CServerHandler.cpp 27 KB

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  1. /*
  2. * CServerHandler.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 "CServerHandler.h"
  12. #include "Client.h"
  13. #include "CGameInfo.h"
  14. #include "CPlayerInterface.h"
  15. #include "gui/CGuiHandler.h"
  16. #include "gui/WindowHandler.h"
  17. #include "lobby/CSelectionBase.h"
  18. #include "lobby/CLobbyScreen.h"
  19. #include "windows/InfoWindows.h"
  20. #include "mainmenu/CMainMenu.h"
  21. #include "mainmenu/CPrologEpilogVideo.h"
  22. #include "mainmenu/CHighScoreScreen.h"
  23. #ifdef VCMI_ANDROID
  24. #include "../lib/CAndroidVMHelper.h"
  25. #elif defined(VCMI_IOS)
  26. #include "ios/utils.h"
  27. #include <dispatch/dispatch.h>
  28. #endif
  29. #ifdef SINGLE_PROCESS_APP
  30. #include "../server/CVCMIServer.h"
  31. #endif
  32. #include "../lib/CConfigHandler.h"
  33. #include "../lib/CGeneralTextHandler.h"
  34. #include "../lib/CThreadHelper.h"
  35. #include "../lib/StartInfo.h"
  36. #include "../lib/TurnTimerInfo.h"
  37. #include "../lib/VCMIDirs.h"
  38. #include "../lib/campaign/CampaignState.h"
  39. #include "../lib/mapping/CMapInfo.h"
  40. #include "../lib/mapObjects/MiscObjects.h"
  41. #include "../lib/modding/ModIncompatibility.h"
  42. #include "../lib/network/NetworkClient.h"
  43. #include "../lib/rmg/CMapGenOptions.h"
  44. #include "../lib/serializer/Connection.h"
  45. #include "../lib/filesystem/Filesystem.h"
  46. #include "../lib/registerTypes/RegisterTypesLobbyPacks.h"
  47. #include "../lib/serializer/CMemorySerializer.h"
  48. #include "../lib/UnlockGuard.h"
  49. #include <boost/uuid/uuid.hpp>
  50. #include <boost/uuid/uuid_io.hpp>
  51. #include <boost/uuid/uuid_generators.hpp>
  52. #include "../lib/serializer/Cast.h"
  53. #include "LobbyClientNetPackVisitors.h"
  54. #include <vcmi/events/EventBus.h>
  55. #ifdef VCMI_WINDOWS
  56. #include <windows.h>
  57. #endif
  58. template<typename T> class CApplyOnLobby;
  59. const std::string CServerHandler::localhostAddress{"127.0.0.1"};
  60. #if defined(VCMI_ANDROID) && !defined(SINGLE_PROCESS_APP)
  61. extern std::atomic_bool androidTestServerReadyFlag;
  62. #endif
  63. class CBaseForLobbyApply
  64. {
  65. public:
  66. virtual bool applyOnLobbyHandler(CServerHandler * handler, CPackForLobby & pack) const = 0;
  67. virtual void applyOnLobbyScreen(CLobbyScreen * lobby, CServerHandler * handler, CPackForLobby & pack) const = 0;
  68. virtual ~CBaseForLobbyApply(){};
  69. template<typename U> static CBaseForLobbyApply * getApplier(const U * t = nullptr)
  70. {
  71. return new CApplyOnLobby<U>();
  72. }
  73. };
  74. template<typename T> class CApplyOnLobby : public CBaseForLobbyApply
  75. {
  76. public:
  77. bool applyOnLobbyHandler(CServerHandler * handler, CPackForLobby & pack) const override
  78. {
  79. boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
  80. T & ptr = static_cast<T &>(pack);
  81. ApplyOnLobbyHandlerNetPackVisitor visitor(*handler);
  82. logNetwork->trace("\tImmediately apply on lobby: %s", typeid(ptr).name());
  83. ptr.visit(visitor);
  84. return visitor.getResult();
  85. }
  86. void applyOnLobbyScreen(CLobbyScreen * lobby, CServerHandler * handler, CPackForLobby & pack) const override
  87. {
  88. T & ptr = static_cast<T &>(pack);
  89. ApplyOnLobbyScreenNetPackVisitor visitor(*handler, lobby);
  90. logNetwork->trace("\tApply on lobby from queue: %s", typeid(ptr).name());
  91. ptr.visit(visitor);
  92. }
  93. };
  94. template<> class CApplyOnLobby<CPack>: public CBaseForLobbyApply
  95. {
  96. public:
  97. bool applyOnLobbyHandler(CServerHandler * handler, CPackForLobby & pack) const override
  98. {
  99. logGlobal->error("Cannot apply plain CPack!");
  100. assert(0);
  101. return false;
  102. }
  103. void applyOnLobbyScreen(CLobbyScreen * lobby, CServerHandler * handler, CPackForLobby & pack) const override
  104. {
  105. logGlobal->error("Cannot apply plain CPack!");
  106. assert(0);
  107. }
  108. };
