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/serializer/CMemorySerializer.h"
  43. #include "../lib/serializer/Cast.h"
  44. #include "../lib/UnlockGuard.h"
  45. // for applier
  46. #include "../lib/registerTypes/RegisterTypes.h"
  47. // UUID generation
  48. #include <boost/uuid/uuid.hpp>
  49. #include <boost/uuid/uuid_io.hpp>
  50. #include <boost/uuid/uuid_generators.hpp>
  51. #include "../lib/CGameState.h"
  52. #if defined(__GNUC__) && !defined(__MINGW32__) && !defined(VCMI_ANDROID)
  53. #include <execinfo.h>
  54. #endif
  55. template<typename T> class CApplyOnServer;
  56. class CBaseForServerApply
  57. {
  58. public:
  59. virtual bool applyOnServerBefore(CVCMIServer * srv, void * pack) const =0;
  60. virtual void applyOnServerAfter(CVCMIServer * srv, void * pack) const =0;
  61. virtual ~CBaseForServerApply() {}
  62. template<typename U> static CBaseForServerApply * getApplier(const U * t = nullptr)
  63. {
  64. return new CApplyOnServer<U>();
  65. }
  66. };
  67. template <typename T> class CApplyOnServer : public CBaseForServerApply
  68. {
  69. public:
  70. bool applyOnServerBefore(CVCMIServer * srv, void * pack) const override
  71. {
  72. T * ptr = static_cast<T *>(pack);
  73. if(ptr->checkClientPermissions(srv))
  74. {
  75. boost::unique_lock<boost::mutex> stateLock(srv->stateMutex);
  76. return ptr->applyOnServer(srv);
  77. }
  78. else
  79. return false;
  80. }
  81. void applyOnServerAfter(CVCMIServer * srv, void * pack) const override
  82. {
  83. T * ptr = static_cast<T *>(pack);
  84. ptr->applyOnServerAfterAnnounce(srv);
  85. }
  86. };
  87. template <>
  88. class CApplyOnServer<CPack> : public CBaseForServerApply
  89. {
  90. public:
  91. bool applyOnServerBefore(CVCMIServer * srv, void * pack) const override
  92. {
  93. logGlobal->error("Cannot apply plain CPack!");
  94. assert(0);
  95. return false;
  96. }
  97. void applyOnServerAfter(CVCMIServer * srv, void * pack) const override
  98. {
  99. logGlobal->error("Cannot apply plain CPack!");
  100. assert(0);
  101. }
  102. };
  103. std::string NAME_AFFIX = "server";
  104. std::string NAME = GameConstants::VCMI_VERSION + std::string(" (") + NAME_AFFIX + ')';
  105. CVCMIServer::CVCMIServer(boost::program_options::variables_map & opts)
  106. : port(3030), io(std::make_shared<boost::asio::io_service>()), state(EServerState::LOBBY), cmdLineOptions(opts), currentClientId(1), currentPlayerId(1), restartGameplay(false)
  107. {
  108. uuid = boost::uuids::to_string(boost::uuids::random_generator()());
  109. logNetwork->trace("CVCMIServer created! UUID: %s", uuid);
  110. applier = std::make_shared<CApplier<CBaseForServerApply>>();
  111. registerTypesLobbyPacks(*applier);
  112. if(cmdLineOptions.count("port"))
  113. port = cmdLineOptions["port"].as<ui16>();
  114. logNetwork->info("Port %d will be used", port);
  115. try
  116. {
  117. acceptor = std::make_shared<TAcceptor>(*io, boost::asio::ip::tcp::endpoint(boost::asio::ip::tcp::v4(), port));
  118. }
  119. catch(...)
