CVCMIServer.cpp 29 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107
  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/CPlayerState.h"
  17. #include "../lib/campaign/CampaignState.h"
  18. #include "../lib/entities/hero/CHeroHandler.h"
  19. #include "../lib/entities/hero/CHeroClass.h"
  20. #include "../lib/gameState/CGameState.h"
  21. #include "../lib/mapping/CMapDefines.h"
  22. #include "../lib/mapping/CMapInfo.h"
  23. #include "../lib/mapping/CMapHeader.h"
  24. #include "../lib/rmg/CMapGenOptions.h"
  25. #include "../lib/serializer/CMemorySerializer.h"
  26. #include "../lib/serializer/Connection.h"
  27. #include "../lib/texts/CGeneralTextHandler.h"
  28. // UUID generation
  29. #include <boost/uuid/uuid.hpp>
  30. #include <boost/uuid/uuid_io.hpp>
  31. #include <boost/uuid/uuid_generators.hpp>
  32. #include <boost/program_options.hpp>
  33. class CVCMIServerPackVisitor : public VCMI_LIB_WRAP_NAMESPACE(ICPackVisitor)
  34. {
  35. private:
  36. CVCMIServer & handler;
  37. std::shared_ptr<CGameHandler> gh;
  38. public:
  39. CVCMIServerPackVisitor(CVCMIServer & handler, std::shared_ptr<CGameHandler> gh)
  40. :handler(handler), gh(gh)
  41. {
  42. }
  43. bool callTyped() override { return false; }
  44. void visitForLobby(CPackForLobby & packForLobby) override
  45. {
  46. handler.handleReceivedPack(packForLobby);
  47. }
  48. void visitForServer(CPackForServer & serverPack) override
  49. {
  50. if (gh)
  51. gh->handleReceivedPack(serverPack);
  52. else
  53. logNetwork->error("Received pack for game server while in lobby!");
  54. }
  55. void visitForClient(CPackForClient & clientPack) override
  56. {
  57. }
  58. };
  59. CVCMIServer::CVCMIServer(uint16_t port, bool runByClient)
  60. : currentClientId(1)
  61. , currentPlayerId(1)
  62. , port(port)
  63. , runByClient(runByClient)
  64. {
  65. uuid = boost::uuids::to_string(boost::uuids::random_generator()());
  66. logNetwork->trace("CVCMIServer created! UUID: %s", uuid);
  67. networkHandler = INetworkHandler::createHandler();
  68. }
  69. CVCMIServer::~CVCMIServer() = default;
  70. uint16_t CVCMIServer::prepare(bool connectToLobby, bool listenForConnections) {
  71. if(connectToLobby) {
  72. lobbyProcessor = std::make_unique<GlobalLobbyProcessor>(*this);
  73. return 0;
  74. } else {
  75. return startAcceptingIncomingConnections(listenForConnections);
  76. }
  77. }
  78. uint16_t CVCMIServer::startAcceptingIncomingConnections(bool listenForConnections)
  79. {
  80. networkServer = networkHandler->createServerTCP(*this);
  81. port
  82. ? logNetwork->info("Port %d will be used", port)
  83. : logNetwork->info("Randomly assigned port will be used");
  84. // config port may be 0 => srvport will contain the OS-assigned port value
  85. if (listenForConnections)
  86. {
  87. auto srvport = networkServer->start(port);
  88. logNetwork->info("Listening for connections at port %d", srvport);
  89. return srvport;
  90. }
  91. else
  92. return 0;
  93. }
  94. void CVCMIServer::onNewConnection(const std::shared_ptr<INetworkConnection> & connection)
  95. {
  96. if(getState() == EServerState::LOBBY)
  97. {
  98. activeConnections.push_back(std::make_shared<CConnection>(connection));
  99. activeConnections.back()->enterLobbyConnectionMode();
  100. }
  101. else
  102. {
  103. // TODO: reconnection support
  104. connection->close();
  105. }
  106. }
  107. void CVCMIServer::onPacketReceived(const std::shared_ptr<INetworkConnection> & connection, const std::vector<std::byte> & message)
  108. {
  109. std::shared_ptr<CConnection> c = findConnection(connection);
  110. if (c == nullptr)
  111. throw std::out_of_range("Unknown connection received in CVCMIServer::findConnection");
  112. auto pack = c->retrievePack(message);
  113. pack->c = c;
  114. CVCMIServerPackVisitor visitor(*this, this->gh);
  115. pack->visit(visitor);
  116. }
  117. void CVCMIServer::setState(EServerState value)
  118. {
  119. if (value == EServerState::SHUTDOWN && state == EServerState::SHUTDOWN)
  120. logGlobal->warn("Attempt to shutdown already shutdown server!");
  121. // do not attempt to restart dying server
  122. assert(state != EServerState::SHUTDOWN || state == value);
  123. state = value;
  124. if (state == EServerState::SHUTDOWN)
  125. networkHandler->stop();
  126. }
  127. EServerState CVCMIServer::getState() const
  128. {
  129. return state;
  130. }
  131. std::shared_ptr<CConnection> CVCMIServer::findConnection(const std::shared_ptr<INetworkConnection> & netConnection)
  132. {
  133. for(const auto & gameConnection : activeConnections)
