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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 "CVCMIServer.h"
- #include "CGameHandler.h"
- #include "GlobalLobbyProcessor.h"
- #include "LobbyNetPackVisitors.h"
- #include "processors/PlayerMessageProcessor.h"
- #include "../lib/CThreadHelper.h"
- #include "../lib/GameLibrary.h"
- #include "../lib/campaign/CampaignState.h"
- #include "../lib/entities/hero/CHeroHandler.h"
- #include "../lib/entities/hero/CHeroClass.h"
- #include "../lib/entities/ResourceTypeHandler.h"
- #include "../lib/gameState/CGameState.h"
- #include "../lib/mapping/CMapInfo.h"
- #include "../lib/mapping/CMapHeader.h"
- #include "../lib/modding/ModIncompatibility.h"
- #include "../lib/rmg/CMapGenOptions.h"
- #include "../lib/serializer/CMemorySerializer.h"
- #include "../lib/serializer/GameConnection.h"
- #include "../lib/texts/CGeneralTextHandler.h"
- // UUID generation
- #include <boost/uuid/uuid.hpp>
- #include <boost/uuid/uuid_io.hpp>
- #include <boost/uuid/uuid_generators.hpp>
- #include <boost/program_options.hpp>
- class CVCMIServerPackVisitor : public VCMI_LIB_WRAP_NAMESPACE(ICPackVisitor)
- {
- private:
- CVCMIServer & handler;
- std::shared_ptr<CGameHandler> gh;
- std::shared_ptr<GameConnection> connection;
- public:
- CVCMIServerPackVisitor(CVCMIServer & handler, const std::shared_ptr<CGameHandler> & gh, const std::shared_ptr<GameConnection> & connection)
- : handler(handler)
- , gh(gh)
- , connection(connection)
- {
- }
- bool callTyped() override { return false; }
- void visitForLobby(CPackForLobby & packForLobby) override
- {
- handler.handleReceivedPack(connection, packForLobby);
- }
- void visitForServer(CPackForServer & serverPack) override
- {
- if (gh)
- gh->handleReceivedPack(connection->connectionID, serverPack);
- else
- logNetwork->error("Received pack for game server while in lobby!");
- }
- void visitForClient(CPackForClient & clientPack) override
- {
- }
- };
- CVCMIServer::CVCMIServer(uint16_t port, bool runByClient)
- : currentClientId(GameConnectionID::FIRST_CONNECTION)
- , currentPlayerId(PlayerConnectionID::FIRST_HUMAN)
- , port(port)
- , runByClient(runByClient)
- {
- uuid = boost::uuids::to_string(boost::uuids::random_generator()());
- logNetwork->trace("CVCMIServer created! UUID: %s", uuid);
- networkHandler = INetworkHandler::createHandler();
- }
- CVCMIServer::~CVCMIServer() = default;
- uint16_t CVCMIServer::prepare(bool connectToLobby, bool listenForConnections) {
- if(connectToLobby) {
- lobbyProcessor = std::make_unique<GlobalLobbyProcessor>(*this);
- return 0;
- } else {
- return startAcceptingIncomingConnections(listenForConnections);
- }
- }
- uint16_t CVCMIServer::startAcceptingIncomingConnections(bool listenForConnections)
- {
- networkServer = networkHandler->createServerTCP(*this);
- port
- ? logNetwork->info("Port %d will be used", port)
- : logNetwork->info("Randomly assigned port will be used");
- // config port may be 0 => srvport will contain the OS-assigned port value
- if (listenForConnections)
- {
- auto srvport = networkServer->start(port);
- logNetwork->info("Listening for connections at port %d", srvport);
- return srvport;
- }
- else
- return 0;
- }
- void CVCMIServer::onNewConnection(const std::shared_ptr<INetworkConnection> & connection)
- {
- if(getState() == EServerState::LOBBY)
- {
