CVCMIServer.cpp 25 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 <boost/asio.hpp>
  12. #include "../lib/filesystem/Filesystem.h"
  13. #include "../lib/mapping/CCampaignHandler.h"
  14. #include "../lib/CThreadHelper.h"
  15. #include "../lib/serializer/Connection.h"
  16. #include "../lib/CModHandler.h"
  17. #include "../lib/CArtHandler.h"
  18. #include "../lib/CGeneralTextHandler.h"
  19. #include "../lib/CHeroHandler.h"
  20. #include "../lib/CTownHandler.h"
  21. #include "../lib/CBuildingHandler.h"
  22. #include "../lib/spells/CSpellHandler.h"
  23. #include "../lib/CCreatureHandler.h"
  24. #include "zlib.h"
  25. #include "CVCMIServer.h"
  26. #include "../lib/StartInfo.h"
  27. #include "../lib/mapping/CMap.h"
  28. #include "../lib/rmg/CMapGenOptions.h"
  29. #ifdef VCMI_ANDROID
  30. #include "lib/CAndroidVMHelper.h"
  31. #else
  32. #include "../lib/Interprocess.h"
  33. #endif
  34. #include "../lib/VCMI_Lib.h"
  35. #include "../lib/VCMIDirs.h"
  36. #include "CGameHandler.h"
  37. #include "../lib/mapping/CMapInfo.h"
  38. #include "../lib/GameConstants.h"
  39. #include "../lib/logging/CBasicLogConfigurator.h"
  40. #include "../lib/CConfigHandler.h"
  41. #include "../lib/ScopeGuard.h"
  42. #include "../lib/UnlockGuard.h"
  43. // for applier
  44. #include "../lib/registerTypes/RegisterTypes.h"
  45. // UUID generation
  46. #include <boost/uuid/uuid.hpp>
  47. #include <boost/uuid/uuid_io.hpp>
  48. #include <boost/uuid/uuid_generators.hpp>
  49. #include "../lib/CGameState.h"
  50. #if defined(__GNUC__) && !defined(__MINGW32__) && !defined(VCMI_ANDROID)
  51. #include <execinfo.h>
  52. #endif
  53. template<typename T> class CApplyOnServer;
  54. class CBaseForServerApply
  55. {
  56. public:
  57. virtual bool applyOnServerBefore(CVCMIServer * srv, void * pack) const =0;
  58. virtual void applyOnServerAfter(CVCMIServer * srv, void * pack) const =0;
  59. virtual ~CBaseForServerApply() {}
  60. template<typename U> static CBaseForServerApply * getApplier(const U * t = nullptr)
  61. {
  62. return new CApplyOnServer<U>();
  63. }
  64. };
  65. template <typename T> class CApplyOnServer : public CBaseForServerApply
  66. {
  67. public:
  68. bool applyOnServerBefore(CVCMIServer * srv, void * pack) const override
  69. {
  70. T * ptr = static_cast<T *>(pack);
  71. if(ptr->checkClientPermissions(srv))
  72. {
  73. boost::unique_lock<boost::mutex> stateLock(srv->stateMutex);
  74. return ptr->applyOnServer(srv);
  75. }
  76. else
  77. return false;
  78. }
  79. void applyOnServerAfter(CVCMIServer * srv, void * pack) const override
  80. {
  81. T * ptr = static_cast<T *>(pack);
  82. ptr->applyOnServerAfterAnnounce(srv);
  83. }
  84. };
  85. template <>
  86. class CApplyOnServer<CPack> : public CBaseForServerApply
  87. {
  88. public:
  89. bool applyOnServerBefore(CVCMIServer * srv, void * pack) const override
  90. {
  91. logGlobal->error("Cannot apply plain CPack!");
  92. assert(0);
  93. return false;
  94. }
  95. void applyOnServerAfter(CVCMIServer * srv, void * pack) const override
  96. {
  97. logGlobal->error("Cannot apply plain CPack!");
  98. assert(0);
  99. }
  100. };
  101. std::string NAME_AFFIX = "server";
  102. std::string NAME = GameConstants::VCMI_VERSION + std::string(" (") + NAME_AFFIX + ')';
  103. CVCMIServer::CVCMIServer(boost::program_options::variables_map & opts)
  104. : port(3030), io(std::make_shared<boost::asio::io_service>()), state(EServerState::LOBBY), cmdLineOptions(opts), currentClientId(1), currentPlayerId(1), restartGameplay(false)
  105. {
  106. uuid = boost::uuids::to_string(boost::uuids::random_generator()());
  107. logNetwork->trace("CVCMIServer created! UUID: %s", uuid);
  108. applier = std::make_shared<CApplier<CBaseForServerApply>>();
  109. registerTypesLobbyPacks(*applier);
  110. if(cmdLineOptions.count("port"))
  111. port = cmdLineOptions["port"].as<ui16>();
  112. logNetwork->info("Port %d will be used", port);
  113. try
  114. {
  115. acceptor = std::make_shared<TAcceptor>(*io, boost::asio::ip::tcp::endpoint(boost::asio::ip::tcp::v4(), port));
  116. }
  117. catch(...)