  134. {
  135. if (gameConnection->isMyConnection(netConnection))
  136. return gameConnection;
  137. }
  138. return nullptr;
  139. }
  140. bool CVCMIServer::wasStartedByClient() const
  141. {
  142. return runByClient;
  143. }
  144. void CVCMIServer::run()
  145. {
  146. networkHandler->run();
  147. }
  148. void CVCMIServer::onTimer()
  149. {
  150. // we might receive onTimer call after transitioning from GAMEPLAY to LOBBY state, e.g. on game restart
  151. if (getState() != EServerState::GAMEPLAY)
  152. return;
  153. static const auto serverUpdateInterval = std::chrono::milliseconds(100);
  154. auto timeNow = std::chrono::steady_clock::now();
  155. auto timePassedBefore = lastTimerUpdateTime - gameplayStartTime;
  156. auto timePassedNow = timeNow - gameplayStartTime;
  157. lastTimerUpdateTime = timeNow;
  158. auto msPassedBefore = std::chrono::duration_cast<std::chrono::milliseconds>(timePassedBefore);
  159. auto msPassedNow = std::chrono::duration_cast<std::chrono::milliseconds>(timePassedNow);
  160. auto msDelta = msPassedNow - msPassedBefore;
  161. if (msDelta.count())
  162. gh->tick(msDelta.count());
  163. networkHandler->createTimer(*this, serverUpdateInterval);
  164. }
  165. void CVCMIServer::prepareToRestart()
  166. {
  167. if(getState() != EServerState::GAMEPLAY)
  168. {
  169. assert(0);
  170. return;
  171. }
  172. * si = * gh->gs->initialOpts;
  173. setState(EServerState::LOBBY);
  174. if (si->campState)
  175. {
  176. assert(si->campState->currentScenario().has_value());
  177. campaignMap = si->campState->currentScenario().value_or(CampaignScenarioID(0));
  178. campaignBonus = si->campState->getBonusID(campaignMap).value_or(-1);
  179. }
  180. for(auto activeConnection : activeConnections)
  181. activeConnection->enterLobbyConnectionMode();
  182. gh = nullptr;
  183. }
  184. bool CVCMIServer::prepareToStartGame()
  185. {
  186. Load::ProgressAccumulator progressTracking;
  187. Load::Progress current(1);
  188. progressTracking.include(current);
  189. if (lobbyProcessor)
  190. lobbyProcessor->sendGameStarted();
  191. auto progressTrackingThread = std::thread([this, &progressTracking]()
  192. {
  193. auto currentProgress = std::numeric_limits<Load::Type>::max();
  194. while(!progressTracking.finished())
  195. {
  196. if(progressTracking.get() != currentProgress)
  197. {
  198. //FIXME: UNGUARDED MULTITHREADED ACCESS!!!
  199. currentProgress = progressTracking.get();
  200. LobbyLoadProgress loadProgress;
  201. loadProgress.progress = currentProgress;
  202. announcePack(loadProgress);
  203. }
  204. std::this_thread::sleep_for(std::chrono::milliseconds(50));
  205. }
  206. });
  207. gh = std::make_shared<CGameHandler>(this);
  208. switch(si->mode)
  209. {
  210. case EStartMode::CAMPAIGN:
  211. logNetwork->info("Preparing to start new campaign");
  212. si->startTime = std::time(nullptr);
  213. si->fileURI = mi->fileURI;
  214. si->campState->setCurrentMap(campaignMap);
  215. si->campState->setCurrentMapBonus(campaignBonus);
  216. gh->init(si.get(), progressTracking);
  217. break;
  218. case EStartMode::NEW_GAME:
  219. logNetwork->info("Preparing to start new game");
  220. si->startTime = std::time(nullptr);
  221. si->fileURI = mi->fileURI;
  222. gh->init(si.get(), progressTracking);
  223. break;
  224. case EStartMode::LOAD_GAME:
  225. logNetwork->info("Preparing to start loaded game");
  226. if(!gh->load(si->mapname))
  227. {
  228. current.finish();
  229. progressTrackingThread.join();
  230. return false;
  231. }
  232. break;
  233. default:
  234. logNetwork->error("Wrong mode in StartInfo!");
  235. assert(0);
  236. break;
  237. }
  238. current.finish();
  239. progressTrackingThread.join();
  240. return true;
  241. }
  242. void CVCMIServer::startGameImmediately()
  243. {
  244. for(auto activeConnection : activeConnections)
  245. activeConnection->enterGameplayConnectionMode(gh->gs);
  246. gh->start(si->mode == EStartMode::LOAD_GAME);
  247. setState(EServerState::GAMEPLAY);
  248. lastTimerUpdateTime = gameplayStartTime = std::chrono::steady_clock::now();
  249. onTimer();
  250. multiplayerWelcomeMessage();
  251. }
  252. void CVCMIServer::onDisconnected(const std::shared_ptr<INetworkConnection> & connection, const std::string & errorMessage)
  253. {
  254. logNetwork->error("Network error receiving a pack. Connection has been closed");
  255. std::shared_ptr<CConnection> c = findConnection(connection);
  256. // player may have already disconnected via clientDisconnected call
