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/gameState/CGameState.h"
  22. #include "../lib/mapping/CMapInfo.h"
  23. #include "../lib/mapping/CMapHeader.h"
  24. #include "../lib/modding/ModIncompatibility.h"
  25. #include "../lib/rmg/CMapGenOptions.h"
  26. #include "../lib/serializer/CMemorySerializer.h"
  27. #include "../lib/serializer/GameConnection.h"
  28. #include "../lib/texts/CGeneralTextHandler.h"
  29. // UUID generation
  30. #include <boost/uuid/uuid.hpp>
  31. #include <boost/uuid/uuid_io.hpp>
  32. #include <boost/uuid/uuid_generators.hpp>
  33. #include <boost/program_options.hpp>
  34. class CVCMIServerPackVisitor : public VCMI_LIB_WRAP_NAMESPACE(ICPackVisitor)
  35. {
  36. private:
  37. CVCMIServer & handler;
  38. std::shared_ptr<CGameHandler> gh;
  39. std::shared_ptr<GameConnection> connection;
  40. public:
  41. CVCMIServerPackVisitor(CVCMIServer & handler, const std::shared_ptr<CGameHandler> & gh, const std::shared_ptr<GameConnection> & connection)
  42. : handler(handler)
  43. , gh(gh)
  44. , connection(connection)
  45. {
  46. }
  47. bool callTyped() override { return false; }
  48. void visitForLobby(CPackForLobby & packForLobby) override
  49. {
  50. handler.handleReceivedPack(connection, packForLobby);
  51. }
  52. void visitForServer(CPackForServer & serverPack) override
  53. {
  54. if (gh)
  55. gh->handleReceivedPack(connection->connectionID, serverPack);
  56. else
  57. logNetwork->error("Received pack for game server while in lobby!");
  58. }
  59. void visitForClient(CPackForClient & clientPack) override
  60. {
  61. }
  62. };
  63. CVCMIServer::CVCMIServer(uint16_t port, bool runByClient)
  64. : currentClientId(GameConnectionID::FIRST_CONNECTION)
  65. , currentPlayerId(PlayerConnectionID::FIRST_HUMAN)
  66. , port(port)
  67. , runByClient(runByClient)
  68. {
  69. uuid = boost::uuids::to_string(boost::uuids::random_generator()());
  70. logNetwork->trace("CVCMIServer created! UUID: %s", uuid);
  71. networkHandler = INetworkHandler::createHandler();
  72. }
  73. CVCMIServer::~CVCMIServer() = default;
  74. uint16_t CVCMIServer::prepare(bool connectToLobby, bool listenForConnections) {
  75. if(connectToLobby) {
  76. lobbyProcessor = std::make_unique<GlobalLobbyProcessor>(*this);
  77. return 0;
  78. } else {
  79. return startAcceptingIncomingConnections(listenForConnections);
  80. }
  81. }
  82. uint16_t CVCMIServer::startAcceptingIncomingConnections(bool listenForConnections)
  83. {
  84. networkServer = networkHandler->createServerTCP(*this);
  85. port
  86. ? logNetwork->info("Port %d will be used", port)
  87. : logNetwork->info("Randomly assigned port will be used");
  88. // config port may be 0 => srvport will contain the OS-assigned port value
  89. if (listenForConnections)
  90. {
  91. auto srvport = networkServer->start(port);
  92. logNetwork->info("Listening for connections at port %d", srvport);
  93. return srvport;
  94. }
  95. else
  96. return 0;
  97. }
  98. void CVCMIServer::onNewConnection(const std::shared_ptr<INetworkConnection> & connection)
  99. {
  100. if(getState() == EServerState::LOBBY)
  101. {
  102. activeConnections.push_back(std::make_shared<GameConnection>(connection));
  103. activeConnections.back()->enterLobbyConnectionMode();
  104. }
  105. else
  106. {
  107. // TODO: reconnection support
  108. connection->close();
  109. }
  110. }
  111. void CVCMIServer::onPacketReceived(const std::shared_ptr<INetworkConnection> & connection, const std::vector<std::byte> & message)
  112. {
  113. std::shared_ptr<GameConnection> c = findConnection(connection);
  114. if (c == nullptr)
  115. throw std::out_of_range("Unknown connection received in CVCMIServer::findConnection");
  116. auto pack = c->retrievePack(message);
  117. CVCMIServerPackVisitor visitor(*this, this->gh, c);
  118. pack->visit(visitor);
  119. }
  120. void CVCMIServer::setState(EServerState value)
  121. {
  122. if (value == EServerState::SHUTDOWN && state == EServerState::SHUTDOWN)
  123. logGlobal->warn("Attempt to shutdown already shutdown server!");
  124. // do not attempt to restart dying server
  125. assert(state != EServerState::SHUTDOWN || state == value);
  126. state = value;
  127. if (state == EServerState::SHUTDOWN)
  128. networkHandler->stop();
  129. }
  130. EServerState CVCMIServer::getState() const
  131. {
  132. return state;
  133. }
  134. std::shared_ptr<GameConnection> CVCMIServer::findConnection(const std::shared_ptr<INetworkConnection> & netConnection)
  135. {
  136. for(const auto & gameConnection : activeConnections)
  137. {
  138. if (gameConnection->isMyConnection(netConnection))
  139. return gameConnection;
  140. }