  118. {
  119. logNetwork->info("Port %d is busy, trying to use random port instead", port);
  120. if(cmdLineOptions.count("run-by-client") && !cmdLineOptions.count("enable-shm"))
  121. {
  122. logNetwork->error("Cant pass port number to client without shared memory!", port);
  123. exit(0);
  124. }
  125. acceptor = std::make_shared<TAcceptor>(*io, boost::asio::ip::tcp::endpoint(boost::asio::ip::tcp::v4(), 0));
  126. port = acceptor->local_endpoint().port();
  127. }
  128. logNetwork->info("Listening for connections at port %d", port);
  129. }
  130. CVCMIServer::~CVCMIServer()
  131. {
  132. for(CPackForLobby * pack : announceQueue)
  133. delete pack;
  134. announceQueue.clear();
  135. }
  136. void CVCMIServer::run()
  137. {
  138. if(!restartGameplay)
  139. {
  140. boost::thread(&CVCMIServer::threadAnnounceLobby, this);
  141. #ifndef VCMI_ANDROID
  142. if(cmdLineOptions.count("enable-shm"))
  143. {
  144. std::string sharedMemoryName = "vcmi_memory";
  145. if(cmdLineOptions.count("enable-shm-uuid") && cmdLineOptions.count("uuid"))
  146. {
  147. sharedMemoryName += "_" + cmdLineOptions["uuid"].as<std::string>();
  148. }
  149. shm = std::make_shared<SharedMemory>(sharedMemoryName);
  150. }
  151. #endif
  152. startAsyncAccept();
  153. if(shm)
  154. {
  155. shm->sr->setToReadyAndNotify(port);
  156. }
  157. }
  158. while(state == EServerState::LOBBY || state == EServerState::GAMEPLAY_STARTING)
  159. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  160. logNetwork->info("Thread handling connections ended");
  161. if(state == EServerState::GAMEPLAY)
  162. {
  163. gh->run(si->mode == StartInfo::LOAD_GAME);
  164. }
  165. }
  166. void CVCMIServer::threadAnnounceLobby()
  167. {
  168. while(state != EServerState::SHUTDOWN)
  169. {
  170. {
  171. boost::unique_lock<boost::recursive_mutex> myLock(mx);
  172. while(!announceQueue.empty())
  173. {
  174. announcePack(announceQueue.front());
  175. announceQueue.pop_front();
  176. }
  177. if(state != EServerState::LOBBY)
  178. {
  179. if(acceptor)
  180. acceptor->close();
  181. }
  182. if(acceptor)
  183. {
  184. acceptor->get_io_service().reset();
  185. acceptor->get_io_service().poll();
  186. }
  187. }
  188. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  189. }
  190. }
  191. void CVCMIServer::prepareToStartGame()
  192. {
  193. if(state == EServerState::GAMEPLAY)
  194. {
  195. restartGameplay = true;
  196. state = EServerState::LOBBY;
  197. // FIXME: dirry hack to make sure old CGameHandler::run is finished
  198. boost::this_thread::sleep(boost::posix_time::milliseconds(1000));
  199. }
  200. gh = std::make_shared<CGameHandler>(this);
  201. switch(si->mode)
  202. {
  203. case StartInfo::CAMPAIGN:
  204. logNetwork->info("Preparing to start new campaign");
  205. si->campState->currentMap = boost::make_optional(campaignMap);
  206. si->campState->chosenCampaignBonuses[campaignMap] = campaignBonus;
  207. gh->init(si.get());
  208. break;
  209. case StartInfo::NEW_GAME:
  210. logNetwork->info("Preparing to start new game");
  211. gh->init(si.get());
  212. break;
  213. case StartInfo::LOAD_GAME:
  214. logNetwork->info("Preparing to start loaded game");
  215. gh->load(si->mapname);
  216. break;
  217. default:
  218. logNetwork->error("Wrong mode in StartInfo!");
  219. assert(0);
  220. break;
  221. }
  222. }
  223. void CVCMIServer::startGameImmidiately()
  224. {
