CVCMIServer.cpp 31 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/CThreadHelper.h"
  17. #include "../lib/GameLibrary.h"
  18. #include "../lib/campaign/CampaignState.h"
  19. #include "../lib/entities/hero/CHeroHandler.h"
  20. #include "../lib/entities/hero/CHeroClass.h"
  21. #include "../lib/entities/ResourceTypeHandler.h"
  22. #include "../lib/gameState/CGameState.h"
  23. #include "../lib/mapping/CMapInfo.h"
  24. #include "../lib/mapping/CMapHeader.h"
  25. #include "../lib/modding/ModIncompatibility.h"
  26. #include "../lib/rmg/CMapGenOptions.h"
  27. #include "../lib/serializer/CMemorySerializer.h"
  28. #include "../lib/serializer/GameConnection.h"
  29. #include "../lib/texts/CGeneralTextHandler.h"
  30. // UUID generation
  31. #include <boost/uuid/uuid.hpp>
  32. #include <boost/uuid/uuid_io.hpp>
  33. #include <boost/uuid/uuid_generators.hpp>
  34. #include <boost/program_options.hpp>
  35. class CVCMIServerPackVisitor : public VCMI_LIB_WRAP_NAMESPACE(ICPackVisitor)
  36. {
  37. private:
  38. CVCMIServer & handler;
  39. std::shared_ptr<CGameHandler> gh;
  40. std::shared_ptr<GameConnection> connection;
  41. public:
  42. CVCMIServerPackVisitor(CVCMIServer & handler, const std::shared_ptr<CGameHandler> & gh, const std::shared_ptr<GameConnection> & connection)
  43. : handler(handler)
  44. , gh(gh)
  45. , connection(connection)
  46. {
  47. }
  48. bool callTyped() override { return false; }
  49. void visitForLobby(CPackForLobby & packForLobby) override
  50. {
  51. handler.handleReceivedPack(connection, packForLobby);
  52. }
  53. void visitForServer(CPackForServer & serverPack) override
  54. {
  55. if (gh)
  56. gh->handleReceivedPack(connection->connectionID, serverPack);
  57. else
  58. logNetwork->error("Received pack for game server while in lobby!");
  59. }
  60. void visitForClient(CPackForClient & clientPack) override
  61. {
  62. }
  63. };
  64. CVCMIServer::CVCMIServer(uint16_t port, bool runByClient)
  65. : currentClientId(GameConnectionID::FIRST_CONNECTION)
  66. , currentPlayerId(PlayerConnectionID::FIRST_HUMAN)
  67. , port(port)
  68. , runByClient(runByClient)
  69. {
  70. uuid = boost::uuids::to_string(boost::uuids::random_generator()());
  71. logNetwork->trace("CVCMIServer created! UUID: %s", uuid);
  72. networkHandler = INetworkHandler::createHandler();
  73. }
  74. CVCMIServer::~CVCMIServer() = default;
  75. uint16_t CVCMIServer::prepare(bool connectToLobby, bool listenForConnections) {
  76. if(connectToLobby) {
  77. lobbyProcessor = std::make_unique<GlobalLobbyProcessor>(*this);
  78. return 0;
  79. } else {
  80. return startAcceptingIncomingConnections(listenForConnections);
  81. }
  82. }
  83. uint16_t CVCMIServer::startAcceptingIncomingConnections(bool listenForConnections)
  84. {
  85. networkServer = networkHandler->createServerTCP(*this);
  86. port
  87. ? logNetwork->info("Port %d will be used", port)
  88. : logNetwork->info("Randomly assigned port will be used");
  89. // config port may be 0 => srvport will contain the OS-assigned port value
  90. if (listenForConnections)
  91. {
  92. auto srvport = networkServer->start(port);
  93. logNetwork->info("Listening for connections at port %d", srvport);
  94. return srvport;
  95. }
  96. else
  97. return 0;
  98. }
  99. void CVCMIServer::onNewConnection(const std::shared_ptr<INetworkConnection> & connection)
  100. {
  101. if(getState() == EServerState::LOBBY)
  102. {
  103. activeConnections.push_back(std::make_shared<GameConnection>(connection));
  104. activeConnections.back()->enterLobbyConnectionMode();
  105. }
  106. else
  107. {
  108. // TODO: reconnection support
  109. connection->close();
  110. }
  111. }
  112. void CVCMIServer::onPacketReceived(const std::shared_ptr<INetworkConnection> & connection, const std::vector<std::byte> & message)
  113. {
  114. std::shared_ptr<GameConnection> c = findConnection(connection);
  115. if (c == nullptr)
  116. throw std::out_of_range("Unknown connection received in CVCMIServer::findConnection");
  117. auto pack = c->retrievePack(message);
  118. CVCMIServerPackVisitor visitor(*this, this->gh, c);
  119. pack->visit(visitor);
  120. }
  121. void CVCMIServer::setState(EServerState value)
  122. {
  123. if (value == EServerState::SHUTDOWN && state == EServerState::SHUTDOWN)
  124. logGlobal->warn("Attempt to shutdown already shutdown server!");
  125. // do not attempt to restart dying server
  126. assert(state != EServerState::SHUTDOWN || state == value);
  127. state = value;
  128. if (state == EServerState::SHUTDOWN)
  129. networkHandler->stop();
  130. }
  131. EServerState CVCMIServer::getState() const
  132. {
  133. return state;
  134. }
  135. std::shared_ptr<GameConnection> CVCMIServer::findConnection(const std::shared_ptr<INetworkConnection> & netConnection)
