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							- /*
 
-  * CMT.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
 
-  *
 
-  */
 
- // CMT.cpp : Defines the entry point for the console application.
 
- //
 
- #include "StdInc.h"
 
- #include "CGameInfo.h"
 
- #include "mainmenu/CMainMenu.h"
 
- #include "lobby/CSelectionBase.h"
 
- #include "windows/CCastleInterface.h"
 
- #include "gui/CursorHandler.h"
 
- #include "CPlayerInterface.h"
 
- #include "CVideoHandler.h"
 
- #include "CMusicHandler.h"
 
- #include "Client.h"
 
- #include "gui/CGuiHandler.h"
 
- #include "CServerHandler.h"
 
- #include "gui/NotificationHandler.h"
 
- #include "ClientCommandManager.h"
 
- #include "windows/CMessage.h"
 
- #include "renderSDL/SDL_Extensions.h"
 
- #include "../lib/filesystem/Filesystem.h"
 
- #include "../lib/filesystem/FileStream.h"
 
- #include "../lib/CConsoleHandler.h"
 
- #include "../lib/CGameState.h"
 
- #include "../lib/CBuildingHandler.h"
 
- #include "../CCallback.h"
 
- #include "../lib/CHeroHandler.h"
 
- #include "../lib/spells/CSpellHandler.h"
 
- #include "../lib/CGeneralTextHandler.h"
 
- #include "../lib/serializer/BinaryDeserializer.h"
 
- #include "../lib/serializer/BinarySerializer.h"
 
- #include "../lib/VCMIDirs.h"
 
- #include "../lib/NetPacks.h"
 
- #include "../lib/CModHandler.h"
 
- #include "../lib/CTownHandler.h"
 
- #include "../lib/logging/CBasicLogConfigurator.h"
 
- #include "../lib/CPlayerState.h"
 
- #include "../lib/serializer/Connection.h"
 
- #include <boost/asio.hpp>
 
- #include <boost/program_options.hpp>
 
- #include "mainmenu/CPrologEpilogVideo.h"
 
- #include <vstd/StringUtils.h>
 
- #include <SDL.h>
 
- #ifdef VCMI_WINDOWS
 
- #include <SDL_syswm.h>
 
- #endif
 
- #ifdef VCMI_ANDROID
 
- #include "../lib/CAndroidVMHelper.h"
 
- #endif
 
- #include "CMT.h"
 
- #if __MINGW32__
 
- #undef main
 
- #endif
 
- namespace po = boost::program_options;
 
- namespace po_style = boost::program_options::command_line_style;
 
- namespace bfs = boost::filesystem;
 
- std::string NAME_AFFIX = "client";
 
- std::string NAME = GameConstants::VCMI_VERSION + std::string(" (") + NAME_AFFIX + ')'; //application name
 
- CGuiHandler GH;
 
- int preferredDriverIndex = -1;
 
- SDL_Window * mainWindow = nullptr;
 
- SDL_Renderer * mainRenderer = nullptr;
 
- SDL_Texture * screenTexture = nullptr;
 
- extern boost::thread_specific_ptr<bool> inGuiThread;
 
- SDL_Surface *screen = nullptr, //main screen surface
 
- 	*screen2 = nullptr, //and hlp surface (used to store not-active interfaces layer)
 
- 	*screenBuf = screen; //points to screen (if only advmapint is present) or screen2 (else) - should be used when updating controls which are not regularly redrawed
 
- std::queue<SDL_Event> SDLEventsQueue;
 
- boost::mutex eventsM;
 
- static po::variables_map vm;
 
- //static bool setResolution = false; //set by event handling thread after resolution is adjusted
 
- #ifndef VCMI_IOS
 
- void processCommand(const std::string &message);
 
- #endif
 
- static void setScreenRes(int w, int h, int bpp, bool fullscreen, int displayIndex, bool resetVideo=true);
 
- void playIntro();
 
- static void mainLoop();
 
- static CBasicLogConfigurator *logConfig;
 
- #ifndef VCMI_WINDOWS
 
- #ifndef _GNU_SOURCE
 
- #define _GNU_SOURCE
 
- #endif
 
- #include <getopt.h>
 
- #endif
 
- void init()
 
- {
 
- 	CStopWatch tmh;
 
- 	loadDLLClasses();
 
- 	const_cast<CGameInfo*>(CGI)->setFromLib();
 
- 	logGlobal->info("Initializing VCMI_Lib: %d ms", tmh.getDiff());
 
- }
 
- static void prog_version()
 
- {
 
- 	printf("%s\n", GameConstants::VCMI_VERSION.c_str());
 
- 	std::cout << VCMIDirs::get().genHelpString();
 
- }
 
- static void prog_help(const po::options_description &opts)
 
- {
 
- 	auto time = std::time(0);
 
- 	printf("%s - A Heroes of Might and Magic 3 clone\n", GameConstants::VCMI_VERSION.c_str());
 
- 	printf("Copyright (C) 2007-%d VCMI dev team - see AUTHORS file\n", std::localtime(&time)->tm_year + 1900);
 
- 	printf("This is free software; see the source for copying conditions. There is NO\n");
 
- 	printf("warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.\n");
 
- 	printf("\n");
 
- 	std::cout << opts;
 
- }
 
- static void SDLLogCallback(void*           userdata,
 
- 						   int             category,
 
- 						   SDL_LogPriority priority,
 
- 						   const char*     message)
 
- {
 
- 	//todo: convert SDL log priority to vcmi log priority
 
- 	//todo: make separate log domain for SDL
 
- 	logGlobal->debug("SDL(category %d; priority %d) %s", category, priority, message);
 
- }
 
- #if defined(VCMI_WINDOWS) && !defined(__GNUC__) && defined(VCMI_WITH_DEBUG_CONSOLE)
 
- int wmain(int argc, wchar_t* argv[])
 
- #elif defined(VCMI_MOBILE)
 
- int SDL_main(int argc, char *argv[])
 
