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- /*
- * CVCMIServer.cpp, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- #include "StdInc.h"
- #include <boost/asio.hpp>
- #include "../lib/filesystem/Filesystem.h"
- #include "../lib/mapping/CCampaignHandler.h"
- #include "../lib/CThreadHelper.h"
- #include "../lib/serializer/Connection.h"
- #include "../lib/CModHandler.h"
- #include "../lib/CArtHandler.h"
- #include "../lib/CGeneralTextHandler.h"
- #include "../lib/CHeroHandler.h"
- #include "../lib/CTownHandler.h"
- #include "../lib/CBuildingHandler.h"
- #include "../lib/spells/CSpellHandler.h"
- #include "../lib/CCreatureHandler.h"
- #include "zlib.h"
- #include "CVCMIServer.h"
- #include "../lib/StartInfo.h"
- #include "../lib/mapping/CMap.h"
- #include "../lib/rmg/CMapGenOptions.h"
- #ifdef VCMI_ANDROID
- #include "lib/CAndroidVMHelper.h"
- #elif !defined(VCMI_IOS)
- #include "../lib/Interprocess.h"
- #endif
- #include "../lib/VCMI_Lib.h"
- #include "../lib/VCMIDirs.h"
- #include "CGameHandler.h"
- #include "../lib/mapping/CMapInfo.h"
- #include "../lib/GameConstants.h"
- #include "../lib/logging/CBasicLogConfigurator.h"
- #include "../lib/CConfigHandler.h"
- #include "../lib/ScopeGuard.h"
- #include "../lib/serializer/CMemorySerializer.h"
- #include "../lib/serializer/Cast.h"
- #include "../lib/UnlockGuard.h"
- // for applier
- #include "../lib/registerTypes/RegisterTypes.h"
- // UUID generation
- #include <boost/uuid/uuid.hpp>
- #include <boost/uuid/uuid_io.hpp>
- #include <boost/uuid/uuid_generators.hpp>
- #include "../lib/CGameState.h"
- #if defined(__GNUC__) && !defined(__MINGW32__) && !defined(VCMI_ANDROID) && !defined(VCMI_IOS)
- #include <execinfo.h>
- #endif
- template<typename T> class CApplyOnServer;
- class CBaseForServerApply
- {
- public:
- virtual bool applyOnServerBefore(CVCMIServer * srv, void * pack) const =0;
- virtual void applyOnServerAfter(CVCMIServer * srv, void * pack) const =0;
- virtual ~CBaseForServerApply() {}
- template<typename U> static CBaseForServerApply * getApplier(const U * t = nullptr)
- {
- return new CApplyOnServer<U>();
- }
- };
- template <typename T> class CApplyOnServer : public CBaseForServerApply
- {
- public:
- bool applyOnServerBefore(CVCMIServer * srv, void * pack) const override
- {
- T * ptr = static_cast<T *>(pack);
- if(ptr->checkClientPermissions(srv))
- {
- boost::unique_lock<boost::mutex> stateLock(srv->stateMutex);
- return ptr->applyOnServer(srv);
- }
- else
- return false;
- }
- void applyOnServerAfter(CVCMIServer * srv, void * pack) const override
- {
- T * ptr = static_cast<T *>(pack);
- ptr->applyOnServerAfterAnnounce(srv);
- }
- };
- template <>
- class CApplyOnServer<CPack> : public CBaseForServerApply
- {
- public:
- bool applyOnServerBefore(CVCMIServer * srv, void * pack) const override
- {
- logGlobal->error("Cannot apply plain CPack!");
- assert(0);
- return false;
- }
- void applyOnServerAfter(CVCMIServer * srv, void * pack) const override
- {
- logGlobal->error("Cannot apply plain CPack!");
- assert(0);
- }
- };
- std::string SERVER_NAME_AFFIX = "server";
- std::string SERVER_NAME = GameConstants::VCMI_VERSION + std::string(" (") + SERVER_NAME_AFFIX + ')';
- CVCMIServer::CVCMIServer(boost::program_options::variables_map & opts)
- : port(3030), io(std::make_shared<boost::asio::io_service>()), state(EServerState::LOBBY), cmdLineOptions(opts), currentClientId(1), currentPlayerId(1), restartGameplay(false)
- {
- uuid = boost::uuids::to_string(boost::uuids::random_generator()());
- logNetwork->trace("CVCMIServer created! UUID: %s", uuid);
- applier = std::make_shared<CApplier<CBaseForServerApply>>();
- registerTypesLobbyPacks(*applier);
- if(cmdLineOptions.count("port"))
- port = cmdLineOptions["port"].as<ui16>();
- logNetwork->info("Port %d will be used", port);
- try
- {
- acceptor = std::make_shared<TAcceptor>(*io, boost::asio::ip::tcp::endpoint(boost::asio::ip::tcp::v4(), port));
- }
- catch(...)