  225. for(auto c : connections)
  226. c->enterGameplayConnectionMode(gh->gs);
  227. state = EServerState::GAMEPLAY;
  228. }
  229. void CVCMIServer::startAsyncAccept()
  230. {
  231. assert(!upcomingConnection);
  232. assert(acceptor);
  233. upcomingConnection = std::make_shared<TSocket>(acceptor->get_io_service());
  234. acceptor->async_accept(*upcomingConnection, std::bind(&CVCMIServer::connectionAccepted, this, _1));
  235. }
  236. void CVCMIServer::connectionAccepted(const boost::system::error_code & ec)
  237. {
  238. if(ec)
  239. {
  240. if(state != EServerState::SHUTDOWN)
  241. logNetwork->info("Something wrong during accepting: %s", ec.message());
  242. return;
  243. }
  244. try
  245. {
  246. logNetwork->info("We got a new connection! :)");
  247. auto c = std::make_shared<CConnection>(upcomingConnection, NAME, uuid);
  248. upcomingConnection.reset();
  249. connections.insert(c);
  250. c->handler = std::make_shared<boost::thread>(&CVCMIServer::threadHandleClient, this, c);
  251. }
  252. catch(std::exception & e)
  253. {
  254. upcomingConnection.reset();
  255. logNetwork->info("I guess it was just my imagination!");
  256. }
  257. startAsyncAccept();
  258. }
  259. void CVCMIServer::threadHandleClient(std::shared_ptr<CConnection> c)
  260. {
  261. setThreadName("CVCMIServer::handleConnection");
  262. c->enterLobbyConnectionMode();
  263. try
  264. {
  265. while(c->connected)
  266. {
  267. CPack * pack = c->retrievePack();
  268. if(auto lobbyPack = dynamic_ptr_cast<CPackForLobby>(pack))
  269. {
  270. handleReceivedPack(lobbyPack);
  271. }
  272. else if(auto serverPack = dynamic_ptr_cast<CPackForServer>(pack))
  273. {
  274. gh->handleReceivedPack(serverPack);
  275. }
  276. }
  277. }
  278. catch(boost::system::system_error & e)
  279. {
  280. if(state != EServerState::LOBBY)
  281. gh->handleClientDisconnection(c);
  282. }
  283. catch(const std::exception & e)
  284. {
  285. boost::unique_lock<boost::recursive_mutex> queueLock(mx);
  286. logNetwork->error("%s dies... \nWhat happened: %s", c->toString(), e.what());
  287. }
  288. catch(...)
  289. {
  290. state = EServerState::SHUTDOWN;
  291. handleException();
  292. throw;
  293. }
  294. boost::unique_lock<boost::recursive_mutex> queueLock(mx);
  295. // if(state != ENDING_AND_STARTING_GAME)
  296. {
  297. auto lcd = new LobbyClientDisconnected();
  298. lcd->c = c;
  299. lcd->clientId = c->connectionID;
  300. handleReceivedPack(lcd);
  301. }
  302. logNetwork->info("Thread listening for %s ended", c->toString());
  303. c->handler.reset();
  304. }
  305. void CVCMIServer::handleReceivedPack(CPackForLobby * pack)
  306. {
  307. CBaseForServerApply * apply = applier->getApplier(typeList.getTypeID(pack));
  308. if(apply->applyOnServerBefore(this, pack))
  309. addToAnnounceQueue(pack);
  310. else
  311. delete pack;
  312. }
  313. void CVCMIServer::announcePack(CPackForLobby * pack)
  314. {
  315. for(auto c : connections)
  316. {
  317. // FIXME: we need to avoid senting something to client that not yet get answer for LobbyClientConnected
  318. // Until UUID set we only pass LobbyClientConnected to this client
  319. if(c->uuid == uuid && !dynamic_cast<LobbyClientConnected *>(pack))
  320. continue;
  321. c->sendPack(pack);
  322. }
  323. applier->getApplier(typeList.getTypeID(pack))->applyOnServerAfter(this, pack);
  324. delete pack;
  325. }