- activeConnections.push_back(std::make_shared<GameConnection>(connection));
- activeConnections.back()->enterLobbyConnectionMode();
- }
- else
- {
- // TODO: reconnection support
- connection->close();
- }
- }
- void CVCMIServer::onPacketReceived(const std::shared_ptr<INetworkConnection> & connection, const std::vector<std::byte> & message)
- {
- std::shared_ptr<GameConnection> c = findConnection(connection);
- if (c == nullptr)
- throw std::out_of_range("Unknown connection received in CVCMIServer::findConnection");
- auto pack = c->retrievePack(message);
- CVCMIServerPackVisitor visitor(*this, this->gh, c);
- pack->visit(visitor);
- }
- void CVCMIServer::setState(EServerState value)
- {
- if (value == EServerState::SHUTDOWN && state == EServerState::SHUTDOWN)
- logGlobal->warn("Attempt to shutdown already shutdown server!");
- // do not attempt to restart dying server
- assert(state != EServerState::SHUTDOWN || state == value);
- state = value;
- if (state == EServerState::SHUTDOWN)
- networkHandler->stop();
- }
- EServerState CVCMIServer::getState() const
- {
- return state;
- }
- std::shared_ptr<GameConnection> CVCMIServer::findConnection(const std::shared_ptr<INetworkConnection> & netConnection)
- {
- for(const auto & gameConnection : activeConnections)
- {
- if (gameConnection->isMyConnection(netConnection))
- return gameConnection;
- }
- return nullptr;
- }
- bool CVCMIServer::wasStartedByClient() const
- {
- return runByClient;
- }
- void CVCMIServer::run()
- {
- networkHandler->run();
- }
- void CVCMIServer::onTimer()
- {
- // we might receive onTimer call after transitioning from GAMEPLAY to LOBBY state, e.g. on game restart
- if (getState() != EServerState::GAMEPLAY)
- return;
- static const auto serverUpdateInterval = std::chrono::milliseconds(100);
- auto timeNow = std::chrono::steady_clock::now();
- auto timePassedBefore = lastTimerUpdateTime - gameplayStartTime;
- auto timePassedNow = timeNow - gameplayStartTime;
- lastTimerUpdateTime = timeNow;
- auto msPassedBefore = std::chrono::duration_cast<std::chrono::milliseconds>(timePassedBefore);
- auto msPassedNow = std::chrono::duration_cast<std::chrono::milliseconds>(timePassedNow);
- auto msDelta = msPassedNow - msPassedBefore;
- if (msDelta.count())
- gh->tick(msDelta.count());
- networkHandler->createTimer(*this, serverUpdateInterval);
- }
- void CVCMIServer::prepareToRestart()
- {
- if(getState() != EServerState::GAMEPLAY)
- {
- assert(0);
- return;
- }
- * si = * gh->gs->getInitialStartInfo();
- setState(EServerState::LOBBY);
- if (si->campState)
- {
- assert(si->campState->currentScenario().has_value());
- campaignMap = si->campState->currentScenario().value_or(CampaignScenarioID(0));
- campaignBonus = si->campState->getBonusID(campaignMap).value_or(-1);
- }
- for(auto activeConnection : activeConnections)
- activeConnection->enterLobbyConnectionMode();
- gh = nullptr;
- }
- bool CVCMIServer::prepareToStartGame()
- {
- Load::ProgressAccumulator progressTracking;
- Load::Progress current(1);
- progressTracking.include(current);
- auto progressTrackingThread = std::thread([this, &progressTracking]()
- {
- setThreadName("progressTrackingThread");
- auto currentProgress = std::numeric_limits<Load::Type>::max();
- while(!progressTracking.finished())
- {
- if(progressTracking.get() != currentProgress)
- {
- //FIXME: UNGUARDED MULTITHREADED ACCESS!!!