  109. static const std::string NAME_AFFIX = "client";
  110. static const std::string NAME = GameConstants::VCMI_VERSION + std::string(" (") + NAME_AFFIX + ')'; //application name
  111. CServerHandler::~CServerHandler()
  112. {
  113. networkClient->stop();
  114. threadNetwork->join();
  115. }
  116. CServerHandler::CServerHandler()
  117. : state(EClientState::NONE)
  118. , networkClient(std::make_unique<NetworkClient>(*this))
  119. , client(nullptr)
  120. , loadMode(0)
  121. , campaignStateToSend(nullptr)
  122. , campaignServerRestartLock(false)
  123. {
  124. uuid = boost::uuids::to_string(boost::uuids::random_generator()());
  125. //read from file to restore last session
  126. if(!settings["server"]["uuid"].isNull() && !settings["server"]["uuid"].String().empty())
  127. uuid = settings["server"]["uuid"].String();
  128. applier = std::make_shared<CApplier<CBaseForLobbyApply>>();
  129. registerTypesLobbyPacks(*applier);
  130. threadNetwork = std::make_unique<boost::thread>(&CServerHandler::threadRunNetwork, this);
  131. }
  132. void CServerHandler::threadRunNetwork()
  133. {
  134. logGlobal->info("Starting network thread");
  135. setThreadName("runNetwork");
  136. networkClient->run();
  137. logGlobal->info("Ending network thread");
  138. }
  139. void CServerHandler::resetStateForLobby(const StartInfo::EMode mode, const std::vector<std::string> * names)
  140. {
  141. hostClientId = -1;
  142. state = EClientState::NONE;
  143. mapToStart = nullptr;
  144. th = std::make_unique<CStopWatch>();
  145. c.reset();
  146. si = std::make_shared<StartInfo>();
  147. playerNames.clear();
  148. si->difficulty = 1;
  149. si->mode = mode;
  150. myNames.clear();
  151. if(names && !names->empty()) //if have custom set of player names - use it
  152. myNames = *names;
  153. else
  154. myNames.push_back(settings["general"]["playerName"].String());
  155. }
  156. void CServerHandler::startLocalServerAndConnect(const std::function<void()> & onConnected)
  157. {
  158. if(threadRunLocalServer)
  159. threadRunLocalServer->join();
  160. th->update();
  161. auto errorMsg = CGI->generaltexth->translate("vcmi.server.errors.existingProcess");
  162. // TODO: restore
  163. // if (!checkNetworkPortIsFree(localhostAddress, getDefaultPort()))
  164. // {
  165. // logNetwork->error("Port is busy, check if another instance of vcmiserver is working");
  166. // CInfoWindow::showInfoDialog(errorMsg, {});
  167. // return;
  168. // }
  169. #if defined(SINGLE_PROCESS_APP)
  170. boost::condition_variable cond;
  171. std::vector<std::string> args{"--uuid=" + uuid, "--port=" + std::to_string(getHostPort())};
  172. if(settings["session"]["lobby"].Bool() && settings["session"]["host"].Bool())
  173. {
  174. args.push_back("--lobby=" + settings["session"]["address"].String());
  175. args.push_back("--connections=" + settings["session"]["hostConnections"].String());
  176. args.push_back("--lobby-port=" + std::to_string(settings["session"]["port"].Integer()));
  177. args.push_back("--lobby-uuid=" + settings["session"]["hostUuid"].String());
  178. }
  179. threadRunLocalServer = std::make_unique<boost::thread>([&cond, args, this] {
  180. setThreadName("CVCMIServer");
  181. CVCMIServer::create(&cond, args);
  182. onServerFinished();
  183. });
  184. threadRunLocalServer->detach();
  185. #elif defined(VCMI_ANDROID)
  186. {
  187. CAndroidVMHelper envHelper;
  188. envHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "startServer", true);
  189. }
  190. #else
  191. threadRunLocalServer = std::make_unique<boost::thread>(&CServerHandler::threadRunServer, this); //runs server executable;
  192. #endif
  193. logNetwork->trace("Setting up thread calling server: %d ms", th->getDiff());
  194. th->update();
  195. #ifdef SINGLE_PROCESS_APP
  196. {
  197. #ifdef VCMI_IOS
  198. dispatch_sync(dispatch_get_main_queue(), ^{
  199. iOS_utils::showLoadingIndicator();
  200. });
  201. #endif
  202. boost::mutex m;
  203. boost::unique_lock<boost::mutex> lock{m};