  326. void CVCMIServer::announceTxt(const std::string & txt, const std::string & playerName)
  327. {
  328. logNetwork->info("%s says: %s", playerName, txt);
  329. auto cm = new LobbyChatMessage();
  330. cm->playerName = playerName;
  331. cm->message = txt;
  332. addToAnnounceQueue(cm);
  333. }
  334. void CVCMIServer::addToAnnounceQueue(CPackForLobby * pack)
  335. {
  336. boost::unique_lock<boost::recursive_mutex> queueLock(mx);
  337. announceQueue.push_back(pack);
  338. }
  339. bool CVCMIServer::passHost(int toConnectionId)
  340. {
  341. for(auto c : connections)
  342. {
  343. if(isClientHost(c->connectionID))
  344. continue;
  345. if(c->connectionID != toConnectionId)
  346. continue;
  347. hostClient = c;
  348. hostClientId = c->connectionID;
  349. announceTxt(boost::str(boost::format("Pass host to connection %d") % toConnectionId));
  350. return true;
  351. }
  352. return false;
  353. }
  354. void CVCMIServer::clientConnected(std::shared_ptr<CConnection> c, std::vector<std::string> & names, std::string uuid, StartInfo::EMode mode)
  355. {
  356. c->connectionID = currentClientId++;
  357. if(!hostClient)
  358. {
  359. hostClient = c;
  360. hostClientId = c->connectionID;
  361. si->mode = mode;
  362. }
  363. logNetwork->info("Connection with client %d established. UUID: %s", c->connectionID, c->uuid);
  364. for(auto & name : names)
  365. {
  366. logNetwork->info("Client %d player: %s", c->connectionID, name);
  367. ui8 id = currentPlayerId++;
  368. ClientPlayer cp;
  369. cp.connection = c->connectionID;
  370. cp.name = name;
  371. playerNames.insert(std::make_pair(id, cp));
  372. announceTxt(boost::str(boost::format("%s (pid %d cid %d) joins the game") % name % id % c->connectionID));
  373. //put new player in first slot with AI
  374. for(auto & elem : si->playerInfos)
  375. {
  376. if(elem.second.isControlledByAI() && !elem.second.compOnly)
  377. {
  378. setPlayerConnectedId(elem.second, id);
  379. break;
  380. }
  381. }
  382. }
  383. }
  384. void CVCMIServer::clientDisconnected(std::shared_ptr<CConnection> c)
  385. {
  386. connections -= c;
  387. for(auto & pair : playerNames)
  388. {
  389. if(pair.second.connection != c->connectionID)
  390. continue;
  391. int id = pair.first;
  392. announceTxt(boost::str(boost::format("%s (pid %d cid %d) left the game") % id % playerNames[id].name % c->connectionID));
  393. playerNames.erase(id);
  394. // Reset in-game players client used back to AI
  395. if(PlayerSettings * s = si->getPlayersSettings(id))
  396. {
  397. setPlayerConnectedId(*s, PlayerSettings::PLAYER_AI);
  398. }
  399. }
  400. }
  401. void CVCMIServer::setPlayerConnectedId(PlayerSettings & pset, ui8 player) const
  402. {
  403. if(vstd::contains(playerNames, player))
  404. pset.name = playerNames.find(player)->second.name;
  405. else
  406. pset.name = VLC->generaltexth->allTexts[468]; //Computer
  407. pset.connectedPlayerIDs.clear();
  408. if(player != PlayerSettings::PLAYER_AI)
  409. pset.connectedPlayerIDs.insert(player);
  410. }
  411. void CVCMIServer::updateStartInfoOnMapChange(std::shared_ptr<CMapInfo> mapInfo, std::shared_ptr<CMapGenOptions> mapGenOpts)
  412. {
  413. mi = mapInfo;
  414. if(!mi)
  415. return;
  416. auto namesIt = playerNames.cbegin();
  417. si->playerInfos.clear();
  418. if(mi->scenarioOptionsOfSave)
  419. {
  420. si = std::shared_ptr<StartInfo>(mi->scenarioOptionsOfSave);
  421. si->mode = StartInfo::LOAD_GAME;
  422. if(si->campState)
