("%s (pid %d cid %d) left the game") % id % playerNames[id].name % c->connectionID);
  409. // announceTxt(playerLeftMsgText); //send lobby text, it will be ignored for non-lobby clients
  410. // auto * playerSettings = si->getPlayersSettings(id);
  411. // if(!playerSettings)
  412. // {
  413. // ++it;
  414. // continue;
  415. // }
  416. //
  417. // it = playerNames.erase(it);
  418. // setPlayerConnectedId(*playerSettings, PlayerSettings::PLAYER_AI);
  419. //
  420. // if(gh && si && state == EServerState::GAMEPLAY)
  421. // {
  422. // gh->playerMessages->broadcastMessage(playerSettings->color, playerLeftMsgText);
  423. // // gh->connections[playerSettings->color].insert(hostClient);
  424. // startAiPack.players.push_back(playerSettings->color);
  425. // }
  426. // }
  427. //
  428. // if(!startAiPack.players.empty())
  429. // gh->sendAndApply(&startAiPack);
  430. }
  431. void CVCMIServer::reconnectPlayer(int connId)
  432. {
  433. PlayerReinitInterface startAiPack;
  434. startAiPack.playerConnectionId = connId;
  435. if(gh && si && getState() == EServerState::GAMEPLAY)
  436. {
  437. for(auto it = playerNames.begin(); it != playerNames.end(); ++it)
  438. {
  439. if(it->second.connection != connId)
  440. continue;
  441. int id = it->first;
  442. auto * playerSettings = si->getPlayersSettings(id);
  443. if(!playerSettings)
  444. continue;
  445. std::string messageText = boost::str(boost::format("%s (cid %d) is connected") % playerSettings->name % connId);
  446. gh->playerMessages->broadcastMessage(playerSettings->color, messageText);
  447. startAiPack.players.push_back(playerSettings->color);
  448. }
  449. if(!startAiPack.players.empty())
  450. gh->sendAndApply(&startAiPack);
  451. }
  452. }
  453. void CVCMIServer::setPlayerConnectedId(PlayerSettings & pset, ui8 player) const
  454. {
  455. if(vstd::contains(playerNames, player))
  456. pset.name = playerNames.find(player)->second.name;
  457. else
  458. pset.name = VLC->generaltexth->allTexts[468]; //Computer
  459. pset.connectedPlayerIDs.clear();
  460. if(player != PlayerSettings::PLAYER_AI)
  461. pset.connectedPlayerIDs.insert(player);
  462. }
  463. void CVCMIServer::updateStartInfoOnMapChange(std::shared_ptr<CMapInfo> mapInfo, std::shared_ptr<CMapGenOptions> mapGenOpts)
  464. {
  465. mi = mapInfo;
  466. if(!mi)
  467. return;
  468. auto namesIt = playerNames.cbegin();
  469. si->playerInfos.clear();
  470. if(mi->scenarioOptionsOfSave)
  471. {
  472. si = CMemorySerializer::deepCopy(*mi->scenarioOptionsOfSave);
  473. si->mode = EStartMode::LOAD_GAME;
  474. if(si->campState)
  475. campaignMap = si->campState->currentScenario().value();
  476. for(auto & ps : si->playerInfos)
  477. {
  478. if(!ps.second.compOnly && ps.second.connectedPlayerIDs.size() && namesIt != playerNames.cend())
  479. {
  480. setPlayerConnectedId(ps.second, namesIt++->first);
  481. }
  482. else
  483. {
  484. setPlayerConnectedId(ps.second, PlayerSettings::PLAYER_AI);
  485. }
  486. }
  487. }
  488. else if(si->mode == EStartMode::NEW_GAME || si->mode == EStartMode::CAMPAIGN)
  489. {
  490. if(mi->campaign)
  491. return;
  492. for(int i = 0; i < mi->mapHeader->players.size(); i++)
  493. {
  494. const PlayerInfo & pinfo = mi->mapHeader->players[i];
  495. //neither computer nor human can play - no player
  496. if(!(pinfo.canHumanPlay || pinfo.canComputerPlay))
  497. continue;
  498. PlayerSettings & pset = si->playerInfos[PlayerColor(i)];
  499. pset.color = PlayerColor(i);
  500. if(pinfo.canHumanPlay && namesIt != playerNames.cend())
  501. {
  502. setPlayerConnectedId(pset, namesIt++->first);
  503. }
  504. else
  505. {
  506. setPlayerConnectedId(pset, PlayerSettings::PLAYER_AI);
  507. if(!pinfo.canHumanPlay)
  508. {
  509. pset.compOnly = true;
  510. }
  511. }
  512. pset.castle = pinfo.defaultCastle();
  513. pset.hero = pinfo.defaultHero();
  514. if(pset.hero != HeroTypeID::RANDOM && pinfo.hasCustomMainHero())
  515. {
  516. pset.hero = pinfo.mainCustomHeroId;
  517. pset.heroNameTextId = pinfo.mainCustomHeroNameTextId;
  518. pset.heroPortrait = pinfo.mainCustomHeroPortrait;
  519. }
  520. pset.handicap = PlayerSettings::NO_HANDICAP;
  521. }
  522. if(mi->isRandomMap && mapGenOpts)
  523. si->mapGenOptions = std::shared_ptr<CMapGenOptions>(mapGenOpts);
  524. else
  525. si->mapGenOptions.reset();
  526. }
  527. if (lobbyProcessor)
  528. {
  529. std::string roomDescription;
  530. if (si->mapGenOptions)
  531. {
  532. if (si->mapGenOptions->getMapTemplate())
  533. roomDescription = si->mapGenOptions->getMapTemplate()->getName();
  534. // else - no template selected.