- #else
 
- int main(int argc, char * argv[])
 
- #endif
 
- {
 
- #ifdef VCMI_ANDROID
 
- 	CAndroidVMHelper::initClassloader(SDL_AndroidGetJNIEnv());
 
- 	// boost will crash without this
 
- 	setenv("LANG", "C", 1);
 
- #endif
 
- #if !defined(VCMI_MOBILE)
 
- 	// Correct working dir executable folder (not bundle folder) so we can use executable relative paths
 
- 	boost::filesystem::current_path(boost::filesystem::system_complete(argv[0]).parent_path());
 
- #endif
 
- 	std::cout << "Starting... " << std::endl;
 
- 	po::options_description opts("Allowed options");
 
- 	opts.add_options()
 
- 		("help,h", "display help and exit")
 
- 		("version,v", "display version information and exit")
 
- 		("disable-shm", "force disable shared memory usage")
 
- 		("enable-shm-uuid", "use UUID for shared memory identifier")
 
- 		("testmap", po::value<std::string>(), "")
 
- 		("testsave", po::value<std::string>(), "")
 
- 		("spectate,s", "enable spectator interface for AI-only games")
 
- 		("spectate-ignore-hero", "wont follow heroes on adventure map")
 
- 		("spectate-hero-speed", po::value<int>(), "hero movement speed on adventure map")
 
- 		("spectate-battle-speed", po::value<int>(), "battle animation speed for spectator")
 
- 		("spectate-skip-battle", "skip battles in spectator view")
 
- 		("spectate-skip-battle-result", "skip battle result window")
 
- 		("onlyAI", "allow to run without human player, all players will be default AI")
 
- 		("headless", "runs without GUI, implies --onlyAI")
 
- 		("ai", po::value<std::vector<std::string>>(), "AI to be used for the player, can be specified several times for the consecutive players")
 
- 		("oneGoodAI", "puts one default AI and the rest will be EmptyAI")
 
- 		("autoSkip", "automatically skip turns in GUI")
 
- 		("disable-video", "disable video player")
 
- 		("nointro,i", "skips intro movies")
 
- 		("donotstartserver,d","do not attempt to start server and just connect to it instead server")
 
- 		("serverport", po::value<si64>(), "override port specified in config file")
 
- 		("saveprefix", po::value<std::string>(), "prefix for auto save files")
 
- 		("savefrequency", po::value<si64>(), "limit auto save creation to each N days")
 
- 		("lobby", "parameters address, port, uuid to connect ro remote lobby session")
 
- 		("lobby-address", po::value<std::string>(), "address to remote lobby")
 
- 		("lobby-port", po::value<ui16>(), "port to remote lobby")
 
- 		("lobby-host", "if this client hosts session")
 
- 		("lobby-uuid", po::value<std::string>(), "uuid to the server")
 
- 		("lobby-connections", po::value<ui16>(), "connections of server")
 
- 		("lobby-username", po::value<std::string>(), "player name")
 
- 		("lobby-gamemode", po::value<ui16>(), "use 0 for new game and 1 for load game")
 
- 		("uuid", po::value<std::string>(), "uuid for the client");
 
- 	if(argc > 1)
 
- 	{
 
- 		try
 
- 		{
 
- 			po::store(po::parse_command_line(argc, argv, opts, po_style::unix_style|po_style::case_insensitive), vm);
 
- 		}
 
- 		catch(std::exception &e)
 
- 		{
 
- 			std::cerr << "Failure during parsing command-line options:\n" << e.what() << std::endl;
 
- 		}
 
- 	}
 
- 	po::notify(vm);
 
- 	if(vm.count("help"))
 
- 	{
 
- 		prog_help(opts);
 
- #ifdef VCMI_IOS
 
- 		exit(0);
 
- #else
 
- 		return 0;
 
- #endif
 
- 	}
 
- 	if(vm.count("version"))
 
- 	{
 
- 		prog_version();
 
- #ifdef VCMI_IOS
 
- 		exit(0);
 
- #else
 
- 		return 0;
 
- #endif
 
- 	}
 
- 	// Init old logging system and new (temporary) logging system
 
- 	CStopWatch total, pomtime;
 
- 	std::cout.flags(std::ios::unitbuf);
 
- #ifndef VCMI_IOS
 
- 	console = new CConsoleHandler();
 
- 	auto callbackFunction = [](std::string buffer, bool calledFromIngameConsole)
 
- 	{
 
- 		ClientCommandManager commandController;
 
- 		commandController.processCommand(buffer, calledFromIngameConsole);
 
- 	};
 
- 	*console->cb = callbackFunction;
 
- 	console->start();
 
- #endif
 
- 	const bfs::path logPath = VCMIDirs::get().userLogsPath() / "VCMI_Client_log.txt";
 
- 	logConfig = new CBasicLogConfigurator(logPath, console);
 
- 	logConfig->configureDefault();
 
- 	logGlobal->info(NAME);
 
- 	logGlobal->info("Creating console and configuring logger: %d ms", pomtime.getDiff());
 
- 	logGlobal->info("The log file will be saved to %s", logPath);
 
- 	// Init filesystem and settings
 
- 	preinitDLL(::console);
 
- 	Settings session = settings.write["session"];
 
- 	auto setSettingBool = [](std::string key, std::string arg) {
 
- 		Settings s = settings.write(vstd::split(key, "/"));
 
- 		if(::vm.count(arg))
 
- 			s->Bool() = true;
 
- 		else if(s->isNull())
 
- 			s->Bool() = false;
 
- 	};
 
- 	auto setSettingInteger = [](std::string key, std::string arg, si64 defaultValue) {
 
- 		Settings s = settings.write(vstd::split(key, "/"));
 
- 		if(::vm.count(arg))
 
- 			s->Integer() = ::vm[arg].as<si64>();
 
- 		else if(s->isNull())
 
- 			s->Integer() = defaultValue;
 
- 	};
 
- 	auto setSettingString = [](std::string key, std::string arg, std::string defaultValue) {
 
