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()
  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(100));
  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);
  226. logNetwork->trace("\tConnecting to the server: %d ms", th->getDiff());
  227. }
  228. void CServerHandler::justConnectToServer(const std::string & addr, const ui16 port)
  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. networkClient->start(addr.size() ? addr : getHostAddress(), port ? port : getHostPort());
  243. }
  244. void CServerHandler::onConnectionFailed(const std::string & errorMessage)
  245. {
  246. if (isServerLocal())
  247. {
  248. // retry - local server might be still starting up
  249. logNetwork->debug("\nCannot establish connection. %s Retrying...", errorMessage);
  250. networkClient->setTimer(std::chrono::milliseconds(100));
  251. }
  252. else
  253. {
  254. // remote server refused connection - show error message
  255. state = EClientState::CONNECTION_FAILED;
  256. CInfoWindow::showInfoDialog(CGI->generaltexth->translate("vcmi.mainMenu.serverConnectionFailed"), {});
  257. }
  258. }
  259. void CServerHandler::onTimer()
  260. {
  261. if(state == EClientState::CONNECTION_CANCELLED)
  262. {
  263. logNetwork->info("Connection aborted by player!");
  264. return;
  265. }
  266. //FIXME: pass parameters from initial attempt
  267. networkClient->start(getHostAddress(), getHostPort());
  268. }
  269. void CServerHandler::onConnectionEstablished(const std::shared_ptr<NetworkConnection> & netConnection)
  270. {
  271. logNetwork->info("Connection established");
  272. c = std::make_shared<CConnection>(netConnection);
  273. c->enterLobbyConnectionMode();
  274. sendClientConnecting();
  275. }
  276. void CServerHandler::applyPackOnLobbyScreen(CPackForLobby & pack)
  277. {
  278. boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
  279. CBaseForLobbyApply * apply = applier->getApplier(CTypeList::getInstance().getTypeID(&pack)); //find the applier
  280. apply->applyOnLobbyScreen(dynamic_cast<CLobbyScreen *>(SEL), this, pack);
  281. GH.windows().totalRedraw();
  282. }
  283. std::set<PlayerColor> CServerHandler::getHumanColors()
  284. {
  285. return clientHumanColors(c->connectionID);
  286. }
  287. PlayerColor CServerHandler::myFirstColor() const
  288. {
  289. return clientFirstColor(c->connectionID);
  290. }
  291. bool CServerHandler::isMyColor(PlayerColor color) const
  292. {
  293. return isClientColor(c->connectionID, color);
  294. }
  295. ui8 CServerHandler::myFirstId() const
  296. {
  297. return clientFirstId(c->connectionID);
  298. }
  299. bool CServerHandler::isServerLocal() const
  300. {
  301. if(threadRunLocalServer)
  302. return true;
  303. return false;
  304. }
  305. bool CServerHandler::isHost() const
  306. {
  307. return c && hostClientId == c->connectionID;
  308. }
  309. bool CServerHandler::isGuest() const
  310. {
  311. return !c || hostClientId != c->connectionID;
  312. }
  313. ui16 CServerHandler::getDefaultPort()
  314. {
  315. return static_cast<ui16>(settings["server"]["port"].Integer());
  316. }
  317. std::string CServerHandler::getDefaultPortStr()
  318. {
  319. return std::to_string(getDefaultPort());
  320. }
  321. std::string CServerHandler::getHostAddress() const
  322. {
  323. if(settings["session"]["lobby"].isNull() || !settings["session"]["lobby"].Bool())
  324. return settings["server"]["server"].String();
  325. if(settings["session"]["host"].Bool())
  326. return localhostAddress;
  327. return settings["session"]["address"].String();
  328. }
  329. ui16 CServerHandler::getHostPort() const
  330. {
  331. if(settings["session"]["lobby"].isNull() || !settings["session"]["lobby"].Bool())
  332. return getDefaultPort();
  333. if(settings["session"]["host"].Bool())