  120. {
  121. logNetwork->info("Port %d is busy, trying to use random port instead", port);
  122. if(cmdLineOptions.count("run-by-client") && !cmdLineOptions.count("enable-shm"))
  123. {
  124. logNetwork->error("Cant pass port number to client without shared memory!", port);
  125. exit(0);
  126. }
  127. acceptor = std::make_shared<TAcceptor>(*io, boost::asio::ip::tcp::endpoint(boost::asio::ip::tcp::v4(), 0));
  128. port = acceptor->local_endpoint().port();
  129. }
  130. logNetwork->info("Listening for connections at port %d", port);
  131. }
  132. CVCMIServer::~CVCMIServer()
  133. {
  134. announceQueue.clear();
  135. if(announceLobbyThread)
  136. announceLobbyThread->join();
  137. }
  138. void CVCMIServer::run()
  139. {
  140. if(!restartGameplay)
  141. {
  142. this->announceLobbyThread = vstd::make_unique<boost::thread>(&CVCMIServer::threadAnnounceLobby, this);
  143. #ifndef VCMI_ANDROID
  144. if(cmdLineOptions.count("enable-shm"))
  145. {
  146. std::string sharedMemoryName = "vcmi_memory";
  147. if(cmdLineOptions.count("enable-shm-uuid") && cmdLineOptions.count("uuid"))
  148. {
  149. sharedMemoryName += "_" + cmdLineOptions["uuid"].as<std::string>();
  150. }
  151. shm = std::make_shared<SharedMemory>(sharedMemoryName);
  152. }
  153. #endif
  154. startAsyncAccept();
  155. #ifndef VCMI_ANDROID
  156. if(shm)
  157. {
  158. shm->sr->setToReadyAndNotify(port);
  159. }
  160. #else
  161. CAndroidVMHelper vmHelper;
  162. vmHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "onServerReady");
  163. #endif
  164. }
  165. while(state == EServerState::LOBBY || state == EServerState::GAMEPLAY_STARTING)
  166. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  167. logNetwork->info("Thread handling connections ended");
  168. if(state == EServerState::GAMEPLAY)
  169. {
  170. gh->run(si->mode == StartInfo::LOAD_GAME);
  171. }
  172. while(state == EServerState::GAMEPLAY_ENDED)
  173. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  174. }
  175. void CVCMIServer::threadAnnounceLobby()
  176. {
  177. while(state != EServerState::SHUTDOWN)
  178. {
  179. {
  180. boost::unique_lock<boost::recursive_mutex> myLock(mx);
  181. while(!announceQueue.empty())
  182. {
  183. announcePack(std::move(announceQueue.front()));
  184. announceQueue.pop_front();
  185. }
  186. if(state != EServerState::LOBBY)
  187. {
  188. if(acceptor)
  189. acceptor->close();
  190. }
  191. if(acceptor)
  192. {
  193. acceptor->get_io_service().reset();
  194. acceptor->get_io_service().poll();
  195. }
  196. }
  197. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  198. }
  199. }
  200. void CVCMIServer::prepareToStartGame()
  201. {
  202. if(state == EServerState::GAMEPLAY)
  203. {
  204. restartGameplay = true;
  205. state = EServerState::LOBBY;
  206. // FIXME: dirry hack to make sure old CGameHandler::run is finished
  207. boost::this_thread::sleep(boost::posix_time::milliseconds(1000));
  208. }
  209. state = EServerState::GAMEPLAY_STARTING;
  210. gh = std::make_shared<CGameHandler>(this);
  211. switch(si->mode)
  212. {
  213. case StartInfo::CAMPAIGN:
  214. logNetwork->info("Preparing to start new campaign");
  215. si->campState->currentMap = boost::make_optional(campaignMap);
  216. si->campState->chosenCampaignBonuses[campaignMap] = campaignBonus;
  217. gh->init(si.get());
  218. break;
  219. case StartInfo::NEW_GAME:
  220. logNetwork->info("Preparing to start new game");
  221. gh->init(si.get());
  222. break;
  223. case StartInfo::LOAD_GAME:
  224. logNetwork->info("Preparing to start loaded game");
  225. gh->load(si->mapname);
