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							- #include "stdafx.h"
 
- #include "../lib/CCampaignHandler.h"
 
- #include "../global.h"
 
- #include "../lib/Connection.h"
 
- #include "../lib/CArtHandler.h"
 
- #include "../lib/CDefObjInfoHandler.h"
 
- #include "../lib/CGeneralTextHandler.h"
 
- #include "../lib/CHeroHandler.h"
 
- #include "../lib/CTownHandler.h"
 
- #include "../lib/CObjectHandler.h"
 
- #include "../lib/CBuildingHandler.h"
 
- #include "../lib/CSpellHandler.h"
 
- #include "../lib/CCreatureHandler.h"
 
- #include "zlib.h"
 
- #ifndef __GNUC__
 
- #include <tchar.h>
 
- #endif
 
- #include "CVCMIServer.h"
 
- #include "../StartInfo.h"
 
- #include "../lib/map.h"
 
- #include "../lib/Interprocess.h"
 
- #include "../lib/VCMI_Lib.h"
 
- #include "../lib/VCMIDirs.h"
 
- #include "CGameHandler.h"
 
- #include "../lib/CMapInfo.h"
 
- std::string NAME_AFFIX = "server";
 
- std::string NAME = NAME_VER + std::string(" (") + NAME_AFFIX + ')'; //application name
 
- using namespace boost;
 
- using namespace boost::asio;
 
- using namespace boost::asio::ip;
 
- namespace intpr = boost::interprocess;
 
- bool end2 = false;
 
- int port = 3030;
 
- VCMIDirs GVCMIDirs;
 
- /*
 
-  * CVCMIServer.cpp, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- static void vaccept(tcp::acceptor *ac, tcp::socket *s, boost::system::error_code *error)
 
- {
 
- 	ac->accept(*s,*error);
 
- }
 
- CPregameServer::CPregameServer(CConnection *Host, TAcceptor *Acceptor /*= NULL*/)
 
- 	: host(Host), listeningThreads(0), acceptor(Acceptor), upcomingConnection(NULL),
 
- 	  curmap(NULL), curStartInfo(NULL), state(RUNNING)
 
- {
 
- 	initConnection(host);
 
- }
 
- void CPregameServer::handleConnection(CConnection *cpc)
 
- {
 
- 	try
 
- 	{
 
- 		while(!cpc->receivedStop)
 
- 		{
 
- 			CPackForSelectionScreen *cpfs = NULL;
 
- 			*cpc >> cpfs;
 
- 			tlog0 << "Got package to announce " << typeid(*cpfs).name() << " from " << *cpc << std::endl; 
 
- 			boost::unique_lock<boost::recursive_mutex> queueLock(mx);
 
- 			bool quitting = dynamic_cast<QuitMenuWithoutStarting*>(cpfs), 
 
- 				startingGame = dynamic_cast<StartWithCurrentSettings*>(cpfs);
 
- 			if(quitting || startingGame) //host leaves main menu or wants to start game -> we end
 
- 			{
 
- 				cpc->receivedStop = true;
 
- 				if(!cpc->sendStop)
 
- 					sendPack(cpc, *cpfs);
 
- 				if(cpc == host)
 
- 					toAnnounce.push_back(cpfs);
 
- 			}
 
- 			else
 
- 				toAnnounce.push_back(cpfs);
 
- 			if(startingGame)
 
- 			{
 
- 				//wait for sending thread to announce start
 
- 				mx.unlock();
 
- 				while(state == RUNNING) boost::this_thread::sleep(boost::posix_time::milliseconds(50));
 
- 				mx.lock();
 
- 			}
 
- 		}
 
- 	} 
 
- 	catch (const std::exception& e)
 
- 	{
 
- 		boost::unique_lock<boost::recursive_mutex> queueLock(mx);
 
- 		tlog0 << *cpc << " dies... \nWhat happened: " << e.what() << std::endl;
 