  141. return nullptr;
  142. }
  143. bool CVCMIServer::wasStartedByClient() const
  144. {
  145. return runByClient;
  146. }
  147. void CVCMIServer::run()
  148. {
  149. networkHandler->run();
  150. }
  151. void CVCMIServer::onTimer()
  152. {
  153. // we might receive onTimer call after transitioning from GAMEPLAY to LOBBY state, e.g. on game restart
  154. if (getState() != EServerState::GAMEPLAY)
  155. return;
  156. static const auto serverUpdateInterval = std::chrono::milliseconds(100);
  157. auto timeNow = std::chrono::steady_clock::now();
  158. auto timePassedBefore = lastTimerUpdateTime - gameplayStartTime;
  159. auto timePassedNow = timeNow - gameplayStartTime;
  160. lastTimerUpdateTime = timeNow;
  161. auto msPassedBefore = std::chrono::duration_cast<std::chrono::milliseconds>(timePassedBefore);
  162. auto msPassedNow = std::chrono::duration_cast<std::chrono::milliseconds>(timePassedNow);
  163. auto msDelta = msPassedNow - msPassedBefore;
  164. if (msDelta.count())
  165. gh->tick(msDelta.count());
  166. networkHandler->createTimer(*this, serverUpdateInterval);
  167. }
  168. void CVCMIServer::prepareToRestart()
  169. {
  170. if(getState() != EServerState::GAMEPLAY)
  171. {
  172. assert(0);
  173. return;
  174. }
  175. * si = * gh->gs->getInitialStartInfo();
  176. setState(EServerState::LOBBY);
  177. if (si->campState)
  178. {
  179. assert(si->campState->currentScenario().has_value());
  180. campaignMap = si->campState->currentScenario().value_or(CampaignScenarioID(0));
  181. campaignBonus = si->campState->getBonusID(campaignMap).value_or(-1);
  182. }
  183. for(auto activeConnection : activeConnections)
  184. activeConnection->enterLobbyConnectionMode();
  185. gh = nullptr;
  186. }
  187. bool CVCMIServer::prepareToStartGame()
  188. {
  189. Load::ProgressAccumulator progressTracking;
  190. Load::Progress current(1);
  191. progressTracking.include(current);
  192. if (lobbyProcessor)
  193. lobbyProcessor->sendGameStarted();
  194. auto progressTrackingThread = std::thread([this, &progressTracking]()
  195. {
  196. setThreadName("progressTrackingThread");
  197. auto currentProgress = std::numeric_limits<Load::Type>::max();
  198. while(!progressTracking.finished())
  199. {
  200. if(progressTracking.get() != currentProgress)
  201. {
  202. //FIXME: UNGUARDED MULTITHREADED ACCESS!!!
  203. currentProgress = progressTracking.get();
  204. LobbyLoadProgress loadProgress;
  205. loadProgress.progress = currentProgress;
  206. announcePack(loadProgress);
  207. }
  208. std::this_thread::sleep_for(std::chrono::milliseconds(50));
  209. }
  210. });
  211. gh = std::make_shared<CGameHandler>(*this);
  212. switch(si->mode)
  213. {
  214. case EStartMode::CAMPAIGN:
  215. logNetwork->info("Preparing to start new campaign");
  216. si->startTime = std::time(nullptr);
  217. si->fileURI = mi->fileURI;
  218. si->campState->setCurrentMap(campaignMap);
  219. si->campState->setCurrentMapBonus(campaignBonus);
  220. gh->init(si.get(), progressTracking);
  221. break;
  222. case EStartMode::NEW_GAME:
  223. logNetwork->info("Preparing to start new game");
  224. si->startTime = std::time(nullptr);
  225. si->fileURI = mi->fileURI;
  226. gh->init(si.get(), progressTracking);
  227. break;
  228. case EStartMode::LOAD_GAME:
  229. logNetwork->info("Preparing to start loaded game");
  230. if(!loadSavedGame(*si))
  231. {
  232. current.finish();
  233. progressTrackingThread.join();
  234. return false;
  235. }
  236. break;
  237. default:
  238. logNetwork->error("Wrong mode in StartInfo!");
  239. assert(0);
  240. break;
  241. }
  242. current.finish();
  243. progressTrackingThread.join();
  244. return true;
  245. }
  246. void CVCMIServer::startGameImmediately()
  247. {
  248. for(auto activeConnection : activeConnections)
  249. activeConnection->setCallback(gh->gameInfo());
  250. for(auto activeConnection : activeConnections)
  251. {
  252. auto players = getAllClientPlayers(activeConnection->connectionID);
  253. std::stringstream sbuffer;
  254. sbuffer << "Connection " << static_cast<int>(activeConnection->connectionID) << " will handle " << players.size() << " player: ";
  255. for (PlayerColor color : players)
  256. sbuffer << color << " ";
  257. logGlobal->info(sbuffer.str());
  258. }
  259. gh->start(si->mode == EStartMode::LOAD_GAME);
  260. setState(EServerState::GAMEPLAY);
  261. lastTimerUpdateTime = gameplayStartTime = std::chrono::steady_clock::now();
  262. onTimer();
  263. multiplayerWelcomeMessage();
  264. }
  265. void CVCMIServer::onDisconnected(const std::shared_ptr<INetworkConnection> & connection, const std::string & errorMessage)
  266. {