  136. {
  137. for(const auto & gameConnection : activeConnections)
  138. {
  139. if (gameConnection->isMyConnection(netConnection))
  140. return gameConnection;
  141. }
  142. return nullptr;
  143. }
  144. bool CVCMIServer::wasStartedByClient() const
  145. {
  146. return runByClient;
  147. }
  148. void CVCMIServer::run()
  149. {
  150. networkHandler->run();
  151. }
  152. void CVCMIServer::onTimer()
  153. {
  154. // we might receive onTimer call after transitioning from GAMEPLAY to LOBBY state, e.g. on game restart
  155. if (getState() != EServerState::GAMEPLAY)
  156. return;
  157. static const auto serverUpdateInterval = std::chrono::milliseconds(100);
  158. auto timeNow = std::chrono::steady_clock::now();
  159. auto timePassedBefore = lastTimerUpdateTime - gameplayStartTime;
  160. auto timePassedNow = timeNow - gameplayStartTime;
  161. lastTimerUpdateTime = timeNow;
  162. auto msPassedBefore = std::chrono::duration_cast<std::chrono::milliseconds>(timePassedBefore);
  163. auto msPassedNow = std::chrono::duration_cast<std::chrono::milliseconds>(timePassedNow);
  164. auto msDelta = msPassedNow - msPassedBefore;
  165. if (msDelta.count())
  166. gh->tick(msDelta.count());
  167. networkHandler->createTimer(*this, serverUpdateInterval);
  168. }
  169. void CVCMIServer::prepareToRestart()
  170. {
  171. if(getState() != EServerState::GAMEPLAY)
  172. {
  173. assert(0);
  174. return;
  175. }
  176. * si = * gh->gs->getInitialStartInfo();
  177. setState(EServerState::LOBBY);
  178. if (si->campState)
  179. {
  180. assert(si->campState->currentScenario().has_value());
  181. campaignMap = si->campState->currentScenario().value_or(CampaignScenarioID(0));
  182. campaignBonus = si->campState->getBonusID(campaignMap).value_or(-1);
  183. }
  184. for(auto activeConnection : activeConnections)
  185. activeConnection->enterLobbyConnectionMode();
  186. gh = nullptr;
  187. }
  188. bool CVCMIServer::prepareToStartGame()
  189. {
  190. Load::ProgressAccumulator progressTracking;
  191. Load::Progress current(1);
  192. progressTracking.include(current);
  193. if (lobbyProcessor)
  194. lobbyProcessor->sendGameStarted();
  195. auto progressTrackingThread = std::thread([this, &progressTracking]()
  196. {
  197. setThreadName("progressTrackingThread");
  198. auto currentProgress = std::numeric_limits<Load::Type>::max();
  199. while(!progressTracking.finished())
  200. {
  201. if(progressTracking.get() != currentProgress)
  202. {
  203. //FIXME: UNGUARDED MULTITHREADED ACCESS!!!
  204. currentProgress = progressTracking.get();
  205. LobbyLoadProgress loadProgress;
  206. loadProgress.progress = currentProgress;
  207. announcePack(loadProgress);
  208. }
  209. std::this_thread::sleep_for(std::chrono::milliseconds(50));
  210. }
  211. });
  212. gh = std::make_shared<CGameHandler>(*this);
  213. switch(si->mode)
  214. {
  215. case EStartMode::CAMPAIGN:
  216. logNetwork->info("Preparing to start new campaign");
  217. si->startTime = std::time(nullptr);
  218. si->fileURI = mi->fileURI;
  219. si->campState->setCurrentMap(campaignMap);
  220. si->campState->setCurrentMapBonus(campaignBonus);
  221. gh->init(si.get(), progressTracking);
  222. break;
  223. case EStartMode::NEW_GAME:
  224. logNetwork->info("Preparing to start new game");
  225. si->startTime = std::time(nullptr);
  226. si->fileURI = mi->fileURI;
  227. gh->init(si.get(), progressTracking);
  228. break;
  229. case EStartMode::LOAD_GAME:
  230. logNetwork->info("Preparing to start loaded game");
  231. if(!loadSavedGame(*si))
  232. {
  233. current.finish();
  234. progressTrackingThread.join();
  235. return false;
  236. }
  237. break;
  238. default:
  239. logNetwork->error("Wrong mode in StartInfo!");
  240. assert(0);
  241. break;
  242. }
  243. current.finish();
  244. progressTrackingThread.join();
  245. return true;
  246. }
  247. void CVCMIServer::startGameImmediately()
  248. {
  249. for(auto activeConnection : activeConnections)
  250. activeConnection->setCallback(gh->gameInfo());
  251. for(auto activeConnection : activeConnections)
  252. {
  253. auto players = getAllClientPlayers(activeConnection->connectionID);
  254. std::stringstream sbuffer;
  255. sbuffer << "Connection " << static_cast<int>(activeConnection->connectionID) << " will handle " << players.size() << " player: ";
  256. for (PlayerColor color : players)
  257. sbuffer << color << " ";
  258. logGlobal->info(sbuffer.str());
  259. }
  260. gh->start(si->mode == EStartMode::LOAD_GAME);
  261. setState(EServerState::GAMEPLAY);
  262. lastTimerUpdateTime = gameplayStartTime = std::chrono::steady_clock::now();
  263. onTimer();
  264. multiplayerWelcomeMessage();