- 	}
 
- 	boost::unique_lock<boost::recursive_mutex> queueLock(mx);
 
- 	if(state != ENDING_AND_STARTING_GAME)
 
- 	{
 
- 		connections -= cpc;
 
- 		//notify other players about leaving
 
- 		PlayerLeft *pl = new PlayerLeft();
 
- 		pl->playerID = cpc->connectionID;
 
- 		announceTxt(cpc->name + " left the game");
 
- 		toAnnounce.push_back(pl);
 
- 		if(!connections.size())
 
- 		{
 
- 			tlog0 << "Last connection lost, server will close itself...\n";
 
- 			boost::this_thread::sleep(boost::posix_time::seconds(2)); //we should never be hasty when networking
 
- 			state = ENDING_WITHOUT_START;
 
- 		}
 
- 	}
 
- 	tlog0 << "Thread listening for " << *cpc << " ended\n";
 
- 	listeningThreads--;
 
- 	delNull(cpc->handler);
 
- }
 
- void CPregameServer::run()
 
- {
 
- 	startListeningThread(host);
 
- 	start_async_accept();
 
- 	while(state == RUNNING)
 
- 	{
 
- 		{
 
- 			boost::unique_lock<boost::recursive_mutex> myLock(mx);
 
- 			while(toAnnounce.size())
 
- 			{
 
- 				processPack(toAnnounce.front());
 
- 				toAnnounce.pop_front();
 
- 			}
 
- // 			//we end sending thread if we ordered all our connections to stop
 
- // 			ending = true;
 
- // 			BOOST_FOREACH(CPregameConnection *pc, connections)
 
- // 				if(!pc->sendStop)
 
- // 					ending = false;
 
- 			if(state != RUNNING)
 
- 			{
 
- 				tlog0 << "Stopping listening for connections...\n";
 
- 				acceptor->close();
 
- 			}
 
- 			if(acceptor)
 
- 			{
 
- 				acceptor->get_io_service().reset();
 
- 				acceptor->get_io_service().poll();
 
- 			}
 
- 		} //frees lock
 
- 		boost::this_thread::sleep(boost::posix_time::milliseconds(50));
 
- 	}
 
- 	tlog0 << "Thread handling connections ended\n";
 
- 	if(state == ENDING_AND_STARTING_GAME)
 
- 	{
 
- 		tlog0 << "Waiting for listening thread to finish...\n";
 
- 		while(listeningThreads) boost::this_thread::sleep(boost::posix_time::milliseconds(50));
 
- 		tlog0 << "Preparing new game\n";
 
- 	}
 
- }
 
- CPregameServer::~CPregameServer()
 
- {
 
- 	delete acceptor;
 
- 	delete upcomingConnection;
 
- 	BOOST_FOREACH(CPackForSelectionScreen *pack, toAnnounce)
 
- 		delete pack;
 
- 	toAnnounce.clear();
 
- 	//TODO pregameconnections
 
- }
 
- void CPregameServer::connectionAccepted(const boost::system::error_code& ec)
 
- {
 
- 	if(ec)
 
- 	{
 
- 		tlog0 << "Something wrong during accepting: " << ec.message() << std::endl;
 
- 		return;
 
- 	}
 
- 	tlog0 << "We got a new connection! :)\n";
 
- 	CConnection *pc = new CConnection(upcomingConnection, NAME);
 
- 	initConnection(pc);
 
- 	upcomingConnection = NULL;
 
- 	*pc << (ui8)pc->connectionID << curmap;
 
- 	startListeningThread(pc);
 
- 	announceTxt(pc->name + " joins the game");
 
- 	PlayerJoined *pj = new PlayerJoined();
 
- 	pj->playerName = pc->name;
 
- 	pj->connectionID = pc->connectionID;
 
- 	toAnnounce.push_back(pj);
 
- 	start_async_accept();
 
- }
 
- void CPregameServer::start_async_accept()
 