  257. if (c)
  258. {
  259. LobbyClientDisconnected lcd;
  260. lcd.c = c;
  261. lcd.clientId = c->connectionID;
  262. handleReceivedPack(lcd);
  263. }
  264. }
  265. void CVCMIServer::handleReceivedPack(CPackForLobby & pack)
  266. {
  267. ClientPermissionsCheckerNetPackVisitor checker(*this);
  268. pack.visit(checker);
  269. if(checker.getResult())
  270. {
  271. ApplyOnServerNetPackVisitor applier(*this);
  272. pack.visit(applier);
  273. if (applier.getResult())
  274. announcePack(pack);
  275. }
  276. }
  277. void CVCMIServer::announcePack(CPackForLobby & pack)
  278. {
  279. for(auto activeConnection : activeConnections)
  280. {
  281. // FIXME: we need to avoid sending something to client that not yet get answer for LobbyClientConnected
  282. // Until UUID set we only pass LobbyClientConnected to this client
  283. //if(c->uuid == uuid && !dynamic_cast<LobbyClientConnected *>(pack.get()))
  284. // continue;
  285. activeConnection->sendPack(pack);
  286. }
  287. ApplyOnServerAfterAnnounceNetPackVisitor applier(*this);
  288. pack.visit(applier);
  289. }
  290. void CVCMIServer::announceMessage(const MetaString & txt)
  291. {
  292. logNetwork->info("Show message: %s", txt.toString());
  293. LobbyShowMessage cm;
  294. cm.message = txt;
  295. announcePack(cm);
  296. }
  297. void CVCMIServer::announceMessage(const std::string & txt)
  298. {
  299. MetaString str;
  300. str.appendRawString(txt);
  301. announceMessage(str);
  302. }
  303. void CVCMIServer::announceTxt(const MetaString & txt, const std::string & playerName)
  304. {
  305. logNetwork->info("%s says: %s", playerName, txt.toString());
  306. LobbyChatMessage cm;
  307. cm.playerName = playerName;
  308. cm.message = txt;
  309. announcePack(cm);
  310. }
  311. void CVCMIServer::announceTxt(const std::string & txt, const std::string & playerName)
  312. {
  313. MetaString str;
  314. str.appendRawString(txt);
  315. announceTxt(str, playerName);
  316. }
  317. bool CVCMIServer::passHost(int toConnectionId)
  318. {
  319. for(auto activeConnection : activeConnections)
  320. {
  321. if(isClientHost(activeConnection->connectionID))
  322. continue;
  323. if(activeConnection->connectionID != toConnectionId)
  324. continue;
  325. hostClientId = activeConnection->connectionID;
  326. announceTxt(boost::str(boost::format("Pass host to connection %d") % toConnectionId));
  327. return true;
  328. }
  329. return false;
  330. }
  331. void CVCMIServer::clientConnected(std::shared_ptr<CConnection> c, std::vector<std::string> & names, const std::string & uuid, EStartMode mode)
  332. {
  333. assert(getState() == EServerState::LOBBY);
  334. c->connectionID = currentClientId++;
  335. if(hostClientId == -1)
  336. {
  337. hostClientId = c->connectionID;
  338. si->mode = mode;
  339. }
  340. logNetwork->info("Connection with client %d established. UUID: %s", c->connectionID, c->uuid);
  341. for(auto & name : names)
  342. {
  343. logNetwork->info("Client %d player: %s", c->connectionID, name);
  344. ui8 id = currentPlayerId++;
  345. ClientPlayer cp;
  346. cp.connection = c->connectionID;
  347. cp.name = name;
  348. playerNames.insert(std::make_pair(id, cp));
  349. announceTxt(boost::str(boost::format("%s (pid %d cid %d) joins the game") % name % id % c->connectionID));
  350. //put new player in first slot with AI
  351. for(auto & elem : si->playerInfos)
  352. {
  353. if(elem.second.isControlledByAI() && !elem.second.compOnly)
  354. {
  355. setPlayerConnectedId(elem.second, id);
  356. break;
  357. }
  358. }
  359. }
  360. }
  361. void CVCMIServer::clientDisconnected(std::shared_ptr<CConnection> connection)
  362. {
  363. assert(vstd::contains(activeConnections, connection));
  364. logGlobal->trace("Received disconnection request");
  365. vstd::erase(activeConnections, connection);
  366. if(activeConnections.empty() || hostClientId == connection->connectionID)
  367. {
  368. setState(EServerState::SHUTDOWN);
  369. return;
  370. }
  371. if(gh && getState() == EServerState::GAMEPLAY)
  372. {
  373. gh->handleClientDisconnection(connection);
  374. }
  375. // PlayerReinitInterface startAiPack;
  376. // startAiPack.playerConnectionId = PlayerSettings::PLAYER_AI;
  377. //
  378. // for(auto it = playerNames.begin(); it != playerNames.end();)
  379. // {
  380. // if(it->second.connection != c->connectionID)
  381. // {
  382. // ++it;
  383. // continue;
  384. // }
  385. //
  386. // int id = it->first;
  387. // std::string playerLeftMsgText = boost::str(boost::format("%s (pid %d cid %d) left the game") % id % playerNames[id].name % c->connectionID);