- currentProgress = progressTracking.get();
- LobbyLoadProgress loadProgress;
- loadProgress.progress = currentProgress;
- announcePack(loadProgress);
- }
- std::this_thread::sleep_for(std::chrono::milliseconds(50));
- }
- });
- auto newGH = std::make_shared<CGameHandler>(*this);
- bool started = false;
- try
- {
- switch(si->mode)
- {
- case EStartMode::CAMPAIGN:
- logNetwork->info("Preparing to start new campaign");
- si->startTime = std::time(nullptr);
- si->fileURI = mi->fileURI;
- si->campState->setCurrentMap(campaignMap);
- si->campState->setCurrentMapBonus(campaignBonus);
- newGH->init(si.get(), progressTracking); // may throw
- started = true;
- break;
- case EStartMode::NEW_GAME:
- logNetwork->info("Preparing to start new game");
- si->startTime = std::time(nullptr);
- si->fileURI = mi->fileURI;
- newGH->init(si.get(), progressTracking); // may throw
- started = true;
- break;
- case EStartMode::LOAD_GAME:
- logNetwork->info("Preparing to start loaded game");
- if(loadSavedGame(*newGH, *si))
- started = true;
- break;
- default:
- logNetwork->error("Wrong mode in StartInfo!");
- assert(0);
- break;
- }
- }
- catch(const ModIncompatibility & e)
- {
- logGlobal->error("Failed to launch game: %s", e.what());
- announceMessage(e.getFullErrorMsg());
- }
- catch(const IdentifierResolutionException & e)
- {
- logGlobal->error("Failed to launch game: %s", e.what());
- MetaString errorMsg;
- errorMsg.appendTextID("vcmi.server.errors.campOrMapFile.unknownEntity");
- errorMsg.replaceRawString(e.identifierName);
- announceMessage(errorMsg);
- }
- catch(const std::exception & e)
- {
- logGlobal->error("Failed to launch game: %s", e.what());
- auto str = MetaString::createFromTextID("vcmi.broadcast.failedLoadGame");
- str.appendRawString(":\n");
- str.appendRawString(e.what());
- announceMessage(str);
- }
- current.finish();
- progressTrackingThread.join();
- if (!started)
- return false;
- gh = std::move(newGH);
- if(lobbyProcessor)
- lobbyProcessor->sendGameStarted();
- return true;
- }
- void CVCMIServer::startGameImmediately()
- {
- for(auto activeConnection : activeConnections)
- activeConnection->setCallback(gh->gameInfo());
- for(auto activeConnection : activeConnections)
- {
- auto players = getAllClientPlayers(activeConnection->connectionID);
- std::stringstream sbuffer;
- sbuffer << "Connection " << static_cast<int>(activeConnection->connectionID) << " will handle " << players.size() << " player: ";
- for (PlayerColor color : players)
- sbuffer << color << " ";
- logGlobal->info(sbuffer.str());
- }
- gh->start(si->mode == EStartMode::LOAD_GAME);
- setState(EServerState::GAMEPLAY);
- lastTimerUpdateTime = gameplayStartTime = std::chrono::steady_clock::now();
- onTimer();
- multiplayerWelcomeMessage();
- }
- void CVCMIServer::onDisconnected(const std::shared_ptr<INetworkConnection> & connection, const std::string & errorMessage)
- {
- logNetwork->error("Network error receiving a pack. Connection has been closed");
- std::shared_ptr<GameConnection> c = findConnection(connection);
- // player may have already disconnected via clientDisconnected call
- if (c)
- {
- LobbyClientDisconnected lcd;
- lcd.clientId = c->connectionID;
- handleReceivedPack(c, lcd);
- }
- }
- void CVCMIServer::handleReceivedPack(std::shared_ptr<GameConnection> connection, CPackForLobby & pack)
- {
- ClientPermissionsCheckerNetPackVisitor checker(*this, connection);
- pack.visit(checker);
- if(checker.getResult())
- {
- ApplyOnServerNetPackVisitor applier(*this, connection);
- pack.visit(applier);
- if (applier.getResult())
- announcePack(pack);
- }
- }
- void CVCMIServer::announcePack(CPackForLobby & pack)
- {
- for(auto activeConnection : activeConnections)
- {
- // 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;
- activeConnection->sendPack(pack);
- }
- ApplyOnServerAfterAnnounceNetPackVisitor applier(*this);
- pack.visit(applier);
- }
- void CVCMIServer::announceMessage(const MetaString & txt)
- {
- logNetwork->info("Show message: %s", txt.toString());
- LobbyShowMessage cm;
- cm.message = txt;