  226. break;
  227. default:
  228. logNetwork->error("Wrong mode in StartInfo!");
  229. assert(0);
  230. break;
  231. }
  232. }
  233. void CVCMIServer::startGameImmidiately()
  234. {
  235. for(auto c : connections)
  236. c->enterGameplayConnectionMode(gh->gs);
  237. state = EServerState::GAMEPLAY;
  238. }
  239. void CVCMIServer::startAsyncAccept()
  240. {
  241. assert(!upcomingConnection);
  242. assert(acceptor);
  243. upcomingConnection = std::make_shared<TSocket>(acceptor->get_io_service());
  244. acceptor->async_accept(*upcomingConnection, std::bind(&CVCMIServer::connectionAccepted, this, _1));
  245. }
  246. void CVCMIServer::connectionAccepted(const boost::system::error_code & ec)
  247. {
  248. if(ec)
  249. {
  250. if(state != EServerState::SHUTDOWN)
  251. logNetwork->info("Something wrong during accepting: %s", ec.message());
  252. return;
  253. }
  254. try
  255. {
  256. logNetwork->info("We got a new connection! :)");
  257. auto c = std::make_shared<CConnection>(upcomingConnection, NAME, uuid);
  258. upcomingConnection.reset();
  259. connections.insert(c);
  260. c->handler = std::make_shared<boost::thread>(&CVCMIServer::threadHandleClient, this, c);
  261. }
  262. catch(std::exception & e)
  263. {
  264. upcomingConnection.reset();
  265. logNetwork->info("I guess it was just my imagination!");
  266. }
  267. startAsyncAccept();
  268. }
  269. void CVCMIServer::threadHandleClient(std::shared_ptr<CConnection> c)
  270. {
  271. setThreadName("CVCMIServer::handleConnection");
  272. c->enterLobbyConnectionMode();
  273. try
  274. {
  275. while(c->connected)
  276. {
  277. CPack * pack = c->retrievePack();
  278. if(auto lobbyPack = dynamic_ptr_cast<CPackForLobby>(pack))
  279. {
  280. handleReceivedPack(std::unique_ptr<CPackForLobby>(lobbyPack));
  281. }
  282. else if(auto serverPack = dynamic_ptr_cast<CPackForServer>(pack))
  283. {
  284. gh->handleReceivedPack(serverPack);
  285. }
  286. }
  287. }
  288. catch(boost::system::system_error & e)
  289. {
  290. if(state != EServerState::LOBBY)
  291. gh->handleClientDisconnection(c);
  292. }
  293. catch(const std::exception & e)
  294. {
  295. boost::unique_lock<boost::recursive_mutex> queueLock(mx);
  296. logNetwork->error("%s dies... \nWhat happened: %s", c->toString(), e.what());
  297. }
  298. catch(...)
  299. {
  300. state = EServerState::SHUTDOWN;
  301. handleException();
  302. throw;
  303. }
  304. boost::unique_lock<boost::recursive_mutex> queueLock(mx);
  305. // if(state != ENDING_AND_STARTING_GAME)
  306. if(c->connected)
  307. {
  308. auto lcd = vstd::make_unique<LobbyClientDisconnected>();
  309. lcd->c = c;
  310. lcd->clientId = c->connectionID;
  311. handleReceivedPack(std::move(lcd));
  312. }
  313. logNetwork->info("Thread listening for %s ended", c->toString());
  314. c->handler.reset();
  315. }
  316. void CVCMIServer::handleReceivedPack(std::unique_ptr<CPackForLobby> pack)
  317. {
  318. CBaseForServerApply * apply = applier->getApplier(typeList.getTypeID(pack.get()));
  319. if(apply->applyOnServerBefore(this, pack.get()))
  320. addToAnnounceQueue(std::move(pack));
  321. }
  322. void CVCMIServer::announcePack(std::unique_ptr<CPackForLobby> pack)
  323. {
  324. for(auto c : connections)
  325. {
  326. // FIXME: we need to avoid senting something to client that not yet get answer for LobbyClientConnected
  327. // Until UUID set we only pass LobbyClientConnected to this client
  328. if(c->uuid == uuid && !dynamic_cast<LobbyClientConnected *>(pack.get()))
  329. continue;
  330. c->sendPack(pack.get());
  331. }