  204. logNetwork->info("waiting for server");
  205. cond.wait(lock);
  206. logNetwork->info("server is ready");
  207. #ifdef VCMI_IOS
  208. dispatch_sync(dispatch_get_main_queue(), ^{
  209. iOS_utils::hideLoadingIndicator();
  210. });
  211. #endif
  212. }
  213. #elif defined(VCMI_ANDROID)
  214. logNetwork->info("waiting for server");
  215. while(!androidTestServerReadyFlag.load())
  216. {
  217. logNetwork->info("still waiting...");
  218. boost::this_thread::sleep_for(boost::chrono::milliseconds(1000));
  219. }
  220. logNetwork->info("waiting for server finished...");
  221. androidTestServerReadyFlag = false;
  222. #endif
  223. logNetwork->trace("Waiting for server: %d ms", th->getDiff());
  224. th->update(); //put breakpoint here to attach to server before it does something stupid
  225. justConnectToServer(localhostAddress, 0, onConnected);
  226. logNetwork->trace("\tConnecting to the server: %d ms", th->getDiff());
  227. }
  228. void CServerHandler::justConnectToServer(const std::string & addr, const ui16 port, const std::function<void()> & onConnected)
  229. {
  230. logNetwork->info("Establishing connection...");
  231. state = EClientState::CONNECTING;
  232. if(!addr.empty() && addr != getHostAddress())
  233. {
  234. Settings serverAddress = settings.write["server"]["server"];
  235. serverAddress->String() = addr;
  236. }
  237. if(port && port != getHostPort())
  238. {
  239. Settings serverPort = settings.write["server"]["port"];
  240. serverPort->Integer() = port;
  241. }
  242. if (onConnectedCallback)
  243. throw std::runtime_error("Attempt to connect while there is already a pending connection!");
  244. onConnectedCallback = onConnected;
  245. networkClient->start(addr.size() ? addr : getHostAddress(), port ? port : getHostPort());
  246. }
  247. void CServerHandler::onConnectionFailed(const std::string & errorMessage)
  248. {
  249. if(state == EClientState::CONNECTION_CANCELLED)
  250. {
  251. logNetwork->info("Connection aborted by player!");
  252. return;
  253. }
  254. logNetwork->warn("\nCannot establish connection. %s Retrying in 1 second", errorMessage);
  255. //FIXME: replace with asio timer
  256. boost::this_thread::sleep_for(boost::chrono::milliseconds(1000));
  257. //FIXME: pass parameters from initial attempt
  258. networkClient->start(getHostAddress(), getHostPort());
  259. }
  260. void CServerHandler::onConnectionEstablished(const std::shared_ptr<NetworkConnection> & netConnection)
  261. {
  262. logNetwork->info("Connection established");
  263. c = std::make_shared<CConnection>(netConnection);
  264. c->enterLobbyConnectionMode();
  265. sendClientConnecting();
  266. if (onConnectedCallback)
  267. {
  268. onConnectedCallback();
  269. onConnectedCallback = {};
  270. }
  271. }
  272. void CServerHandler::applyPackOnLobbyScreen(CPackForLobby & pack)
  273. {
  274. boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
  275. CBaseForLobbyApply * apply = applier->getApplier(CTypeList::getInstance().getTypeID(&pack)); //find the applier
  276. apply->applyOnLobbyScreen(dynamic_cast<CLobbyScreen *>(SEL), this, pack);
  277. GH.windows().totalRedraw();
  278. }
  279. std::set<PlayerColor> CServerHandler::getHumanColors()
  280. {
  281. return clientHumanColors(c->connectionID);
  282. }
  283. PlayerColor CServerHandler::myFirstColor() const
  284. {
  285. return clientFirstColor(c->connectionID);
  286. }
  287. bool CServerHandler::isMyColor(PlayerColor color) const
  288. {
  289. return isClientColor(c->connectionID, color);
  290. }
  291. ui8 CServerHandler::myFirstId() const
  292. {
  293. return clientFirstId(c->connectionID);
  294. }
  295. bool CServerHandler::isServerLocal() const
  296. {
  297. if(threadRunLocalServer)
  298. return true;
  299. return false;
  300. }
  301. bool CServerHandler::isHost() const
  302. {
  303. return c && hostClientId == c->connectionID;
  304. }
  305. bool CServerHandler::isGuest() const
  306. {
  307. return !c || hostClientId != c->connectionID;
  308. }