  535. // TODO: handle this somehow?
  536. }
  537. else
  538. roomDescription = mi->getNameTranslated();
  539. lobbyProcessor->sendChangeRoomDescription(roomDescription);
  540. }
  541. si->mapname = mi->fileURI;
  542. }
  543. void CVCMIServer::updateAndPropagateLobbyState()
  544. {
  545. // Update player settings for RMG
  546. // TODO: find appropriate location for this code
  547. if(si->mapGenOptions && si->mode == EStartMode::NEW_GAME)
  548. {
  549. for(const auto & psetPair : si->playerInfos)
  550. {
  551. const auto & pset = psetPair.second;
  552. si->mapGenOptions->setStartingTownForPlayer(pset.color, pset.castle);
  553. si->mapGenOptions->setStartingHeroForPlayer(pset.color, pset.hero);
  554. if(pset.isControlledByHuman())
  555. {
  556. si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::HUMAN);
  557. }
  558. }
  559. }
  560. auto lus = std::make_unique<LobbyUpdateState>();
  561. lus->state = *this;
  562. announcePack(std::move(lus));
  563. }
  564. void CVCMIServer::setPlayer(PlayerColor clickedColor)
  565. {
  566. struct PlayerToRestore
  567. {
  568. PlayerColor color;
  569. int id;
  570. void reset() { id = -1; color = PlayerColor::CANNOT_DETERMINE; }
  571. PlayerToRestore(){ reset(); }
  572. } playerToRestore;
  573. PlayerSettings & clicked = si->playerInfos[clickedColor];
  574. //identify clicked player
  575. int clickedNameID = 0; //number of player - zero means AI, assume it initially
  576. if(clicked.isControlledByHuman())
  577. clickedNameID = *(clicked.connectedPlayerIDs.begin()); //if not AI - set appropiate ID
  578. if(clickedNameID > 0 && playerToRestore.id == clickedNameID) //player to restore is about to being replaced -> put him back to the old place
  579. {
  580. PlayerSettings & restPos = si->playerInfos[playerToRestore.color];
  581. setPlayerConnectedId(restPos, playerToRestore.id);
  582. playerToRestore.reset();
  583. }
  584. int newPlayer; //which player will take clicked position
  585. //who will be put here?
  586. if(!clickedNameID) //AI player clicked -> if possible replace computer with unallocated player
  587. {
  588. newPlayer = getIdOfFirstUnallocatedPlayer();
  589. if(!newPlayer) //no "free" player -> get just first one
  590. newPlayer = playerNames.begin()->first;
  591. }
  592. else //human clicked -> take next
  593. {
  594. auto i = playerNames.find(clickedNameID); //clicked one
  595. i++; //player AFTER clicked one
  596. if(i != playerNames.end())
  597. newPlayer = i->first;
  598. else
  599. newPlayer = 0; //AI if we scrolled through all players
  600. }
  601. setPlayerConnectedId(clicked, newPlayer); //put player
  602. //if that player was somewhere else, we need to replace him with computer
  603. if(newPlayer) //not AI
  604. {
  605. for(auto i = si->playerInfos.begin(); i != si->playerInfos.end(); i++)
  606. {
  607. int curNameID = *(i->second.connectedPlayerIDs.begin());
  608. if(i->first != clickedColor && curNameID == newPlayer)
  609. {
  610. assert(i->second.connectedPlayerIDs.size());
  611. playerToRestore.color = i->first;
  612. playerToRestore.id = newPlayer;
  613. setPlayerConnectedId(i->second, PlayerSettings::PLAYER_AI); //set computer
  614. break;
  615. }
  616. }
  617. }
  618. }
  619. void CVCMIServer::setPlayerName(PlayerColor color, std::string name)
  620. {
  621. if(color == PlayerColor::CANNOT_DETERMINE)
  622. return;
  623. PlayerSettings & player = si->playerInfos.at(color);
  624. if(!player.isControlledByHuman())
  625. return;
  626. if(player.connectedPlayerIDs.empty())
  627. return;
  628. int nameID = *(player.connectedPlayerIDs.begin()); //if not AI - set appropiate ID