  265. }
  266. void CVCMIServer::onDisconnected(const std::shared_ptr<INetworkConnection> & connection, const std::string & errorMessage)
  267. {
  268. logNetwork->error("Network error receiving a pack. Connection has been closed");
  269. std::shared_ptr<GameConnection> c = findConnection(connection);
  270. // player may have already disconnected via clientDisconnected call
  271. if (c)
  272. {
  273. LobbyClientDisconnected lcd;
  274. lcd.clientId = c->connectionID;
  275. handleReceivedPack(c, lcd);
  276. }
  277. }
  278. void CVCMIServer::handleReceivedPack(std::shared_ptr<GameConnection> connection, CPackForLobby & pack)
  279. {
  280. ClientPermissionsCheckerNetPackVisitor checker(*this, connection);
  281. pack.visit(checker);
  282. if(checker.getResult())
  283. {
  284. ApplyOnServerNetPackVisitor applier(*this, connection);
  285. pack.visit(applier);
  286. if (applier.getResult())
  287. announcePack(pack);
  288. }
  289. }
  290. void CVCMIServer::announcePack(CPackForLobby & pack)
  291. {
  292. for(auto activeConnection : activeConnections)
  293. {
  294. // FIXME: we need to avoid sending something to client that not yet get answer for LobbyClientConnected
  295. // Until UUID set we only pass LobbyClientConnected to this client
  296. //if(c->uuid == uuid && !dynamic_cast<LobbyClientConnected *>(pack.get()))
  297. // continue;
  298. activeConnection->sendPack(pack);
  299. }
  300. ApplyOnServerAfterAnnounceNetPackVisitor applier(*this);
  301. pack.visit(applier);
  302. }
  303. void CVCMIServer::announceMessage(const MetaString & txt)
  304. {
  305. logNetwork->info("Show message: %s", txt.toString());
  306. LobbyShowMessage cm;
  307. cm.message = txt;
  308. announcePack(cm);
  309. }
  310. void CVCMIServer::announceMessage(const std::string & txt)
  311. {
  312. MetaString str;
  313. str.appendRawString(txt);
  314. announceMessage(str);
  315. }
  316. void CVCMIServer::announceTxt(const MetaString & txt, const std::string & playerName)
  317. {
  318. logNetwork->info("%s says: %s", playerName, txt.toString());
  319. LobbyChatMessage cm;
  320. cm.playerName = playerName;
  321. cm.message = txt;
  322. announcePack(cm);
  323. }
  324. void CVCMIServer::announceTxt(const std::string & txt, const std::string & playerName)
  325. {
  326. MetaString str;
  327. str.appendRawString(txt);
  328. announceTxt(str, playerName);
  329. }
  330. bool CVCMIServer::passHost(GameConnectionID 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") % static_cast<int>(toConnectionId)));
  340. return true;
  341. }
  342. return false;
  343. }
  344. void CVCMIServer::clientConnected(std::shared_ptr<GameConnection> c, std::vector<std::string> & names, const std::string & uuid, EStartMode mode)
  345. {
  346. assert(getState() == EServerState::LOBBY);
  347. c->connectionID = vstd::next(currentClientId, 1);
  348. c->uuid = uuid;
  349. if(hostClientId == GameConnectionID::INVALID)
  350. {
  351. hostClientId = c->connectionID;
  352. si->mode = mode;
  353. }
  354. auto connID = static_cast<int>(c->connectionID);
  355. logNetwork->info("Connection with client %d established. UUID: %s", connID, c->uuid);
  356. PlayerConnectionID id = currentPlayerId;
  357. for(auto & name : names)
  358. {
  359. logNetwork->info("Client %d player: %s", connID, name);
  360. ClientPlayer cp;
  361. cp.connection = c->connectionID;
  362. cp.name = name;
  363. playerNames.try_emplace(id, cp);
  364. announceTxt(boost::str(boost::format("%s (pid %d cid %d) joins the game") % name % static_cast<int>(id) % connID));
  365. //put new player in first slot with AI
  366. for(auto & elem : si->playerInfos)
  367. {
  368. if(elem.second.isControlledByAI() && !elem.second.compOnly)
  369. {
  370. setPlayerConnectedId(elem.second, id);
  371. break;
  372. }
  373. }
  374. id = vstd::next(id, 1);
  375. }
  376. }
  377. void CVCMIServer::clientDisconnected(std::shared_ptr<GameConnection> connection)
  378. {
  379. assert(vstd::contains(activeConnections, connection));
  380. logGlobal->trace("Received disconnection request");
  381. vstd::erase(activeConnections, connection);
  382. if(activeConnections.empty() || hostClientId == connection->connectionID)
  383. {
  384. setState(EServerState::SHUTDOWN);
  385. return;
  386. }
  387. if(gh && getState() == EServerState::GAMEPLAY)
  388. {
  389. gh->handleClientDisconnection(connection->connectionID);
  390. }
  391. }
  392. void CVCMIServer::setPlayerConnectedId(PlayerSettings & pset, PlayerConnectionID player) const
  393. {
  394. if(vstd::contains(playerNames, player))
  395. pset.name = playerNames.find(player)->second.name;
  396. else
  397. pset.name = LIBRARY->generaltexth->allTexts[468]; //Computer