  388. // announceTxt(playerLeftMsgText); //send lobby text, it will be ignored for non-lobby clients
  389. // auto * playerSettings = si->getPlayersSettings(id);
  390. // if(!playerSettings)
  391. // {
  392. // ++it;
  393. // continue;
  394. // }
  395. //
  396. // it = playerNames.erase(it);
  397. // setPlayerConnectedId(*playerSettings, PlayerSettings::PLAYER_AI);
  398. //
  399. // if(gh && si && state == EServerState::GAMEPLAY)
  400. // {
  401. // gh->playerMessages->broadcastMessage(playerSettings->color, playerLeftMsgText);
  402. // // gh->connections[playerSettings->color].insert(hostClient);
  403. // startAiPack.players.push_back(playerSettings->color);
  404. // }
  405. // }
  406. //
  407. // if(!startAiPack.players.empty())
  408. // gh->sendAndApply(startAiPack);
  409. }
  410. void CVCMIServer::reconnectPlayer(int connId)
  411. {
  412. PlayerReinitInterface startAiPack;
  413. startAiPack.playerConnectionId = connId;
  414. if(gh && si && getState() == EServerState::GAMEPLAY)
  415. {
  416. for(auto it = playerNames.begin(); it != playerNames.end(); ++it)
  417. {
  418. if(it->second.connection != connId)
  419. continue;
  420. int id = it->first;
  421. auto * playerSettings = si->getPlayersSettings(id);
  422. if(!playerSettings)
  423. continue;
  424. std::string messageText = boost::str(boost::format("%s (cid %d) is connected") % playerSettings->name % connId);
  425. gh->playerMessages->broadcastMessage(playerSettings->color, messageText);
  426. startAiPack.players.push_back(playerSettings->color);
  427. }
  428. if(!startAiPack.players.empty())
  429. gh->sendAndApply(startAiPack);
  430. }
  431. }
  432. void CVCMIServer::setPlayerConnectedId(PlayerSettings & pset, ui8 player) const
  433. {
  434. if(vstd::contains(playerNames, player))
  435. pset.name = playerNames.find(player)->second.name;
  436. else
  437. pset.name = LIBRARY->generaltexth->allTexts[468]; //Computer
  438. pset.connectedPlayerIDs.clear();
  439. if(player != PlayerSettings::PLAYER_AI)
  440. pset.connectedPlayerIDs.insert(player);
  441. }
  442. void CVCMIServer::updateStartInfoOnMapChange(std::shared_ptr<CMapInfo> mapInfo, std::shared_ptr<CMapGenOptions> mapGenOpts)
  443. {
  444. mi = mapInfo;
  445. if(!mi)
  446. return;
  447. auto namesIt = playerNames.cbegin();
  448. si->playerInfos.clear();
  449. if(mi->scenarioOptionsOfSave)
  450. {
  451. si = CMemorySerializer::deepCopy(*mi->scenarioOptionsOfSave);
  452. si->mode = EStartMode::LOAD_GAME;
  453. if(si->campState)
  454. campaignMap = si->campState->currentScenario().value();
  455. for(auto & ps : si->playerInfos)
  456. {
  457. if(!ps.second.compOnly && ps.second.connectedPlayerIDs.size() && namesIt != playerNames.cend())
  458. {
  459. setPlayerConnectedId(ps.second, namesIt++->first);
  460. }
  461. else
  462. {
  463. setPlayerConnectedId(ps.second, PlayerSettings::PLAYER_AI);
  464. }
  465. }
  466. }
  467. else if(si->mode == EStartMode::NEW_GAME || si->mode == EStartMode::CAMPAIGN)
  468. {
  469. if(mi->campaign)
  470. return;
  471. for(int i = 0; i < mi->mapHeader->players.size(); i++)
  472. {
  473. const PlayerInfo & pinfo = mi->mapHeader->players[i];
  474. //neither computer nor human can play - no player
  475. if(!(pinfo.canHumanPlay || pinfo.canComputerPlay))
  476. continue;
  477. PlayerSettings & pset = si->playerInfos[PlayerColor(i)];
  478. pset.color = PlayerColor(i);
  479. if(pinfo.canHumanPlay && namesIt != playerNames.cend())
  480. {
  481. setPlayerConnectedId(pset, namesIt++->first);
  482. }
  483. else
  484. {
  485. setPlayerConnectedId(pset, PlayerSettings::PLAYER_AI);
  486. if(!pinfo.canHumanPlay)
  487. {
  488. pset.compOnly = true;
  489. }
  490. }
  491. pset.castle = pinfo.defaultCastle();
  492. pset.hero = pinfo.defaultHero();
  493. if(pset.hero != HeroTypeID::RANDOM && pinfo.hasCustomMainHero())
  494. {
  495. pset.hero = pinfo.mainCustomHeroId;
  496. pset.heroNameTextId = pinfo.mainCustomHeroNameTextId;
  497. pset.heroPortrait = pinfo.mainCustomHeroPortrait;
  498. }
  499. }
  500. if(mi->isRandomMap && mapGenOpts)
  501. si->mapGenOptions = std::shared_ptr<CMapGenOptions>(mapGenOpts);
  502. else
  503. si->mapGenOptions.reset();
  504. }
  505. if (lobbyProcessor)
  506. {
  507. std::string roomDescription;
  508. if (si->mapGenOptions)
  509. {
  510. if (si->mapGenOptions->getMapTemplate())
  511. roomDescription = si->mapGenOptions->getMapTemplate()->getName();
  512. // else - no template selected.