- 		Settings s = settings.write(vstd::split(key, "/"));
 
- 		if(::vm.count(arg))
 
- 			s->String() = ::vm[arg].as<std::string>();
 
- 		else if(s->isNull())
 
- 			s->String() = defaultValue;
 
- 	};
 
- 	setSettingBool("session/onlyai", "onlyAI");
 
- 	if(vm.count("headless"))
 
- 	{
 
- 		session["headless"].Bool() = true;
 
- 		session["onlyai"].Bool() = true;
 
- 	}
 
- 	else if(vm.count("spectate"))
 
- 	{
 
- 		session["spectate"].Bool() = true;
 
- 		session["spectate-ignore-hero"].Bool() = vm.count("spectate-ignore-hero");
 
- 		session["spectate-skip-battle"].Bool() = vm.count("spectate-skip-battle");
 
- 		session["spectate-skip-battle-result"].Bool() = vm.count("spectate-skip-battle-result");
 
- 		if(vm.count("spectate-hero-speed"))
 
- 			session["spectate-hero-speed"].Integer() = vm["spectate-hero-speed"].as<int>();
 
- 		if(vm.count("spectate-battle-speed"))
 
- 			session["spectate-battle-speed"].Float() = vm["spectate-battle-speed"].as<int>();
 
- 	}
 
- 	// Server settings
 
- 	setSettingBool("session/donotstartserver", "donotstartserver");
 
- 	// Shared memory options
 
- 	setSettingBool("session/disable-shm", "disable-shm");
 
- 	setSettingBool("session/enable-shm-uuid", "enable-shm-uuid");
 
- 	// Init special testing settings
 
- 	setSettingInteger("session/serverport", "serverport", 0);
 
- 	setSettingString("session/saveprefix", "saveprefix", "");
 
- 	setSettingInteger("general/saveFrequency", "savefrequency", 1);
 
- 	// Initialize logging based on settings
 
- 	logConfig->configure();
 
- 	logGlobal->debug("settings = %s", settings.toJsonNode().toJson());
 
- 	// Some basic data validation to produce better error messages in cases of incorrect install
 
- 	auto testFile = [](std::string filename, std::string message) -> bool
 
- 	{
 
- 		if (CResourceHandler::get()->existsResource(ResourceID(filename)))
 
- 			return true;
 
- 		logGlobal->error("Error: %s was not found!", message);
 
- 		return false;
 
- 	};
 
- 	if (!testFile("DATA/HELP.TXT", "Heroes III data") ||
 
- 		!testFile("MODS/VCMI/MOD.JSON", "VCMI data"))
 
- 	{
 
- 		exit(1); // These are unrecoverable errors
 
- 	}
 
- 	// these two are optional + some installs have them on CD and not in data directory
 
- 	testFile("VIDEO/GOOD1A.SMK", "campaign movies");
 
- 	testFile("SOUNDS/G1A.WAV", "campaign music"); //technically not a music but voiced intro sounds
 
- 	conf.init();
 
- 	logGlobal->info("Loading settings: %d ms", pomtime.getDiff());
 
- 	srand ( (unsigned int)time(nullptr) );
 
- 	const JsonNode& video = settings["video"];
 
- 	const JsonNode& res = video["screenRes"];
 
- 	//something is really wrong...
 
- 	if (res["width"].Float() < 100 || res["height"].Float() < 100)
 
- 	{
 
- 		logGlobal->error("Fatal error: failed to load settings!");
 
- 		logGlobal->error("Possible reasons:");
 
- 		logGlobal->error("\tCorrupted local configuration file at %s/settings.json", VCMIDirs::get().userConfigPath());
 
- 		logGlobal->error("\tMissing or corrupted global configuration file at %s/schemas/settings.json", VCMIDirs::get().userConfigPath());
 
- 		logGlobal->error("VCMI will now exit...");
 
- 		exit(EXIT_FAILURE);
 
- 	}
 
- 	if(!settings["session"]["headless"].Bool())
 
- 	{
 
- 		if(SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_AUDIO|SDL_INIT_NOPARACHUTE))
 
- 		{
 
- 			logGlobal->error("Something was wrong: %s", SDL_GetError());
 
- 			exit(-1);
 
- 		}
 
- 		#ifdef VCMI_ANDROID
 
- 		// manually setting egl pixel format, as a possible solution for sdl2<->android problem
 
- 		// https://bugzilla.libsdl.org/show_bug.cgi?id=2291
 
- 		SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
 
- 		SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
 
- 		SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
 
- 		SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
 
- 		#endif // VCMI_ANDROID
 
- 		//(!)init here AFTER SDL_Init() while using SDL for FPS management
 
- 		GH.init();
 
- 		SDL_LogSetOutputFunction(&SDLLogCallback, nullptr);
 
- 		int driversCount = SDL_GetNumRenderDrivers();
 
- 		std::string preferredDriverName = video["driver"].String();
 
- 		logGlobal->info("Found %d render drivers", driversCount);
 
- 		for(int it = 0; it < driversCount; it++)
 
- 		{
 
- 			SDL_RendererInfo info;
 
- 			SDL_GetRenderDriverInfo(it,&info);
 
- 			std::string driverName(info.name);
 
- 			if(!preferredDriverName.empty() && driverName == preferredDriverName)
 
- 			{
 
- 				preferredDriverIndex = it;
 
- 				logGlobal->info("\t%s (active)", driverName);
 
- 			}
 
- 			else
 
- 				logGlobal->info("\t%s", driverName);
 
- 		}
 
- 		setScreenRes((int)res["width"].Float(), (int)res["height"].Float(), (int)video["bitsPerPixel"].Float(), video["fullscreen"].Bool(), (int)video["displayIndex"].Float());
 
- 		logGlobal->info("\tInitializing screen: %d ms", pomtime.getDiff());
 
- 	}
 
- 	CCS = new CClientState();
 
- 	CGI = new CGameInfo(); //contains all global informations about game (texts, lodHandlers, map handler etc.)
 