  334. return getDefaultPort();
  335. return settings["session"]["port"].Integer();
  336. }
  337. void CServerHandler::sendClientConnecting() const
  338. {
  339. LobbyClientConnected lcc;
  340. lcc.uuid = uuid;
  341. lcc.names = myNames;
  342. lcc.mode = si->mode;
  343. sendLobbyPack(lcc);
  344. }
  345. void CServerHandler::sendClientDisconnecting()
  346. {
  347. // FIXME: This is workaround needed to make sure client not trying to sent anything to non existed server
  348. if(state == EClientState::DISCONNECTING)
  349. return;
  350. state = EClientState::DISCONNECTING;
  351. mapToStart = nullptr;
  352. LobbyClientDisconnected lcd;
  353. lcd.clientId = c->connectionID;
  354. logNetwork->info("Connection has been requested to be closed.");
  355. if(isServerLocal())
  356. {
  357. lcd.shutdownServer = true;
  358. logNetwork->info("Sent closing signal to the server");
  359. }
  360. else
  361. {
  362. logNetwork->info("Sent leaving signal to the server");
  363. }
  364. sendLobbyPack(lcd);
  365. {
  366. // Network thread might be applying network pack at this moment
  367. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  368. c.reset();
  369. }
  370. }
  371. void CServerHandler::setCampaignState(std::shared_ptr<CampaignState> newCampaign)
  372. {
  373. state = EClientState::LOBBY_CAMPAIGN;
  374. LobbySetCampaign lsc;
  375. lsc.ourCampaign = newCampaign;
  376. sendLobbyPack(lsc);
  377. }
  378. void CServerHandler::setCampaignMap(CampaignScenarioID mapId) const
  379. {
  380. if(state == EClientState::GAMEPLAY) // FIXME: UI shouldn't sent commands in first place
  381. return;
  382. LobbySetCampaignMap lscm;
  383. lscm.mapId = mapId;
  384. sendLobbyPack(lscm);
  385. }
  386. void CServerHandler::setCampaignBonus(int bonusId) const
  387. {
  388. if(state == EClientState::GAMEPLAY) // FIXME: UI shouldn't sent commands in first place
  389. return;
  390. LobbySetCampaignBonus lscb;
  391. lscb.bonusId = bonusId;
  392. sendLobbyPack(lscb);
  393. }
  394. void CServerHandler::setMapInfo(std::shared_ptr<CMapInfo> to, std::shared_ptr<CMapGenOptions> mapGenOpts) const
  395. {
  396. LobbySetMap lsm;
  397. lsm.mapInfo = to;
  398. lsm.mapGenOpts = mapGenOpts;
  399. sendLobbyPack(lsm);
  400. }
  401. void CServerHandler::setPlayer(PlayerColor color) const
  402. {
  403. LobbySetPlayer lsp;
  404. lsp.clickedColor = color;
  405. sendLobbyPack(lsp);
  406. }
  407. void CServerHandler::setPlayerName(PlayerColor color, const std::string & name) const
  408. {
  409. LobbySetPlayerName lspn;
  410. lspn.color = color;
  411. lspn.name = name;
  412. sendLobbyPack(lspn);
  413. }
  414. void CServerHandler::setPlayerOption(ui8 what, int32_t value, PlayerColor player) const
  415. {
  416. LobbyChangePlayerOption lcpo;
  417. lcpo.what = what;
  418. lcpo.value = value;
  419. lcpo.color = player;
  420. sendLobbyPack(lcpo);
  421. }
  422. void CServerHandler::setDifficulty(int to) const
  423. {
  424. LobbySetDifficulty lsd;
  425. lsd.difficulty = to;
  426. sendLobbyPack(lsd);
  427. }
  428. void CServerHandler::setSimturnsInfo(const SimturnsInfo & info) const
  429. {
  430. LobbySetSimturns pack;
  431. pack.simturnsInfo = info;
  432. sendLobbyPack(pack);
  433. }
  434. void CServerHandler::setTurnTimerInfo(const TurnTimerInfo & info) const
  435. {
  436. LobbySetTurnTime lstt;
  437. lstt.turnTimerInfo = info;
  438. sendLobbyPack(lstt);
  439. }
  440. void CServerHandler::setExtraOptionsInfo(const ExtraOptionsInfo & info) const
  441. {
  442. LobbySetExtraOptions lseo;
  443. lseo.extraOptionsInfo = info;
  444. sendLobbyPack(lseo);
  445. }
  446. void CServerHandler::sendMessage(const std::string & txt) const
  447. {
  448. std::istringstream readed;
  449. readed.str(txt);
  450. std::string command;
  451. readed >> command;