- {
- logNetwork->info("Port %d is busy, trying to use random port instead", port);
- if(cmdLineOptions.count("run-by-client") && !cmdLineOptions.count("enable-shm"))
- {
- logNetwork->error("Cant pass port number to client without shared memory!", port);
- exit(0);
- }
- acceptor = std::make_shared<TAcceptor>(*io, boost::asio::ip::tcp::endpoint(boost::asio::ip::tcp::v4(), 0));
- port = acceptor->local_endpoint().port();
- }
- logNetwork->info("Listening for connections at port %d", port);
- }
- CVCMIServer::~CVCMIServer()
- {
- announceQueue.clear();
- if(announceLobbyThread)
- announceLobbyThread->join();
- }
- void CVCMIServer::run()
- {
- if(!restartGameplay)
- {
- this->announceLobbyThread = vstd::make_unique<boost::thread>(&CVCMIServer::threadAnnounceLobby, this);
- #if !defined(VCMI_ANDROID) && !defined(VCMI_IOS)
- if(cmdLineOptions.count("enable-shm"))
- {
- std::string sharedMemoryName = "vcmi_memory";
- if(cmdLineOptions.count("enable-shm-uuid") && cmdLineOptions.count("uuid"))
- {
- sharedMemoryName += "_" + cmdLineOptions["uuid"].as<std::string>();
- }
- shm = std::make_shared<SharedMemory>(sharedMemoryName);
- }
- #endif
- startAsyncAccept();
- if(!remoteConnectionsThread && !settings["server"]["lobby"].isNull() && settings["server"]["lobby"].Bool())
- {
- remoteConnectionsThread = vstd::make_unique<boost::thread>(&CVCMIServer::establishRemoteConnections, this);
- Settings node = settings.write["server"]["lobby"];
- node->Bool() = false;
- }
- #if defined(VCMI_ANDROID)
- CAndroidVMHelper vmHelper;
- vmHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "onServerReady");
- #elif !defined(VCMI_IOS)
- if(shm)
- {
- shm->sr->setToReadyAndNotify(port);
- }
- #endif
- }
- while(state == EServerState::LOBBY || state == EServerState::GAMEPLAY_STARTING)
- boost::this_thread::sleep(boost::posix_time::milliseconds(50));
- logNetwork->info("Thread handling connections ended");
- if(state == EServerState::GAMEPLAY)
- {
- gh->run(si->mode == StartInfo::LOAD_GAME);
- }
- while(state == EServerState::GAMEPLAY_ENDED)
- boost::this_thread::sleep(boost::posix_time::milliseconds(50));
- }
- void CVCMIServer::establishRemoteConnections()
- {
- uuid = settings["server"]["host"]["uuid"].String();
- int numOfConnections = settings["server"]["host"]["connections"].Integer();
- auto address = settings["server"]["server"].String();
- int port = settings["server"]["serverport"].Integer();
-
- for(int i = 0; i < numOfConnections; ++i)
- connectToRemote(address, port);
- }
- void CVCMIServer::connectToRemote(const std::string & addr, int port)
- {
- std::shared_ptr<CConnection> c;
- try
- {
- logNetwork->info("Establishing connection...");
- c = std::make_shared<CConnection>(addr, port, SERVER_NAME, uuid);
- }
- catch(...)