- 	CSH = new CServerHandler();
 
- 	
 
- 	// Initialize video
 
- #ifdef DISABLE_VIDEO
 
- 	CCS->videoh = new CEmptyVideoPlayer();
 
- #else
 
- 	if (!settings["session"]["headless"].Bool() && !vm.count("disable-video"))
 
- 		CCS->videoh = new CVideoPlayer();
 
- 	else
 
- 		CCS->videoh = new CEmptyVideoPlayer();
 
- #endif
 
- 	logGlobal->info("\tInitializing video: %d ms", pomtime.getDiff());
 
- 	if(!settings["session"]["headless"].Bool())
 
- 	{
 
- 		//initializing audio
 
- 		CCS->soundh = new CSoundHandler();
 
- 		CCS->soundh->init();
 
- 		CCS->soundh->setVolume((ui32)settings["general"]["sound"].Float());
 
- 		CCS->musich = new CMusicHandler();
 
- 		CCS->musich->init();
 
- 		CCS->musich->setVolume((ui32)settings["general"]["music"].Float());
 
- 		logGlobal->info("Initializing screen and sound handling: %d ms", pomtime.getDiff());
 
- 	}
 
- #ifdef VCMI_MAC
 
- 	// Ctrl+click should be treated as a right click on Mac OS X
 
- 	SDL_SetHint(SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK, "1");
 
- #endif
 
- #ifdef SDL_HINT_MOUSE_TOUCH_EVENTS
 
- 	if(GH.isPointerRelativeMode)
 
- 	{
 
- 		SDL_SetHint(SDL_HINT_MOUSE_TOUCH_EVENTS, "0");
 
- 		SDL_SetHint(SDL_HINT_TOUCH_MOUSE_EVENTS, "0");
 
- 	}
 
- #endif
 
- #ifndef VCMI_NO_THREADED_LOAD
 
- 	//we can properly play intro only in the main thread, so we have to move loading to the separate thread
 
- 	boost::thread loading(init);
 
- #else
 
- 	init();
 
- #endif
 
- 	if(!settings["session"]["headless"].Bool())
 
- 	{
 
- 		if(!vm.count("battle") && !vm.count("nointro") && settings["video"]["showIntro"].Bool())
 
- 			playIntro();
 
- 		SDL_SetRenderDrawColor(mainRenderer, 0, 0, 0, 255);
 
- 		SDL_RenderClear(mainRenderer);
 
- 		SDL_RenderPresent(mainRenderer);
 
- 	}
 
- #ifndef VCMI_NO_THREADED_LOAD
 
- 	#ifdef VCMI_ANDROID // android loads the data quite slowly so we display native progressbar to prevent having only black screen for few seconds
 
- 	{
 
- 		CAndroidVMHelper vmHelper;
 
- 		vmHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "showProgress");
 
- 	#endif // ANDROID
 
- 		loading.join();
 
- 	#ifdef VCMI_ANDROID
 
- 		vmHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "hideProgress");
 
- 	}
 
- 	#endif // ANDROID
 
- #endif // THREADED
 
- 	if(!settings["session"]["headless"].Bool())
 
- 	{
 
- 		pomtime.getDiff();
 
- 		graphics = new Graphics(); // should be before curh
 
- 		CCS->curh = new CursorHandler();
 
- 		logGlobal->info("Screen handler: %d ms", pomtime.getDiff());
 
- 		CMessage::init();
 
- 		logGlobal->info("Message handler: %d ms", pomtime.getDiff());
 
- 		CCS->curh->show();
 
- 	}
 
- 	logGlobal->info("Initialization of VCMI (together): %d ms", total.getDiff());
 
- 	session["autoSkip"].Bool()  = vm.count("autoSkip");
 
- 	session["oneGoodAI"].Bool() = vm.count("oneGoodAI");
 
- 	session["aiSolo"].Bool() = false;
 
- 	std::shared_ptr<CMainMenu> mmenu;
 
- 	
 
- 	if(vm.count("testmap"))
 
- 	{
 
- 		session["testmap"].String() = vm["testmap"].as<std::string>();
 
- 		session["onlyai"].Bool() = true;
 
- 		boost::thread(&CServerHandler::debugStartTest, CSH, session["testmap"].String(), false);
 
- 	}
 
- 	else if(vm.count("testsave"))
 
- 	{
 
- 		session["testsave"].String() = vm["testsave"].as<std::string>();
 
- 		session["onlyai"].Bool() = true;
 
- 		boost::thread(&CServerHandler::debugStartTest, CSH, session["testsave"].String(), true);
 
- 	}
 
- 	else
 
- 	{
 
- 		mmenu = CMainMenu::create();
 
- 		GH.curInt = mmenu.get();
 
- 	}
 
- 	
 
- 	std::vector<std::string> names;
 
- 	session["lobby"].Bool() = false;
 
- 	if(vm.count("lobby"))
 
- 	{
 
- 		session["lobby"].Bool() = true;
 
- 		session["host"].Bool() = false;
 
- 		session["address"].String() = vm["lobby-address"].as<std::string>();
 
- 		if(vm.count("lobby-username"))
 
- 			session["username"].String() = vm["lobby-username"].as<std::string>();
 
- 		else
 
- 			session["username"].String() = settings["launcher"]["lobbyUsername"].String();
 
- 		if(vm.count("lobby-gamemode"))
 
- 			session["gamemode"].Integer() = vm["lobby-gamemode"].as<ui16>();
 
- 		else
 
- 			session["gamemode"].Integer() = 0;
 
- 		CSH->uuid = vm["uuid"].as<std::string>();
 
- 		session["port"].Integer() = vm["lobby-port"].as<ui16>();
 
- 		logGlobal->info("Remote lobby mode at %s:%d, uuid is %s", session["address"].String(), session["port"].Integer(), CSH->uuid);
 
- 		if(vm.count("lobby-host"))
 
- 		{
 
- 			session["host"].Bool() = true;
 