  513. // TODO: handle this somehow?
  514. }
  515. else
  516. roomDescription = mi->getNameTranslated();
  517. lobbyProcessor->sendChangeRoomDescription(roomDescription);
  518. }
  519. si->mapname = mi->fileURI;
  520. }
  521. void CVCMIServer::updateAndPropagateLobbyState()
  522. {
  523. // Update player settings for RMG
  524. // TODO: find appropriate location for this code
  525. if(si->mapGenOptions && si->mode == EStartMode::NEW_GAME)
  526. {
  527. for(const auto & psetPair : si->playerInfos)
  528. {
  529. const auto & pset = psetPair.second;
  530. si->mapGenOptions->setStartingTownForPlayer(pset.color, pset.castle);
  531. si->mapGenOptions->setStartingHeroForPlayer(pset.color, pset.hero);
  532. if(pset.isControlledByHuman())
  533. {
  534. si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::HUMAN);
  535. }
  536. else
  537. {
  538. si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::AI);
  539. }
  540. }
  541. }
  542. LobbyUpdateState lus;
  543. lus.state = *this;
  544. announcePack(lus);
  545. }
  546. void CVCMIServer::setPlayer(PlayerColor clickedColor)
  547. {
  548. struct PlayerToRestore
  549. {
  550. PlayerColor color;
  551. int id;
  552. void reset() { id = -1; color = PlayerColor::CANNOT_DETERMINE; }
  553. PlayerToRestore(){ reset(); }
  554. } playerToRestore;
  555. PlayerSettings & clicked = si->playerInfos[clickedColor];
  556. //identify clicked player
  557. int clickedNameID = 0; //number of player - zero means AI, assume it initially
  558. if(clicked.isControlledByHuman())
  559. clickedNameID = *(clicked.connectedPlayerIDs.begin()); //if not AI - set appropriate ID
  560. if(clickedNameID > 0 && playerToRestore.id == clickedNameID) //player to restore is about to being replaced -> put him back to the old place
  561. {
  562. PlayerSettings & restPos = si->playerInfos[playerToRestore.color];
  563. setPlayerConnectedId(restPos, playerToRestore.id);
  564. playerToRestore.reset();
  565. }
  566. int newPlayer; //which player will take clicked position
  567. //who will be put here?