  309. ui16 CServerHandler::getDefaultPort()
  310. {
  311. return static_cast<ui16>(settings["server"]["port"].Integer());
  312. }
  313. std::string CServerHandler::getDefaultPortStr()
  314. {
  315. return std::to_string(getDefaultPort());
  316. }
  317. std::string CServerHandler::getHostAddress() const
  318. {
  319. if(settings["session"]["lobby"].isNull() || !settings["session"]["lobby"].Bool())
  320. return settings["server"]["server"].String();
  321. if(settings["session"]["host"].Bool())
  322. return localhostAddress;
  323. return settings["session"]["address"].String();
  324. }
  325. ui16 CServerHandler::getHostPort() const
  326. {
  327. if(settings["session"]["lobby"].isNull() || !settings["session"]["lobby"].Bool())
  328. return getDefaultPort();
  329. if(settings["session"]["host"].Bool())
  330. return getDefaultPort();
  331. return settings["session"]["port"].Integer();
  332. }
  333. void CServerHandler::sendClientConnecting() const
  334. {
  335. LobbyClientConnected lcc;
  336. lcc.uuid = uuid;
  337. lcc.names = myNames;
  338. lcc.mode = si->mode;
  339. sendLobbyPack(lcc);
  340. }
  341. void CServerHandler::sendClientDisconnecting()
  342. {
  343. // FIXME: This is workaround needed to make sure client not trying to sent anything to non existed server
  344. if(state == EClientState::DISCONNECTING)
  345. return;
  346. state = EClientState::DISCONNECTING;
  347. mapToStart = nullptr;
  348. LobbyClientDisconnected lcd;
  349. lcd.clientId = c->connectionID;
  350. logNetwork->info("Connection has been requested to be closed.");
  351. if(isServerLocal())
  352. {
  353. lcd.shutdownServer = true;
  354. logNetwork->info("Sent closing signal to the server");
  355. }
  356. else
  357. {
  358. logNetwork->info("Sent leaving signal to the server");
  359. }
  360. sendLobbyPack(lcd);
  361. {
  362. // Network thread might be applying network pack at this moment
  363. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  364. c.reset();
  365. }
  366. }
  367. void CServerHandler::setCampaignState(std::shared_ptr<CampaignState> newCampaign)
  368. {
  369. state = EClientState::LOBBY_CAMPAIGN;
  370. LobbySetCampaign lsc;
  371. lsc.ourCampaign = newCampaign;
  372. sendLobbyPack(lsc);
  373. }
  374. void CServerHandler::setCampaignMap(CampaignScenarioID mapId) const
  375. {
  376. if(state == EClientState::GAMEPLAY) // FIXME: UI shouldn't sent commands in first place
  377. return;
  378. LobbySetCampaignMap lscm;
  379. lscm.mapId = mapId;
  380. sendLobbyPack(lscm);
  381. }
  382. void CServerHandler::setCampaignBonus(int bonusId) const
  383. {
  384. if(state == EClientState::GAMEPLAY) // FIXME: UI shouldn't sent commands in first place
  385. return;
  386. LobbySetCampaignBonus lscb;
  387. lscb.bonusId = bonusId;
  388. sendLobbyPack(lscb);
  389. }
  390. void CServerHandler::setMapInfo(std::shared_ptr<CMapInfo> to, std::shared_ptr<CMapGenOptions> mapGenOpts) const
  391. {
  392. LobbySetMap lsm;
  393. lsm.mapInfo = to;
  394. lsm.mapGenOpts = mapGenOpts;
  395. sendLobbyPack(lsm);
  396. }
  397. void CServerHandler::setPlayer(PlayerColor color) const
  398. {
  399. LobbySetPlayer lsp;
  400. lsp.clickedColor = color;
  401. sendLobbyPack(lsp);
  402. }
  403. void CServerHandler::setPlayerName(PlayerColor color, const std::string & name) const
  404. {
  405. LobbySetPlayerName lspn;
  406. lspn.color = color;
  407. lspn.name = name;
  408. sendLobbyPack(lspn);
  409. }
  410. void CServerHandler::setPlayerOption(ui8 what, int32_t value, PlayerColor player) const
  411. {
  412. LobbyChangePlayerOption lcpo;
  413. lcpo.what = what;
  414. lcpo.value = value;
  415. lcpo.color = player;
  416. sendLobbyPack(lcpo);
  417. }
  418. void CServerHandler::setDifficulty(int to) const
  419. {
  420. LobbySetDifficulty lsd;
  421. lsd.difficulty = to;
  422. sendLobbyPack(lsd);
  423. }
  424. void CServerHandler::setSimturnsInfo(const SimturnsInfo & info) const
  425. {
  426. LobbySetSimturns pack;