  452. if(command == "!passhost")
  453. {
  454. std::string id;
  455. readed >> id;
  456. if(id.length())
  457. {
  458. LobbyChangeHost lch;
  459. lch.newHostConnectionId = boost::lexical_cast<int>(id);
  460. sendLobbyPack(lch);
  461. }
  462. }
  463. else if(command == "!forcep")
  464. {
  465. std::string connectedId;
  466. std::string playerColorId;
  467. readed >> connectedId;
  468. readed >> playerColorId;
  469. if(connectedId.length() && playerColorId.length())
  470. {
  471. ui8 connected = boost::lexical_cast<int>(connectedId);
  472. auto color = PlayerColor(boost::lexical_cast<int>(playerColorId));
  473. if(color.isValidPlayer() && playerNames.find(connected) != playerNames.end())
  474. {
  475. LobbyForceSetPlayer lfsp;
  476. lfsp.targetConnectedPlayer = connected;
  477. lfsp.targetPlayerColor = color;
  478. sendLobbyPack(lfsp);
  479. }
  480. }
  481. }
  482. else
  483. {
  484. LobbyChatMessage lcm;
  485. lcm.message = txt;
  486. lcm.playerName = playerNames.find(myFirstId())->second.name;
  487. sendLobbyPack(lcm);
  488. }
  489. }
  490. void CServerHandler::sendGuiAction(ui8 action) const
  491. {
  492. LobbyGuiAction lga;
  493. lga.action = static_cast<LobbyGuiAction::EAction>(action);
  494. sendLobbyPack(lga);
  495. }
  496. void CServerHandler::sendRestartGame() const
  497. {
  498. GH.windows().createAndPushWindow<CLoadingScreen>();
  499. LobbyEndGame endGame;
  500. endGame.closeConnection = false;
  501. endGame.restart = true;
  502. sendLobbyPack(endGame);
  503. }
  504. bool CServerHandler::validateGameStart(bool allowOnlyAI) const
  505. {
  506. try
  507. {
  508. verifyStateBeforeStart(allowOnlyAI ? true : settings["session"]["onlyai"].Bool());
  509. }
  510. catch(ModIncompatibility & e)
  511. {
  512. logGlobal->warn("Incompatibility exception during start scenario: %s", e.what());
  513. std::string errorMsg;
  514. if(!e.whatMissing().empty())
  515. {
  516. errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToEnable") + '\n';
  517. errorMsg += e.whatMissing();
  518. }
  519. if(!e.whatExcessive().empty())
  520. {
  521. errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToDisable") + '\n';
  522. errorMsg += e.whatExcessive();
  523. }
  524. showServerError(errorMsg);
  525. return false;
  526. }
  527. catch(std::exception & e)
  528. {
  529. logGlobal->error("Exception during startScenario: %s", e.what());
  530. showServerError( std::string("Unable to start map! Reason: ") + e.what());
  531. return false;
  532. }
  533. return true;
  534. }
  535. void CServerHandler::sendStartGame(bool allowOnlyAI) const
  536. {
  537. verifyStateBeforeStart(allowOnlyAI ? true : settings["session"]["onlyai"].Bool());
  538. GH.windows().createAndPushWindow<CLoadingScreen>();
  539. LobbyStartGame lsg;
  540. if(client)
  541. {
  542. lsg.initializedStartInfo = std::make_shared<StartInfo>(* const_cast<StartInfo *>(client->getStartInfo(true)));
  543. lsg.initializedStartInfo->mode = StartInfo::NEW_GAME;
  544. lsg.initializedStartInfo->seedToBeUsed = lsg.initializedStartInfo->seedPostInit = 0;
  545. * si = * lsg.initializedStartInfo;
  546. }
  547. sendLobbyPack(lsg);
  548. c->enterLobbyConnectionMode();
  549. }
  550. void CServerHandler::startMapAfterConnection(std::shared_ptr<CMapInfo> to)
  551. {
  552. mapToStart = to;
  553. }
  554. void CServerHandler::startGameplay(VCMI_LIB_WRAP_NAMESPACE(CGameState) * gameState)
  555. {
  556. if(CMM)
  557. CMM->disable();
  558. client = new CClient();
  559. highScoreCalc = nullptr;
  560. switch(si->mode)
  561. {
  562. case StartInfo::NEW_GAME:
  563. client->newGame(gameState);
  564. break;
  565. case StartInfo::CAMPAIGN:
  566. client->newGame(gameState);
  567. break;
  568. case StartInfo::LOAD_GAME:
  569. client->loadGame(gameState);
  570. break;
  571. default:
  572. throw std::runtime_error("Invalid mode");
  573. }
  574. // After everything initialized we can accept CPackToClient netpacks
  575. c->enterGameplayConnectionMode(client->gameState());
  576. state = EClientState::GAMEPLAY;
  577. //store settings to continue game
  578. if(!isServerLocal() && isGuest())
  579. {
  580. Settings saveSession = settings.write["server"]["reconnect"];
  581. saveSession->Bool() = true;
  582. Settings saveUuid = settings.write["server"]["uuid"];
  583. saveUuid->String() = uuid;
  584. Settings saveNames = settings.write["server"]["names"];
  585. saveNames->Vector().clear();
  586. for(auto & name : myNames)
  587. {
  588. JsonNode jsonName;
  589. jsonName.String() = name;
  590. saveNames->Vector().push_back(jsonName);
  591. }
  592. }
  593. }
  594. void CServerHandler::endGameplay(bool closeConnection, bool restart)
  595. {
  596. if(closeConnection)
  597. {
  598. // Game is ending
  599. // Tell the network thread to reach a stable state
  600. CSH->sendClientDisconnecting();
  601. logNetwork->info("Closed connection.");
  602. }
  603. client->endGame();
  604. vstd::clear_pointer(client);
  605. if(!restart)
  606. {
  607. if(CMM)
  608. {
  609. GH.curInt = CMM.get();
  610. CMM->enable();
  611. }
  612. else
  613. {
  614. GH.curInt = CMainMenu::create().get();
  615. }
  616. }
  617. if(c)
  618. c->enterLobbyConnectionMode();
  619. //reset settings
  620. Settings saveSession = settings.write["server"]["reconnect"];
  621. saveSession->Bool() = false;
  622. }
  623. void CServerHandler::startCampaignScenario(HighScoreParameter param, std::shared_ptr<CampaignState> cs)
  624. {
  625. std::shared_ptr<CampaignState> ourCampaign = cs;
  626. if (!cs)
  627. ourCampaign = si->campState;
  628. if(highScoreCalc == nullptr)
  629. {
  630. highScoreCalc = std::make_shared<HighScoreCalculation>();
  631. highScoreCalc->isCampaign = true;
  632. highScoreCalc->parameters.clear();
  633. }
  634. param.campaignName = cs->getNameTranslated();
  635. highScoreCalc->parameters.push_back(param);
  636. GH.dispatchMainThread([ourCampaign, this]()
  637. {
  638. CSH->campaignServerRestartLock.set(true);
  639. CSH->endGameplay();
  640. auto & epilogue = ourCampaign->scenario(*ourCampaign->lastScenario()).epilog;
  641. auto finisher = [=]()
  642. {
  643. if(ourCampaign->campaignSet != "" && ourCampaign->isCampaignFinished())
  644. {
  645. Settings entry = persistentStorage.write["completedCampaigns"][ourCampaign->getFilename()];
  646. entry->Bool() = true;
  647. }
  648. GH.windows().pushWindow(CMM);
  649. GH.windows().pushWindow(CMM->menu);
  650. if(!ourCampaign->isCampaignFinished())
  651. CMM->openCampaignLobby(ourCampaign);
  652. else
  653. {
  654. CMM->openCampaignScreen(ourCampaign->campaignSet);
  655. GH.windows().createAndPushWindow<CHighScoreInputScreen>(true, *highScoreCalc);
  656. }
  657. };
  658. if(epilogue.hasPrologEpilog)
  659. {
  660. GH.windows().createAndPushWindow<CPrologEpilogVideo>(epilogue, finisher);
  661. }
  662. else
  663. {
  664. CSH->campaignServerRestartLock.waitUntil(false);
  665. finisher();
  666. }
  667. });
  668. }
  669. void CServerHandler::showServerError(const std::string & txt) const
  670. {
  671. if(auto w = GH.windows().topWindow<CLoadingScreen>())
  672. GH.windows().popWindow(w);
  673. CInfoWindow::showInfoDialog(txt, {});
  674. }
  675. int CServerHandler::howManyPlayerInterfaces()
  676. {
  677. int playerInts = 0;
  678. for(auto pint : client->playerint)
  679. {
  680. if(dynamic_cast<CPlayerInterface *>(pint.second.get()))
  681. playerInts++;
  682. }
  683. return playerInts;
  684. }
  685. ui8 CServerHandler::getLoadMode()
  686. {
  687. if(loadMode != ELoadMode::TUTORIAL && state == EClientState::GAMEPLAY)