  423. campaignMap = si->campState->currentMap.get();
  424. for(auto & ps : si->playerInfos)
  425. {
  426. if(!ps.second.compOnly && ps.second.connectedPlayerIDs.size() && namesIt != playerNames.cend())
  427. {
  428. setPlayerConnectedId(ps.second, namesIt++->first);
  429. }
  430. else
  431. {
  432. setPlayerConnectedId(ps.second, PlayerSettings::PLAYER_AI);
  433. }
  434. }
  435. }
  436. else if(si->mode == StartInfo::NEW_GAME || si->mode == StartInfo::CAMPAIGN)
  437. {
  438. if(mi->campaignHeader)
  439. return;
  440. for(int i = 0; i < mi->mapHeader->players.size(); i++)
  441. {
  442. const PlayerInfo & pinfo = mi->mapHeader->players[i];
  443. //neither computer nor human can play - no player
  444. if(!(pinfo.canHumanPlay || pinfo.canComputerPlay))
  445. continue;
  446. PlayerSettings & pset = si->playerInfos[PlayerColor(i)];
  447. pset.color = PlayerColor(i);
  448. if(pinfo.canHumanPlay && namesIt != playerNames.cend())
  449. {
  450. setPlayerConnectedId(pset, namesIt++->first);
  451. }
  452. else
  453. {
  454. setPlayerConnectedId(pset, PlayerSettings::PLAYER_AI);
  455. if(!pinfo.canHumanPlay)
  456. {
  457. pset.compOnly = true;
  458. }
  459. }
  460. pset.castle = pinfo.defaultCastle();
  461. pset.hero = pinfo.defaultHero();
  462. if(pset.hero != PlayerSettings::RANDOM && pinfo.hasCustomMainHero())
  463. {
  464. pset.hero = pinfo.mainCustomHeroId;
  465. pset.heroName = pinfo.mainCustomHeroName;
  466. pset.heroPortrait = pinfo.mainCustomHeroPortrait;
  467. }
  468. pset.handicap = PlayerSettings::NO_HANDICAP;
  469. }
  470. if(mi->isRandomMap && mapGenOpts)
  471. si->mapGenOptions = std::shared_ptr<CMapGenOptions>(mapGenOpts);
  472. else
  473. si->mapGenOptions.reset();
  474. }
  475. si->mapname = mi->fileURI;
  476. }
  477. void CVCMIServer::updateAndPropagateLobbyState()
  478. {
  479. boost::unique_lock<boost::mutex> stateLock(stateMutex);
  480. // Update player settings for RMG
  481. // TODO: find appropriate location for this code
  482. if(si->mapGenOptions && si->mode == StartInfo::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. if(pset.isControlledByHuman())
  489. {
  490. si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::HUMAN);
  491. }
  492. }
  493. }
  494. auto lus = new LobbyUpdateState();
  495. lus->state = *this;
  496. addToAnnounceQueue(lus);
  497. }
  498. void CVCMIServer::setPlayer(PlayerColor clickedColor)
  499. {
  500. struct PlayerToRestore
  501. {
  502. PlayerColor color;
  503. int id;
  504. void reset() { id = -1; color = PlayerColor::CANNOT_DETERMINE; }
  505. PlayerToRestore(){ reset(); }
  506. } playerToRestore;
  507. PlayerSettings & clicked = si->playerInfos[clickedColor];
  508. PlayerSettings * old = nullptr;
  509. //identify clicked player
  510. int clickedNameID = 0; //number of player - zero means AI, assume it initially
  511. if(clicked.isControlledByHuman())
  512. clickedNameID = *(clicked.connectedPlayerIDs.begin()); //if not AI - set appropiate ID
  513. if(clickedNameID > 0 && playerToRestore.id == clickedNameID) //player to restore is about to being replaced -> put him back to the old place
  514. {
  515. PlayerSettings & restPos = si->playerInfos[playerToRestore.color];
  516. setPlayerConnectedId(restPos, playerToRestore.id);
  517. playerToRestore.reset();
  518. }
  519. int newPlayer; //which player will take clicked position
  520. //who will be put here?