  629. playerNames[nameID].name = name;
  630. setPlayerConnectedId(player, nameID);
  631. }
  632. void CVCMIServer::optionNextCastle(PlayerColor player, int dir)
  633. {
  634. PlayerSettings & s = si->playerInfos[player];
  635. FactionID & cur = s.castle;
  636. auto & allowed = getPlayerInfo(player).allowedFactions;
  637. const bool allowRandomTown = getPlayerInfo(player).isFactionRandom;
  638. if(cur == FactionID::NONE) //no change
  639. return;
  640. if(cur == FactionID::RANDOM) //first/last available
  641. {
  642. if(dir > 0)
  643. cur = *allowed.begin(); //id of first town
  644. else
  645. cur = *allowed.rbegin(); //id of last town
  646. }
  647. else // next/previous available
  648. {
  649. if((cur == *allowed.begin() && dir < 0) || (cur == *allowed.rbegin() && dir > 0))
  650. {
  651. if(allowRandomTown)
  652. {
  653. cur = FactionID::RANDOM;
  654. }
  655. else
  656. {
  657. if(dir > 0)
  658. cur = *allowed.begin();
  659. else
  660. cur = *allowed.rbegin();
  661. }
  662. }
  663. else
  664. {
  665. assert(dir >= -1 && dir <= 1); //othervice std::advance may go out of range
  666. auto iter = allowed.find(cur);
  667. std::advance(iter, dir);
  668. cur = *iter;
  669. }
  670. }
  671. if(s.hero.isValid() && !getPlayerInfo(player).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
  672. {
  673. s.hero = HeroTypeID::RANDOM;
  674. }
  675. if(!cur.isValid() && s.bonus == PlayerStartingBonus::RESOURCE)
  676. s.bonus = PlayerStartingBonus::RANDOM;
  677. }
  678. void CVCMIServer::optionSetCastle(PlayerColor player, FactionID id)
  679. {
  680. PlayerSettings & s = si->playerInfos[player];
  681. FactionID & cur = s.castle;
  682. auto & allowed = getPlayerInfo(player).allowedFactions;
  683. if(cur == FactionID::NONE) //no change
  684. return;
  685. if(allowed.find(id) == allowed.end() && id != FactionID::RANDOM) // valid id
  686. return;
  687. cur = static_cast<FactionID>(id);
  688. if(s.hero.isValid() && !getPlayerInfo(player).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
  689. {
  690. s.hero = HeroTypeID::RANDOM;
  691. }
  692. if(!cur.isValid() && s.bonus == PlayerStartingBonus::RESOURCE)
  693. s.bonus = PlayerStartingBonus::RANDOM;
  694. }
  695. void CVCMIServer::setCampaignMap(CampaignScenarioID mapId)
  696. {
  697. campaignMap = mapId;
  698. si->difficulty = si->campState->scenario(mapId).difficulty;
  699. campaignBonus = -1;
  700. updateStartInfoOnMapChange(si->campState->getMapInfo(mapId));
  701. }
  702. void CVCMIServer::setCampaignBonus(int bonusId)
  703. {
  704. campaignBonus = bonusId;
  705. const CampaignScenario & scenario = si->campState->scenario(campaignMap);
  706. const std::vector<CampaignBonus> & bonDescs = scenario.travelOptions.bonusesToChoose;
  707. if(bonDescs[bonusId].type == CampaignBonusType::HERO)
  708. {
  709. for(auto & elem : si->playerInfos)
  710. {
  711. if(elem.first == PlayerColor(bonDescs[bonusId].info1))
  712. setPlayerConnectedId(elem.second, 1);
  713. else
  714. setPlayerConnectedId(elem.second, PlayerSettings::PLAYER_AI);
  715. }
  716. }
  717. }
  718. void CVCMIServer::optionNextHero(PlayerColor player, int dir)
  719. {
  720. PlayerSettings & s = si->playerInfos[player];
  721. if(!s.castle.isValid() || s.hero == HeroTypeID::NONE)
  722. return;
  723. if(s.hero == HeroTypeID::RANDOM) // first/last available
  724. {
  725. if (dir > 0)
  726. s.hero = nextAllowedHero(player, HeroTypeID(-1), dir);
  727. else
  728. s.hero = nextAllowedHero(player, HeroTypeID(VLC->heroh->size()), dir);
  729. }
  730. else
  731. {
  732. s.hero = nextAllowedHero(player, s.hero, dir);
  733. }