- {
 
- 	assert(!upcomingConnection);
 
- 	assert(acceptor);
 
- 	upcomingConnection = new TSocket(acceptor->get_io_service());
 
- 	acceptor->async_accept(*upcomingConnection, boost::bind(&CPregameServer::connectionAccepted, this, boost::asio::placeholders::error));
 
- }
 
- void CPregameServer::announceTxt(const std::string &txt, const std::string &playerName /*= "system"*/)
 
- {
 
- 	tlog0 << playerName << " says: " << txt << std::endl;
 
- 	ChatMessage cm;
 
- 	cm.playerName = playerName;
 
- 	cm.message = txt;
 
- 	boost::unique_lock<boost::recursive_mutex> queueLock(mx);
 
- 	toAnnounce.push_front(new ChatMessage(cm));
 
- }
 
- void CPregameServer::announcePack(const CPackForSelectionScreen &pack)
 
- {
 
- 	BOOST_FOREACH(CConnection *pc, connections)
 
- 		sendPack(pc, pack);
 
- }
 
- void CPregameServer::sendPack(CConnection * pc, const CPackForSelectionScreen & pack)
 
- {
 
- 	if(!pc->sendStop)
 
- 	{
 
- 		tlog0 << "\tSending pack of type " << typeid(pack).name() << " to " << *pc << std::endl;
 
- 		*pc << &pack;
 
- 	}
 
- 	if(dynamic_cast<const QuitMenuWithoutStarting*>(&pack))
 
- 	{
 
- 		pc->sendStop = true;
 
- 	}
 
- 	else if(dynamic_cast<const StartWithCurrentSettings*>(&pack))
 
- 	{
 
- 		pc->sendStop = true;
 
- 	}
 
- }
 
- void CPregameServer::processPack(CPackForSelectionScreen * pack)
 
- {
 
- 	if(dynamic_cast<CPregamePackToHost*>(pack))
 
- 	{
 
- 		sendPack(host, *pack);
 
- 	}
 
- 	else if(SelectMap *sm = dynamic_cast<SelectMap*>(pack))
 
- 	{
 
- 		delNull(curmap);
 
- 		curmap = sm->mapInfo;
 
- 		sm->free = false;
 
- 		announcePack(*pack);
 
- 	}
 
- 	else if(UpdateStartOptions *uso = dynamic_cast<UpdateStartOptions*>(pack))
 
- 	{
 
- 		delNull(curStartInfo);
 
- 		curStartInfo = uso->options;
 
- 		uso->free = false;
 
- 		announcePack(*pack);
 
- 	}
 
- 	else if(dynamic_cast<const StartWithCurrentSettings*>(pack))
 
- 	{
 
- 		state = ENDING_AND_STARTING_GAME;
 
- 		announcePack(*pack);
 
- 	}
 
- 	else
 
- 		announcePack(*pack);
 
- 	delete pack;
 
- }
 
- void CPregameServer::initConnection(CConnection *c)
 
- {
 
- 	*c >> c->name;
 
- 	connections.insert(c);
 
- 	tlog0 << "Pregame connection with player " << c->name << " established!" << std::endl;
 
- }
 
- void CPregameServer::startListeningThread(CConnection * pc)
 
- {	
 
- 	listeningThreads++;
 
- 	pc->handler = new boost::thread(&CPregameServer::handleConnection, this, pc);
 
- }
 
- CVCMIServer::CVCMIServer()
 
- : io(new io_service()), acceptor(new TAcceptor(*io, tcp::endpoint(tcp::v4(), port))), firstConnection(NULL)
 
- {
 
- 	tlog4 << "CVCMIServer created!" <<std::endl;
 
- }
 
- CVCMIServer::~CVCMIServer()
 
- {
 
- 	//delete io;
 
- 	//delete acceptor;
 
- }
 
- CGameHandler * CVCMIServer::initGhFromHostingConnection(CConnection &c)
 