- announcePack(cm);
- }
- void CVCMIServer::announceMessage(const std::string & txt)
- {
- MetaString str;
- str.appendRawString(txt);
- announceMessage(str);
- }
- void CVCMIServer::announceTxt(const MetaString & txt, const std::string & playerName)
- {
- logNetwork->info("%s says: %s", playerName, txt.toString());
- LobbyChatMessage cm;
- cm.playerName = playerName;
- cm.message = txt;
- announcePack(cm);
- }
- void CVCMIServer::announceTxt(const std::string & txt, const std::string & playerName)
- {
- MetaString str;
- str.appendRawString(txt);
- announceTxt(str, playerName);
- }
- bool CVCMIServer::passHost(GameConnectionID toConnectionId)
- {
- for(auto activeConnection : activeConnections)
- {
- if(isClientHost(activeConnection->connectionID))
- continue;
- if(activeConnection->connectionID != toConnectionId)
- continue;
- hostClientId = activeConnection->connectionID;
- announceTxt(boost::str(boost::format("Pass host to connection %d") % static_cast<int>(toConnectionId)));
- return true;
- }
- return false;
- }
- void CVCMIServer::clientConnected(std::shared_ptr<GameConnection> c, std::vector<std::string> & names, const std::string & uuid, EStartMode mode)
- {
- assert(getState() == EServerState::LOBBY);
- c->connectionID = currentClientId;
- currentClientId = vstd::next(currentClientId, 1);
- c->uuid = uuid;
- if(hostClientId == GameConnectionID::INVALID)
- {
- hostClientId = c->connectionID;
- si->mode = mode;
- }
- logNetwork->info("Connection with client %d established. UUID: %s", static_cast<int>(c->connectionID), c->uuid);
- for(auto & name : names)
- {
- logNetwork->info("Client %d player: %s", static_cast<int>(c->connectionID), name);
- PlayerConnectionID id = currentPlayerId;
- currentPlayerId = vstd::next(currentPlayerId, 1);
- ClientPlayer cp;
- cp.connection = c->connectionID;
- cp.name = name;
- playerNames.try_emplace(id, cp);
- announceTxt(boost::str(boost::format("%s (pid %d cid %d) joins the game") % name % static_cast<int>(id) % static_cast<int>(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<GameConnection> connection)
- {
- assert(vstd::contains(activeConnections, connection));
- logGlobal->trace("Received disconnection request");
- vstd::erase(activeConnections, connection);
- if(activeConnections.empty() || hostClientId == connection->connectionID)
- {
- setState(EServerState::SHUTDOWN);
- return;
- }
- if(gh && getState() == EServerState::GAMEPLAY)
- {
- gh->handleClientDisconnection(connection->connectionID);
- }
- }
- void CVCMIServer::setPlayerConnectedId(PlayerSettings & pset, PlayerConnectionID player) const
- {
- if(vstd::contains(playerNames, player))
- pset.name = playerNames.find(player)->second.name;
- else
- pset.name = LIBRARY->generaltexth->allTexts[468]; //Computer
- pset.connectedPlayerIDs.clear();
- if(player != PlayerConnectionID::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 = EStartMode::LOAD_GAME;
- if(si->campState)
- campaignMap = si->campState->currentScenario().value();
- 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, PlayerConnectionID::PLAYER_AI);
- }
- }
- }
- else if(si->mode == EStartMode::NEW_GAME || si->mode == EStartMode::CAMPAIGN)
- {
- if(mi->campaign)
- 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, PlayerConnectionID::PLAYER_AI);
- if(!pinfo.canHumanPlay)
- {
- pset.compOnly = true;
- }
- }
- pset.castle = pinfo.defaultCastle();
- pset.hero = pinfo.defaultHero();
- if(pset.hero != HeroTypeID::RANDOM && pinfo.hasCustomMainHero())
- {
- pset.hero = pinfo.mainCustomHeroId;
- pset.heroNameTextId = pinfo.mainCustomHeroNameTextId;
- pset.heroPortrait = pinfo.mainCustomHeroPortrait;
- }
- }
- if(mi->isRandomMap && mapGenOpts)
- si->mapGenOptions = std::shared_ptr<CMapGenOptions>(mapGenOpts);
- else
- si->mapGenOptions.reset();
- }
- if (lobbyProcessor)
- {
- std::string roomDescription;
- if (si->mapGenOptions)
- {
- if (si->mapGenOptions->getMapTemplate())
- roomDescription = si->mapGenOptions->getMapTemplate()->getName();
- // else - no template selected.
- // TODO: handle this somehow?