  568. if(!clickedNameID) //AI player clicked -> if possible replace computer with unallocated player
  569. {
  570. newPlayer = getIdOfFirstUnallocatedPlayer();
  571. if(!newPlayer) //no "free" player -> get just first one
  572. newPlayer = playerNames.begin()->first;
  573. }
  574. else //human clicked -> take next
  575. {
  576. auto i = playerNames.find(clickedNameID); //clicked one
  577. i++; //player AFTER clicked one
  578. if(i != playerNames.end())
  579. newPlayer = i->first;
  580. else
  581. newPlayer = 0; //AI if we scrolled through all players
  582. }
  583. setPlayerConnectedId(clicked, newPlayer); //put player
  584. //if that player was somewhere else, we need to replace him with computer
  585. if(newPlayer) //not AI
  586. {
  587. for(auto i = si->playerInfos.begin(); i != si->playerInfos.end(); i++)
  588. {
  589. int curNameID = *(i->second.connectedPlayerIDs.begin());
  590. if(i->first != clickedColor && curNameID == newPlayer)
  591. {
  592. assert(i->second.connectedPlayerIDs.size());
  593. playerToRestore.color = i->first;
  594. playerToRestore.id = newPlayer;
  595. setPlayerConnectedId(i->second, PlayerSettings::PLAYER_AI); //set computer
  596. break;
  597. }
  598. }
  599. }
  600. }
  601. void CVCMIServer::setPlayerName(PlayerColor color, std::string name)
  602. {
  603. if(color == PlayerColor::CANNOT_DETERMINE)
  604. return;
  605. PlayerSettings & player = si->playerInfos.at(color);
  606. if(!player.isControlledByHuman())
  607. return;
  608. if(player.connectedPlayerIDs.empty())
  609. return;
  610. int nameID = *(player.connectedPlayerIDs.begin()); //if not AI - set appropriate ID
  611. playerNames[nameID].name = name;
  612. setPlayerConnectedId(player, nameID);
  613. }
  614. void CVCMIServer::setPlayerHandicap(PlayerColor color, Handicap handicap)
  615. {
  616. if(color == PlayerColor::CANNOT_DETERMINE)
  617. return;
  618. si->playerInfos[color].handicap = handicap;
  619. int humanPlayer = 0;
  620. for (const auto & pi : si->playerInfos)
  621. if(pi.second.isControlledByHuman())
  622. humanPlayer++;
  623. if(humanPlayer < 2) // Singleplayer
  624. return;
  625. MetaString str;
  626. str.appendTextID("vcmi.lobby.handicap");
  627. str.appendRawString(" ");
  628. str.appendName(color);
  629. str.appendRawString(":");
  630. if(handicap.startBonus.empty() && handicap.percentIncome == 100 && handicap.percentGrowth == 100)
  631. {
  632. str.appendRawString(" ");
  633. str.appendTextID("core.genrltxt.523");
  634. announceTxt(str);
  635. return;
  636. }
  637. for(auto & res : EGameResID::ALL_RESOURCES())
  638. if(handicap.startBonus[res] != 0)
  639. {
  640. str.appendRawString(" ");
  641. str.appendName(res);
  642. str.appendRawString(":");
  643. str.appendRawString(std::to_string(handicap.startBonus[res]));
  644. }
  645. if(handicap.percentIncome != 100)
  646. {
  647. str.appendRawString(" ");
  648. str.appendTextID("core.jktext.32");
  649. str.appendRawString(":");
  650. str.appendRawString(std::to_string(handicap.percentIncome) + "%");
  651. }
  652. if(handicap.percentGrowth != 100)
  653. {
  654. str.appendRawString(" ");
  655. str.appendTextID("core.genrltxt.194");
  656. str.appendRawString(":");
  657. str.appendRawString(std::to_string(handicap.percentGrowth) + "%");
  658. }
  659. announceTxt(str);
  660. }
  661. void CVCMIServer::optionNextCastle(PlayerColor player, int dir)
  662. {
  663. PlayerSettings & s = si->playerInfos[player];
  664. FactionID & cur = s.castle;
  665. auto & allowed = getPlayerInfo(player).allowedFactions;
  666. const bool allowRandomTown = getPlayerInfo(player).isFactionRandom;
  667. if(cur == FactionID::NONE) //no change
  668. return;
  669. if(cur == FactionID::RANDOM) //first/last available
  670. {
  671. if(dir > 0)
  672. cur = *allowed.begin(); //id of first town
  673. else
  674. cur = *allowed.rbegin(); //id of last town
  675. }
  676. else // next/previous available
  677. {
  678. if((cur == *allowed.begin() && dir < 0) || (cur == *allowed.rbegin() && dir > 0))
  679. {
  680. if(allowRandomTown)
  681. {
  682. cur = FactionID::RANDOM;
  683. }
  684. else
  685. {
  686. if(dir > 0)
  687. cur = *allowed.begin();
  688. else
  689. cur = *allowed.rbegin();
  690. }
  691. }
  692. else
  693. {
  694. assert(dir >= -1 && dir <= 1); //othervice std::advance may go out of range
  695. auto iter = allowed.find(cur);
  696. std::advance(iter, dir);