  427. pack.simturnsInfo = info;
  428. sendLobbyPack(pack);
  429. }
  430. void CServerHandler::setTurnTimerInfo(const TurnTimerInfo & info) const
  431. {
  432. LobbySetTurnTime lstt;
  433. lstt.turnTimerInfo = info;
  434. sendLobbyPack(lstt);
  435. }
  436. void CServerHandler::setExtraOptionsInfo(const ExtraOptionsInfo & info) const
  437. {
  438. LobbySetExtraOptions lseo;
  439. lseo.extraOptionsInfo = info;
  440. sendLobbyPack(lseo);
  441. }
  442. void CServerHandler::sendMessage(const std::string & txt) const
  443. {
  444. std::istringstream readed;
  445. readed.str(txt);
  446. std::string command;
  447. readed >> command;
  448. if(command == "!passhost")
  449. {
  450. std::string id;
  451. readed >> id;
  452. if(id.length())
  453. {
  454. LobbyChangeHost lch;
  455. lch.newHostConnectionId = boost::lexical_cast<int>(id);
  456. sendLobbyPack(lch);
  457. }
  458. }
  459. else if(command == "!forcep")
  460. {
  461. std::string connectedId;
  462. std::string playerColorId;
  463. readed >> connectedId;
  464. readed >> playerColorId;
  465. if(connectedId.length() && playerColorId.length())
  466. {
  467. ui8 connected = boost::lexical_cast<int>(connectedId);
  468. auto color = PlayerColor(boost::lexical_cast<int>(playerColorId));
  469. if(color.isValidPlayer() && playerNames.find(connected) != playerNames.end())
  470. {
  471. LobbyForceSetPlayer lfsp;
  472. lfsp.targetConnectedPlayer = connected;
  473. lfsp.targetPlayerColor = color;
  474. sendLobbyPack(lfsp);
  475. }
  476. }
  477. }
  478. else
  479. {
  480. LobbyChatMessage lcm;
  481. lcm.message = txt;
  482. lcm.playerName = playerNames.find(myFirstId())->second.name;
  483. sendLobbyPack(lcm);
  484. }
  485. }
  486. void CServerHandler::sendGuiAction(ui8 action) const
  487. {
  488. LobbyGuiAction lga;
  489. lga.action = static_cast<LobbyGuiAction::EAction>(action);
  490. sendLobbyPack(lga);
  491. }
  492. void CServerHandler::sendRestartGame() const
  493. {
  494. GH.windows().createAndPushWindow<CLoadingScreen>();
  495. LobbyEndGame endGame;
  496. endGame.closeConnection = false;
  497. endGame.restart = true;
  498. sendLobbyPack(endGame);
  499. }
  500. bool CServerHandler::validateGameStart(bool allowOnlyAI) const
  501. {
  502. try
  503. {
  504. verifyStateBeforeStart(allowOnlyAI ? true : settings["session"]["onlyai"].Bool());
  505. }
  506. catch(ModIncompatibility & e)
  507. {
  508. logGlobal->warn("Incompatibility exception during start scenario: %s", e.what());
  509. std::string errorMsg;
  510. if(!e.whatMissing().empty())
  511. {
  512. errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToEnable") + '\n';
  513. errorMsg += e.whatMissing();
  514. }
  515. if(!e.whatExcessive().empty())
  516. {
  517. errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToDisable") + '\n';
  518. errorMsg += e.whatExcessive();
  519. }
  520. showServerError(errorMsg);
  521. return false;
  522. }
  523. catch(std::exception & e)
  524. {
  525. logGlobal->error("Exception during startScenario: %s", e.what());
  526. showServerError( std::string("Unable to start map! Reason: ") + e.what());
  527. return false;
  528. }
  529. return true;
  530. }
  531. void CServerHandler::sendStartGame(bool allowOnlyAI) const
  532. {
  533. verifyStateBeforeStart(allowOnlyAI ? true : settings["session"]["onlyai"].Bool());
  534. GH.windows().createAndPushWindow<CLoadingScreen>();
  535. LobbyStartGame lsg;
  536. if(client)
  537. {
  538. lsg.initializedStartInfo = std::make_shared<StartInfo>(* const_cast<StartInfo *>(client->getStartInfo(true)));
  539. lsg.initializedStartInfo->mode = StartInfo::NEW_GAME;
  540. lsg.initializedStartInfo->seedToBeUsed = lsg.initializedStartInfo->seedPostInit = 0;
  541. * si = * lsg.initializedStartInfo;
  542. }
  543. sendLobbyPack(lsg);
  544. c->enterLobbyConnectionMode();
  545. }
  546. void CServerHandler::startMapAfterConnection(std::shared_ptr<CMapInfo> to)
  547. {
  548. mapToStart = to;
  549. }