  521. if(!clickedNameID) //AI player clicked -> if possible replace computer with unallocated player
  522. {
  523. newPlayer = getIdOfFirstUnallocatedPlayer();
  524. if(!newPlayer) //no "free" player -> get just first one
  525. newPlayer = playerNames.begin()->first;
  526. }
  527. else //human clicked -> take next
  528. {
  529. auto i = playerNames.find(clickedNameID); //clicked one
  530. i++; //player AFTER clicked one
  531. if(i != playerNames.end())
  532. newPlayer = i->first;
  533. else
  534. newPlayer = 0; //AI if we scrolled through all players
  535. }
  536. setPlayerConnectedId(clicked, newPlayer); //put player
  537. //if that player was somewhere else, we need to replace him with computer
  538. if(newPlayer) //not AI
  539. {
  540. for(auto i = si->playerInfos.begin(); i != si->playerInfos.end(); i++)
  541. {
  542. int curNameID = *(i->second.connectedPlayerIDs.begin());
  543. if(i->first != clickedColor && curNameID == newPlayer)
  544. {
  545. assert(i->second.connectedPlayerIDs.size());
  546. playerToRestore.color = i->first;
  547. playerToRestore.id = newPlayer;
  548. setPlayerConnectedId(i->second, PlayerSettings::PLAYER_AI); //set computer
  549. old = &i->second;
  550. break;
  551. }
  552. }
  553. }
  554. }
  555. void CVCMIServer::optionNextCastle(PlayerColor player, int dir)
  556. {
  557. PlayerSettings & s = si->playerInfos[player];
  558. si16 & cur = s.castle;
  559. auto & allowed = getPlayerInfo(player.getNum()).allowedFactions;
  560. const bool allowRandomTown = getPlayerInfo(player.getNum()).isFactionRandom;
  561. if(cur == PlayerSettings::NONE) //no change
  562. return;
  563. if(cur == PlayerSettings::RANDOM) //first/last available
  564. {
  565. if(dir > 0)
  566. cur = *allowed.begin(); //id of first town
  567. else
  568. cur = *allowed.rbegin(); //id of last town
  569. }
  570. else // next/previous available
  571. {
  572. if((cur == *allowed.begin() && dir < 0) || (cur == *allowed.rbegin() && dir > 0))
  573. {
  574. if(allowRandomTown)
  575. {
  576. cur = PlayerSettings::RANDOM;
  577. }
  578. else
  579. {
  580. if(dir > 0)
  581. cur = *allowed.begin();
  582. else
  583. cur = *allowed.rbegin();
  584. }
  585. }
  586. else
  587. {
  588. assert(dir >= -1 && dir <= 1); //othervice std::advance may go out of range
  589. auto iter = allowed.find(cur);
  590. std::advance(iter, dir);
  591. cur = *iter;
  592. }
  593. }
  594. if(s.hero >= 0 && !getPlayerInfo(player.getNum()).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
  595. {
  596. s.hero = PlayerSettings::RANDOM;
  597. }
  598. if(cur < 0 && s.bonus == PlayerSettings::RESOURCE)
  599. s.bonus = PlayerSettings::RANDOM;
  600. }
  601. void CVCMIServer::setCampaignMap(int mapId)
  602. {
  603. campaignMap = mapId;
  604. si->difficulty = si->campState->camp->scenarios[mapId].difficulty;
  605. campaignBonus = -1;
  606. updateStartInfoOnMapChange(si->campState->getMapInfo(mapId));
  607. }
  608. void CVCMIServer::setCampaignBonus(int bonusId)
  609. {
  610. campaignBonus = bonusId;
  611. const CCampaignScenario & scenario = si->campState->camp->scenarios[campaignMap];
  612. const std::vector<CScenarioTravel::STravelBonus> & bonDescs = scenario.travelOptions.bonusesToChoose;
  613. if(bonDescs[bonusId].type == CScenarioTravel::STravelBonus::HERO)
  614. {
  615. for(auto & elem : si->playerInfos)
  616. {
  617. if(elem.first == PlayerColor(bonDescs[bonusId].info1))
  618. setPlayerConnectedId(elem.second, 1);
  619. else
  620. setPlayerConnectedId(elem.second, PlayerSettings::PLAYER_AI);
  621. }
  622. }
  623. }
  624. void CVCMIServer::optionNextHero(PlayerColor player, int dir)
  625. {
  626. PlayerSettings & s = si->playerInfos[player];
  627. if(s.castle < 0 || s.hero == PlayerSettings::NONE)