- {
- logNetwork->error("\nCannot establish remote connection!");
- }
-
- if(c)
- {
- connections.insert(c);
- c->handler = std::make_shared<boost::thread>(&CVCMIServer::threadHandleClient, this, c);
- }
- }
- void CVCMIServer::threadAnnounceLobby()
- {
- while(state != EServerState::SHUTDOWN)
- {
- {
- boost::unique_lock<boost::recursive_mutex> myLock(mx);
- while(!announceQueue.empty())
- {
- announcePack(std::move(announceQueue.front()));
- announceQueue.pop_front();
- }
- if(acceptor)
- {
- io->reset();
- io->poll();
- }
- }
- boost::this_thread::sleep(boost::posix_time::milliseconds(50));
- }
- }
- void CVCMIServer::prepareToRestart()
- {
- if(state == EServerState::GAMEPLAY)
- {
- restartGameplay = true;
- * si = * gh->gs->initialOpts;
- si->seedToBeUsed = si->seedPostInit = 0;
- state = EServerState::LOBBY;
- // FIXME: dirry hack to make sure old CGameHandler::run is finished
- boost::this_thread::sleep(boost::posix_time::milliseconds(1000));
- }
-
- for(auto c : connections)
- {
- c->enterLobbyConnectionMode();
- c->disableStackSendingByID();
- }
- boost::unique_lock<boost::recursive_mutex> queueLock(mx);
- gh = nullptr;
- }
- bool CVCMIServer::prepareToStartGame()
- {
- gh = std::make_shared<CGameHandler>(this);
- switch(si->mode)
- {
- case StartInfo::CAMPAIGN:
- logNetwork->info("Preparing to start new campaign");
- si->campState->currentMap = boost::make_optional(campaignMap);
- si->campState->chosenCampaignBonuses[campaignMap] = campaignBonus;
- gh->init(si.get());
- break;
- case StartInfo::NEW_GAME:
- logNetwork->info("Preparing to start new game");
- gh->init(si.get());
- break;
- case StartInfo::LOAD_GAME:
- logNetwork->info("Preparing to start loaded game");
- if(!gh->load(si->mapname))
- return false;
- break;
- default:
- logNetwork->error("Wrong mode in StartInfo!");
- assert(0);
- break;
- }
-
- state = EServerState::GAMEPLAY_STARTING;
- return true;
- }
- void CVCMIServer::startGameImmidiately()
- {
- for(auto c : connections)
- c->enterGameplayConnectionMode(gh->gs);
- state = EServerState::GAMEPLAY;
- }
- void CVCMIServer::startAsyncAccept()
- {
- assert(!upcomingConnection);
- assert(acceptor);
- #if BOOST_VERSION >= 107000 // Boost version >= 1.70
- upcomingConnection = std::make_shared<TSocket>(acceptor->get_executor());
- #else
- upcomingConnection = std::make_shared<TSocket>(acceptor->get_io_service());
- #endif
- acceptor->async_accept(*upcomingConnection, std::bind(&CVCMIServer::connectionAccepted, this, _1));
- }
- void CVCMIServer::connectionAccepted(const boost::system::error_code & ec)
- {
- if(ec)
- {
- if(state != EServerState::SHUTDOWN)
- logNetwork->info("Something wrong during accepting: %s", ec.message());
- return;
- }
- try
- {
- if(state == EServerState::LOBBY || !hangingConnections.empty())
- {
- logNetwork->info("We got a new connection! :)");
- auto c = std::make_shared<CConnection>(upcomingConnection, SERVER_NAME, uuid);
- upcomingConnection.reset();
- connections.insert(c);
- c->handler = std::make_shared<boost::thread>(&CVCMIServer::threadHandleClient, this, c);
- }
- }
- catch(std::exception & e)
- {
- logNetwork->error("Failure processing new connection! %s", e.what());
- upcomingConnection.reset();
- }
- startAsyncAccept();
- }
- void CVCMIServer::threadHandleClient(std::shared_ptr<CConnection> c)
- {
- setThreadName("CVCMIServer::handleConnection");
- c->enterLobbyConnectionMode();
- #ifndef _MSC_VER
- try
- {
- #endif
- while(c->connected)
- {
- CPack * pack;
-
- try
- {
- pack = c->retrievePack();
- }
- catch(boost::system::system_error & e)
- {
- logNetwork->error("Network error receiving a pack. Connection %s dies. What happened: %s", c->toString(), e.what());
- hangingConnections.insert(c);
- connections.erase(c);
- if(connections.empty() || hostClient == c)
- state = EServerState::SHUTDOWN;
-
- if(gh && state == EServerState::GAMEPLAY)
- {
- gh->handleClientDisconnection(c);
- }
- break;
- }
-
- if(auto lobbyPack = dynamic_ptr_cast<CPackForLobby>(pack))
- {
- handleReceivedPack(std::unique_ptr<CPackForLobby>(lobbyPack));
- }
- else if(auto serverPack = dynamic_ptr_cast<CPackForServer>(pack))
- {
- gh->handleReceivedPack(serverPack);
- }
- }
- #ifndef _MSC_VER
- }
- catch(const std::exception & e)
- {
- (void)e;
- boost::unique_lock<boost::recursive_mutex> queueLock(mx);
- logNetwork->error("%s dies... \nWhat happened: %s", c->toString(), e.what());
- }
- catch(...)