  332. applier->getApplier(typeList.getTypeID(pack.get()))->applyOnServerAfter(this, pack.get());
  333. }
  334. void CVCMIServer::announceTxt(const std::string & txt, const std::string & playerName)
  335. {
  336. logNetwork->info("%s says: %s", playerName, txt);
  337. auto cm = vstd::make_unique<LobbyChatMessage>();
  338. cm->playerName = playerName;
  339. cm->message = txt;
  340. addToAnnounceQueue(std::move(cm));
  341. }
  342. void CVCMIServer::addToAnnounceQueue(std::unique_ptr<CPackForLobby> pack)
  343. {
  344. boost::unique_lock<boost::recursive_mutex> queueLock(mx);
  345. announceQueue.push_back(std::move(pack));
  346. }
  347. bool CVCMIServer::passHost(int toConnectionId)
  348. {
  349. for(auto c : connections)
  350. {
  351. if(isClientHost(c->connectionID))
  352. continue;
  353. if(c->connectionID != toConnectionId)
  354. continue;
  355. hostClient = c;
  356. hostClientId = c->connectionID;
  357. announceTxt(boost::str(boost::format("Pass host to connection %d") % toConnectionId));
  358. return true;
  359. }
  360. return false;
  361. }
  362. void CVCMIServer::clientConnected(std::shared_ptr<CConnection> c, std::vector<std::string> & names, std::string uuid, StartInfo::EMode mode)
  363. {
  364. c->connectionID = currentClientId++;
  365. if(!hostClient)
  366. {
  367. hostClient = c;
  368. hostClientId = c->connectionID;
  369. si->mode = mode;
  370. }
  371. logNetwork->info("Connection with client %d established. UUID: %s", c->connectionID, c->uuid);
  372. for(auto & name : names)
  373. {
  374. logNetwork->info("Client %d player: %s", c->connectionID, name);
  375. ui8 id = currentPlayerId++;
  376. ClientPlayer cp;
  377. cp.connection = c->connectionID;
  378. cp.name = name;
  379. playerNames.insert(std::make_pair(id, cp));
  380. announceTxt(boost::str(boost::format("%s (pid %d cid %d) joins the game") % name % id % c->connectionID));
  381. //put new player in first slot with AI
  382. for(auto & elem : si->playerInfos)
  383. {
  384. if(elem.second.isControlledByAI() && !elem.second.compOnly)
  385. {
  386. setPlayerConnectedId(elem.second, id);
  387. break;
  388. }
  389. }
  390. }
  391. }
  392. void CVCMIServer::clientDisconnected(std::shared_ptr<CConnection> c)
  393. {
  394. connections -= c;
  395. for(auto it = playerNames.begin(); it != playerNames.end();)
  396. {
  397. if(it->second.connection != c->connectionID)
  398. {
  399. it++;
  400. continue;
  401. }
  402. int id = it->first;
  403. announceTxt(boost::str(boost::format("%s (pid %d cid %d) left the game") % id % playerNames[id].name % c->connectionID));
  404. playerNames.erase(it++);
  405. // Reset in-game players client used back to AI
  406. if(PlayerSettings * s = si->getPlayersSettings(id))
  407. {
  408. setPlayerConnectedId(*s, PlayerSettings::PLAYER_AI);
  409. }
  410. }
  411. }
  412. void CVCMIServer::setPlayerConnectedId(PlayerSettings & pset, ui8 player) const
  413. {
  414. if(vstd::contains(playerNames, player))
  415. pset.name = playerNames.find(player)->second.name;
  416. else
  417. pset.name = VLC->generaltexth->allTexts[468]; //Computer
  418. pset.connectedPlayerIDs.clear();
  419. if(player != PlayerSettings::PLAYER_AI)
  420. pset.connectedPlayerIDs.insert(player);
  421. }
  422. void CVCMIServer::updateStartInfoOnMapChange(std::shared_ptr<CMapInfo> mapInfo, std::shared_ptr<CMapGenOptions> mapGenOpts)
  423. {
  424. mi = mapInfo;
  425. if(!mi)
  426. return;
  427. auto namesIt = playerNames.cbegin();
  428. si->playerInfos.clear();
  429. if(mi->scenarioOptionsOfSave)
  430. {
  431. si = CMemorySerializer::deepCopy(*mi->scenarioOptionsOfSave);