  697. cur = *iter;
  698. }
  699. }
  700. if(s.hero.isValid() && !getPlayerInfo(player).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
  701. {
  702. s.hero = HeroTypeID::RANDOM;
  703. }
  704. if(!cur.isValid() && s.bonus == PlayerStartingBonus::RESOURCE)
  705. s.bonus = PlayerStartingBonus::RANDOM;
  706. }
  707. void CVCMIServer::optionSetCastle(PlayerColor player, FactionID id)
  708. {
  709. PlayerSettings & s = si->playerInfos[player];
  710. FactionID & cur = s.castle;
  711. auto & allowed = getPlayerInfo(player).allowedFactions;
  712. if(cur == FactionID::NONE) //no change
  713. return;
  714. if(allowed.find(id) == allowed.end() && id != FactionID::RANDOM) // valid id
  715. return;
  716. cur = static_cast<FactionID>(id);
  717. if(s.hero.isValid() && !getPlayerInfo(player).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
  718. {
  719. s.hero = HeroTypeID::RANDOM;
  720. }
  721. if(!cur.isValid() && s.bonus == PlayerStartingBonus::RESOURCE)
  722. s.bonus = PlayerStartingBonus::RANDOM;
  723. }
  724. void CVCMIServer::setCampaignMap(CampaignScenarioID mapId)
  725. {
  726. campaignMap = mapId;
  727. si->difficulty = si->campState->scenario(mapId).difficulty;
  728. campaignBonus = -1;
  729. updateStartInfoOnMapChange(si->campState->getMapInfo(mapId));
  730. }
  731. void CVCMIServer::setCampaignBonus(int bonusId)
  732. {
  733. campaignBonus = bonusId;
  734. const CampaignScenario & scenario = si->campState->scenario(campaignMap);
  735. const std::vector<CampaignBonus> & bonDescs = scenario.travelOptions.bonusesToChoose;
  736. if(bonDescs[bonusId].type == CampaignBonusType::HERO)
  737. {
  738. for(auto & elem : si->playerInfos)
  739. {
  740. if(elem.first == PlayerColor(bonDescs[bonusId].info1))
  741. setPlayerConnectedId(elem.second, 1);
  742. else
  743. setPlayerConnectedId(elem.second, PlayerSettings::PLAYER_AI);
  744. }
  745. }
  746. }
  747. void CVCMIServer::optionNextHero(PlayerColor player, int dir)
  748. {
  749. PlayerSettings & s = si->playerInfos[player];
  750. if(!s.castle.isValid() || s.hero == HeroTypeID::NONE)
  751. return;
  752. if(s.hero == HeroTypeID::RANDOM) // first/last available
  753. {
  754. if (dir > 0)
  755. s.hero = nextAllowedHero(player, HeroTypeID(-1), dir);
  756. else
  757. s.hero = nextAllowedHero(player, HeroTypeID(LIBRARY->heroh->size()), dir);
  758. }
  759. else
  760. {
  761. s.hero = nextAllowedHero(player, s.hero, dir);
  762. }
  763. }
  764. void CVCMIServer::optionSetHero(PlayerColor player, HeroTypeID id)
  765. {
  766. PlayerSettings & s = si->playerInfos[player];
  767. if(!s.castle.isValid() || s.hero == HeroTypeID::NONE)
  768. return;
  769. if(id == HeroTypeID::RANDOM)
  770. {
  771. s.hero = HeroTypeID::RANDOM;
  772. }
  773. if(canUseThisHero(player, id))
  774. s.hero = static_cast<HeroTypeID>(id);
  775. }
  776. HeroTypeID CVCMIServer::nextAllowedHero(PlayerColor player, HeroTypeID initial, int direction)
  777. {
  778. HeroTypeID first(initial.getNum() + direction);
  779. if(direction > 0)
  780. {
  781. for (auto i = first; i.getNum() < LIBRARY->heroh->size(); ++i)
  782. if(canUseThisHero(player, i))
  783. return i;
  784. }
  785. else
  786. {
  787. for (auto i = first; i.getNum() >= 0; --i)
  788. if(canUseThisHero(player, i))
  789. return i;
  790. }
  791. return HeroTypeID::RANDOM;
  792. }
  793. void CVCMIServer::optionNextBonus(PlayerColor player, int dir)
  794. {
  795. PlayerSettings & s = si->playerInfos[player];
  796. PlayerStartingBonus & ret = s.bonus = static_cast<PlayerStartingBonus>(static_cast<int>(s.bonus) + dir);
  797. if(s.hero == HeroTypeID::NONE &&
  798. !getPlayerInfo(player).heroesNames.size() &&
  799. ret == PlayerStartingBonus::ARTIFACT) //no hero - can't be artifact
  800. {
  801. if(dir < 0)
  802. ret = PlayerStartingBonus::RANDOM;
  803. else
  804. ret = PlayerStartingBonus::GOLD;
  805. }
  806. if(ret > PlayerStartingBonus::RESOURCE)
  807. ret = PlayerStartingBonus::RANDOM;
  808. if(ret < PlayerStartingBonus::RANDOM)
  809. ret = PlayerStartingBonus::RESOURCE;
  810. if(s.castle == FactionID::RANDOM && ret == PlayerStartingBonus::RESOURCE) //random castle - can't be resource
  811. {
  812. if(dir < 0)
  813. ret = PlayerStartingBonus::GOLD;
  814. else
  815. ret = PlayerStartingBonus::RANDOM;
  816. }
  817. }
  818. void CVCMIServer::optionSetBonus(PlayerColor player, PlayerStartingBonus id)