- {
- state = EServerState::SHUTDOWN;
- handleException();
- throw;
- }
- #endif
- boost::unique_lock<boost::recursive_mutex> queueLock(mx);
- // if(state != ENDING_AND_STARTING_GAME)
- if(c->connected)
- {
- auto lcd = vstd::make_unique<LobbyClientDisconnected>();
- lcd->c = c;
- lcd->clientId = c->connectionID;
- handleReceivedPack(std::move(lcd));
- }
- logNetwork->info("Thread listening for %s ended", c->toString());
- c->handler.reset();
- }
- void CVCMIServer::handleReceivedPack(std::unique_ptr<CPackForLobby> pack)
- {
- CBaseForServerApply * apply = applier->getApplier(typeList.getTypeID(pack.get()));
- if(apply->applyOnServerBefore(this, pack.get()))
- addToAnnounceQueue(std::move(pack));
- }
- void CVCMIServer::announcePack(std::unique_ptr<CPackForLobby> pack)
- {
- for(auto c : connections)
- {
- // FIXME: we need to avoid sending something to client that not yet get answer for LobbyClientConnected
- // Until UUID set we only pass LobbyClientConnected to this client
- if(c->uuid == uuid && !dynamic_cast<LobbyClientConnected *>(pack.get()))
- continue;
- c->sendPack(pack.get());
- }
- applier->getApplier(typeList.getTypeID(pack.get()))->applyOnServerAfter(this, pack.get());
- }
- void CVCMIServer::announceMessage(const std::string & txt)
- {
- logNetwork->info("Show message: %s", txt);
- auto cm = vstd::make_unique<LobbyShowMessage>();
- cm->message = txt;
- addToAnnounceQueue(std::move(cm));
- }
- void CVCMIServer::announceTxt(const std::string & txt, const std::string & playerName)
- {
- logNetwork->info("%s says: %s", playerName, txt);
- auto cm = vstd::make_unique<LobbyChatMessage>();
- cm->playerName = playerName;
- cm->message = txt;
- addToAnnounceQueue(std::move(cm));
- }
- void CVCMIServer::addToAnnounceQueue(std::unique_ptr<CPackForLobby> pack)
- {
- boost::unique_lock<boost::recursive_mutex> queueLock(mx);
- announceQueue.push_back(std::move(pack));
- }
- bool CVCMIServer::passHost(int toConnectionId)
- {
- for(auto c : connections)
- {
- if(isClientHost(c->connectionID))
- continue;
- if(c->connectionID != toConnectionId)
- continue;
- hostClient = c;
- hostClientId = c->connectionID;
- announceTxt(boost::str(boost::format("Pass host to connection %d") % toConnectionId));
- return true;
- }
- return false;
- }
- void CVCMIServer::clientConnected(std::shared_ptr<CConnection> c, std::vector<std::string> & names, std::string uuid, StartInfo::EMode mode)
- {
- if(state == EServerState::LOBBY)
- c->connectionID = currentClientId++;
- if(!hostClient)
- {
- hostClient = c;
- hostClientId = c->connectionID;
- si->mode = mode;
- }
- logNetwork->info("Connection with client %d established. UUID: %s", c->connectionID, c->uuid);
-
- if(state == EServerState::LOBBY)
- {
- for(auto & name : names)
- {
- logNetwork->info("Client %d player: %s", c->connectionID, name);
- ui8 id = currentPlayerId++;
- ClientPlayer cp;
- cp.connection = c->connectionID;
- cp.name = name;
- playerNames.insert(std::make_pair(id, cp));
- announceTxt(boost::str(boost::format("%s (pid %d cid %d) joins the game") % name % id % c->connectionID));
- //put new player in first slot with AI
- for(auto & elem : si->playerInfos)
- {
- if(elem.second.isControlledByAI() && !elem.second.compOnly)
- {
- setPlayerConnectedId(elem.second, id);
- break;
- }
- }
- }
- }
- }
- void CVCMIServer::clientDisconnected(std::shared_ptr<CConnection> c)
- {
- connections -= c;
- if(connections.empty() || hostClient == c)
- {
- state = EServerState::SHUTDOWN;
- return;
- }
-
- PlayerReinitInterface startAiPack;
- startAiPack.playerConnectionId = PlayerSettings::PLAYER_AI;
-
- for(auto it = playerNames.begin(); it != playerNames.end();)
- {
- if(it->second.connection != c->connectionID)
- {
- ++it;
- continue;
- }
- int id = it->first;
- std::string playerLeftMsgText = boost::str(boost::format("%s (pid %d cid %d) left the game") % id % playerNames[id].name % c->connectionID);
- announceTxt(playerLeftMsgText); //send lobby text, it will be ignored for non-lobby clients
- auto * playerSettings = si->getPlayersSettings(id);
- if(!playerSettings)
- {
- ++it;
- continue;
- }
-
- it = playerNames.erase(it);
- setPlayerConnectedId(*playerSettings, PlayerSettings::PLAYER_AI);
-
- if(gh && si && state == EServerState::GAMEPLAY)
- {
- gh->playerMessage(playerSettings->color, playerLeftMsgText, ObjectInstanceID{});
- gh->connections[playerSettings->color].insert(hostClient);
- startAiPack.players.push_back(playerSettings->color);
- }
- }
-
- if(!startAiPack.players.empty())
- gh->sendAndApply(&startAiPack);
- }
- void CVCMIServer::reconnectPlayer(int connId)