  550. void CServerHandler::startGameplay(VCMI_LIB_WRAP_NAMESPACE(CGameState) * gameState)
  551. {
  552. if(CMM)
  553. CMM->disable();
  554. client = new CClient();
  555. highScoreCalc = nullptr;
  556. switch(si->mode)
  557. {
  558. case StartInfo::NEW_GAME:
  559. client->newGame(gameState);
  560. break;
  561. case StartInfo::CAMPAIGN:
  562. client->newGame(gameState);
  563. break;
  564. case StartInfo::LOAD_GAME:
  565. client->loadGame(gameState);
  566. break;
  567. default:
  568. throw std::runtime_error("Invalid mode");
  569. }
  570. // After everything initialized we can accept CPackToClient netpacks
  571. c->enterGameplayConnectionMode(client->gameState());
  572. state = EClientState::GAMEPLAY;
  573. //store settings to continue game
  574. if(!isServerLocal() && isGuest())
  575. {
  576. Settings saveSession = settings.write["server"]["reconnect"];
  577. saveSession->Bool() = true;
  578. Settings saveUuid = settings.write["server"]["uuid"];
  579. saveUuid->String() = uuid;
  580. Settings saveNames = settings.write["server"]["names"];
  581. saveNames->Vector().clear();
  582. for(auto & name : myNames)
  583. {
  584. JsonNode jsonName;
  585. jsonName.String() = name;
  586. saveNames->Vector().push_back(jsonName);
  587. }
  588. }
  589. }
  590. void CServerHandler::endGameplay(bool closeConnection, bool restart)
  591. {
  592. if(closeConnection)
  593. {
  594. // Game is ending
  595. // Tell the network thread to reach a stable state
  596. CSH->sendClientDisconnecting();
  597. logNetwork->info("Closed connection.");
  598. }
  599. client->endGame();
  600. vstd::clear_pointer(client);
  601. if(!restart)
  602. {
  603. if(CMM)
  604. {
  605. GH.curInt = CMM.get();
  606. CMM->enable();
  607. }
  608. else
  609. {
  610. GH.curInt = CMainMenu::create().get();
  611. }
  612. }
  613. if(c)
  614. c->enterLobbyConnectionMode();
  615. //reset settings
  616. Settings saveSession = settings.write["server"]["reconnect"];
  617. saveSession->Bool() = false;
  618. }
  619. void CServerHandler::startCampaignScenario(HighScoreParameter param, std::shared_ptr<CampaignState> cs)
  620. {
  621. std::shared_ptr<CampaignState> ourCampaign = cs;
  622. if (!cs)
  623. ourCampaign = si->campState;
  624. if(highScoreCalc == nullptr)
  625. {
  626. highScoreCalc = std::make_shared<HighScoreCalculation>();
  627. highScoreCalc->isCampaign = true;
  628. highScoreCalc->parameters.clear();
  629. }
  630. param.campaignName = cs->getNameTranslated();
  631. highScoreCalc->parameters.push_back(param);
  632. GH.dispatchMainThread([ourCampaign, this]()
  633. {
  634. CSH->campaignServerRestartLock.set(true);
  635. CSH->endGameplay();
  636. auto & epilogue = ourCampaign->scenario(*ourCampaign->lastScenario()).epilog;
  637. auto finisher = [=]()
  638. {
  639. if(ourCampaign->campaignSet != "" && ourCampaign->isCampaignFinished())
  640. {
  641. Settings entry = persistentStorage.write["completedCampaigns"][ourCampaign->getFilename()];
  642. entry->Bool() = true;
  643. }
  644. GH.windows().pushWindow(CMM);
  645. GH.windows().pushWindow(CMM->menu);
  646. if(!ourCampaign->isCampaignFinished())
  647. CMM->openCampaignLobby(ourCampaign);
  648. else
  649. {
  650. CMM->openCampaignScreen(ourCampaign->campaignSet);
  651. GH.windows().createAndPushWindow<CHighScoreInputScreen>(true, *highScoreCalc);
  652. }
  653. };
  654. if(epilogue.hasPrologEpilog)
  655. {
  656. GH.windows().createAndPushWindow<CPrologEpilogVideo>(epilogue, finisher);
  657. }
  658. else
  659. {
  660. CSH->campaignServerRestartLock.waitUntil(false);
  661. finisher();
  662. }
  663. });
  664. }
  665. void CServerHandler::showServerError(const std::string & txt) const
  666. {
  667. if(auto w = GH.windows().topWindow<CLoadingScreen>())
  668. GH.windows().popWindow(w);
  669. CInfoWindow::showInfoDialog(txt, {});
  670. }
  671. int CServerHandler::howManyPlayerInterfaces()
  672. {
  673. int playerInts = 0;
  674. for(auto pint : client->playerint)
  675. {