- }
- else
- roomDescription = mi->getNameTranslated();
- lobbyProcessor->sendChangeRoomDescription(roomDescription);
- }
- si->mapname = mi->fileURI;
- }
- void CVCMIServer::updateAndPropagateLobbyState()
- {
- // Update player settings for RMG
- // TODO: find appropriate location for this code
- if(si->mapGenOptions && si->mode == EStartMode::NEW_GAME)
- {
- for(const auto & psetPair : si->playerInfos)
- {
- const auto & pset = psetPair.second;
- si->mapGenOptions->setStartingTownForPlayer(pset.color, pset.castle);
- si->mapGenOptions->setStartingHeroForPlayer(pset.color, pset.hero);
- if(pset.isControlledByHuman())
- {
- si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::HUMAN);
- }
- else
- {
- si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::AI);
- }
- }
- }
- LobbyUpdateState lus;
- lus.state = *static_cast<LobbyState*>(this);
- announcePack(lus);
- }
- void CVCMIServer::setPlayer(PlayerColor clickedColor)
- {
- struct PlayerToRestore
- {
- PlayerColor color;
- PlayerConnectionID id;
- void reset() { id = PlayerConnectionID::INVALID; color = PlayerColor::CANNOT_DETERMINE; }
- PlayerToRestore(){ reset(); }
- };
- PlayerToRestore playerToRestore;
- PlayerSettings & clicked = si->playerInfos[clickedColor];
- //identify clicked player
- PlayerConnectionID clickedNameID = PlayerConnectionID::PLAYER_AI;
- if(clicked.isControlledByHuman())
- clickedNameID = *(clicked.connectedPlayerIDs.begin()); //if not AI - set appropriate ID
- if(clickedNameID > PlayerConnectionID::PLAYER_AI && 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();
- }
- PlayerConnectionID newPlayer; //which player will take clicked position
- //who will be put here?
- if(clickedNameID == PlayerConnectionID::PLAYER_AI) //AI player clicked -> if possible replace computer with unallocated player
- {
- newPlayer = getIdOfFirstUnallocatedPlayer();
- if(newPlayer == PlayerConnectionID::PLAYER_AI) //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 = PlayerConnectionID::PLAYER_AI; //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 != PlayerConnectionID::PLAYER_AI) //not AI
- {
- for(auto i = si->playerInfos.begin(); i != si->playerInfos.end(); i++)
- {
- PlayerConnectionID 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, PlayerConnectionID::PLAYER_AI); //set computer
- break;
- }
- }
- }
- }
- void CVCMIServer::setPlayerName(PlayerColor color, const std::string & name)
- {
- if(color == PlayerColor::CANNOT_DETERMINE)
- return;
- PlayerSettings & player = si->playerInfos.at(color);
- if(!player.isControlledByHuman())
- return;
- if(player.connectedPlayerIDs.empty())
- return;
- PlayerConnectionID nameID = *(player.connectedPlayerIDs.begin()); //if not AI - set appropriate ID
- playerNames[nameID].name = name;
- setPlayerConnectedId(player, nameID);
- }
- void CVCMIServer::setPlayerHandicap(PlayerColor color, Handicap handicap)
- {
- if(color == PlayerColor::CANNOT_DETERMINE)
- return;
- si->playerInfos[color].handicap = handicap;
- int humanPlayer = 0;
- for (const auto & pi : si->playerInfos)
- if(pi.second.isControlledByHuman())
- humanPlayer++;
- if(humanPlayer < 2) // Singleplayer
- return;
- MetaString str;
- str.appendTextID("vcmi.lobby.handicap");
- str.appendRawString(" ");
- str.appendName(color);
- str.appendRawString(":");
- if(handicap.startBonus.empty() && handicap.percentIncome == 100 && handicap.percentGrowth == 100)
- {
- str.appendRawString(" ");
- str.appendTextID("core.genrltxt.523");
- announceTxt(str);
- return;
- }
- for(auto & res : LIBRARY->resourceTypeHandler->getAllObjects())
- if(handicap.startBonus[res] != 0)
- {
- str.appendRawString(" ");
- str.appendName(res);
- str.appendRawString(":");