  267. logNetwork->error("Network error receiving a pack. Connection has been closed");
  268. std::shared_ptr<GameConnection> c = findConnection(connection);
  269. // player may have already disconnected via clientDisconnected call
  270. if (c)
  271. {
  272. LobbyClientDisconnected lcd;
  273. lcd.clientId = c->connectionID;
  274. handleReceivedPack(c, lcd);
  275. }
  276. }
  277. void CVCMIServer::handleReceivedPack(std::shared_ptr<GameConnection> connection, CPackForLobby & pack)
  278. {
  279. ClientPermissionsCheckerNetPackVisitor checker(*this, connection);
  280. pack.visit(checker);
  281. if(checker.getResult())
  282. {
  283. ApplyOnServerNetPackVisitor applier(*this, connection);
  284. pack.visit(applier);
  285. if (applier.getResult())
  286. announcePack(pack);
  287. }
  288. }
  289. void CVCMIServer::announcePack(CPackForLobby & pack)
  290. {
  291. for(auto activeConnection : activeConnections)
  292. {
  293. // FIXME: we need to avoid sending something to client that not yet get answer for LobbyClientConnected
  294. // Until UUID set we only pass LobbyClientConnected to this client
  295. //if(c->uuid == uuid && !dynamic_cast<LobbyClientConnected *>(pack.get()))
  296. // continue;
  297. activeConnection->sendPack(pack);
  298. }
  299. ApplyOnServerAfterAnnounceNetPackVisitor applier(*this);
  300. pack.visit(applier);
  301. }
  302. void CVCMIServer::announceMessage(const MetaString & txt)
  303. {
  304. logNetwork->info("Show message: %s", txt.toString());
  305. LobbyShowMessage cm;
  306. cm.message = txt;
  307. announcePack(cm);
  308. }
  309. void CVCMIServer::announceMessage(const std::string & txt)
  310. {
  311. MetaString str;
  312. str.appendRawString(txt);
  313. announceMessage(str);
  314. }
  315. void CVCMIServer::announceTxt(const MetaString & txt, const std::string & playerName)
  316. {
  317. logNetwork->info("%s says: %s", playerName, txt.toString());
  318. LobbyChatMessage cm;
  319. cm.playerName = playerName;
  320. cm.message = txt;
  321. announcePack(cm);
  322. }
  323. void CVCMIServer::announceTxt(const std::string & txt, const std::string & playerName)
  324. {
  325. MetaString str;
  326. str.appendRawString(txt);
  327. announceTxt(str, playerName);
  328. }
  329. bool CVCMIServer::passHost(GameConnectionID toConnectionId)
  330. {
  331. for(auto activeConnection : activeConnections)
  332. {
  333. if(isClientHost(activeConnection->connectionID))
  334. continue;
  335. if(activeConnection->connectionID != toConnectionId)
  336. continue;
  337. hostClientId = activeConnection->connectionID;
  338. announceTxt(boost::str(boost::format("Pass host to connection %d") % static_cast<int>(toConnectionId)));
  339. return true;
  340. }
  341. return false;
  342. }
  343. void CVCMIServer::clientConnected(std::shared_ptr<GameConnection> c, std::vector<std::string> & names, const std::string & uuid, EStartMode mode)
  344. {
  345. assert(getState() == EServerState::LOBBY);
  346. c->connectionID = vstd::next(currentClientId, 1);
  347. c->uuid = uuid;
  348. if(hostClientId == GameConnectionID::INVALID)
  349. {
  350. hostClientId = c->connectionID;
  351. si->mode = mode;
  352. }
  353. logNetwork->info("Connection with client %d established. UUID: %s", static_cast<int>(c->connectionID), c->uuid);
  354. for(auto & name : names)
  355. {
  356. logNetwork->info("Client %d player: %s", static_cast<int>(c->connectionID), name);
  357. PlayerConnectionID id = vstd::next(currentPlayerId, 1);
  358. ClientPlayer cp;
  359. cp.connection = c->connectionID;
  360. cp.name = name;
  361. playerNames.try_emplace(id, cp);
  362. announceTxt(boost::str(boost::format("%s (pid %d cid %d) joins the game") % name % static_cast<int>(id) % static_cast<int>(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<GameConnection> connection)
  375. {
  376. assert(vstd::contains(activeConnections, connection));
  377. logGlobal->trace("Received disconnection request");
  378. vstd::erase(activeConnections, connection);
  379. if(activeConnections.empty() || hostClientId == connection->connectionID)
  380. {
  381. setState(EServerState::SHUTDOWN);
  382. return;
  383. }
  384. if(gh && getState() == EServerState::GAMEPLAY)
  385. {
  386. gh->handleClientDisconnection(connection->connectionID);
  387. }
  388. }
  389. void CVCMIServer::setPlayerConnectedId(PlayerSettings & pset, PlayerConnectionID player) const
  390. {
  391. if(vstd::contains(playerNames, player))
  392. pset.name = playerNames.find(player)->second.name;
  393. else
  394. pset.name = LIBRARY->generaltexth->allTexts[468]; //Computer
  395. pset.connectedPlayerIDs.clear();
  396. if(player != PlayerConnectionID::PLAYER_AI)
