CVCMIServer.cpp 25 KB

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