  432. si->mode = StartInfo::LOAD_GAME;
  433. if(si->campState)
  434. campaignMap = si->campState->currentMap.get();
  435. for(auto & ps : si->playerInfos)
  436. {
  437. if(!ps.second.compOnly && ps.second.connectedPlayerIDs.size() && namesIt != playerNames.cend())
  438. {
  439. setPlayerConnectedId(ps.second, namesIt++->first);
  440. }
  441. else
  442. {
  443. setPlayerConnectedId(ps.second, PlayerSettings::PLAYER_AI);
  444. }
  445. }
  446. }
  447. else if(si->mode == StartInfo::NEW_GAME || si->mode == StartInfo::CAMPAIGN)
  448. {
  449. if(mi->campaignHeader)
  450. return;
  451. for(int i = 0; i < mi->mapHeader->players.size(); i++)
  452. {
  453. const PlayerInfo & pinfo = mi->mapHeader->players[i];
  454. //neither computer nor human can play - no player
  455. if(!(pinfo.canHumanPlay || pinfo.canComputerPlay))
  456. continue;
  457. PlayerSettings & pset = si->playerInfos[PlayerColor(i)];
  458. pset.color = PlayerColor(i);
  459. if(pinfo.canHumanPlay && namesIt != playerNames.cend())
  460. {
  461. setPlayerConnectedId(pset, namesIt++->first);
  462. }
  463. else
  464. {
  465. setPlayerConnectedId(pset, PlayerSettings::PLAYER_AI);
  466. if(!pinfo.canHumanPlay)
  467. {
  468. pset.compOnly = true;
  469. }
  470. }
  471. pset.castle = pinfo.defaultCastle();
  472. pset.hero = pinfo.defaultHero();
  473. if(pset.hero != PlayerSettings::RANDOM && pinfo.hasCustomMainHero())
  474. {
  475. pset.hero = pinfo.mainCustomHeroId;
  476. pset.heroName = pinfo.mainCustomHeroName;
  477. pset.heroPortrait = pinfo.mainCustomHeroPortrait;
  478. }
  479. pset.handicap = PlayerSettings::NO_HANDICAP;
  480. }
  481. if(mi->isRandomMap && mapGenOpts)
  482. si->mapGenOptions = std::shared_ptr<CMapGenOptions>(mapGenOpts);
  483. else
  484. si->mapGenOptions.reset();
  485. }
  486. si->mapname = mi->fileURI;
  487. }
  488. void CVCMIServer::updateAndPropagateLobbyState()
  489. {
  490. boost::unique_lock<boost::mutex> stateLock(stateMutex);
  491. // Update player settings for RMG
  492. // TODO: find appropriate location for this code
  493. if(si->mapGenOptions && si->mode == StartInfo::NEW_GAME)
  494. {
  495. for(const auto & psetPair : si->playerInfos)
  496. {
  497. const auto & pset = psetPair.second;
  498. si->mapGenOptions->setStartingTownForPlayer(pset.color, pset.castle);
  499. if(pset.isControlledByHuman())
  500. {
  501. si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::HUMAN);
  502. }
  503. }
  504. }
  505. auto lus = vstd::make_unique<LobbyUpdateState>();
  506. lus->state = *this;
  507. addToAnnounceQueue(std::move(lus));
  508. }
  509. void CVCMIServer::setPlayer(PlayerColor clickedColor)
  510. {
  511. struct PlayerToRestore
  512. {
  513. PlayerColor color;
  514. int id;
  515. void reset() { id = -1; color = PlayerColor::CANNOT_DETERMINE; }
  516. PlayerToRestore(){ reset(); }
  517. } playerToRestore;
  518. PlayerSettings & clicked = si->playerInfos[clickedColor];
  519. //identify clicked player
  520. int clickedNameID = 0; //number of player - zero means AI, assume it initially
  521. if(clicked.isControlledByHuman())
  522. clickedNameID = *(clicked.connectedPlayerIDs.begin()); //if not AI - set appropiate ID
  523. if(clickedNameID > 0 && playerToRestore.id == clickedNameID) //player to restore is about to being replaced -> put him back to the old place
  524. {
  525. PlayerSettings & restPos = si->playerInfos[playerToRestore.color];
  526. setPlayerConnectedId(restPos, playerToRestore.id);
  527. playerToRestore.reset();
  528. }
  529. int newPlayer; //which player will take clicked position
  530. //who will be put here?