- str.appendRawString(std::to_string(handicap.startBonus[res]));
- }
- if(handicap.percentIncome != 100)
- {
- str.appendRawString(" ");
- str.appendTextID("core.jktext.32");
- str.appendRawString(":");
- str.appendRawString(std::to_string(handicap.percentIncome) + "%");
- }
- if(handicap.percentGrowth != 100)
- {
- str.appendRawString(" ");
- str.appendTextID("core.genrltxt.194");
- str.appendRawString(":");
- str.appendRawString(std::to_string(handicap.percentGrowth) + "%");
- }
- announceTxt(str);
- }
- void CVCMIServer::optionNextCastle(PlayerColor player, int dir)
- {
- PlayerSettings & s = si->playerInfos[player];
- FactionID & cur = s.castle;
- auto & allowed = getPlayerInfo(player).allowedFactions;
- const bool allowRandomTown = getPlayerInfo(player).isFactionRandom;
- if(cur == FactionID::NONE) //no change
- return;
- if(cur == FactionID::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 = FactionID::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(cur);
- std::advance(iter, dir);
- cur = *iter;
- }
- }
- if(s.hero.isValid() && !getPlayerInfo(player).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
- {
- s.hero = HeroTypeID::RANDOM;
- }
- if(!cur.isValid() && s.bonus == PlayerStartingBonus::RESOURCE)
- s.bonus = PlayerStartingBonus::RANDOM;
- }
- void CVCMIServer::optionSetCastle(PlayerColor player, FactionID id)
- {
- PlayerSettings & s = si->playerInfos[player];
- FactionID & cur = s.castle;
- auto & allowed = getPlayerInfo(player).allowedFactions;
- if(cur == FactionID::NONE) //no change
- return;
- if(allowed.find(id) == allowed.end() && id != FactionID::RANDOM) // valid id
- return;
- cur = static_cast<FactionID>(id);
- if(s.hero.isValid() && !getPlayerInfo(player).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
- {
- s.hero = HeroTypeID::RANDOM;
- }
- if(!cur.isValid() && s.bonus == PlayerStartingBonus::RESOURCE)
- s.bonus = PlayerStartingBonus::RANDOM;
- }
- void CVCMIServer::setCampaignMap(CampaignScenarioID mapId)
- {
- campaignMap = mapId;
- si->difficulty = si->campState->scenario(mapId).difficulty;
- campaignBonus = -1;
- updateStartInfoOnMapChange(si->campState->getMapInfo(mapId));
- }
- void CVCMIServer::setCampaignBonus(int bonusId)
- {
- campaignBonus = bonusId;
- const CampaignScenario & scenario = si->campState->scenario(campaignMap);
- const CampaignBonus & bonus = scenario.travelOptions.bonusesToChoose.at(bonusId);
- if(bonus.getType() == CampaignBonusType::HERO || bonus.getType() == CampaignBonusType::HEROES_FROM_PREVIOUS_SCENARIO)
- {
- PlayerColor startingPlayer = bonus.getType() == CampaignBonusType::HERO ?
- bonus.getValue<CampaignBonusStartingHero>().startingPlayer :
- bonus.getValue<CampaignBonusHeroesFromScenario>().startingPlayer;
- for(auto & elem : si->playerInfos)
- {
- if(elem.first == startingPlayer)
- setPlayerConnectedId(elem.second, PlayerConnectionID::FIRST_HUMAN);
- else
- setPlayerConnectedId(elem.second, PlayerConnectionID::PLAYER_AI);
- }
- }
- }
- void CVCMIServer::optionNextHero(PlayerColor player, int dir)
- {
- PlayerSettings & s = si->playerInfos[player];
- if(!s.castle.isValid() || s.hero == HeroTypeID::NONE)
- return;
- if(s.hero == HeroTypeID::RANDOM) // first/last available
- {
- if (dir > 0)
- s.hero = nextAllowedHero(player, HeroTypeID(-1), dir);
- else
- s.hero = nextAllowedHero(player, HeroTypeID(LIBRARY->heroh->size()), dir);
- }
- else
- {
- s.hero = nextAllowedHero(player, s.hero, dir);
- }
- }
- void CVCMIServer::optionSetHero(PlayerColor player, HeroTypeID id)
- {
- PlayerSettings & s = si->playerInfos[player];
- if(!s.castle.isValid() || s.hero == HeroTypeID::NONE)
- return;
- if(id == HeroTypeID::RANDOM)