  398. pset.connectedPlayerIDs.clear();
  399. if(player != PlayerConnectionID::PLAYER_AI)
  400. pset.connectedPlayerIDs.insert(player);
  401. }
  402. void CVCMIServer::updateStartInfoOnMapChange(std::shared_ptr<CMapInfo> mapInfo, std::shared_ptr<CMapGenOptions> mapGenOpts)
  403. {
  404. mi = mapInfo;
  405. if(!mi)
  406. return;
  407. auto namesIt = playerNames.cbegin();
  408. si->playerInfos.clear();
  409. if(mi->scenarioOptionsOfSave)
  410. {
  411. si = CMemorySerializer::deepCopy(*mi->scenarioOptionsOfSave);
  412. si->mode = EStartMode::LOAD_GAME;
  413. if(si->campState)
  414. campaignMap = si->campState->currentScenario().value();
  415. for(auto & ps : si->playerInfos)
  416. {
  417. if(!ps.second.compOnly && ps.second.connectedPlayerIDs.size() && namesIt != playerNames.cend())
  418. {
  419. setPlayerConnectedId(ps.second, namesIt++->first);
  420. }
  421. else
  422. {
  423. setPlayerConnectedId(ps.second, PlayerConnectionID::PLAYER_AI);
  424. }
  425. }
  426. }
  427. else if(si->mode == EStartMode::NEW_GAME || si->mode == EStartMode::CAMPAIGN)
  428. {
  429. if(mi->campaign)
  430. return;
  431. for(int i = 0; i < mi->mapHeader->players.size(); i++)
  432. {
  433. const PlayerInfo & pinfo = mi->mapHeader->players[i];
  434. //neither computer nor human can play - no player
  435. if(!(pinfo.canHumanPlay || pinfo.canComputerPlay))
  436. continue;
  437. PlayerSettings & pset = si->playerInfos[PlayerColor(i)];
  438. pset.color = PlayerColor(i);
  439. if(pinfo.canHumanPlay && namesIt != playerNames.cend())
  440. {
  441. setPlayerConnectedId(pset, namesIt++->first);
  442. }
  443. else
  444. {
  445. setPlayerConnectedId(pset, PlayerConnectionID::PLAYER_AI);
  446. if(!pinfo.canHumanPlay)
  447. {
  448. pset.compOnly = true;
  449. }
  450. }
  451. pset.castle = pinfo.defaultCastle();
  452. pset.hero = pinfo.defaultHero();
  453. if(pset.hero != HeroTypeID::RANDOM && pinfo.hasCustomMainHero())
  454. {
  455. pset.hero = pinfo.mainCustomHeroId;
  456. pset.heroNameTextId = pinfo.mainCustomHeroNameTextId;
  457. pset.heroPortrait = pinfo.mainCustomHeroPortrait;
  458. }
  459. }
  460. if(mi->isRandomMap && mapGenOpts)
  461. si->mapGenOptions = std::shared_ptr<CMapGenOptions>(mapGenOpts);
  462. else
  463. si->mapGenOptions.reset();
  464. }
  465. if (lobbyProcessor)
  466. {
  467. std::string roomDescription;
  468. if (si->mapGenOptions)
  469. {
  470. if (si->mapGenOptions->getMapTemplate())
  471. roomDescription = si->mapGenOptions->getMapTemplate()->getName();
  472. // else - no template selected.
  473. // TODO: handle this somehow?
  474. }
  475. else
  476. roomDescription = mi->getNameTranslated();
  477. lobbyProcessor->sendChangeRoomDescription(roomDescription);
  478. }
  479. si->mapname = mi->fileURI;
  480. }
  481. void CVCMIServer::updateAndPropagateLobbyState()
  482. {
  483. // Update player settings for RMG
  484. // TODO: find appropriate location for this code
  485. if(si->mapGenOptions && si->mode == EStartMode::NEW_GAME)
  486. {
  487. for(const auto & psetPair : si->playerInfos)
  488. {
  489. const auto & pset = psetPair.second;
  490. si->mapGenOptions->setStartingTownForPlayer(pset.color, pset.castle);
  491. si->mapGenOptions->setStartingHeroForPlayer(pset.color, pset.hero);
  492. if(pset.isControlledByHuman())
  493. {
  494. si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::HUMAN);
  495. }
  496. else
  497. {
  498. si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::AI);
  499. }
  500. }
  501. }
  502. LobbyUpdateState lus;
  503. lus.state = *static_cast<LobbyState*>(this);
  504. announcePack(lus);
  505. }
  506. void CVCMIServer::setPlayer(PlayerColor clickedColor)
  507. {
  508. struct PlayerToRestore
  509. {
  510. PlayerColor color;
  511. PlayerConnectionID id;
  512. void reset() { id = PlayerConnectionID::INVALID; color = PlayerColor::CANNOT_DETERMINE; }
  513. PlayerToRestore(){ reset(); }
  514. };
  515. PlayerToRestore playerToRestore;
  516. PlayerSettings & clicked = si->playerInfos[clickedColor];
  517. //identify clicked player
  518. PlayerConnectionID clickedNameID = PlayerConnectionID::PLAYER_AI;
  519. if(clicked.isControlledByHuman())
  520. clickedNameID = *(clicked.connectedPlayerIDs.begin()); //if not AI - set appropriate ID
  521. if(clickedNameID > PlayerConnectionID::PLAYER_AI && playerToRestore.id == clickedNameID) //player to restore is about to being replaced -> put him back to the old place
  522. {
  523. PlayerSettings & restPos = si->playerInfos[playerToRestore.color];
  524. setPlayerConnectedId(restPos, playerToRestore.id);
  525. playerToRestore.reset();
  526. }
  527. PlayerConnectionID newPlayer; //which player will take clicked position
  528. //who will be put here?