- {
- PlayerReinitInterface startAiPack;
- startAiPack.playerConnectionId = connId;
-
- if(gh && si && state == EServerState::GAMEPLAY)
- {
- for(auto it = playerNames.begin(); it != playerNames.end(); ++it)
- {
- if(it->second.connection != connId)
- continue;
-
- int id = it->first;
- auto * playerSettings = si->getPlayersSettings(id);
- if(!playerSettings)
- continue;
-
- std::string messageText = boost::str(boost::format("%s (cid %d) is connected") % playerSettings->name % connId);
- gh->playerMessage(playerSettings->color, messageText, ObjectInstanceID{});
-
- startAiPack.players.push_back(playerSettings->color);
- }
- if(!startAiPack.players.empty())
- gh->sendAndApply(&startAiPack);
- }
- }
- void CVCMIServer::setPlayerConnectedId(PlayerSettings & pset, ui8 player) const
- {
- if(vstd::contains(playerNames, player))
- pset.name = playerNames.find(player)->second.name;
- else
- pset.name = VLC->generaltexth->allTexts[468]; //Computer
- pset.connectedPlayerIDs.clear();
- if(player != PlayerSettings::PLAYER_AI)
- pset.connectedPlayerIDs.insert(player);
- }
- void CVCMIServer::updateStartInfoOnMapChange(std::shared_ptr<CMapInfo> mapInfo, std::shared_ptr<CMapGenOptions> mapGenOpts)
- {
- mi = mapInfo;
- if(!mi)
- return;
- auto namesIt = playerNames.cbegin();
- si->playerInfos.clear();
- if(mi->scenarioOptionsOfSave)
- {
- si = CMemorySerializer::deepCopy(*mi->scenarioOptionsOfSave);
- si->mode = StartInfo::LOAD_GAME;
- if(si->campState)
- campaignMap = si->campState->currentMap.get();
- for(auto & ps : si->playerInfos)
- {
- if(!ps.second.compOnly && ps.second.connectedPlayerIDs.size() && namesIt != playerNames.cend())
- {
- setPlayerConnectedId(ps.second, namesIt++->first);
- }
- else
- {
- setPlayerConnectedId(ps.second, PlayerSettings::PLAYER_AI);
- }
- }
- }
- else if(si->mode == StartInfo::NEW_GAME || si->mode == StartInfo::CAMPAIGN)
- {
- if(mi->campaignHeader)
- return;
- for(int i = 0; i < mi->mapHeader->players.size(); i++)
- {
- const PlayerInfo & pinfo = mi->mapHeader->players[i];
- //neither computer nor human can play - no player
- if(!(pinfo.canHumanPlay || pinfo.canComputerPlay))
- continue;
- PlayerSettings & pset = si->playerInfos[PlayerColor(i)];
- pset.color = PlayerColor(i);
- if(pinfo.canHumanPlay && namesIt != playerNames.cend())
- {
- setPlayerConnectedId(pset, namesIt++->first);
- }
- else
- {
- setPlayerConnectedId(pset, PlayerSettings::PLAYER_AI);
- if(!pinfo.canHumanPlay)
- {
- pset.compOnly = true;
- }
- }
- pset.castle = pinfo.defaultCastle();
- pset.hero = pinfo.defaultHero();
- if(pset.hero != PlayerSettings::RANDOM && pinfo.hasCustomMainHero())
- {
- pset.hero = pinfo.mainCustomHeroId;
- pset.heroName = pinfo.mainCustomHeroName;
- pset.heroPortrait = pinfo.mainCustomHeroPortrait;
- }
- pset.handicap = PlayerSettings::NO_HANDICAP;
- }
- if(mi->isRandomMap && mapGenOpts)
- si->mapGenOptions = std::shared_ptr<CMapGenOptions>(mapGenOpts);
- else
- si->mapGenOptions.reset();
- }
- si->mapname = mi->fileURI;
- }
- void CVCMIServer::updateAndPropagateLobbyState()
- {
- boost::unique_lock<boost::mutex> stateLock(stateMutex);
- // Update player settings for RMG
- // TODO: find appropriate location for this code
- if(si->mapGenOptions && si->mode == StartInfo::NEW_GAME)
- {
- for(const auto & psetPair : si->playerInfos)
- {
- const auto & pset = psetPair.second;
- si->mapGenOptions->setStartingTownForPlayer(pset.color, pset.castle);
- if(pset.isControlledByHuman())
- {
- si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::HUMAN);
- }
- }
- }
- auto lus = vstd::make_unique<LobbyUpdateState>();
- lus->state = *this;
- addToAnnounceQueue(std::move(lus));
- }
- void CVCMIServer::setPlayer(PlayerColor clickedColor)
- {
- struct PlayerToRestore
- {
- PlayerColor color;
- int id;
- void reset() { id = -1; color = PlayerColor::CANNOT_DETERMINE; }
- PlayerToRestore(){ reset(); }
- } playerToRestore;
- PlayerSettings & clicked = si->playerInfos[clickedColor];
- //identify clicked player
- int clickedNameID = 0; //number of player - zero means AI, assume it initially
- if(clicked.isControlledByHuman())
- clickedNameID = *(clicked.connectedPlayerIDs.begin()); //if not AI - set appropiate ID
- if(clickedNameID > 0 && playerToRestore.id == clickedNameID) //player to restore is about to being replaced -> put him back to the old place
- {
- PlayerSettings & restPos = si->playerInfos[playerToRestore.color];
- setPlayerConnectedId(restPos, playerToRestore.id);
- playerToRestore.reset();
- }
- int newPlayer; //which player will take clicked position
- //who will be put here?