- {
- s.hero = HeroTypeID::RANDOM;
- }
- if(canUseThisHero(player, id))
- s.hero = static_cast<HeroTypeID>(id);
- }
- HeroTypeID CVCMIServer::nextAllowedHero(PlayerColor player, HeroTypeID initial, int direction)
- {
- HeroTypeID first(initial.getNum() + direction);
- if(direction > 0)
- {
- for (auto i = first; i.getNum() < LIBRARY->heroh->size(); ++i)
- if(canUseThisHero(player, i))
- return i;
- }
- else
- {
- for (auto i = first; i.getNum() >= 0; --i)
- if(canUseThisHero(player, i))
- return i;
- }
- return HeroTypeID::RANDOM;
- }
- void CVCMIServer::optionNextBonus(PlayerColor player, int dir)
- {
- PlayerSettings & s = si->playerInfos[player];
- s.bonus = static_cast<PlayerStartingBonus>(static_cast<int>(s.bonus) + dir);
- if(s.hero == HeroTypeID::NONE &&
- getPlayerInfo(player).heroesNames.empty() &&
- s.bonus == PlayerStartingBonus::ARTIFACT) //no hero - can't be artifact
- {
- if(dir < 0)
- s.bonus = PlayerStartingBonus::RANDOM;
- else
- s.bonus = PlayerStartingBonus::GOLD;
- }
- if(s.bonus > PlayerStartingBonus::RESOURCE)
- s.bonus = PlayerStartingBonus::RANDOM;
- if(s.bonus < PlayerStartingBonus::RANDOM)
- s.bonus = PlayerStartingBonus::RESOURCE;
- if(s.castle == FactionID::RANDOM && s.bonus == PlayerStartingBonus::RESOURCE) //random castle - can't be resource
- {
- if(dir < 0)
- s.bonus = PlayerStartingBonus::GOLD;
- else
- s.bonus = PlayerStartingBonus::RANDOM;
- }
- }
- void CVCMIServer::optionSetBonus(PlayerColor player, PlayerStartingBonus id)
- {
- PlayerSettings & s = si->playerInfos[player];
- if(s.hero == HeroTypeID::NONE &&
- !getPlayerInfo(player).heroesNames.size() &&
- id == PlayerStartingBonus::ARTIFACT) //no hero - can't be artifact
- return;
- if(id > PlayerStartingBonus::RESOURCE)
- return;
- if(id < PlayerStartingBonus::RANDOM)
- return;
- if(s.castle == FactionID::RANDOM && id == PlayerStartingBonus::RESOURCE) //random castle - can't be resource
- return;
- s.bonus = id;
- }
- bool CVCMIServer::canUseThisHero(PlayerColor player, HeroTypeID ID)
- {
- if (!ID.hasValue())
- return false;
- if (ID.getNum() >= LIBRARY->heroh->size())
- return false;
- if (si->playerInfos[player].castle != ID.toHeroType()->heroClass->faction)
- return false;
- if (vstd::contains(getUsedHeroes(), ID))
- return false;
- if (!mi->mapHeader->allowedHeroes.count(ID))
- return false;
- for (const auto & disposedHero : mi->mapHeader->disposedHeroes)
- if (disposedHero.heroId == ID && !disposedHero.players.count(player))
- return false;
- return true;
- }
- std::vector<HeroTypeID> CVCMIServer::getUsedHeroes()
- {
- std::vector<HeroTypeID> heroIds;
- for(const auto & p : si->playerInfos)
- {
- const auto & heroes = getPlayerInfo(p.first).heroesNames;
- for(const auto & hero : heroes)
- if(hero.heroId.hasValue())
- heroIds.push_back(hero.heroId);
- if(p.second.hero != HeroTypeID::RANDOM)
- heroIds.push_back(p.second.hero);
- }
- return heroIds;
- }
- PlayerConnectionID CVCMIServer::getIdOfFirstUnallocatedPlayer() const
- {
- for(auto i = playerNames.cbegin(); i != playerNames.cend(); i++)
- {
- if(!si->getPlayersSettings(i->first))
- return i->first;
- }
- return PlayerConnectionID::PLAYER_AI;
- }
- void CVCMIServer::multiplayerWelcomeMessage()
- {
- int humanPlayer = 0;
- for (const auto & pi : si->playerInfos)
- if(pi.second.isControlledByHuman())
- humanPlayer++;
- if(humanPlayer < 2) // Singleplayer
- return;
- gh->playerMessages->broadcastSystemMessage(MetaString::createFromTextID("vcmi.broadcast.command"));
- for (const auto & pi : si->playerInfos)
- if(!pi.second.handicap.startBonus.empty() || pi.second.handicap.percentIncome != 100 || pi.second.handicap.percentGrowth != 100)
- {
- MetaString str;