  688. {
  689. if(si->campState)
  690. return ELoadMode::CAMPAIGN;
  691. for(auto pn : playerNames)
  692. {
  693. if(pn.second.connection != c->connectionID)
  694. return ELoadMode::MULTI;
  695. }
  696. if(howManyPlayerInterfaces() > 1) //this condition will work for hotseat mode OR multiplayer with allowed more than 1 color per player to control
  697. return ELoadMode::MULTI;
  698. return ELoadMode::SINGLE;
  699. }
  700. return loadMode;
  701. }
  702. void CServerHandler::restoreLastSession()
  703. {
  704. auto loadSession = [this]()
  705. {
  706. uuid = settings["server"]["uuid"].String();
  707. for(auto & name : settings["server"]["names"].Vector())
  708. myNames.push_back(name.String());
  709. resetStateForLobby(StartInfo::LOAD_GAME, &myNames);
  710. screenType = ESelectionScreen::loadGame;
  711. justConnectToServer(settings["server"]["server"].String(), settings["server"]["port"].Integer());
  712. };
  713. auto cleanUpSession = []()
  714. {
  715. //reset settings
  716. Settings saveSession = settings.write["server"]["reconnect"];
  717. saveSession->Bool() = false;
  718. };
  719. CInfoWindow::showYesNoDialog(VLC->generaltexth->translate("vcmi.server.confirmReconnect"), {}, loadSession, cleanUpSession);
  720. }
  721. void CServerHandler::debugStartTest(std::string filename, bool save)
  722. {
  723. logGlobal->info("Starting debug test with file: %s", filename);
  724. auto mapInfo = std::make_shared<CMapInfo>();
  725. if(save)
  726. {
  727. resetStateForLobby(StartInfo::LOAD_GAME);
  728. mapInfo->saveInit(ResourcePath(filename, EResType::SAVEGAME));
  729. screenType = ESelectionScreen::loadGame;
  730. }
  731. else
  732. {
  733. resetStateForLobby(StartInfo::NEW_GAME);
  734. mapInfo->mapInit(filename);
  735. screenType = ESelectionScreen::newGame;
  736. }
  737. if(settings["session"]["donotstartserver"].Bool())
  738. justConnectToServer(localhostAddress, 3030);
  739. else
  740. startLocalServerAndConnect();
  741. boost::this_thread::sleep_for(boost::chrono::milliseconds(100));
  742. while(!settings["session"]["headless"].Bool() && !GH.windows().topWindow<CLobbyScreen>())
  743. boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
  744. while(!mi || mapInfo->fileURI != CSH->mi->fileURI)
  745. {
  746. setMapInfo(mapInfo);
  747. boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
  748. }
  749. // "Click" on color to remove us from it
  750. setPlayer(myFirstColor());
  751. while(myFirstColor() != PlayerColor::CANNOT_DETERMINE)
  752. boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
  753. while(true)
  754. {
  755. try
  756. {
  757. sendStartGame();
  758. break;
  759. }
  760. catch(...)
  761. {
  762. }
  763. boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
  764. }
  765. }
  766. class ServerHandlerCPackVisitor : public VCMI_LIB_WRAP_NAMESPACE(ICPackVisitor)
  767. {
  768. private:
  769. CServerHandler & handler;
  770. public:
  771. ServerHandlerCPackVisitor(CServerHandler & handler)
  772. :handler(handler)
  773. {
  774. }
  775. virtual bool callTyped() override { return false; }
  776. virtual void visitForLobby(CPackForLobby & lobbyPack) override
  777. {
  778. handler.visitForLobby(lobbyPack);
  779. }
  780. virtual void visitForClient(CPackForClient & clientPack) override
  781. {
  782. handler.visitForClient(clientPack);
  783. }
  784. };
  785. void CServerHandler::onPacketReceived(const std::shared_ptr<NetworkConnection> &, const std::vector<uint8_t> & message)
  786. {
  787. CPack * pack = c->retrievePack(message);
  788. if(state == EClientState::DISCONNECTING)
  789. {
  790. // FIXME: server shouldn't really send netpacks after it's tells client to disconnect
  791. // Though currently they'll be delivered and might cause crash.