- if(!clickedNameID) //AI player clicked -> if possible replace computer with unallocated player
- {
- newPlayer = getIdOfFirstUnallocatedPlayer();
- if(!newPlayer) //no "free" player -> get just first one
- newPlayer = playerNames.begin()->first;
- }
- else //human clicked -> take next
- {
- auto i = playerNames.find(clickedNameID); //clicked one
- i++; //player AFTER clicked one
- if(i != playerNames.end())
- newPlayer = i->first;
- else
- newPlayer = 0; //AI if we scrolled through all players
- }
- setPlayerConnectedId(clicked, newPlayer); //put player
- //if that player was somewhere else, we need to replace him with computer
- if(newPlayer) //not AI
- {
- for(auto i = si->playerInfos.begin(); i != si->playerInfos.end(); i++)
- {
- int curNameID = *(i->second.connectedPlayerIDs.begin());
- if(i->first != clickedColor && curNameID == newPlayer)
- {
- assert(i->second.connectedPlayerIDs.size());
- playerToRestore.color = i->first;
- playerToRestore.id = newPlayer;
- setPlayerConnectedId(i->second, PlayerSettings::PLAYER_AI); //set computer
- break;
- }
- }
- }
- }
- void CVCMIServer::optionNextCastle(PlayerColor player, int dir)
- {
- PlayerSettings & s = si->playerInfos[player];
- si16 & cur = s.castle;
- auto & allowed = getPlayerInfo(player.getNum()).allowedFactions;
- const bool allowRandomTown = getPlayerInfo(player.getNum()).isFactionRandom;
- if(cur == PlayerSettings::NONE) //no change
- return;
- if(cur == PlayerSettings::RANDOM) //first/last available
- {
- if(dir > 0)
- cur = *allowed.begin(); //id of first town
- else
- cur = *allowed.rbegin(); //id of last town
- }
- else // next/previous available
- {
- if((cur == *allowed.begin() && dir < 0) || (cur == *allowed.rbegin() && dir > 0))
- {
- if(allowRandomTown)
- {
- cur = PlayerSettings::RANDOM;
- }
- else
- {
- if(dir > 0)
- cur = *allowed.begin();
- else
- cur = *allowed.rbegin();
- }
- }
- else
- {
- assert(dir >= -1 && dir <= 1); //othervice std::advance may go out of range
- auto iter = allowed.find((ui8)cur);
- std::advance(iter, dir);
- cur = *iter;
- }
- }
- if(s.hero >= 0 && !getPlayerInfo(player.getNum()).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
- {
- s.hero = PlayerSettings::RANDOM;
- }
- if(cur < 0 && s.bonus == PlayerSettings::RESOURCE)
- s.bonus = PlayerSettings::RANDOM;
- }
- void CVCMIServer::setCampaignMap(int mapId)
- {
- campaignMap = mapId;
- si->difficulty = si->campState->camp->scenarios[mapId].difficulty;
- campaignBonus = -1;
- updateStartInfoOnMapChange(si->campState->getMapInfo(mapId));
- }
- void CVCMIServer::setCampaignBonus(int bonusId)
- {
- campaignBonus = bonusId;
- const CCampaignScenario & scenario = si->campState->camp->scenarios[campaignMap];
- const std::vector<CScenarioTravel::STravelBonus> & bonDescs = scenario.travelOptions.bonusesToChoose;
- if(bonDescs[bonusId].type == CScenarioTravel::STravelBonus::HERO)
- {
- for(auto & elem : si->playerInfos)
- {
- if(elem.first == PlayerColor(bonDescs[bonusId].info1))
- setPlayerConnectedId(elem.second, 1);
- else
- setPlayerConnectedId(elem.second, PlayerSettings::PLAYER_AI);
- }
- }
- }
- void CVCMIServer::optionNextHero(PlayerColor player, int dir)
- {
- PlayerSettings & s = si->playerInfos[player];
- if(s.castle < 0 || s.hero == PlayerSettings::NONE)
- return;
- if(s.hero == PlayerSettings::RANDOM) // first/last available
- {
- int max = static_cast<int>(VLC->heroh->size()),
- min = 0;
- s.hero = nextAllowedHero(player, min, max, 0, dir);
- }
- else
- {
- if(dir > 0)
- s.hero = nextAllowedHero(player, s.hero, (int)VLC->heroh->size(), 1, dir);