- 			session["hostConnections"].String() = std::to_string(vm["lobby-connections"].as<ui16>());
 
- 			session["hostUuid"].String() = vm["lobby-uuid"].as<std::string>();
 
- 			logGlobal->info("This client will host session, server uuid is %s", session["hostUuid"].String());
 
- 		}
 
- 		
 
- 		//we should not reconnect to previous game in online mode
 
- 		Settings saveSession = settings.write["server"]["reconnect"];
 
- 		saveSession->Bool() = false;
 
- 		
 
- 		//start lobby immediately
 
- 		names.push_back(session["username"].String());
 
- 		ESelectionScreen sscreen = session["gamemode"].Integer() == 0 ? ESelectionScreen::newGame : ESelectionScreen::loadGame;
 
- 		mmenu->openLobby(sscreen, session["host"].Bool(), &names, ELoadMode::MULTI);
 
- 	}
 
- 	
 
- 	// Restore remote session - start game immediately
 
- 	if(settings["server"]["reconnect"].Bool())
 
- 	{
 
- 		CSH->restoreLastSession();
 
- 	}
 
- 	if(!settings["session"]["headless"].Bool())
 
- 	{
 
- 		mainLoop();
 
- 	}
 
- 	else
 
- 	{
 
- 		while(true)
 
- 			boost::this_thread::sleep(boost::posix_time::milliseconds(1000));
 
- 	}
 
- 	return 0;
 
- }
 
- //plays intro, ends when intro is over or button has been pressed (handles events)
 
- void playIntro()
 
- {
 
- 	if(CCS->videoh->openAndPlayVideo("3DOLOGO.SMK", 0, 1, true, true))
 
- 	{
 
- 		CCS->videoh->openAndPlayVideo("AZVS.SMK", 0, 1, true, true);
 
- 	}
 
- }
 
- #if !defined(VCMI_MOBILE)
 
- static bool checkVideoMode(int monitorIndex, int w, int h)
 
- {
 
- 	//we only check that our desired window size fits on screen
 
- 	SDL_DisplayMode mode;
 
- 	if (0 != SDL_GetDesktopDisplayMode(monitorIndex, &mode))
 
- 	{
 
- 		logGlobal->error("SDL_GetDesktopDisplayMode failed");
 
- 		logGlobal->error(SDL_GetError());
 
- 		return false;
 
- 	}
 
- 	logGlobal->info("Check display mode: requested %d x %d; available up to %d x %d ", w, h, mode.w, mode.h);
 
- 	if (!mode.w || !mode.h || (w <= mode.w && h <= mode.h))
 
- 	{
 
- 		return true;
 
- 	}
 
- 	return false;
 
- }
 
- #endif
 
- static void cleanupRenderer()
 
- {
 
- 	screenBuf = nullptr; //it`s a link - just nullify
 
- 	if(nullptr != screen2)
 
- 	{
 
- 		SDL_FreeSurface(screen2);
 
- 		screen2 = nullptr;
 
- 	}
 
- 	if(nullptr != screen)
 
- 	{
 
- 		SDL_FreeSurface(screen);
 
- 		screen = nullptr;
 
- 	}
 
- 	if(nullptr != screenTexture)
 
- 	{
 
- 		SDL_DestroyTexture(screenTexture);
 
- 		screenTexture = nullptr;
 
- 	}
 
- }
 
- static bool recreateWindow(int w, int h, int bpp, bool fullscreen, int displayIndex)
 
- {
 
- 	// VCMI will only work with 2 or 4 bytes per pixel
 
- 	vstd::amax(bpp, 16);
 
- 	vstd::amin(bpp, 32);
 
- 	if(bpp>16)
 
- 		bpp = 32;
 
- 	if(displayIndex < 0)
 
- 	{
 
- 		if (mainWindow != nullptr)
 
- 			displayIndex = SDL_GetWindowDisplayIndex(mainWindow);
 
- 		if (displayIndex < 0)
 
- 			displayIndex = 0;
 
- 	}
 
- #if defined(VCMI_MOBILE)
 
- 	SDL_GetWindowSize(mainWindow, &w, &h);
 
- #else
 
- 	if(!checkVideoMode(displayIndex, w, h))
 
- 	{
 
- 		logGlobal->error("Error: SDL says that %dx%d resolution is not available!", w, h);
 
- 	}
 
- #endif
 
- 	bool bufOnScreen = (screenBuf == screen);
 
- 	bool realFullscreen = settings["video"]["realFullscreen"].Bool();
 
- 	/* match best rendering resolution */
 
- 	int renderWidth = 0, renderHeight = 0;
 
- 	auto aspectRatio = (float)w / (float)h;
 
- 	auto minDiff = 10.f;
 
- 	for (const auto& pair : conf.guiOptions)
 
- 	{
 
- 		int pWidth, pHeight;
 
- 		std::tie(pWidth, pHeight) = pair.first;
 
- 		/* filter out resolution which is larger than window */
 
- 		if (pWidth > w || pHeight > h)
 
- 		{
 
- 			continue;
 
- 		}
 
- 		auto ratio = (float)pWidth / (float)pHeight;
 
- 		auto diff = fabs(aspectRatio - ratio);
 
- 		/* select closest aspect ratio */
 
- 		if (diff < minDiff)
 
- 		{
 
- 			renderWidth = pWidth;
 
- 			renderHeight = pHeight;
 
- 			minDiff = diff;
 
- 		}
 
- 		/* select largest resolution meets prior conditions.
 
- 		 * since there are resolutions like 1366x768(not exactly 16:9), a deviation of 0.005 is allowed. */
 
- 		else if (fabs(diff - minDiff) < 0.005f && pWidth > renderWidth)
 
- 		{
 
- 			renderWidth = pWidth;
 
- 			renderHeight = pHeight;
 
- 		}
 
- 	}
 
- 	if (renderWidth == 0)
 
- 	{
 
- 		// no matching resolution for upscaling - complain & fallback to default resolution.
 