  531. if(!clickedNameID) //AI player clicked -> if possible replace computer with unallocated player
  532. {
  533. newPlayer = getIdOfFirstUnallocatedPlayer();
  534. if(!newPlayer) //no "free" player -> get just first one
  535. newPlayer = playerNames.begin()->first;
  536. }
  537. else //human clicked -> take next
  538. {
  539. auto i = playerNames.find(clickedNameID); //clicked one
  540. i++; //player AFTER clicked one
  541. if(i != playerNames.end())
  542. newPlayer = i->first;
  543. else
  544. newPlayer = 0; //AI if we scrolled through all players
  545. }
  546. setPlayerConnectedId(clicked, newPlayer); //put player
  547. //if that player was somewhere else, we need to replace him with computer
  548. if(newPlayer) //not AI
  549. {
  550. for(auto i = si->playerInfos.begin(); i != si->playerInfos.end(); i++)
  551. {
  552. int curNameID = *(i->second.connectedPlayerIDs.begin());
  553. if(i->first != clickedColor && curNameID == newPlayer)
  554. {
  555. assert(i->second.connectedPlayerIDs.size());
  556. playerToRestore.color = i->first;
  557. playerToRestore.id = newPlayer;
  558. setPlayerConnectedId(i->second, PlayerSettings::PLAYER_AI); //set computer
  559. break;
  560. }
  561. }
  562. }
  563. }
  564. void CVCMIServer::optionNextCastle(PlayerColor player, int dir)
  565. {
  566. PlayerSettings & s = si->playerInfos[player];
  567. si16 & cur = s.castle;
  568. auto & allowed = getPlayerInfo(player.getNum()).allowedFactions;
  569. const bool allowRandomTown = getPlayerInfo(player.getNum()).isFactionRandom;
  570. if(cur == PlayerSettings::NONE) //no change
  571. return;
  572. if(cur == PlayerSettings::RANDOM) //first/last available
  573. {
  574. if(dir > 0)
  575. cur = *allowed.begin(); //id of first town
  576. else
  577. cur = *allowed.rbegin(); //id of last town
  578. }
  579. else // next/previous available
  580. {
  581. if((cur == *allowed.begin() && dir < 0) || (cur == *allowed.rbegin() && dir > 0))
  582. {
  583. if(allowRandomTown)
  584. {
  585. cur = PlayerSettings::RANDOM;
  586. }
  587. else
  588. {
  589. if(dir > 0)
  590. cur = *allowed.begin();
  591. else
  592. cur = *allowed.rbegin();
  593. }
  594. }
  595. else
  596. {
  597. assert(dir >= -1 && dir <= 1); //othervice std::advance may go out of range
  598. auto iter = allowed.find(cur);
  599. std::advance(iter, dir);
  600. cur = *iter;
  601. }
  602. }
  603. if(s.hero >= 0 && !getPlayerInfo(player.getNum()).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
  604. {
  605. s.hero = PlayerSettings::RANDOM;
  606. }
  607. if(cur < 0 && s.bonus == PlayerSettings::RESOURCE)
  608. s.bonus = PlayerSettings::RANDOM;
  609. }
  610. void CVCMIServer::setCampaignMap(int mapId)
  611. {
  612. campaignMap = mapId;
  613. si->difficulty = si->campState->camp->scenarios[mapId].difficulty;
  614. campaignBonus = -1;
  615. updateStartInfoOnMapChange(si->campState->getMapInfo(mapId));
  616. }
  617. void CVCMIServer::setCampaignBonus(int bonusId)
  618. {
  619. campaignBonus = bonusId;
  620. const CCampaignScenario & scenario = si->campState->camp->scenarios[campaignMap];
  621. const std::vector<CScenarioTravel::STravelBonus> & bonDescs = scenario.travelOptions.bonusesToChoose;
  622. if(bonDescs[bonusId].type == CScenarioTravel::STravelBonus::HERO)
  623. {
  624. for(auto & elem : si->playerInfos)
  625. {
  626. if(elem.first == PlayerColor(bonDescs[bonusId].info1))
  627. setPlayerConnectedId(elem.second, 1);
  628. else
  629. setPlayerConnectedId(elem.second, PlayerSettings::PLAYER_AI);
  630. }
  631. }
  632. }
  633. void CVCMIServer::optionNextHero(PlayerColor player, int dir)
  634. {
  635. PlayerSettings & s = si->playerInfos[player];
  636. if(s.castle < 0 || s.hero == PlayerSettings::NONE)