- else
- s.hero = nextAllowedHero(player, -1, s.hero, 1, dir); // min needs to be -1 -- hero at index 0 would be skipped otherwise
- }
- }
- int CVCMIServer::nextAllowedHero(PlayerColor player, int min, int max, int incl, int dir)
- {
- if(dir > 0)
- {
- for(int i = min + incl; i <= max - incl; i++)
- if(canUseThisHero(player, i))
- return i;
- }
- else
- {
- for(int i = max - incl; i >= min + incl; i--)
- if(canUseThisHero(player, i))
- return i;
- }
- return -1;
- }
- void CVCMIServer::optionNextBonus(PlayerColor player, int dir)
- {
- PlayerSettings & s = si->playerInfos[player];
- PlayerSettings::Ebonus & ret = s.bonus = static_cast<PlayerSettings::Ebonus>(static_cast<int>(s.bonus) + dir);
- if(s.hero == PlayerSettings::NONE &&
- !getPlayerInfo(player.getNum()).heroesNames.size() &&
- ret == PlayerSettings::ARTIFACT) //no hero - can't be artifact
- {
- if(dir < 0)
- ret = PlayerSettings::RANDOM;
- else
- ret = PlayerSettings::GOLD;
- }
- if(ret > PlayerSettings::RESOURCE)
- ret = PlayerSettings::RANDOM;
- if(ret < PlayerSettings::RANDOM)
- ret = PlayerSettings::RESOURCE;
- if(s.castle == PlayerSettings::RANDOM && ret == PlayerSettings::RESOURCE) //random castle - can't be resource
- {
- if(dir < 0)
- ret = PlayerSettings::GOLD;
- else
- ret = PlayerSettings::RANDOM;
- }
- }
- bool CVCMIServer::canUseThisHero(PlayerColor player, int ID)
- {
- return VLC->heroh->size() > ID
- && si->playerInfos[player].castle == VLC->heroh->objects[ID]->heroClass->faction
- && !vstd::contains(getUsedHeroes(), ID)
- && mi->mapHeader->allowedHeroes[ID];
- }
- std::vector<int> CVCMIServer::getUsedHeroes()
- {
- std::vector<int> heroIds;
- for(auto & p : si->playerInfos)
- {
- const auto & heroes = getPlayerInfo(p.first.getNum()).heroesNames;
- for(auto & hero : heroes)
- if(hero.heroId >= 0) //in VCMI map format heroId = -1 means random hero
- heroIds.push_back(hero.heroId);
- if(p.second.hero != PlayerSettings::RANDOM)
- heroIds.push_back(p.second.hero);
- }
- return heroIds;
- }
- ui8 CVCMIServer::getIdOfFirstUnallocatedPlayer() const
- {
- for(auto i = playerNames.cbegin(); i != playerNames.cend(); i++)
- {
- if(!si->getPlayersSettings(i->first))
- return i->first;
- }
- return 0;
- }
- #if defined(__GNUC__) && !defined(__MINGW32__) && !defined(VCMI_ANDROID) && !defined(VCMI_IOS)
- void handleLinuxSignal(int sig)
- {
- const int STACKTRACE_SIZE = 100;
- void * buffer[STACKTRACE_SIZE];
- int ptrCount = backtrace(buffer, STACKTRACE_SIZE);
- char * * strings;
- logGlobal->error("Error: signal %d :", sig);
- strings = backtrace_symbols(buffer, ptrCount);
- if(strings == nullptr)
- {
- logGlobal->error("There are no symbols.");
- }
- else
- {
- for(int i = 0; i < ptrCount; ++i)
- {
- logGlobal->error(strings[i]);
- }
- free(strings);
- }
- _exit(EXIT_FAILURE);
- }
- #endif
- static void handleCommandOptions(int argc, char * argv[], boost::program_options::variables_map & options)
- {
- namespace po = boost::program_options;
- #ifdef SINGLE_PROCESS_APP
- options.emplace("run-by-client", po::variable_value{true, true});
- options.emplace("uuid", po::variable_value{std::string{argv[1]}, true});
- #else
- po::options_description opts("Allowed options");
- opts.add_options()
- ("help,h", "display help and exit")
- ("version,v", "display version information and exit")
- ("run-by-client", "indicate that server launched by client on same machine")
- ("uuid", po::value<std::string>(), "")
- ("enable-shm-uuid", "use UUID for shared memory identifier")
- ("enable-shm", "enable usage of shared memory")