  529. if(clickedNameID == PlayerConnectionID::PLAYER_AI) //AI player clicked -> if possible replace computer with unallocated player
  530. {
  531. newPlayer = getIdOfFirstUnallocatedPlayer();
  532. if(newPlayer == PlayerConnectionID::PLAYER_AI) //no "free" player -> get just first one
  533. newPlayer = playerNames.begin()->first;
  534. }
  535. else //human clicked -> take next
  536. {
  537. auto i = playerNames.find(clickedNameID); //clicked one
  538. i++; //player AFTER clicked one
  539. if(i != playerNames.end())
  540. newPlayer = i->first;
  541. else
  542. newPlayer = PlayerConnectionID::PLAYER_AI; //AI if we scrolled through all players
  543. }
  544. setPlayerConnectedId(clicked, newPlayer); //put player
  545. //if that player was somewhere else, we need to replace him with computer
  546. if(newPlayer != PlayerConnectionID::PLAYER_AI) //not AI
  547. {
  548. for(auto i = si->playerInfos.begin(); i != si->playerInfos.end(); i++)
  549. {
  550. PlayerConnectionID curNameID = *(i->second.connectedPlayerIDs.begin());
  551. if(i->first != clickedColor && curNameID == newPlayer)
  552. {
  553. assert(i->second.connectedPlayerIDs.size());
  554. playerToRestore.color = i->first;
  555. playerToRestore.id = newPlayer;
  556. setPlayerConnectedId(i->second, PlayerConnectionID::PLAYER_AI); //set computer
  557. break;
  558. }
  559. }
  560. }
  561. }
  562. void CVCMIServer::setPlayerName(PlayerColor color, const std::string & name)
  563. {
  564. if(color == PlayerColor::CANNOT_DETERMINE)
  565. return;
  566. PlayerSettings & player = si->playerInfos.at(color);
  567. if(!player.isControlledByHuman())
  568. return;
  569. if(player.connectedPlayerIDs.empty())
  570. return;
  571. PlayerConnectionID nameID = *(player.connectedPlayerIDs.begin()); //if not AI - set appropriate ID
  572. playerNames[nameID].name = name;
  573. setPlayerConnectedId(player, nameID);
  574. }
  575. void CVCMIServer::setPlayerHandicap(PlayerColor color, Handicap handicap)
  576. {
  577. if(color == PlayerColor::CANNOT_DETERMINE)
  578. return;
  579. si->playerInfos[color].handicap = handicap;
  580. int humanPlayer = 0;
  581. for (const auto & pi : si->playerInfos)
  582. if(pi.second.isControlledByHuman())
  583. humanPlayer++;
  584. if(humanPlayer < 2) // Singleplayer
  585. return;
  586. MetaString str;
  587. str.appendTextID("vcmi.lobby.handicap");
  588. str.appendRawString(" ");
  589. str.appendName(color);
  590. str.appendRawString(":");
  591. if(handicap.startBonus.empty() && handicap.percentIncome == 100 && handicap.percentGrowth == 100)
  592. {
  593. str.appendRawString(" ");
  594. str.appendTextID("core.genrltxt.523");
  595. announceTxt(str);
  596. return;
  597. }
  598. for(auto & res : LIBRARY->resourceTypeHandler->getAllObjects())
  599. if(handicap.startBonus[res] != 0)
  600. {
  601. str.appendRawString(" ");
  602. str.appendName(res);
  603. str.appendRawString(":");
  604. str.appendRawString(std::to_string(handicap.startBonus[res]));
  605. }
  606. if(handicap.percentIncome != 100)
  607. {
  608. str.appendRawString(" ");
  609. str.appendTextID("core.jktext.32");
  610. str.appendRawString(":");
  611. str.appendRawString(std::to_string(handicap.percentIncome) + "%");
  612. }
  613. if(handicap.percentGrowth != 100)
  614. {
  615. str.appendRawString(" ");
  616. str.appendTextID("core.genrltxt.194");
  617. str.appendRawString(":");
  618. str.appendRawString(std::to_string(handicap.percentGrowth) + "%");
  619. }
  620. announceTxt(str);
  621. }
  622. void CVCMIServer::optionNextCastle(PlayerColor player, int dir)
  623. {
  624. PlayerSettings & s = si->playerInfos[player];
  625. FactionID & cur = s.castle;
  626. auto & allowed = getPlayerInfo(player).allowedFactions;
  627. const bool allowRandomTown = getPlayerInfo(player).isFactionRandom;
  628. if(cur == FactionID::NONE) //no change
  629. return;
  630. if(cur == FactionID::RANDOM) //first/last available
  631. {
  632. if(dir > 0)
  633. cur = *allowed.begin(); //id of first town
  634. else
  635. cur = *allowed.rbegin(); //id of last town
  636. }