  819. {
  820. PlayerSettings & s = si->playerInfos[player];
  821. if(s.hero == HeroTypeID::NONE &&
  822. !getPlayerInfo(player).heroesNames.size() &&
  823. id == PlayerStartingBonus::ARTIFACT) //no hero - can't be artifact
  824. return;
  825. if(id > PlayerStartingBonus::RESOURCE)
  826. return;
  827. if(id < PlayerStartingBonus::RANDOM)
  828. return;
  829. if(s.castle == FactionID::RANDOM && id == PlayerStartingBonus::RESOURCE) //random castle - can't be resource
  830. return;
  831. s.bonus = id;
  832. }
  833. bool CVCMIServer::canUseThisHero(PlayerColor player, HeroTypeID ID)
  834. {
  835. if (!ID.hasValue())
  836. return false;
  837. if (ID >= LIBRARY->heroh->size())
  838. return false;
  839. if (si->playerInfos[player].castle != LIBRARY->heroh->objects[ID]->heroClass->faction)
  840. return false;
  841. if (vstd::contains(getUsedHeroes(), ID))
  842. return false;
  843. if (!mi->mapHeader->allowedHeroes.count(ID))
  844. return false;
  845. for (const auto & disposedHero : mi->mapHeader->disposedHeroes)
  846. if (disposedHero.heroId == ID && !disposedHero.players.count(player))
  847. return false;
  848. return true;
  849. }
  850. std::vector<HeroTypeID> CVCMIServer::getUsedHeroes()
  851. {
  852. std::vector<HeroTypeID> heroIds;
  853. for(auto & p : si->playerInfos)
  854. {
  855. const auto & heroes = getPlayerInfo(p.first).heroesNames;
  856. for(auto & hero : heroes)
  857. if(hero.heroId >= 0) //in VCMI map format heroId = -1 means random hero
  858. heroIds.push_back(hero.heroId);
  859. if(p.second.hero != HeroTypeID::RANDOM)
  860. heroIds.push_back(p.second.hero);
  861. }
  862. return heroIds;
  863. }
  864. ui8 CVCMIServer::getIdOfFirstUnallocatedPlayer() const
  865. {
  866. for(auto i = playerNames.cbegin(); i != playerNames.cend(); i++)
  867. {
  868. if(!si->getPlayersSettings(i->first))
  869. return i->first;
  870. }
  871. return 0;
  872. }
  873. void CVCMIServer::multiplayerWelcomeMessage()
  874. {
  875. int humanPlayer = 0;
  876. for (const auto & pi : si->playerInfos)
  877. if(pi.second.isControlledByHuman())
  878. humanPlayer++;
  879. if(humanPlayer < 2) // Singleplayer
  880. return;
  881. gh->playerMessages->broadcastSystemMessage(MetaString::createFromTextID("vcmi.broadcast.command"));
  882. for (const auto & pi : si->playerInfos)
  883. if(!pi.second.handicap.startBonus.empty() || pi.second.handicap.percentIncome != 100 || pi.second.handicap.percentGrowth != 100)
  884. {
  885. MetaString str;
  886. str.appendTextID("vcmi.lobby.handicap");
  887. str.appendRawString(" ");
  888. str.appendName(pi.first);
  889. str.appendRawString(":");
  890. for(auto & res : EGameResID::ALL_RESOURCES())
  891. if(pi.second.handicap.startBonus[res] != 0)
  892. {
  893. str.appendRawString(" ");
  894. str.appendName(res);
  895. str.appendRawString(":");
  896. str.appendRawString(std::to_string(pi.second.handicap.startBonus[res]));
  897. }
  898. if(pi.second.handicap.percentIncome != 100)
  899. {
  900. str.appendRawString(" ");
  901. str.appendTextID("core.jktext.32");
  902. str.appendRawString(":");
  903. str.appendRawString(std::to_string(pi.second.handicap.percentIncome) + "%");
  904. }
  905. if(pi.second.handicap.percentGrowth != 100)
  906. {
  907. str.appendRawString(" ");
  908. str.appendTextID("core.genrltxt.194");
  909. str.appendRawString(":");
  910. str.appendRawString(std::to_string(pi.second.handicap.percentGrowth) + "%");
  911. }
  912. gh->playerMessages->broadcastSystemMessage(str);
  913. }
  914. std::vector<std::string> optionIds;
  915. if(si->extraOptionsInfo.cheatsAllowed)
  916. optionIds.emplace_back("vcmi.optionsTab.cheatAllowed.hover");
  917. if(si->extraOptionsInfo.unlimitedReplay)
  918. optionIds.emplace_back("vcmi.optionsTab.unlimitedReplay.hover");
  919. if(!optionIds.size()) // No settings to publish
  920. return;
  921. MetaString str;
  922. str.appendTextID("vcmi.optionsTab.extraOptions.hover");
  923. str.appendRawString(": ");
  924. for(int i = 0; i < optionIds.size(); i++)
  925. {
  926. str.appendTextID(optionIds[i]);
  927. if(i < optionIds.size() - 1)
  928. str.appendRawString(", ");
  929. }
  930. gh->playerMessages->broadcastSystemMessage(str);
  931. }
  932. INetworkHandler & CVCMIServer::getNetworkHandler()
  933. {
  934. return *networkHandler;
  935. }
  936. INetworkServer & CVCMIServer::getNetworkServer()
  937. {
  938. return *networkServer;
  939. }