  676. if(dynamic_cast<CPlayerInterface *>(pint.second.get()))
  677. playerInts++;
  678. }
  679. return playerInts;
  680. }
  681. ui8 CServerHandler::getLoadMode()
  682. {
  683. if(loadMode != ELoadMode::TUTORIAL && state == EClientState::GAMEPLAY)
  684. {
  685. if(si->campState)
  686. return ELoadMode::CAMPAIGN;
  687. for(auto pn : playerNames)
  688. {
  689. if(pn.second.connection != c->connectionID)
  690. return ELoadMode::MULTI;
  691. }
  692. if(howManyPlayerInterfaces() > 1) //this condition will work for hotseat mode OR multiplayer with allowed more than 1 color per player to control
  693. return ELoadMode::MULTI;
  694. return ELoadMode::SINGLE;
  695. }
  696. return loadMode;
  697. }
  698. void CServerHandler::restoreLastSession()
  699. {
  700. auto loadSession = [this]()
  701. {
  702. uuid = settings["server"]["uuid"].String();
  703. for(auto & name : settings["server"]["names"].Vector())
  704. myNames.push_back(name.String());
  705. resetStateForLobby(StartInfo::LOAD_GAME, &myNames);
  706. screenType = ESelectionScreen::loadGame;
  707. justConnectToServer(settings["server"]["server"].String(), settings["server"]["port"].Integer(), {});
  708. };
  709. auto cleanUpSession = []()
  710. {
  711. //reset settings
  712. Settings saveSession = settings.write["server"]["reconnect"];
  713. saveSession->Bool() = false;
  714. };
  715. CInfoWindow::showYesNoDialog(VLC->generaltexth->translate("vcmi.server.confirmReconnect"), {}, loadSession, cleanUpSession);
  716. }
  717. void CServerHandler::debugStartTest(std::string filename, bool save)
  718. {
  719. logGlobal->info("Starting debug test with file: %s", filename);
  720. auto mapInfo = std::make_shared<CMapInfo>();
  721. if(save)
  722. {
  723. resetStateForLobby(StartInfo::LOAD_GAME);
  724. mapInfo->saveInit(ResourcePath(filename, EResType::SAVEGAME));
  725. screenType = ESelectionScreen::loadGame;
  726. }
  727. else
  728. {
  729. resetStateForLobby(StartInfo::NEW_GAME);
  730. mapInfo->mapInit(filename);
  731. screenType = ESelectionScreen::newGame;
  732. }
  733. if(settings["session"]["donotstartserver"].Bool())
  734. justConnectToServer(localhostAddress, 3030, {});
  735. else
  736. startLocalServerAndConnect({});
  737. boost::this_thread::sleep_for(boost::chrono::milliseconds(100));
  738. while(!settings["session"]["headless"].Bool() && !GH.windows().topWindow<CLobbyScreen>())
  739. boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
  740. while(!mi || mapInfo->fileURI != CSH->mi->fileURI)
  741. {
  742. setMapInfo(mapInfo);
  743. boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
  744. }
  745. // "Click" on color to remove us from it
  746. setPlayer(myFirstColor());
  747. while(myFirstColor() != PlayerColor::CANNOT_DETERMINE)
  748. boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
  749. while(true)
  750. {
  751. try
  752. {
  753. sendStartGame();
  754. break;
  755. }
  756. catch(...)
  757. {
  758. }
  759. boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
  760. }
  761. }
  762. class ServerHandlerCPackVisitor : public VCMI_LIB_WRAP_NAMESPACE(ICPackVisitor)
  763. {
  764. private:
  765. CServerHandler & handler;
  766. public:
  767. ServerHandlerCPackVisitor(CServerHandler & handler)
  768. :handler(handler)
  769. {
  770. }
  771. virtual bool callTyped() override { return false; }
  772. virtual void visitForLobby(CPackForLobby & lobbyPack) override
  773. {
  774. handler.visitForLobby(lobbyPack);
  775. }
  776. virtual void visitForClient(CPackForClient & clientPack) override
  777. {
  778. handler.visitForClient(clientPack);
  779. }
  780. };
  781. void CServerHandler::onPacketReceived(const std::shared_ptr<NetworkConnection> &, const std::vector<uint8_t> & message)
  782. {
  783. CPack * pack = c->retrievePack(message);
  784. if(state == EClientState::DISCONNECTING)
  785. {
  786. // FIXME: server shouldn't really send netpacks after it's tells client to disconnect
  787. // Though currently they'll be delivered and might cause crash.