  628. return;
  629. if(s.hero == PlayerSettings::RANDOM) // first/last available
  630. {
  631. int max = VLC->heroh->heroes.size(),
  632. min = 0;
  633. s.hero = nextAllowedHero(player, min, max, 0, dir);
  634. }
  635. else
  636. {
  637. if(dir > 0)
  638. s.hero = nextAllowedHero(player, s.hero, VLC->heroh->heroes.size(), 1, dir);
  639. else
  640. s.hero = nextAllowedHero(player, -1, s.hero, 1, dir); // min needs to be -1 -- hero at index 0 would be skipped otherwise
  641. }
  642. }
  643. int CVCMIServer::nextAllowedHero(PlayerColor player, int min, int max, int incl, int dir)
  644. {
  645. if(dir > 0)
  646. {
  647. for(int i = min + incl; i <= max - incl; i++)
  648. if(canUseThisHero(player, i))
  649. return i;
  650. }
  651. else
  652. {
  653. for(int i = max - incl; i >= min + incl; i--)
  654. if(canUseThisHero(player, i))
  655. return i;
  656. }
  657. return -1;
  658. }
  659. void CVCMIServer::optionNextBonus(PlayerColor player, int dir)
  660. {
  661. PlayerSettings & s = si->playerInfos[player];
  662. PlayerSettings::Ebonus & ret = s.bonus = static_cast<PlayerSettings::Ebonus>(static_cast<int>(s.bonus) + dir);
  663. if(s.hero == PlayerSettings::NONE &&
  664. !getPlayerInfo(player.getNum()).heroesNames.size() &&
  665. ret == PlayerSettings::ARTIFACT) //no hero - can't be artifact
  666. {
  667. if(dir < 0)
  668. ret = PlayerSettings::RANDOM;
  669. else
  670. ret = PlayerSettings::GOLD;
  671. }
  672. if(ret > PlayerSettings::RESOURCE)
  673. ret = PlayerSettings::RANDOM;
  674. if(ret < PlayerSettings::RANDOM)
  675. ret = PlayerSettings::RESOURCE;
  676. if(s.castle == PlayerSettings::RANDOM && ret == PlayerSettings::RESOURCE) //random castle - can't be resource
  677. {
  678. if(dir < 0)
  679. ret = PlayerSettings::GOLD;
  680. else
  681. ret = PlayerSettings::RANDOM;
  682. }
  683. }
  684. bool CVCMIServer::canUseThisHero(PlayerColor player, int ID)
  685. {
  686. return VLC->heroh->heroes.size() > ID
  687. && si->playerInfos[player].castle == VLC->heroh->heroes[ID]->heroClass->faction
  688. && !vstd::contains(getUsedHeroes(), ID)
  689. && mi->mapHeader->allowedHeroes[ID];
  690. }
  691. std::vector<int> CVCMIServer::getUsedHeroes()
  692. {
  693. std::vector<int> heroIds;
  694. for(auto & p : si->playerInfos)
  695. {
  696. const auto & heroes = getPlayerInfo(p.first.getNum()).heroesNames;
  697. for(auto & hero : heroes)
  698. if(hero.heroId >= 0) //in VCMI map format heroId = -1 means random hero
  699. heroIds.push_back(hero.heroId);
  700. if(p.second.hero != PlayerSettings::RANDOM)
  701. heroIds.push_back(p.second.hero);
  702. }
  703. return heroIds;
  704. }
  705. ui8 CVCMIServer::getIdOfFirstUnallocatedPlayer() const
  706. {
  707. for(auto i = playerNames.cbegin(); i != playerNames.cend(); i++)
  708. {
  709. if(!si->getPlayersSettings(i->first))
  710. return i->first;
  711. }
  712. return 0;
  713. }
  714. #if defined(__GNUC__) && !defined(__MINGW32__) && !defined(VCMI_ANDROID)
  715. void handleLinuxSignal(int sig)
  716. {
  717. const int STACKTRACE_SIZE = 100;
  718. void * buffer[STACKTRACE_SIZE];
  719. int ptrCount = backtrace(buffer, STACKTRACE_SIZE);
  720. char * * strings;
  721. logGlobal->error("Error: signal %d :", sig);
  722. strings = backtrace_symbols(buffer, ptrCount);
  723. if(strings == nullptr)
  724. {
  725. logGlobal->error("There are no symbols.");
  726. }
  727. else
  728. {
  729. for(int i = 0; i < ptrCount; ++i)
  730. {
  731. logGlobal->error(strings[i]);
  732. }
  733. free(strings);
  734. }
  735. _exit(EXIT_FAILURE);
  736. }
  737. #endif
  738. static void handleCommandOptions(int argc, char * argv[], boost::program_options::variables_map & options)
  739. {