- 		logGlobal->error("Failed to match rendering resolution for %dx%d!", w, h);
 
- 		Settings newRes = settings.write["video"]["screenRes"];
 
- 		std::tie(w, h) = conf.guiOptions.begin()->first;
 
- 		newRes["width"].Float() = w;
 
- 		newRes["height"].Float() = h;
 
- 		conf.SetResolution(w, h);
 
- 		logGlobal->error("Falling back to %dx%d", w, h);
 
- 		renderWidth = w;
 
- 		renderHeight = h;
 
- 	}
 
- 	else
 
- 	{
 
- 		logGlobal->info("Set logical rendering resolution to %dx%d", renderWidth, renderHeight);
 
- 	}
 
- 	cleanupRenderer();
 
- 	if(nullptr == mainWindow)
 
- 	{
 
- #if defined(VCMI_MOBILE)
 
- 		auto createWindow = [displayIndex](uint32_t extraFlags) -> bool {
 
- 			mainWindow = SDL_CreateWindow(NAME.c_str(), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), 0, 0, SDL_WINDOW_FULLSCREEN | extraFlags);
 
- 			return mainWindow != nullptr;
 
- 		};
 
- # ifdef VCMI_IOS
 
- 		SDL_SetHint(SDL_HINT_IOS_HIDE_HOME_INDICATOR, "1");
 
- 		SDL_SetHint(SDL_HINT_RETURN_KEY_HIDES_IME, "1");
 
- 		SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "best");
 
- 		uint32_t windowFlags = SDL_WINDOW_BORDERLESS | SDL_WINDOW_ALLOW_HIGHDPI;
 
- 		if(!createWindow(windowFlags | SDL_WINDOW_METAL))
 
- 		{
 
- 			logGlobal->warn("Metal unavailable, using OpenGLES");
 
- 			createWindow(windowFlags);
 
- 		}
 
- # else
 
- 		createWindow(0);
 
- # endif // VCMI_IOS
 
- 		// SDL on mobile doesn't do proper letterboxing, and will show an annoying flickering in the blank space in case you're not using the full screen estate
 
- 		// That's why we need to make sure our width and height we'll use below have the same aspect ratio as the screen itself to ensure we fill the full screen estate
 
- 		SDL_Rect screenRect;
 
- 		if(SDL_GetDisplayBounds(0, &screenRect) == 0)
 
- 		{
 
- 			const auto screenWidth = screenRect.w;
 
- 			const auto screenHeight = screenRect.h;
 
- 			const auto aspect = static_cast<double>(screenWidth) / screenHeight;
 
- 			logGlobal->info("Screen size and aspect ratio: %dx%d (%lf)", screenWidth, screenHeight, aspect);
 
- 			if((double)w / aspect > (double)h)
 
- 			{
 
- 				h = (int)round((double)w / aspect);
 
- 			}
 
- 			else
 
- 			{
 
- 				w = (int)round((double)h * aspect);
 
- 			}
 
- 			logGlobal->info("Changing logical screen size to %dx%d", w, h);
 
- 		}
 
- 		else
 
- 		{
 
- 			logGlobal->error("Can't fix aspect ratio for screen");
 
- 		}
 
- #else
 
- 		if(fullscreen)
 
- 		{
 
- 			if(realFullscreen)
 
- 				mainWindow = SDL_CreateWindow(NAME.c_str(), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), renderWidth, renderHeight, SDL_WINDOW_FULLSCREEN);
 
- 			else //in windowed full-screen mode use desktop resolution
 
- 				mainWindow = SDL_CreateWindow(NAME.c_str(), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex),SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), 0, 0, SDL_WINDOW_FULLSCREEN_DESKTOP);
 
- 			SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "best");
 
- 		}
 
- 		else
 
- 		{
 
- 			mainWindow = SDL_CreateWindow(NAME.c_str(), SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex),SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex), w, h, 0);
 
- 		}
 
- #endif // defined(VCMI_MOBILE)
 
- 		if(nullptr == mainWindow)
 
- 		{
 
- 			throw std::runtime_error("Unable to create window\n");
 
- 		}
 
- 		//create first available renderer if preferred not set. Use no flags, so HW accelerated will be preferred but SW renderer also will possible
 
- 		mainRenderer = SDL_CreateRenderer(mainWindow,preferredDriverIndex,0);
 
- 		if(nullptr == mainRenderer)
 
- 		{
 
- 			throw std::runtime_error("Unable to create renderer\n");
 
- 		}
 
- 		SDL_RendererInfo info;
 
- 		SDL_GetRendererInfo(mainRenderer, &info);
 
- 		logGlobal->info("Created renderer %s", info.name);
 
- 	}
 
- 	else
 
- 	{
 
- #if !defined(VCMI_MOBILE)
 
- 		if(fullscreen)
 
- 		{
 
- 			if(realFullscreen)
 
- 			{
 
- 				SDL_SetWindowFullscreen(mainWindow, SDL_WINDOW_FULLSCREEN);
 
- 				SDL_DisplayMode mode;
 
- 				SDL_GetDesktopDisplayMode(displayIndex, &mode);
 
- 				mode.w = renderWidth;
 
- 				mode.h = renderHeight;
 
- 				SDL_SetWindowDisplayMode(mainWindow, &mode);
 
- 			}
 
- 			else
 
- 			{
 
- 				SDL_SetWindowFullscreen(mainWindow, SDL_WINDOW_FULLSCREEN_DESKTOP);
 
- 			}
 
- 			SDL_SetWindowPosition(mainWindow, SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex));
 
- 			SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "best");
 
- 		}
 
- 		else
 
- 		{
 
- 			SDL_SetWindowFullscreen(mainWindow, 0);
 
- 			SDL_SetWindowSize(mainWindow, w, h);
 
- 			SDL_SetWindowPosition(mainWindow, SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex), SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex));
 
- 		}
 
- #endif
 
- 	}
 
- 	if(!(fullscreen && realFullscreen))
 