- {
 
- 	CGameHandler *gh = new CGameHandler();
 
- 	StartInfo si;
 
- 	c >> si; //get start options
 
- 	int problem;
 
- #ifdef _MSC_VER
 
- 	FILE *f;
 
- 	problem = fopen_s(&f,si.mapname.c_str(),"r");
 
- #else
 
- 	FILE * f = fopen(si.mapname.c_str(),"r");
 
- 	problem = !f;
 
- #endif
 
- 	if(problem && si.mode == StartInfo::NEW_GAME) //TODO some checking for campaigns
 
- 	{
 
- 		c << ui8(problem); //WRONG!
 
- 		return NULL;
 
- 	}
 
- 	else
 
- 	{
 
- 		if(f)	
 
- 			fclose(f);
 
- 		c << ui8(0); //OK!
 
- 	}
 
- 	gh->init(&si,std::time(NULL));
 
- 	c.addStdVecItems(gh->gs);
 
- 	gh->conns.insert(&c);
 
- 	return gh;
 
- }
 
- void CVCMIServer::newGame()
 
- {
 
- 	CConnection &c = *firstConnection;
 
- 	ui8 clients;
 
- 	c >> clients; //how many clients should be connected 
 
- 	assert(clients == 1); //multi goes now by newPregame, TODO: custom lobbies
 
- 	CGameHandler *gh = initGhFromHostingConnection(c);
 
- 	gh->run(false);
 
- 	delNull(gh);
 
- }
 
- void CVCMIServer::newPregame()
 
- {
 
- 	CPregameServer *cps = new CPregameServer(firstConnection, acceptor);
 
- 	cps->run();
 
- 	if(cps->state == CPregameServer::ENDING_WITHOUT_START)
 
- 	{
 
- 		delete cps;
 
- 		return;
 
- 	}
 
- 	if(cps->state == CPregameServer::ENDING_AND_STARTING_GAME)
 
- 	{
 
- 		CGameHandler gh;
 
- 		gh.conns = cps->connections;
 
- 		gh.init(cps->curStartInfo,std::clock());
 
- 		BOOST_FOREACH(CConnection *c, gh.conns)
 
- 			c->addStdVecItems(gh.gs);
 
- 		gh.run(false);
 
- 	}
 
- }
 
- void CVCMIServer::start()
 
- {
 
- 	ServerReady *sr = NULL;
 
- 	intpr::mapped_region *mr;
 
- 	try
 
- 	{
 
- 		intpr::shared_memory_object smo(intpr::open_only,"vcmi_memory",intpr::read_write);
 
- 		smo.truncate(sizeof(ServerReady));
 
- 		mr = new intpr::mapped_region(smo,intpr::read_write);
 
- 		sr = reinterpret_cast<ServerReady*>(mr->get_address());
 
- 	}
 
- 	catch(...)
 
- 	{
 
- 		intpr::shared_memory_object smo(intpr::create_only,"vcmi_memory",intpr::read_write);
 
- 		smo.truncate(sizeof(ServerReady));
 
- 		mr = new intpr::mapped_region(smo,intpr::read_write);
 
- 		sr = new(mr->get_address())ServerReady();
 
- 	}
 
- 	boost::system::error_code error;
 
- 	tlog0<<"Listening for connections at port " << acceptor->local_endpoint().port() << std::endl;
 
- 	tcp::socket * s = new tcp::socket(acceptor->get_io_service());
 
- 	boost::thread acc(boost::bind(vaccept,acceptor,s,&error));
 
- 	sr->setToTrueAndNotify();
 
- 	delete mr;
 
- 	acc.join();
 
- 	if (error)
 
- 	{
 
- 		tlog2<<"Got connection but there is an error " << std::endl << error;
 
- 		return;
 
- 	}
 
- 	tlog0<<"We've accepted someone... " << std::endl;
 
- 	firstConnection = new CConnection(s,NAME);
 
- 	tlog0<<"Got connection!" << std::endl;
 