- ("port", po::value<ui16>(), "port at which server will listen to connections from client");
- if(argc > 1)
- {
- try
- {
- po::store(po::parse_command_line(argc, argv, opts), options);
- }
- catch(std::exception & e)
- {
- std::cerr << "Failure during parsing command-line options:\n" << e.what() << std::endl;
- }
- }
- #endif
- po::notify(options);
- #ifndef SINGLE_PROCESS_APP
- if(options.count("help"))
- {
- auto time = std::time(0);
- printf("%s - A Heroes of Might and Magic 3 clone\n", GameConstants::VCMI_VERSION.c_str());
- printf("Copyright (C) 2007-%d VCMI dev team - see AUTHORS file\n", std::localtime(&time)->tm_year + 1900);
- printf("This is free software; see the source for copying conditions. There is NO\n");
- printf("warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.\n");
- printf("\n");
- std::cout << opts;
- exit(0);
- }
- if(options.count("version"))
- {
- printf("%s\n", GameConstants::VCMI_VERSION.c_str());
- std::cout << VCMIDirs::get().genHelpString();
- exit(0);
- }
- #endif
- }
- #ifdef SINGLE_PROCESS_APP
- #define main server_main
- #endif
- int main(int argc, char * argv[])
- {
- #if !defined(VCMI_ANDROID) && !defined(VCMI_IOS)
- // Correct working dir executable folder (not bundle folder) so we can use executable relative paths
- boost::filesystem::current_path(boost::filesystem::system_complete(argv[0]).parent_path());
- #endif
- // Installs a sig sev segmentation violation handler
- // to log stacktrace
- #if defined(__GNUC__) && !defined(__MINGW32__) && !defined(VCMI_ANDROID) && !defined(VCMI_IOS)
- signal(SIGSEGV, handleLinuxSignal);
- #endif
- #ifndef VCMI_IOS
- console = new CConsoleHandler();
- #endif
- CBasicLogConfigurator logConfig(VCMIDirs::get().userLogsPath() / "VCMI_Server_log.txt", console);
- logConfig.configureDefault();
- logGlobal->info(SERVER_NAME);
- boost::program_options::variables_map opts;
- handleCommandOptions(argc, argv, opts);
- preinitDLL(console);
- settings.init();
- logConfig.configure();
- loadDLLClasses();
- srand((ui32)time(nullptr));
- #ifdef SINGLE_PROCESS_APP
- boost::condition_variable * cond = reinterpret_cast<boost::condition_variable *>(argv[0]);
- cond->notify_one();
- #endif
- try
- {
- boost::asio::io_service io_service;
- CVCMIServer server(opts);
- try
- {
- while(server.state != EServerState::SHUTDOWN)
- {
- server.run();
- }
- io_service.run();
- }
- catch(boost::system::system_error & e) //for boost errors just log, not crash - probably client shut down connection
- {
- logNetwork->error(e.what());
- server.state = EServerState::SHUTDOWN;
- }
- catch(...)
- {
- handleException();
- }
- }
- catch(boost::system::system_error & e)
- {
- logNetwork->error(e.what());
- //catch any startup errors (e.g. can't access port) errors
- //and return non-zero status so client can detect error
- throw;
- }
- #ifdef VCMI_ANDROID
- CAndroidVMHelper envHelper;
- envHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "killServer");
- #endif
- logConfig.deconfigure();
- vstd::clear_pointer(VLC);
- return 0;
- }
- #ifdef VCMI_ANDROID
- void CVCMIServer::create()
- {
- const char * foo[1] = {"android-server"};
- main(1, const_cast<char **>(foo));
- }
- #elif defined(SINGLE_PROCESS_APP)
- void CVCMIServer::create(boost::condition_variable * cond, const std::string & uuid)
- {
- const std::initializer_list<const void *> argv = {
- cond,
- uuid.c_str(),
- };
- main(argv.size(), reinterpret_cast<char **>(const_cast<void **>(argv.begin())));
- }
- #endif
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