  397. pset.connectedPlayerIDs.insert(player);
  398. }
  399. void CVCMIServer::updateStartInfoOnMapChange(std::shared_ptr<CMapInfo> mapInfo, std::shared_ptr<CMapGenOptions> mapGenOpts)
  400. {
  401. mi = mapInfo;
  402. if(!mi)
  403. return;
  404. auto namesIt = playerNames.cbegin();
  405. si->playerInfos.clear();
  406. if(mi->scenarioOptionsOfSave)
  407. {
  408. si = CMemorySerializer::deepCopy(*mi->scenarioOptionsOfSave);
  409. si->mode = EStartMode::LOAD_GAME;
  410. if(si->campState)
  411. campaignMap = si->campState->currentScenario().value();
  412. for(auto & ps : si->playerInfos)
  413. {
  414. if(!ps.second.compOnly && ps.second.connectedPlayerIDs.size() && namesIt != playerNames.cend())
  415. {
  416. setPlayerConnectedId(ps.second, namesIt++->first);
  417. }
  418. else
  419. {
  420. setPlayerConnectedId(ps.second, PlayerConnectionID::PLAYER_AI);
  421. }
  422. }
  423. }
  424. else if(si->mode == EStartMode::NEW_GAME || si->mode == EStartMode::CAMPAIGN)
  425. {
  426. if(mi->campaign)
  427. return;
  428. for(int i = 0; i < mi->mapHeader->players.size(); i++)
  429. {
  430. const PlayerInfo & pinfo = mi->mapHeader->players[i];
  431. //neither computer nor human can play - no player
  432. if(!(pinfo.canHumanPlay || pinfo.canComputerPlay))
  433. continue;
  434. PlayerSettings & pset = si->playerInfos[PlayerColor(i)];
  435. pset.color = PlayerColor(i);
  436. if(pinfo.canHumanPlay && namesIt != playerNames.cend())
  437. {
  438. setPlayerConnectedId(pset, namesIt++->first);
  439. }
  440. else
  441. {
  442. setPlayerConnectedId(pset, PlayerConnectionID::PLAYER_AI);
  443. if(!pinfo.canHumanPlay)
  444. {
  445. pset.compOnly = true;
  446. }
  447. }
  448. pset.castle = pinfo.defaultCastle();
  449. pset.hero = pinfo.defaultHero();
  450. if(pset.hero != HeroTypeID::RANDOM && pinfo.hasCustomMainHero())
  451. {
  452. pset.hero = pinfo.mainCustomHeroId;
  453. pset.heroNameTextId = pinfo.mainCustomHeroNameTextId;
  454. pset.heroPortrait = pinfo.mainCustomHeroPortrait;
  455. }
  456. }
  457. if(mi->isRandomMap && mapGenOpts)
  458. si->mapGenOptions = std::shared_ptr<CMapGenOptions>(mapGenOpts);
  459. else
  460. si->mapGenOptions.reset();
  461. }
  462. if (lobbyProcessor)
  463. {
  464. std::string roomDescription;
  465. if (si->mapGenOptions)
  466. {
  467. if (si->mapGenOptions->getMapTemplate())
  468. roomDescription = si->mapGenOptions->getMapTemplate()->getName();
  469. // else - no template selected.
  470. // TODO: handle this somehow?
  471. }
  472. else
  473. roomDescription = mi->getNameTranslated();
  474. lobbyProcessor->sendChangeRoomDescription(roomDescription);
  475. }
  476. si->mapname = mi->fileURI;
  477. }
  478. void CVCMIServer::updateAndPropagateLobbyState()
  479. {
  480. // Update player settings for RMG
  481. // TODO: find appropriate location for this code
  482. if(si->mapGenOptions && si->mode == EStartMode::NEW_GAME)
  483. {
  484. for(const auto & psetPair : si->playerInfos)
  485. {
  486. const auto & pset = psetPair.second;
  487. si->mapGenOptions->setStartingTownForPlayer(pset.color, pset.castle);
  488. si->mapGenOptions->setStartingHeroForPlayer(pset.color, pset.hero);
  489. if(pset.isControlledByHuman())
  490. {
  491. si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::HUMAN);
  492. }
  493. else
  494. {
  495. si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::AI);
  496. }
  497. }
  498. }
  499. LobbyUpdateState lus;
  500. lus.state = *static_cast<LobbyState*>(this);
  501. announcePack(lus);
  502. }
  503. void CVCMIServer::setPlayer(PlayerColor clickedColor)
  504. {
  505. struct PlayerToRestore
  506. {
  507. PlayerColor color;
  508. PlayerConnectionID id;
  509. void reset() { id = PlayerConnectionID::PLAYER_AI; color = PlayerColor::CANNOT_DETERMINE; }
  510. PlayerToRestore(){ reset(); }
  511. };
  512. PlayerToRestore playerToRestore;
  513. PlayerSettings & clicked = si->playerInfos[clickedColor];
  514. //identify clicked player
  515. PlayerConnectionID clickedNameID = PlayerConnectionID::PLAYER_AI;
  516. if(clicked.isControlledByHuman())
  517. clickedNameID = *(clicked.connectedPlayerIDs.begin()); //if not AI - set appropriate ID
  518. if(clickedNameID > PlayerConnectionID::PLAYER_AI && playerToRestore.id == clickedNameID) //player to restore is about to being replaced -> put him back to the old place
  519. {
  520. PlayerSettings & restPos = si->playerInfos[playerToRestore.color];
  521. setPlayerConnectedId(restPos, playerToRestore.id);
  522. playerToRestore.reset();
  523. }
  524. PlayerConnectionID newPlayer; //which player will take clicked position
  525. //who will be put here?