  637. else // next/previous available
  638. {
  639. if((cur == *allowed.begin() && dir < 0) || (cur == *allowed.rbegin() && dir > 0))
  640. {
  641. if(allowRandomTown)
  642. {
  643. cur = FactionID::RANDOM;
  644. }
  645. else
  646. {
  647. if(dir > 0)
  648. cur = *allowed.begin();
  649. else
  650. cur = *allowed.rbegin();
  651. }
  652. }
  653. else
  654. {
  655. assert(dir >= -1 && dir <= 1); //othervice std::advance may go out of range
  656. auto iter = allowed.find(cur);
  657. std::advance(iter, dir);
  658. cur = *iter;
  659. }
  660. }
  661. if(s.hero.isValid() && !getPlayerInfo(player).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
  662. {
  663. s.hero = HeroTypeID::RANDOM;
  664. }
  665. if(!cur.isValid() && s.bonus == PlayerStartingBonus::RESOURCE)
  666. s.bonus = PlayerStartingBonus::RANDOM;
  667. }
  668. void CVCMIServer::optionSetCastle(PlayerColor player, FactionID id)
  669. {
  670. PlayerSettings & s = si->playerInfos[player];
  671. FactionID & cur = s.castle;
  672. auto & allowed = getPlayerInfo(player).allowedFactions;
  673. if(cur == FactionID::NONE) //no change
  674. return;
  675. if(allowed.find(id) == allowed.end() && id != FactionID::RANDOM) // valid id
  676. return;
  677. cur = static_cast<FactionID>(id);
  678. if(s.hero.isValid() && !getPlayerInfo(player).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
  679. {
  680. s.hero = HeroTypeID::RANDOM;
  681. }
  682. if(!cur.isValid() && s.bonus == PlayerStartingBonus::RESOURCE)
  683. s.bonus = PlayerStartingBonus::RANDOM;
  684. }
  685. void CVCMIServer::setCampaignMap(CampaignScenarioID mapId)
  686. {
  687. campaignMap = mapId;
  688. si->difficulty = si->campState->scenario(mapId).difficulty;
  689. campaignBonus = -1;
  690. updateStartInfoOnMapChange(si->campState->getMapInfo(mapId));
  691. }
  692. void CVCMIServer::setCampaignBonus(int bonusId)
  693. {
  694. campaignBonus = bonusId;
  695. const CampaignScenario & scenario = si->campState->scenario(campaignMap);
  696. const CampaignBonus & bonus = scenario.travelOptions.bonusesToChoose.at(bonusId);
  697. if(bonus.getType() == CampaignBonusType::HERO || bonus.getType() == CampaignBonusType::HEROES_FROM_PREVIOUS_SCENARIO)
  698. {
  699. PlayerColor startingPlayer = bonus.getType() == CampaignBonusType::HERO ?
  700. bonus.getValue<CampaignBonusStartingHero>().startingPlayer :
  701. bonus.getValue<CampaignBonusHeroesFromScenario>().startingPlayer;
  702. for(auto & elem : si->playerInfos)
  703. {
  704. if(elem.first == startingPlayer)
  705. setPlayerConnectedId(elem.second, PlayerConnectionID::FIRST_HUMAN);
  706. else
  707. setPlayerConnectedId(elem.second, PlayerConnectionID::PLAYER_AI);
  708. }
  709. }
  710. }
  711. void CVCMIServer::optionNextHero(PlayerColor player, int dir)
  712. {
  713. PlayerSettings & s = si->playerInfos[player];
  714. if(!s.castle.isValid() || s.hero == HeroTypeID::NONE)
  715. return;
  716. if(s.hero == HeroTypeID::RANDOM) // first/last available
  717. {
  718. if (dir > 0)
  719. s.hero = nextAllowedHero(player, HeroTypeID(-1), dir);
  720. else
  721. s.hero = nextAllowedHero(player, HeroTypeID(LIBRARY->heroh->size()), dir);
  722. }
  723. else
  724. {
  725. s.hero = nextAllowedHero(player, s.hero, dir);
  726. }
  727. }
  728. void CVCMIServer::optionSetHero(PlayerColor player, HeroTypeID id)
  729. {
  730. PlayerSettings & s = si->playerInfos[player];
  731. if(!s.castle.isValid() || s.hero == HeroTypeID::NONE)
  732. return;
  733. if(id == HeroTypeID::RANDOM)
  734. {
  735. s.hero = HeroTypeID::RANDOM;
  736. }
  737. if(canUseThisHero(player, id))
  738. s.hero = static_cast<HeroTypeID>(id);
  739. }
  740. HeroTypeID CVCMIServer::nextAllowedHero(PlayerColor player, HeroTypeID initial, int direction)
  741. {
  742. HeroTypeID first(initial.getNum() + direction);
  743. if(direction > 0)
  744. {
  745. for (auto i = first; i.getNum() < LIBRARY->heroh->size(); ++i)
  746. if(canUseThisHero(player, i))
  747. return i;
  748. }
  749. else
  750. {
  751. for (auto i = first; i.getNum() >= 0; --i)
  752. if(canUseThisHero(player, i))