  788. vstd::clear_pointer(pack);
  789. }
  790. else
  791. {
  792. ServerHandlerCPackVisitor visitor(*this);
  793. pack->visit(visitor);
  794. }
  795. }
  796. void CServerHandler::onDisconnected(const std::shared_ptr<NetworkConnection> &)
  797. {
  798. if(state == EClientState::DISCONNECTING)
  799. {
  800. logNetwork->info("Successfully closed connection to server, ending listening thread!");
  801. }
  802. else
  803. {
  804. logNetwork->error("Lost connection to server, ending listening thread! Connection has been closed");
  805. if(client)
  806. {
  807. state = EClientState::DISCONNECTING;
  808. GH.dispatchMainThread([]()
  809. {
  810. CSH->endGameplay();
  811. GH.defActionsDef = 63;
  812. CMM->menu->switchToTab("main");
  813. });
  814. }
  815. else
  816. {
  817. LobbyClientDisconnected lcd;
  818. lcd.clientId = c->connectionID;
  819. applyPackOnLobbyScreen(lcd);
  820. }
  821. }
  822. }
  823. void CServerHandler::visitForLobby(CPackForLobby & lobbyPack)
  824. {
  825. if(applier->getApplier(CTypeList::getInstance().getTypeID(&lobbyPack))->applyOnLobbyHandler(this, lobbyPack))
  826. {
  827. if(!settings["session"]["headless"].Bool())
  828. applyPackOnLobbyScreen(lobbyPack);
  829. }
  830. }
  831. void CServerHandler::visitForClient(CPackForClient & clientPack)
  832. {
  833. client->handlePack(&clientPack);
  834. }
  835. void CServerHandler::threadRunServer()
  836. {
  837. #if !defined(VCMI_MOBILE)
  838. setThreadName("runServer");
  839. const std::string logName = (VCMIDirs::get().userLogsPath() / "server_log.txt").string();
  840. std::string comm = VCMIDirs::get().serverPath().string()
  841. + " --port=" + std::to_string(getHostPort())
  842. + " --run-by-client"
  843. + " --uuid=" + uuid;
  844. if(settings["session"]["lobby"].Bool() && settings["session"]["host"].Bool())
  845. {
  846. comm += " --lobby=" + settings["session"]["address"].String();
  847. comm += " --connections=" + settings["session"]["hostConnections"].String();
  848. comm += " --lobby-port=" + std::to_string(settings["session"]["port"].Integer());
  849. comm += " --lobby-uuid=" + settings["session"]["hostUuid"].String();
  850. }
  851. comm += " > \"" + logName + '\"';
  852. logGlobal->info("Server command line: %s", comm);
  853. #ifdef VCMI_WINDOWS
  854. int result = -1;
  855. const auto bufSize = ::MultiByteToWideChar(CP_UTF8, 0, comm.c_str(), comm.size(), nullptr, 0);
  856. if(bufSize > 0)
  857. {
  858. std::wstring wComm(bufSize, {});
  859. const auto convertResult = ::MultiByteToWideChar(CP_UTF8, 0, comm.c_str(), comm.size(), &wComm[0], bufSize);
  860. if(convertResult > 0)
  861. result = ::_wsystem(wComm.c_str());
  862. else
  863. logNetwork->error("Error " + std::to_string(GetLastError()) + ": failed to convert server launch command to wide string: " + comm);
  864. }
  865. else
  866. logNetwork->error("Error " + std::to_string(GetLastError()) + ": failed to obtain buffer length to convert server launch command to wide string : " + comm);
  867. #else
  868. int result = std::system(comm.c_str());
  869. #endif
  870. if (result == 0)
  871. {
  872. logNetwork->info("Server closed correctly");
  873. }
  874. else
  875. {
  876. logNetwork->error("Error: server failed to close correctly or crashed!");
  877. logNetwork->error("Check %s for more info", logName);
  878. }
  879. onServerFinished();
  880. #endif
  881. }
  882. void CServerHandler::onServerFinished()
  883. {
  884. threadRunLocalServer.reset();
  885. if (CSH)
  886. CSH->campaignServerRestartLock.setn(false);
  887. }
  888. void CServerHandler::sendLobbyPack(const CPackForLobby & pack) const
  889. {
  890. if(state != EClientState::STARTING)
  891. c->sendPack(&pack);
  892. }