  637. return;
  638. if(s.hero == PlayerSettings::RANDOM) // first/last available
  639. {
  640. int max = VLC->heroh->heroes.size(),
  641. min = 0;
  642. s.hero = nextAllowedHero(player, min, max, 0, dir);
  643. }
  644. else
  645. {
  646. if(dir > 0)
  647. s.hero = nextAllowedHero(player, s.hero, VLC->heroh->heroes.size(), 1, dir);
  648. else
  649. s.hero = nextAllowedHero(player, -1, s.hero, 1, dir); // min needs to be -1 -- hero at index 0 would be skipped otherwise
  650. }
  651. }
  652. int CVCMIServer::nextAllowedHero(PlayerColor player, int min, int max, int incl, int dir)
  653. {
  654. if(dir > 0)
  655. {
  656. for(int i = min + incl; i <= max - incl; i++)
  657. if(canUseThisHero(player, i))
  658. return i;
  659. }
  660. else
  661. {
  662. for(int i = max - incl; i >= min + incl; i--)
  663. if(canUseThisHero(player, i))
  664. return i;
  665. }
  666. return -1;
  667. }
  668. void CVCMIServer::optionNextBonus(PlayerColor player, int dir)
  669. {
  670. PlayerSettings & s = si->playerInfos[player];
  671. PlayerSettings::Ebonus & ret = s.bonus = static_cast<PlayerSettings::Ebonus>(static_cast<int>(s.bonus) + dir);
  672. if(s.hero == PlayerSettings::NONE &&
  673. !getPlayerInfo(player.getNum()).heroesNames.size() &&
  674. ret == PlayerSettings::ARTIFACT) //no hero - can't be artifact
  675. {
  676. if(dir < 0)
  677. ret = PlayerSettings::RANDOM;
  678. else
  679. ret = PlayerSettings::GOLD;
  680. }
  681. if(ret > PlayerSettings::RESOURCE)
  682. ret = PlayerSettings::RANDOM;
  683. if(ret < PlayerSettings::RANDOM)
  684. ret = PlayerSettings::RESOURCE;
  685. if(s.castle == PlayerSettings::RANDOM && ret == PlayerSettings::RESOURCE) //random castle - can't be resource
  686. {
  687. if(dir < 0)
  688. ret = PlayerSettings::GOLD;
  689. else
  690. ret = PlayerSettings::RANDOM;
  691. }
  692. }
  693. bool CVCMIServer::canUseThisHero(PlayerColor player, int ID)
  694. {
  695. return VLC->heroh->heroes.size() > ID
  696. && si->playerInfos[player].castle == VLC->heroh->heroes[ID]->heroClass->faction
  697. && !vstd::contains(getUsedHeroes(), ID)
  698. && mi->mapHeader->allowedHeroes[ID];
  699. }
  700. std::vector<int> CVCMIServer::getUsedHeroes()
  701. {
  702. std::vector<int> heroIds;
  703. for(auto & p : si->playerInfos)
  704. {
  705. const auto & heroes = getPlayerInfo(p.first.getNum()).heroesNames;
  706. for(auto & hero : heroes)
  707. if(hero.heroId >= 0) //in VCMI map format heroId = -1 means random hero
  708. heroIds.push_back(hero.heroId);
  709. if(p.second.hero != PlayerSettings::RANDOM)
  710. heroIds.push_back(p.second.hero);
  711. }
  712. return heroIds;
  713. }
  714. ui8 CVCMIServer::getIdOfFirstUnallocatedPlayer() const
  715. {
  716. for(auto i = playerNames.cbegin(); i != playerNames.cend(); i++)
  717. {
  718. if(!si->getPlayersSettings(i->first))
  719. return i->first;
  720. }
  721. return 0;
  722. }
  723. #if defined(__GNUC__) && !defined(__MINGW32__) && !defined(VCMI_ANDROID)
  724. void handleLinuxSignal(int sig)
  725. {
  726. const int STACKTRACE_SIZE = 100;
  727. void * buffer[STACKTRACE_SIZE];
  728. int ptrCount = backtrace(buffer, STACKTRACE_SIZE);
  729. char * * strings;
  730. logGlobal->error("Error: signal %d :", sig);
  731. strings = backtrace_symbols(buffer, ptrCount);
  732. if(strings == nullptr)
  733. {
  734. logGlobal->error("There are no symbols.");
  735. }
  736. else
  737. {
  738. for(int i = 0; i < ptrCount; ++i)
  739. {
  740. logGlobal->error(strings[i]);
  741. }
  742. free(strings);
  743. }
  744. _exit(EXIT_FAILURE);
  745. }
  746. #endif
  747. static void handleCommandOptions(int argc, char * argv[], boost::program_options::variables_map & options)
  748. {