- str.appendTextID("vcmi.lobby.handicap");
- str.appendRawString(" ");
- str.appendName(pi.first);
- str.appendRawString(":");
- for(auto & res : LIBRARY->resourceTypeHandler->getAllObjects())
- if(pi.second.handicap.startBonus[res] != 0)
- {
- str.appendRawString(" ");
- str.appendName(res);
- str.appendRawString(":");
- str.appendRawString(std::to_string(pi.second.handicap.startBonus[res]));
- }
- if(pi.second.handicap.percentIncome != 100)
- {
- str.appendRawString(" ");
- str.appendTextID("core.jktext.32");
- str.appendRawString(":");
- str.appendRawString(std::to_string(pi.second.handicap.percentIncome) + "%");
- }
- if(pi.second.handicap.percentGrowth != 100)
- {
- str.appendRawString(" ");
- str.appendTextID("core.genrltxt.194");
- str.appendRawString(":");
- str.appendRawString(std::to_string(pi.second.handicap.percentGrowth) + "%");
- }
- gh->playerMessages->broadcastSystemMessage(str);
- }
- std::vector<std::string> optionIds;
- if(si->extraOptionsInfo.cheatsAllowed)
- optionIds.emplace_back("vcmi.optionsTab.cheatAllowed.hover");
- if(si->extraOptionsInfo.unlimitedReplay)
- optionIds.emplace_back("vcmi.optionsTab.unlimitedReplay.hover");
- if(!optionIds.size()) // No settings to publish
- return;
- MetaString str;
- str.appendTextID("vcmi.optionsTab.extraOptions.hover");
- str.appendRawString(": ");
- for(int i = 0; i < optionIds.size(); i++)
- {
- str.appendTextID(optionIds[i]);
- if(i < optionIds.size() - 1)
- str.appendRawString(", ");
- }
- gh->playerMessages->broadcastSystemMessage(str);
- }
- INetworkHandler & CVCMIServer::getNetworkHandler()
- {
- return *networkHandler;
- }
- INetworkServer & CVCMIServer::getNetworkServer()
- {
- return *networkServer;
- }
- bool CVCMIServer::loadSavedGame(CGameHandler & handler, const StartInfo & info)
- {
- try
- {
- handler.load(info);
- }
- catch(const ModIncompatibility & e)
- {
- logGlobal->error("Failed to load game: %s", e.what());
- announceMessage(e.getFullErrorMsg());
- return false;
- }
- catch(const IdentifierResolutionException & e)
- {
- logGlobal->error("Failed to load game: %s", e.what());
- MetaString errorMsg;
- errorMsg.appendTextID("vcmi.server.errors.saveFile.unknownEntity");
- errorMsg.replaceRawString(e.identifierName);
- announceMessage(errorMsg);
- return false;
- }
- catch(const std::exception & e)
- {
- logGlobal->error("Failed to load game: %s", e.what());
- auto str = MetaString::createFromTextID("vcmi.broadcast.failedLoadGame");
- str.appendRawString(": ");
- str.appendRawString(e.what());
- announceMessage(str);
- return false;
- }
- return true;
- }
- bool CVCMIServer::isPlayerHost(const PlayerColor & color) const
- {
- return LobbyInfo::isPlayerHost(color);
- }
- bool CVCMIServer::hasPlayerAt(PlayerColor player, GameConnectionID connectionID) const
- {
- return vstd::contains(getAllClientPlayers(connectionID), player);
- }
- bool CVCMIServer::hasBothPlayersAtSameConnection(PlayerColor left, PlayerColor right) const
- {
- for (const auto & c : activeConnections)
- if (hasPlayerAt(left, c->connectionID) && hasPlayerAt(right, c->connectionID))
- return true;
- return false;
- }
- void CVCMIServer::applyPack(CPackForClient & pack)
- {
- logNetwork->trace("\tSending to all clients: %s", typeid(pack).name());
- for (const auto & c : activeConnections)
- c->sendPack(pack);
- gh->gs->apply(pack);
- logNetwork->trace("\tApplied on gameState(): %s", typeid(pack).name());
- }
- void CVCMIServer::sendPack(CPackForClient & pack, GameConnectionID connectionID)
- {
- for (const auto & c : activeConnections)
- if (c->connectionID == connectionID)
- c->sendPack(pack);
- }
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