  753. return i;
  754. }
  755. return HeroTypeID::RANDOM;
  756. }
  757. void CVCMIServer::optionNextBonus(PlayerColor player, int dir)
  758. {
  759. PlayerSettings & s = si->playerInfos[player];
  760. s.bonus = static_cast<PlayerStartingBonus>(static_cast<int>(s.bonus) + dir);
  761. if(s.hero == HeroTypeID::NONE &&
  762. getPlayerInfo(player).heroesNames.empty() &&
  763. s.bonus == PlayerStartingBonus::ARTIFACT) //no hero - can't be artifact
  764. {
  765. if(dir < 0)
  766. s.bonus = PlayerStartingBonus::RANDOM;
  767. else
  768. s.bonus = PlayerStartingBonus::GOLD;
  769. }
  770. if(s.bonus > PlayerStartingBonus::RESOURCE)
  771. s.bonus = PlayerStartingBonus::RANDOM;
  772. if(s.bonus < PlayerStartingBonus::RANDOM)
  773. s.bonus = PlayerStartingBonus::RESOURCE;
  774. if(s.castle == FactionID::RANDOM && s.bonus == PlayerStartingBonus::RESOURCE) //random castle - can't be resource
  775. {
  776. if(dir < 0)
  777. s.bonus = PlayerStartingBonus::GOLD;
  778. else
  779. s.bonus = PlayerStartingBonus::RANDOM;
  780. }
  781. }
  782. void CVCMIServer::optionSetBonus(PlayerColor player, PlayerStartingBonus id)
  783. {
  784. PlayerSettings & s = si->playerInfos[player];
  785. if(s.hero == HeroTypeID::NONE &&
  786. !getPlayerInfo(player).heroesNames.size() &&
  787. id == PlayerStartingBonus::ARTIFACT) //no hero - can't be artifact
  788. return;
  789. if(id > PlayerStartingBonus::RESOURCE)
  790. return;
  791. if(id < PlayerStartingBonus::RANDOM)
  792. return;
  793. if(s.castle == FactionID::RANDOM && id == PlayerStartingBonus::RESOURCE) //random castle - can't be resource
  794. return;
  795. s.bonus = id;
  796. }
  797. bool CVCMIServer::canUseThisHero(PlayerColor player, HeroTypeID ID)
  798. {
  799. if (!ID.hasValue())
  800. return false;
  801. if (ID.getNum() >= LIBRARY->heroh->size())
  802. return false;
  803. if (si->playerInfos[player].castle != ID.toHeroType()->heroClass->faction)
  804. return false;
  805. if (vstd::contains(getUsedHeroes(), ID))
  806. return false;
  807. if (!mi->mapHeader->allowedHeroes.count(ID))
  808. return false;
  809. for (const auto & disposedHero : mi->mapHeader->disposedHeroes)
  810. if (disposedHero.heroId == ID && !disposedHero.players.count(player))
  811. return false;
  812. return true;
  813. }
  814. std::vector<HeroTypeID> CVCMIServer::getUsedHeroes()
  815. {
  816. std::vector<HeroTypeID> heroIds;
  817. for(const auto & p : si->playerInfos)
  818. {
  819. const auto & heroes = getPlayerInfo(p.first).heroesNames;
  820. for(const auto & hero : heroes)
  821. if(hero.heroId.hasValue())
  822. heroIds.push_back(hero.heroId);
  823. if(p.second.hero != HeroTypeID::RANDOM)
  824. heroIds.push_back(p.second.hero);
  825. }
  826. return heroIds;
  827. }
  828. PlayerConnectionID CVCMIServer::getIdOfFirstUnallocatedPlayer() const
  829. {
  830. for(auto i = playerNames.cbegin(); i != playerNames.cend(); i++)
  831. {
  832. if(!si->getPlayersSettings(i->first))
  833. return i->first;
  834. }
  835. return PlayerConnectionID::PLAYER_AI;
  836. }
  837. void CVCMIServer::multiplayerWelcomeMessage()
  838. {
  839. int humanPlayer = 0;
  840. for (const auto & pi : si->playerInfos)
  841. if(pi.second.isControlledByHuman())
  842. humanPlayer++;
  843. if(humanPlayer < 2) // Singleplayer
  844. return;
  845. gh->playerMessages->broadcastSystemMessage(MetaString::createFromTextID("vcmi.broadcast.command"));
  846. for (const auto & pi : si->playerInfos)
  847. if(!pi.second.handicap.startBonus.empty() || pi.second.handicap.percentIncome != 100 || pi.second.handicap.percentGrowth != 100)
  848. {
  849. MetaString str;
  850. str.appendTextID("vcmi.lobby.handicap");
  851. str.appendRawString(" ");
  852. str.appendName(pi.first);
  853. str.appendRawString(":");
  854. for(auto & res : LIBRARY->resourceTypeHandler->getAllObjects())
  855. if(pi.second.handicap.startBonus[res] != 0)
  856. {
  857. str.appendRawString(" ");
  858. str.appendName(res);
  859. str.appendRawString(":");
  860. str.appendRawString(std::to_string(pi.second.handicap.startBonus[res]));