  526. if(clickedNameID == PlayerConnectionID::PLAYER_AI) //AI player clicked -> if possible replace computer with unallocated player
  527. {
  528. newPlayer = getIdOfFirstUnallocatedPlayer();
  529. if(newPlayer == PlayerConnectionID::PLAYER_AI) //no "free" player -> get just first one
  530. newPlayer = playerNames.begin()->first;
  531. }
  532. else //human clicked -> take next
  533. {
  534. auto i = playerNames.find(clickedNameID); //clicked one
  535. i++; //player AFTER clicked one
  536. if(i != playerNames.end())
  537. newPlayer = i->first;
  538. else
  539. newPlayer = PlayerConnectionID::PLAYER_AI; //AI if we scrolled through all players
  540. }
  541. setPlayerConnectedId(clicked, newPlayer); //put player
  542. //if that player was somewhere else, we need to replace him with computer
  543. if(newPlayer != PlayerConnectionID::PLAYER_AI) //not AI
  544. {
  545. for(auto i = si->playerInfos.begin(); i != si->playerInfos.end(); i++)
  546. {
  547. PlayerConnectionID curNameID = *(i->second.connectedPlayerIDs.begin());
  548. if(i->first != clickedColor && curNameID == newPlayer)
  549. {
  550. assert(i->second.connectedPlayerIDs.size());
  551. playerToRestore.color = i->first;
  552. playerToRestore.id = newPlayer;
  553. setPlayerConnectedId(i->second, PlayerConnectionID::PLAYER_AI); //set computer
  554. break;
  555. }
  556. }
  557. }
  558. }
  559. void CVCMIServer::setPlayerName(PlayerColor color, const std::string & name)
  560. {
  561. if(color == PlayerColor::CANNOT_DETERMINE)
  562. return;
  563. PlayerSettings & player = si->playerInfos.at(color);
  564. if(!player.isControlledByHuman())
  565. return;
  566. if(player.connectedPlayerIDs.empty())
  567. return;
  568. PlayerConnectionID nameID = *(player.connectedPlayerIDs.begin()); //if not AI - set appropriate ID
  569. playerNames[nameID].name = name;
  570. setPlayerConnectedId(player, nameID);
  571. }
  572. void CVCMIServer::setPlayerHandicap(PlayerColor color, Handicap handicap)
  573. {
  574. if(color == PlayerColor::CANNOT_DETERMINE)
  575. return;
  576. si->playerInfos[color].handicap = handicap;
  577. int humanPlayer = 0;
  578. for (const auto & pi : si->playerInfos)
  579. if(pi.second.isControlledByHuman())
  580. humanPlayer++;
  581. if(humanPlayer < 2) // Singleplayer
  582. return;
  583. MetaString str;
  584. str.appendTextID("vcmi.lobby.handicap");
  585. str.appendRawString(" ");
  586. str.appendName(color);
  587. str.appendRawString(":");
  588. if(handicap.startBonus.empty() && handicap.percentIncome == 100 && handicap.percentGrowth == 100)
  589. {
  590. str.appendRawString(" ");
  591. str.appendTextID("core.genrltxt.523");
  592. announceTxt(str);
  593. return;
  594. }
  595. for(auto & res : EGameResID::ALL_RESOURCES())
  596. if(handicap.startBonus[res] != 0)
  597. {
  598. str.appendRawString(" ");
  599. str.appendName(res);
  600. str.appendRawString(":");
  601. str.appendRawString(std::to_string(handicap.startBonus[res]));
  602. }
  603. if(handicap.percentIncome != 100)
  604. {
  605. str.appendRawString(" ");
  606. str.appendTextID("core.jktext.32");
  607. str.appendRawString(":");
  608. str.appendRawString(std::to_string(handicap.percentIncome) + "%");
  609. }
  610. if(handicap.percentGrowth != 100)
  611. {
  612. str.appendRawString(" ");
  613. str.appendTextID("core.genrltxt.194");
  614. str.appendRawString(":");
  615. str.appendRawString(std::to_string(handicap.percentGrowth) + "%");
  616. }
  617. announceTxt(str);
  618. }
  619. void CVCMIServer::optionNextCastle(PlayerColor player, int dir)
  620. {
  621. PlayerSettings & s = si->playerInfos[player];
  622. FactionID & cur = s.castle;
  623. auto & allowed = getPlayerInfo(player).allowedFactions;
  624. const bool allowRandomTown = getPlayerInfo(player).isFactionRandom;
  625. if(cur == FactionID::NONE) //no change
  626. return;
  627. if(cur == FactionID::RANDOM) //first/last available
  628. {
  629. if(dir > 0)
  630. cur = *allowed.begin(); //id of first town
  631. else
  632. cur = *allowed.rbegin(); //id of last town
  633. }