- 	{
 
- 		SDL_RenderSetLogicalSize(mainRenderer, renderWidth, renderHeight);
 
- //following line is bugged not only on android, do not re-enable without checking
 
- //#ifndef VCMI_ANDROID
 
- //		// on android this stretches the game to fit the screen, not preserving aspect and apparently this also breaks coordinates scaling in mouse events
 
- //		SDL_RenderSetViewport(mainRenderer, nullptr);
 
- //#endif
 
- 	}
 
- 	#ifdef VCMI_ENDIAN_BIG
 
- 		int bmask = 0xff000000;
 
- 		int gmask = 0x00ff0000;
 
- 		int rmask = 0x0000ff00;
 
- 		int amask = 0x000000ff;
 
- 	#else
 
- 		int bmask = 0x000000ff;
 
- 		int gmask = 0x0000ff00;
 
- 		int rmask = 0x00ff0000;
 
- 		int amask = 0xFF000000;
 
- 	#endif
 
- 	screen = SDL_CreateRGBSurface(0,renderWidth,renderHeight,bpp,rmask,gmask,bmask,amask);
 
- 	if(nullptr == screen)
 
- 	{
 
- 		logGlobal->error("Unable to create surface %dx%d with %d bpp: %s", renderWidth, renderHeight, bpp, SDL_GetError());
 
- 		throw std::runtime_error("Unable to create surface");
 
- 	}
 
- 	//No blending for screen itself. Required for proper cursor rendering.
 
- 	SDL_SetSurfaceBlendMode(screen, SDL_BLENDMODE_NONE);
 
- 	screenTexture = SDL_CreateTexture(mainRenderer,
 
- 											SDL_PIXELFORMAT_ARGB8888,
 
- 											SDL_TEXTUREACCESS_STREAMING,
 
- 											renderWidth, renderHeight);
 
- 	if(nullptr == screenTexture)
 
- 	{
 
- 		logGlobal->error("Unable to create screen texture");
 
- 		logGlobal->error(SDL_GetError());
 
- 		throw std::runtime_error("Unable to create screen texture");
 
- 	}
 
- 	screen2 = CSDL_Ext::copySurface(screen);
 
- 	if(nullptr == screen2)
 
- 	{
 
- 		throw std::runtime_error("Unable to copy surface\n");
 
- 	}
 
- 	screenBuf = bufOnScreen ? screen : screen2;
 
- 	SDL_SetRenderDrawColor(mainRenderer, 0, 0, 0, 0);
 
- 	SDL_RenderClear(mainRenderer);
 
- 	SDL_RenderPresent(mainRenderer);
 
- 	if(!settings["session"]["headless"].Bool() && settings["general"]["notifications"].Bool())
 
- 	{
 
- 		NotificationHandler::init(mainWindow);
 
- 	}
 
- 	return true;
 
- }
 
- //used only once during initialization
 
- static void setScreenRes(int w, int h, int bpp, bool fullscreen, int displayIndex, bool resetVideo)
 
- {
 
- 	if(!recreateWindow(w, h, bpp, fullscreen, displayIndex))
 
- 	{
 
- 		throw std::runtime_error("Requested screen resolution is not available\n");
 
- 	}
 
- }
 
- static void fullScreenChanged()
 
- {
 
- 	boost::unique_lock<boost::recursive_mutex> lock(*CPlayerInterface::pim);
 
- 	Settings full = settings.write["video"]["fullscreen"];
 
- 	const bool toFullscreen = full->Bool();
 
- 	auto bitsPerPixel = screen->format->BitsPerPixel;
 
- 	auto w = screen->w;
 
- 	auto h = screen->h;
 
- 	if(!recreateWindow(w, h, bitsPerPixel, toFullscreen, -1))
 
- 	{
 
- 		//will return false and report error if video mode is not supported
 
- 		return;
 
- 	}
 
- 	GH.totalRedraw();
 
- }
 
- static void handleEvent(SDL_Event & ev)
 
- {
 
- 	if((ev.type==SDL_QUIT) ||(ev.type == SDL_KEYDOWN && ev.key.keysym.sym==SDLK_F4 && (ev.key.keysym.mod & KMOD_ALT)))
 
- 	{
 
- #ifdef VCMI_ANDROID
 
- 		handleQuit(false);
 
- #else
 
- 		handleQuit();
 
- #endif
 
- 		return;
 
- 	}
 
- #ifdef VCMI_ANDROID
 
- 	else if (ev.type == SDL_KEYDOWN && ev.key.keysym.scancode == SDL_SCANCODE_AC_BACK)
 
- 	{
 
- 		handleQuit(true);
 
- 	}
 
- #endif
 
- 	else if(ev.type == SDL_KEYDOWN && ev.key.keysym.sym==SDLK_F4)
 
- 	{
 
- 		Settings full = settings.write["video"]["fullscreen"];
 
- 		full->Bool() = !full->Bool();
 
- 		return;
 
- 	}
 
- 	else if(ev.type == SDL_USEREVENT)
 
- 	{
 
- 		switch(static_cast<EUserEvent>(ev.user.code))
 
- 		{
 
- 		case EUserEvent::FORCE_QUIT:
 
- 			{
 
- 				handleQuit(false);
 
- 				return;
 
- 			}
 
- 			break;
 
- 		case EUserEvent::RETURN_TO_MAIN_MENU:
 
- 			{
 
- 				CSH->endGameplay();
 
- 				GH.defActionsDef = 63;
 
- 				CMM->menu->switchToTab("main");
 
- 			}
 
- 			break;
 
- 		case EUserEvent::RESTART_GAME:
 
- 			{
 
- 				CSH->sendRestartGame();
 
- 			}
 
- 			break;
 
- 		case EUserEvent::CAMPAIGN_START_SCENARIO:
 
- 			{
 
- 				CSH->campaignServerRestartLock.set(true);
 
- 				CSH->endGameplay();
 
- 				auto ourCampaign = std::shared_ptr<CCampaignState>(reinterpret_cast<CCampaignState *>(ev.user.data1));
 