  861. }
  862. if(pi.second.handicap.percentIncome != 100)
  863. {
  864. str.appendRawString(" ");
  865. str.appendTextID("core.jktext.32");
  866. str.appendRawString(":");
  867. str.appendRawString(std::to_string(pi.second.handicap.percentIncome) + "%");
  868. }
  869. if(pi.second.handicap.percentGrowth != 100)
  870. {
  871. str.appendRawString(" ");
  872. str.appendTextID("core.genrltxt.194");
  873. str.appendRawString(":");
  874. str.appendRawString(std::to_string(pi.second.handicap.percentGrowth) + "%");
  875. }
  876. gh->playerMessages->broadcastSystemMessage(str);
  877. }
  878. std::vector<std::string> optionIds;
  879. if(si->extraOptionsInfo.cheatsAllowed)
  880. optionIds.emplace_back("vcmi.optionsTab.cheatAllowed.hover");
  881. if(si->extraOptionsInfo.unlimitedReplay)
  882. optionIds.emplace_back("vcmi.optionsTab.unlimitedReplay.hover");
  883. if(!optionIds.size()) // No settings to publish
  884. return;
  885. MetaString str;
  886. str.appendTextID("vcmi.optionsTab.extraOptions.hover");
  887. str.appendRawString(": ");
  888. for(int i = 0; i < optionIds.size(); i++)
  889. {
  890. str.appendTextID(optionIds[i]);
  891. if(i < optionIds.size() - 1)
  892. str.appendRawString(", ");
  893. }
  894. gh->playerMessages->broadcastSystemMessage(str);
  895. }
  896. INetworkHandler & CVCMIServer::getNetworkHandler()
  897. {
  898. return *networkHandler;
  899. }
  900. INetworkServer & CVCMIServer::getNetworkServer()
  901. {
  902. return *networkServer;
  903. }
  904. bool CVCMIServer::loadSavedGame(const StartInfo &info)
  905. {
  906. try
  907. {
  908. gh->load(info);
  909. }
  910. catch(const ModIncompatibility & e)
  911. {
  912. logGlobal->error("Failed to load game: %s", e.what());
  913. MetaString errorMsg;
  914. if(!e.whatMissing().empty())
  915. {
  916. errorMsg.appendTextID("vcmi.server.errors.modsToEnable");
  917. errorMsg.appendRawString("\n");
  918. errorMsg.appendRawString(e.whatMissing());
  919. }
  920. if(!e.whatExcessive().empty())
  921. {
  922. errorMsg.appendTextID("vcmi.server.errors.modsToDisable");
  923. errorMsg.appendRawString("\n");
  924. errorMsg.appendRawString(e.whatExcessive());
  925. }
  926. announceMessage(errorMsg);
  927. return false;
  928. }
  929. catch(const IdentifierResolutionException & e)
  930. {
  931. logGlobal->error("Failed to load game: %s", e.what());
  932. MetaString errorMsg;
  933. errorMsg.appendTextID("vcmi.server.errors.unknownEntity");
  934. errorMsg.replaceRawString(e.identifierName);
  935. announceMessage(errorMsg);
  936. return false;
  937. }
  938. catch(const std::exception & e)
  939. {
  940. logGlobal->error("Failed to load game: %s", e.what());
  941. auto str = MetaString::createFromTextID("vcmi.broadcast.failedLoadGame");
  942. str.appendRawString(": ");
  943. str.appendRawString(e.what());
  944. announceMessage(str);
  945. return false;
  946. }
  947. return true;
  948. }
  949. bool CVCMIServer::isPlayerHost(const PlayerColor & color) const
  950. {
  951. return LobbyInfo::isPlayerHost(color);
  952. }
  953. bool CVCMIServer::hasPlayerAt(PlayerColor player, GameConnectionID connectionID) const
  954. {
  955. return vstd::contains(getAllClientPlayers(connectionID), player);
  956. }
  957. bool CVCMIServer::hasBothPlayersAtSameConnection(PlayerColor left, PlayerColor right) const
  958. {
  959. for (const auto & c : activeConnections)
  960. if (hasPlayerAt(left, c->connectionID) && hasPlayerAt(right, c->connectionID))
  961. return true;
  962. return false;
  963. }
  964. void CVCMIServer::applyPack(CPackForClient & pack)
  965. {
  966. logNetwork->trace("\tSending to all clients: %s", typeid(pack).name());
  967. for (const auto & c : activeConnections)
  968. c->sendPack(pack);
  969. gh->gs->apply(pack);
  970. logNetwork->trace("\tApplied on gameState(): %s", typeid(pack).name());
  971. }
  972. void CVCMIServer::sendPack(CPackForClient & pack, GameConnectionID connectionID)
  973. {
  974. for (const auto & c : activeConnections)
  975. if (c->connectionID == connectionID)
  976. c->sendPack(pack);
  977. }