  634. else // next/previous available
  635. {
  636. if((cur == *allowed.begin() && dir < 0) || (cur == *allowed.rbegin() && dir > 0))
  637. {
  638. if(allowRandomTown)
  639. {
  640. cur = FactionID::RANDOM;
  641. }
  642. else
  643. {
  644. if(dir > 0)
  645. cur = *allowed.begin();
  646. else
  647. cur = *allowed.rbegin();
  648. }
  649. }
  650. else
  651. {
  652. assert(dir >= -1 && dir <= 1); //othervice std::advance may go out of range
  653. auto iter = allowed.find(cur);
  654. std::advance(iter, dir);
  655. cur = *iter;
  656. }
  657. }
  658. if(s.hero.isValid() && !getPlayerInfo(player).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
  659. {
  660. s.hero = HeroTypeID::RANDOM;
  661. }
  662. if(!cur.isValid() && s.bonus == PlayerStartingBonus::RESOURCE)
  663. s.bonus = PlayerStartingBonus::RANDOM;
  664. }
  665. void CVCMIServer::optionSetCastle(PlayerColor player, FactionID id)
  666. {
  667. PlayerSettings & s = si->playerInfos[player];
  668. FactionID & cur = s.castle;
  669. auto & allowed = getPlayerInfo(player).allowedFactions;
  670. if(cur == FactionID::NONE) //no change
  671. return;
  672. if(allowed.find(id) == allowed.end() && id != FactionID::RANDOM) // valid id
  673. return;
  674. cur = static_cast<FactionID>(id);
  675. if(s.hero.isValid() && !getPlayerInfo(player).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
  676. {
  677. s.hero = HeroTypeID::RANDOM;
  678. }
  679. if(!cur.isValid() && s.bonus == PlayerStartingBonus::RESOURCE)
  680. s.bonus = PlayerStartingBonus::RANDOM;
  681. }
  682. void CVCMIServer::setCampaignMap(CampaignScenarioID mapId)
  683. {
  684. campaignMap = mapId;
  685. si->difficulty = si->campState->scenario(mapId).difficulty;
  686. campaignBonus = -1;
  687. updateStartInfoOnMapChange(si->campState->getMapInfo(mapId));
  688. }
  689. void CVCMIServer::setCampaignBonus(int bonusId)
  690. {
  691. campaignBonus = bonusId;
  692. const CampaignScenario & scenario = si->campState->scenario(campaignMap);
  693. const CampaignBonus & bonus = scenario.travelOptions.bonusesToChoose.at(bonusId);
  694. if(bonus.getType() == CampaignBonusType::HERO || bonus.getType() == CampaignBonusType::HEROES_FROM_PREVIOUS_SCENARIO)
  695. {
  696. PlayerColor startingPlayer = bonus.getType() == CampaignBonusType::HERO ?
  697. bonus.getValue<CampaignBonusStartingHero>().startingPlayer :
  698. bonus.getValue<CampaignBonusHeroesFromScenario>().startingPlayer;
  699. for(auto & elem : si->playerInfos)
  700. {
  701. if(elem.first == startingPlayer)
  702. setPlayerConnectedId(elem.second, PlayerConnectionID::FIRST_HUMAN);
  703. else
  704. setPlayerConnectedId(elem.second, PlayerConnectionID::PLAYER_AI);
  705. }
  706. }
  707. }
  708. void CVCMIServer::optionNextHero(PlayerColor player, int dir)
  709. {
  710. PlayerSettings & s = si->playerInfos[player];
  711. if(!s.castle.isValid() || s.hero == HeroTypeID::NONE)
  712. return;
  713. if(s.hero == HeroTypeID::RANDOM) // first/last available
  714. {
  715. if (dir > 0)
  716. s.hero = nextAllowedHero(player, HeroTypeID(-1), dir);
  717. else
  718. s.hero = nextAllowedHero(player, HeroTypeID(LIBRARY->heroh->size()), dir);
  719. }
  720. else
  721. {
  722. s.hero = nextAllowedHero(player, s.hero, dir);
  723. }
  724. }
  725. void CVCMIServer::optionSetHero(PlayerColor player, HeroTypeID id)
  726. {
  727. PlayerSettings & s = si->playerInfos[player];
  728. if(!s.castle.isValid() || s.hero == HeroTypeID::NONE)
  729. return;
  730. if(id == HeroTypeID::RANDOM)
  731. {
  732. s.hero = HeroTypeID::RANDOM;
  733. }
  734. if(canUseThisHero(player, id))
  735. s.hero = static_cast<HeroTypeID>(id);
  736. }
  737. HeroTypeID CVCMIServer::nextAllowedHero(PlayerColor player, HeroTypeID initial, int direction)
  738. {
  739. HeroTypeID first(initial.getNum() + direction);
  740. if(direction > 0)
  741. {
  742. for (auto i = first; i.getNum() < LIBRARY->heroh->size(); ++i)
  743. if(canUseThisHero(player, i))
  744. return i;
  745. }
  746. else
  747. {
  748. for (auto i = first; i.getNum() >= 0; --i)
  749. if(canUseThisHero(player, i))