  740. namespace po = boost::program_options;
  741. po::options_description opts("Allowed options");
  742. opts.add_options()
  743. ("help,h", "display help and exit")
  744. ("version,v", "display version information and exit")
  745. ("run-by-client", "indicate that server launched by client on same machine")
  746. ("uuid", po::value<std::string>(), "")
  747. ("enable-shm-uuid", "use UUID for shared memory identifier")
  748. ("enable-shm", "enable usage of shared memory")
  749. ("port", po::value<ui16>(), "port at which server will listen to connections from client");
  750. if(argc > 1)
  751. {
  752. try
  753. {
  754. po::store(po::parse_command_line(argc, argv, opts), options);
  755. }
  756. catch(std::exception & e)
  757. {
  758. std::cerr << "Failure during parsing command-line options:\n" << e.what() << std::endl;
  759. }
  760. }
  761. po::notify(options);
  762. if(options.count("help"))
  763. {
  764. auto time = std::time(0);
  765. printf("%s - A Heroes of Might and Magic 3 clone\n", GameConstants::VCMI_VERSION.c_str());
  766. printf("Copyright (C) 2007-%d VCMI dev team - see AUTHORS file\n", std::localtime(&time)->tm_year + 1900);
  767. printf("This is free software; see the source for copying conditions. There is NO\n");
  768. printf("warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.\n");
  769. printf("\n");
  770. std::cout << opts;
  771. exit(0);
  772. }
  773. if(options.count("version"))
  774. {
  775. printf("%s\n", GameConstants::VCMI_VERSION.c_str());
  776. std::cout << VCMIDirs::get().genHelpString();
  777. exit(0);
  778. }
  779. }
  780. int main(int argc, char * argv[])
  781. {
  782. #ifndef VCMI_ANDROID
  783. // Correct working dir executable folder (not bundle folder) so we can use executable relative paths
  784. boost::filesystem::current_path(boost::filesystem::system_complete(argv[0]).parent_path());
  785. #endif
  786. // Installs a sig sev segmentation violation handler
  787. // to log stacktrace
  788. #if defined(__GNUC__) && !defined(__MINGW32__) && !defined(VCMI_ANDROID)
  789. signal(SIGSEGV, handleLinuxSignal);
  790. #endif
  791. console = new CConsoleHandler();
  792. CBasicLogConfigurator logConfig(VCMIDirs::get().userCachePath() / "VCMI_Server_log.txt", console);
  793. logConfig.configureDefault();
  794. logGlobal->info(NAME);
  795. boost::program_options::variables_map opts;
  796. handleCommandOptions(argc, argv, opts);
  797. preinitDLL(console);
  798. settings.init();
  799. logConfig.configure();
  800. loadDLLClasses();
  801. srand((ui32)time(nullptr));
  802. try
  803. {
  804. boost::asio::io_service io_service;
  805. CVCMIServer server(opts);
  806. try
  807. {
  808. while(server.state != EServerState::SHUTDOWN)
  809. {
  810. server.run();
  811. }
  812. io_service.run();
  813. }
  814. catch(boost::system::system_error & e) //for boost errors just log, not crash - probably client shut down connection
  815. {
  816. logNetwork->error(e.what());
  817. server.state = EServerState::SHUTDOWN;
  818. }
  819. catch(...)
  820. {
  821. handleException();
  822. }
  823. }
  824. catch(boost::system::system_error & e)
  825. {
  826. logNetwork->error(e.what());
  827. //catch any startup errors (e.g. can't access port) errors
  828. //and return non-zero status so client can detect error
  829. throw;
  830. }
  831. #ifdef VCMI_ANDROID
  832. CAndroidVMHelper envHelper;
  833. envHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "killServer");
  834. #endif
  835. vstd::clear_pointer(VLC);
  836. CResourceHandler::clear();
  837. return 0;
  838. }
  839. #ifdef VCMI_ANDROID
  840. void CVCMIServer::create()
  841. {
  842. const char * foo[1] = {"android-server"};
  843. main(1, const_cast<char **>(foo));
  844. }
  845. #endif