- 				auto & epilogue = ourCampaign->camp->scenarios[ourCampaign->mapsConquered.back()].epilog;
 
- 				auto finisher = [=]()
 
- 				{
 
- 					if(ourCampaign->mapsRemaining.size())
 
- 					{
 
- 						GH.pushInt(CMM);
 
- 						GH.pushInt(CMM->menu);
 
- 						CMM->openCampaignLobby(ourCampaign);
 
- 					}
 
- 				};
 
- 				if(epilogue.hasPrologEpilog)
 
- 				{
 
- 					GH.pushIntT<CPrologEpilogVideo>(epilogue, finisher);
 
- 				}
 
- 				else
 
- 				{
 
- 					CSH->campaignServerRestartLock.waitUntil(false);
 
- 					finisher();
 
- 				}
 
- 			}
 
- 			break;
 
- 		case EUserEvent::RETURN_TO_MENU_LOAD:
 
- 			CSH->endGameplay();
 
- 			GH.defActionsDef = 63;
 
- 			CMM->menu->switchToTab("load");
 
- 			break;
 
- 		case EUserEvent::FULLSCREEN_TOGGLED:
 
- 			fullScreenChanged();
 
- 			break;
 
- 		default:
 
- 			logGlobal->error("Unknown user event. Code %d", ev.user.code);
 
- 			break;
 
- 		}
 
- 		return;
 
- 	}
 
- 	else if(ev.type == SDL_WINDOWEVENT)
 
- 	{
 
- 		switch (ev.window.event) {
 
- 		case SDL_WINDOWEVENT_RESTORED:
 
- #ifndef VCMI_IOS
 
- 			fullScreenChanged();
 
- #endif
 
- 			break;
 
- 		}
 
- 		return;
 
- 	}
 
- 	else if(ev.type == SDL_SYSWMEVENT)
 
- 	{
 
- 		if(!settings["session"]["headless"].Bool() && settings["general"]["notifications"].Bool())
 
- 		{
 
- 			NotificationHandler::handleSdlEvent(ev);
 
- 		}
 
- 	}
 
- 	//preprocessing
 
- 	if(ev.type == SDL_MOUSEMOTION)
 
- 	{
 
- 		CCS->curh->cursorMove(ev.motion.x, ev.motion.y);
 
- 	}
 
- 	{
 
- 		boost::unique_lock<boost::mutex> lock(eventsM);
 
- 		SDLEventsQueue.push(ev);
 
- 	}
 
- }
 
- static void mainLoop()
 
- {
 
- 	SettingsListener resChanged = settings.listen["video"]["fullscreen"];
 
- 	resChanged([](const JsonNode &newState){  CGuiHandler::pushUserEvent(EUserEvent::FULLSCREEN_TOGGLED); });
 
- 	inGuiThread.reset(new bool(true));
 
- 	assert(GH.mainFPSmng);
 
- 	GH.mainFPSmng->init(settings["video"]["targetfps"].Integer());
 
- 	while(1) //main SDL events loop
 
- 	{
 
- 		SDL_Event ev;
 
- 		while(1 == SDL_PollEvent(&ev))
 
- 		{
 
- 			handleEvent(ev);
 
- 		}
 
- 		CSH->applyPacksOnLobbyScreen();
 
- 		GH.renderFrame();
 
- 	}
 
- }
 
- static void quitApplication()
 
- {
 
- 	if(!settings["session"]["headless"].Bool())
 
- 	{
 
- 		if(CSH->client)
 
- 			CSH->endGameplay();
 
- 	}
 
- 	GH.listInt.clear();
 
- 	GH.objsToBlit.clear();
 
- 	CMM.reset();
 
- 	if(!settings["session"]["headless"].Bool())
 
- 	{
 
- 		// cleanup, mostly to remove false leaks from analyzer
 
- 		if(CCS)
 
- 		{
 
- 			CCS->musich->release();
 
- 			CCS->soundh->release();
 
- 			vstd::clear_pointer(CCS);
 
- 		}
 
- 		CMessage::dispose();
 
- 		vstd::clear_pointer(graphics);
 
- 	}
 
- 	vstd::clear_pointer(VLC);
 
- 	vstd::clear_pointer(console);// should be removed after everything else since used by logging
 
- 	boost::this_thread::sleep(boost::posix_time::milliseconds(750));//???
 
- 	if(!settings["session"]["headless"].Bool())
 
- 	{
 
- 		if(settings["general"]["notifications"].Bool())
 
- 		{
 
- 			NotificationHandler::destroy();
 
- 		}
 
- 		cleanupRenderer();
 
- 		if(nullptr != mainRenderer)
 
- 		{
 
- 			SDL_DestroyRenderer(mainRenderer);
 
- 			mainRenderer = nullptr;
 
- 		}
 
- 		if(nullptr != mainWindow)
 
- 		{
 
- 			SDL_DestroyWindow(mainWindow);
 
- 			mainWindow = nullptr;
 
- 		}
 
- 		SDL_Quit();
 
- 	}
 
- 	if(logConfig != nullptr)
 
- 	{
 
- 		logConfig->deconfigure();
 
- 		delete logConfig;
 
- 		logConfig = nullptr;
 
- 	}
 
- 	std::cout << "Ending...\n";
 
- 	exit(0);
 
- }
 
- void handleQuit(bool ask)
 
- {
 
- 	if(CSH->client && LOCPLINT && ask)
 
- 	{
 
- 		CCS->curh->set(Cursor::Map::POINTER);
 
- 		LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[69], [](){
 
- 			// Workaround for assertion failure on exit:
 
- 			// handleQuit() is alway called during SDL event processing
 
- 			// during which, eventsM is kept locked
 
- 			// this leads to assertion failure if boost::mutex is in locked state
 
- 			eventsM.unlock();
 
- 			quitApplication();
 
- 		}, nullptr);
 
- 	}
 
- 	else
 
- 	{
 
- 		quitApplication();
 
- 	}
 
- }
 
 
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