  750. return i;
  751. }
  752. return HeroTypeID::RANDOM;
  753. }
  754. void CVCMIServer::optionNextBonus(PlayerColor player, int dir)
  755. {
  756. PlayerSettings & s = si->playerInfos[player];
  757. s.bonus = static_cast<PlayerStartingBonus>(static_cast<int>(s.bonus) + dir);
  758. if(s.hero == HeroTypeID::NONE &&
  759. getPlayerInfo(player).heroesNames.empty() &&
  760. s.bonus == PlayerStartingBonus::ARTIFACT) //no hero - can't be artifact
  761. {
  762. if(dir < 0)
  763. s.bonus = PlayerStartingBonus::RANDOM;
  764. else
  765. s.bonus = PlayerStartingBonus::GOLD;
  766. }
  767. if(s.bonus > PlayerStartingBonus::RESOURCE)
  768. s.bonus = PlayerStartingBonus::RANDOM;
  769. if(s.bonus < PlayerStartingBonus::RANDOM)
  770. s.bonus = PlayerStartingBonus::RESOURCE;
  771. if(s.castle == FactionID::RANDOM && s.bonus == PlayerStartingBonus::RESOURCE) //random castle - can't be resource
  772. {
  773. if(dir < 0)
  774. s.bonus = PlayerStartingBonus::GOLD;
  775. else
  776. s.bonus = PlayerStartingBonus::RANDOM;
  777. }
  778. }
  779. void CVCMIServer::optionSetBonus(PlayerColor player, PlayerStartingBonus id)
  780. {
  781. PlayerSettings & s = si->playerInfos[player];
  782. if(s.hero == HeroTypeID::NONE &&
  783. !getPlayerInfo(player).heroesNames.size() &&
  784. id == PlayerStartingBonus::ARTIFACT) //no hero - can't be artifact
  785. return;
  786. if(id > PlayerStartingBonus::RESOURCE)
  787. return;
  788. if(id < PlayerStartingBonus::RANDOM)
  789. return;
  790. if(s.castle == FactionID::RANDOM && id == PlayerStartingBonus::RESOURCE) //random castle - can't be resource
  791. return;
  792. s.bonus = id;
  793. }
  794. bool CVCMIServer::canUseThisHero(PlayerColor player, HeroTypeID ID)
  795. {
  796. if (!ID.hasValue())
  797. return false;
  798. if (ID.getNum() >= LIBRARY->heroh->size())
  799. return false;
  800. if (si->playerInfos[player].castle != ID.toHeroType()->heroClass->faction)
  801. return false;
  802. if (vstd::contains(getUsedHeroes(), ID))
  803. return false;
  804. if (!mi->mapHeader->allowedHeroes.count(ID))
  805. return false;
  806. for (const auto & disposedHero : mi->mapHeader->disposedHeroes)
  807. if (disposedHero.heroId == ID && !disposedHero.players.count(player))
  808. return false;
  809. return true;
  810. }
  811. std::vector<HeroTypeID> CVCMIServer::getUsedHeroes()
  812. {
  813. std::vector<HeroTypeID> heroIds;
  814. for(const auto & p : si->playerInfos)
  815. {
  816. const auto & heroes = getPlayerInfo(p.first).heroesNames;
  817. for(const auto & hero : heroes)
  818. if(hero.heroId.hasValue())
  819. heroIds.push_back(hero.heroId);
  820. if(p.second.hero != HeroTypeID::RANDOM)
  821. heroIds.push_back(p.second.hero);
  822. }
  823. return heroIds;
  824. }
  825. PlayerConnectionID CVCMIServer::getIdOfFirstUnallocatedPlayer() const
  826. {
  827. for(auto i = playerNames.cbegin(); i != playerNames.cend(); i++)
  828. {
  829. if(!si->getPlayersSettings(i->first))
  830. return i->first;
  831. }
  832. return PlayerConnectionID::PLAYER_AI;
  833. }
  834. void CVCMIServer::multiplayerWelcomeMessage()
  835. {
  836. int humanPlayer = 0;
  837. for (const auto & pi : si->playerInfos)
  838. if(pi.second.isControlledByHuman())
  839. humanPlayer++;
  840. if(humanPlayer < 2) // Singleplayer
  841. return;
  842. gh->playerMessages->broadcastSystemMessage(MetaString::createFromTextID("vcmi.broadcast.command"));
  843. for (const auto & pi : si->playerInfos)
  844. if(!pi.second.handicap.startBonus.empty() || pi.second.handicap.percentIncome != 100 || pi.second.handicap.percentGrowth != 100)
  845. {
  846. MetaString str;
  847. str.appendTextID("vcmi.lobby.handicap");
  848. str.appendRawString(" ");
  849. str.appendName(pi.first);
  850. str.appendRawString(":");
  851. for(auto & res : EGameResID::ALL_RESOURCES())
  852. if(pi.second.handicap.startBonus[res] != 0)
  853. {
  854. str.appendRawString(" ");
  855. str.appendName(res);
  856. str.appendRawString(":");
  857. str.appendRawString(std::to_string(pi.second.handicap.startBonus[res]));
  858. }