  749. namespace po = boost::program_options;
  750. po::options_description opts("Allowed options");
  751. opts.add_options()
  752. ("help,h", "display help and exit")
  753. ("version,v", "display version information and exit")
  754. ("run-by-client", "indicate that server launched by client on same machine")
  755. ("uuid", po::value<std::string>(), "")
  756. ("enable-shm-uuid", "use UUID for shared memory identifier")
  757. ("enable-shm", "enable usage of shared memory")
  758. ("port", po::value<ui16>(), "port at which server will listen to connections from client");
  759. if(argc > 1)
  760. {
  761. try
  762. {
  763. po::store(po::parse_command_line(argc, argv, opts), options);
  764. }
  765. catch(std::exception & e)
  766. {
  767. std::cerr << "Failure during parsing command-line options:\n" << e.what() << std::endl;
  768. }
  769. }
  770. po::notify(options);
  771. if(options.count("help"))
  772. {
  773. auto time = std::time(0);
  774. printf("%s - A Heroes of Might and Magic 3 clone\n", GameConstants::VCMI_VERSION.c_str());
  775. printf("Copyright (C) 2007-%d VCMI dev team - see AUTHORS file\n", std::localtime(&time)->tm_year + 1900);
  776. printf("This is free software; see the source for copying conditions. There is NO\n");
  777. printf("warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.\n");
  778. printf("\n");
  779. std::cout << opts;
  780. exit(0);
  781. }
  782. if(options.count("version"))
  783. {
  784. printf("%s\n", GameConstants::VCMI_VERSION.c_str());
  785. std::cout << VCMIDirs::get().genHelpString();
  786. exit(0);
  787. }
  788. }
  789. int main(int argc, char * argv[])
  790. {
  791. #ifndef VCMI_ANDROID
  792. // Correct working dir executable folder (not bundle folder) so we can use executable relative paths
  793. boost::filesystem::current_path(boost::filesystem::system_complete(argv[0]).parent_path());
  794. #endif
  795. // Installs a sig sev segmentation violation handler
  796. // to log stacktrace
  797. #if defined(__GNUC__) && !defined(__MINGW32__) && !defined(VCMI_ANDROID)
  798. signal(SIGSEGV, handleLinuxSignal);
  799. #endif
  800. console = new CConsoleHandler();
  801. CBasicLogConfigurator logConfig(VCMIDirs::get().userCachePath() / "VCMI_Server_log.txt", console);
  802. logConfig.configureDefault();
  803. logGlobal->info(NAME);
  804. boost::program_options::variables_map opts;
  805. handleCommandOptions(argc, argv, opts);
  806. preinitDLL(console);
  807. settings.init();
  808. logConfig.configure();
  809. loadDLLClasses();
  810. srand((ui32)time(nullptr));
  811. try
  812. {
  813. boost::asio::io_service io_service;
  814. CVCMIServer server(opts);
  815. try
  816. {
  817. while(server.state != EServerState::SHUTDOWN)
  818. {
  819. server.run();
  820. }
  821. io_service.run();
  822. }
  823. catch(boost::system::system_error & e) //for boost errors just log, not crash - probably client shut down connection
  824. {
  825. logNetwork->error(e.what());
  826. server.state = EServerState::SHUTDOWN;
  827. }
  828. catch(...)
  829. {
  830. handleException();
  831. }
  832. }
  833. catch(boost::system::system_error & e)
  834. {
  835. logNetwork->error(e.what());
  836. //catch any startup errors (e.g. can't access port) errors
  837. //and return non-zero status so client can detect error
  838. throw;
  839. }
  840. #ifdef VCMI_ANDROID
  841. CAndroidVMHelper envHelper;
  842. envHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "killServer");
  843. #endif
  844. vstd::clear_pointer(VLC);
  845. return 0;
  846. }
  847. #ifdef VCMI_ANDROID
  848. void CVCMIServer::create()
  849. {
  850. const char * foo[1] = {"android-server"};
  851. main(1, const_cast<char **>(foo));
  852. }
  853. #endif