  734. }
  735. void CVCMIServer::optionSetHero(PlayerColor player, HeroTypeID id)
  736. {
  737. PlayerSettings & s = si->playerInfos[player];
  738. if(!s.castle.isValid() || s.hero == HeroTypeID::NONE)
  739. return;
  740. if(id == HeroTypeID::RANDOM)
  741. {
  742. s.hero = HeroTypeID::RANDOM;
  743. }
  744. if(canUseThisHero(player, id))
  745. s.hero = static_cast<HeroTypeID>(id);
  746. }
  747. HeroTypeID CVCMIServer::nextAllowedHero(PlayerColor player, HeroTypeID initial, int direction)
  748. {
  749. HeroTypeID first(initial.getNum() + direction);
  750. if(direction > 0)
  751. {
  752. for (auto i = first; i.getNum() < VLC->heroh->size(); ++i)
  753. if(canUseThisHero(player, i))
  754. return i;
  755. }
  756. else
  757. {
  758. for (auto i = first; i.getNum() >= 0; --i)
  759. if(canUseThisHero(player, i))
  760. return i;
  761. }
  762. return HeroTypeID::RANDOM;
  763. }
  764. void CVCMIServer::optionNextBonus(PlayerColor player, int dir)
  765. {
  766. PlayerSettings & s = si->playerInfos[player];
  767. PlayerStartingBonus & ret = s.bonus = static_cast<PlayerStartingBonus>(static_cast<int>(s.bonus) + dir);
  768. if(s.hero == HeroTypeID::NONE &&
  769. !getPlayerInfo(player).heroesNames.size() &&
  770. ret == PlayerStartingBonus::ARTIFACT) //no hero - can't be artifact
  771. {
  772. if(dir < 0)
  773. ret = PlayerStartingBonus::RANDOM;
  774. else
  775. ret = PlayerStartingBonus::GOLD;
  776. }
  777. if(ret > PlayerStartingBonus::RESOURCE)
  778. ret = PlayerStartingBonus::RANDOM;
  779. if(ret < PlayerStartingBonus::RANDOM)
  780. ret = PlayerStartingBonus::RESOURCE;
  781. if(s.castle == FactionID::RANDOM && ret == PlayerStartingBonus::RESOURCE) //random castle - can't be resource
  782. {
  783. if(dir < 0)
  784. ret = PlayerStartingBonus::GOLD;
  785. else
  786. ret = PlayerStartingBonus::RANDOM;
  787. }
  788. }
  789. void CVCMIServer::optionSetBonus(PlayerColor player, PlayerStartingBonus id)
  790. {
  791. PlayerSettings & s = si->playerInfos[player];
  792. if(s.hero == HeroTypeID::NONE &&
  793. !getPlayerInfo(player).heroesNames.size() &&
  794. id == PlayerStartingBonus::ARTIFACT) //no hero - can't be artifact
  795. return;
  796. if(id > PlayerStartingBonus::RESOURCE)
  797. return;
  798. if(id < PlayerStartingBonus::RANDOM)
  799. return;
  800. if(s.castle == FactionID::RANDOM && id == PlayerStartingBonus::RESOURCE) //random castle - can't be resource
  801. return;
  802. s.bonus = id;
  803. }
  804. bool CVCMIServer::canUseThisHero(PlayerColor player, HeroTypeID ID)
  805. {
  806. return VLC->heroh->size() > ID
  807. && si->playerInfos[player].castle == VLC->heroh->objects[ID]->heroClass->faction
  808. && !vstd::contains(getUsedHeroes(), ID)
  809. && mi->mapHeader->allowedHeroes.count(ID);
  810. }
  811. std::vector<HeroTypeID> CVCMIServer::getUsedHeroes()
  812. {
  813. std::vector<HeroTypeID> heroIds;
  814. for(auto & p : si->playerInfos)
  815. {
  816. const auto & heroes = getPlayerInfo(p.first).heroesNames;
  817. for(auto & hero : heroes)
  818. if(hero.heroId >= 0) //in VCMI map format heroId = -1 means random hero
  819. heroIds.push_back(hero.heroId);
  820. if(p.second.hero != HeroTypeID::RANDOM)
  821. heroIds.push_back(p.second.hero);
  822. }
  823. return heroIds;
  824. }
  825. ui8 CVCMIServer::getIdOfFirstUnallocatedPlayer() const
  826. {
  827. for(auto i = playerNames.cbegin(); i != playerNames.cend(); i++)
  828. {
  829. if(!si->getPlayersSettings(i->first))
  830. return i->first;
  831. }
  832. return 0;
  833. }
  834. INetworkHandler & CVCMIServer::getNetworkHandler()
  835. {
  836. return *networkHandler;
  837. }