  859. if(pi.second.handicap.percentIncome != 100)
  860. {
  861. str.appendRawString(" ");
  862. str.appendTextID("core.jktext.32");
  863. str.appendRawString(":");
  864. str.appendRawString(std::to_string(pi.second.handicap.percentIncome) + "%");
  865. }
  866. if(pi.second.handicap.percentGrowth != 100)
  867. {
  868. str.appendRawString(" ");
  869. str.appendTextID("core.genrltxt.194");
  870. str.appendRawString(":");
  871. str.appendRawString(std::to_string(pi.second.handicap.percentGrowth) + "%");
  872. }
  873. gh->playerMessages->broadcastSystemMessage(str);
  874. }
  875. std::vector<std::string> optionIds;
  876. if(si->extraOptionsInfo.cheatsAllowed)
  877. optionIds.emplace_back("vcmi.optionsTab.cheatAllowed.hover");
  878. if(si->extraOptionsInfo.unlimitedReplay)
  879. optionIds.emplace_back("vcmi.optionsTab.unlimitedReplay.hover");
  880. if(!optionIds.size()) // No settings to publish
  881. return;
  882. MetaString str;
  883. str.appendTextID("vcmi.optionsTab.extraOptions.hover");
  884. str.appendRawString(": ");
  885. for(int i = 0; i < optionIds.size(); i++)
  886. {
  887. str.appendTextID(optionIds[i]);
  888. if(i < optionIds.size() - 1)
  889. str.appendRawString(", ");
  890. }
  891. gh->playerMessages->broadcastSystemMessage(str);
  892. }
  893. INetworkHandler & CVCMIServer::getNetworkHandler()
  894. {
  895. return *networkHandler;
  896. }
  897. INetworkServer & CVCMIServer::getNetworkServer()
  898. {
  899. return *networkServer;
  900. }
  901. bool CVCMIServer::loadSavedGame(const StartInfo &info)
  902. {
  903. try
  904. {
  905. gh->load(info);
  906. }
  907. catch(const ModIncompatibility & e)
  908. {
  909. logGlobal->error("Failed to load game: %s", e.what());
  910. MetaString errorMsg;
  911. if(!e.whatMissing().empty())
  912. {
  913. errorMsg.appendTextID("vcmi.server.errors.modsToEnable");
  914. errorMsg.appendRawString("\n");
  915. errorMsg.appendRawString(e.whatMissing());
  916. }
  917. if(!e.whatExcessive().empty())
  918. {
  919. errorMsg.appendTextID("vcmi.server.errors.modsToDisable");
  920. errorMsg.appendRawString("\n");
  921. errorMsg.appendRawString(e.whatExcessive());
  922. }
  923. announceMessage(errorMsg);
  924. return false;
  925. }
  926. catch(const IdentifierResolutionException & e)
  927. {
  928. logGlobal->error("Failed to load game: %s", e.what());
  929. MetaString errorMsg;
  930. errorMsg.appendTextID("vcmi.server.errors.unknownEntity");
  931. errorMsg.replaceRawString(e.identifierName);
  932. announceMessage(errorMsg);
  933. return false;
  934. }
  935. catch(const std::exception & e)
  936. {
  937. logGlobal->error("Failed to load game: %s", e.what());
  938. auto str = MetaString::createFromTextID("vcmi.broadcast.failedLoadGame");
  939. str.appendRawString(": ");
  940. str.appendRawString(e.what());
  941. announceMessage(str);
  942. return false;
  943. }
  944. return true;
  945. }
  946. bool CVCMIServer::isPlayerHost(const PlayerColor & color) const
  947. {
  948. return LobbyInfo::isPlayerHost(color);
  949. }
  950. bool CVCMIServer::hasPlayerAt(PlayerColor player, GameConnectionID connectionID) const
  951. {
  952. return vstd::contains(getAllClientPlayers(connectionID), player);
  953. }
  954. bool CVCMIServer::hasBothPlayersAtSameConnection(PlayerColor left, PlayerColor right) const
  955. {
  956. for (const auto & c : activeConnections)
  957. if (hasPlayerAt(left, c->connectionID) && hasPlayerAt(right, c->connectionID))
  958. return true;
  959. return false;
  960. }
  961. void CVCMIServer::applyPack(CPackForClient & pack)
  962. {
  963. logNetwork->trace("\tSending to all clients: %s", typeid(pack).name());
  964. for (const auto & c : activeConnections)
  965. c->sendPack(pack);
  966. gh->gs->apply(pack);
  967. logNetwork->trace("\tApplied on gameState(): %s", typeid(pack).name());
  968. }
  969. void CVCMIServer::sendPack(CPackForClient & pack, GameConnectionID connectionID)
  970. {
  971. for (const auto & c : activeConnections)
  972. if (c->connectionID == connectionID)
  973. c->sendPack(pack);
  974. }