- 	while(!end2)
 
- 	{
 
- 		ui8 mode;
 
- 		*firstConnection >> mode;
 
- 		switch (mode)
 
- 		{
 
- 		case 0:
 
- 			firstConnection->close();
 
- 			exit(0);
 
- 			break;
 
- 		case 1:
 
- 			firstConnection->close();
 
- 			return;
 
- 			break;
 
- 		case 2:
 
- 			newGame();
 
- 			break;
 
- 		case 3:
 
- 			loadGame();
 
- 			break;
 
- 		case 4:
 
- 			newPregame();
 
- 			break;
 
- 		}
 
- 	}
 
- }
 
- void CVCMIServer::loadGame()
 
- {
 
- 	CConnection &c = *firstConnection;
 
- 	std::string fname;
 
- 	CGameHandler gh;
 
- 	boost::system::error_code error;
 
- 	ui8 clients;
 
- 	c >> clients >> fname; //how many clients should be connected - TODO: support more than one
 
- 	{
 
- 		char sig[8];
 
- 		CMapHeader dum;
 
- 		StartInfo *si;
 
- 		CLoadFile lf(fname + ".vlgm1");
 
- 		lf >> sig >> dum >> si;
 
- 		tlog0 <<"Reading save signature"<<std::endl;
 
- 		lf >> *VLC;
 
- 		tlog0 <<"Reading handlers"<<std::endl;
 
- 		lf >> (gh.gs);
 
- 		c.addStdVecItems(gh.gs);
 
- 		tlog0 <<"Reading gamestate"<<std::endl;
 
- 	}
 
- 	{
 
- 		CLoadFile lf(fname + ".vsgm1");
 
- 		lf >> gh;
 
- 	}
 
- 	c << ui8(0);
 
- 	CConnection* cc; //tcp::socket * ss;
 
- 	for(int i=0; i<clients; i++)
 
- 	{
 
- 		if(!i) 
 
- 		{
 
- 			cc = &c;
 
- 		}
 
- 		else
 
- 		{
 
- 			tcp::socket * s = new tcp::socket(acceptor->get_io_service());
 
- 			acceptor->accept(*s,error);
 
- 			if(error) //retry
 
- 			{
 
- 				tlog3<<"Cannot establish connection - retrying..." << std::endl;
 
- 				i--;
 
- 				continue;
 
- 			}
 
- 			cc = new CConnection(s,NAME);
 
- 			cc->addStdVecItems(gh.gs);
 
- 		}	
 
- 		gh.conns.insert(cc);
 
- 	}
 
- 	gh.run(true);
 
- }
 
- #ifndef __GNUC__
 
- int _tmain(int argc, _TCHAR* argv[])
 
- #else
 
- int main(int argc, char** argv)
 
- #endif
 
- {
 
- 	logfile = new std::ofstream("VCMI_Server_log.txt");
 
- 	console = new CConsoleHandler;
 
- 	//boost::thread t(boost::bind(&CConsoleHandler::run,::console));
 
- 	if(argc > 1)
 
- 	{
 
- #ifdef _MSC_VER
 
- 		port = _tstoi(argv[1]);
 
- #else
 
- 		port = _ttoi(argv[1]);
 
- #endif
 
- 	}
 
- 	tlog0 << "Port " << port << " will be used." << std::endl;
 
- 	initDLL(console,logfile);
 
- 	srand ( (unsigned int)time(NULL) );
 
- 	try
 
- 	{
 
- 		io_service io_service;
 
- 		CVCMIServer server;
 
- 		while(!end2)
 
- 		{
 
- 			server.start();
 
- 		}
 
- 		io_service.run();
 
- 	} 
 
- 	catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
 
- 	{
 
- 		tlog1 << e.what() << std::endl;
 
- 		end2 = true;
 
- 	}HANDLE_EXCEPTION
 
-   return 0;
 
- }
 
 
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