  792. vstd::clear_pointer(pack);
  793. }
  794. else
  795. {
  796. ServerHandlerCPackVisitor visitor(*this);
  797. pack->visit(visitor);
  798. }
  799. }
  800. void CServerHandler::onDisconnected(const std::shared_ptr<NetworkConnection> &)
  801. {
  802. if(state == EClientState::DISCONNECTING)
  803. {
  804. logNetwork->info("Successfully closed connection to server, ending listening thread!");
  805. }
  806. else
  807. {
  808. logNetwork->error("Lost connection to server, ending listening thread! Connection has been closed");
  809. if(client)
  810. {
  811. state = EClientState::DISCONNECTING;
  812. GH.dispatchMainThread([]()
  813. {
  814. CSH->endGameplay();
  815. GH.defActionsDef = 63;
  816. CMM->menu->switchToTab("main");
  817. });
  818. }
  819. else
  820. {
  821. LobbyClientDisconnected lcd;
  822. lcd.clientId = c->connectionID;
  823. applyPackOnLobbyScreen(lcd);
  824. }
  825. }
  826. }
  827. void CServerHandler::visitForLobby(CPackForLobby & lobbyPack)
  828. {
  829. if(applier->getApplier(CTypeList::getInstance().getTypeID(&lobbyPack))->applyOnLobbyHandler(this, lobbyPack))
  830. {
  831. if(!settings["session"]["headless"].Bool())
  832. applyPackOnLobbyScreen(lobbyPack);
  833. }
  834. }
  835. void CServerHandler::visitForClient(CPackForClient & clientPack)
  836. {
  837. client->handlePack(&clientPack);
  838. }
  839. void CServerHandler::threadRunServer()
  840. {
  841. #if !defined(VCMI_MOBILE)
  842. setThreadName("runServer");
  843. const std::string logName = (VCMIDirs::get().userLogsPath() / "server_log.txt").string();
  844. std::string comm = VCMIDirs::get().serverPath().string()
  845. + " --port=" + std::to_string(getHostPort())
  846. + " --run-by-client"
  847. + " --uuid=" + uuid;
  848. if(settings["session"]["lobby"].Bool() && settings["session"]["host"].Bool())
  849. {
  850. comm += " --lobby=" + settings["session"]["address"].String();
  851. comm += " --connections=" + settings["session"]["hostConnections"].String();
  852. comm += " --lobby-port=" + std::to_string(settings["session"]["port"].Integer());
  853. comm += " --lobby-uuid=" + settings["session"]["hostUuid"].String();
  854. }
  855. comm += " > \"" + logName + '\"';
  856. logGlobal->info("Server command line: %s", comm);
  857. #ifdef VCMI_WINDOWS
  858. int result = -1;
  859. const auto bufSize = ::MultiByteToWideChar(CP_UTF8, 0, comm.c_str(), comm.size(), nullptr, 0);
  860. if(bufSize > 0)
  861. {
  862. std::wstring wComm(bufSize, {});
  863. const auto convertResult = ::MultiByteToWideChar(CP_UTF8, 0, comm.c_str(), comm.size(), &wComm[0], bufSize);
  864. if(convertResult > 0)
  865. result = ::_wsystem(wComm.c_str());
  866. else
  867. logNetwork->error("Error " + std::to_string(GetLastError()) + ": failed to convert server launch command to wide string: " + comm);
  868. }
  869. else
  870. logNetwork->error("Error " + std::to_string(GetLastError()) + ": failed to obtain buffer length to convert server launch command to wide string : " + comm);
  871. #else
  872. int result = std::system(comm.c_str());
  873. #endif
  874. if (result == 0)
  875. {
  876. logNetwork->info("Server closed correctly");
  877. }
  878. else
  879. {
  880. state = EClientState::CONNECTION_CANCELLED; // stop attempts to reconnect
  881. logNetwork->error("Error: server failed to close correctly or crashed!");
  882. logNetwork->error("Check %s for more info", logName);
  883. }
  884. onServerFinished();
  885. #endif
  886. }
  887. void CServerHandler::onServerFinished()
  888. {
  889. threadRunLocalServer.reset();
  890. if (CSH)
  891. CSH->campaignServerRestartLock.setn(false);
  892. }
  893. void CServerHandler::sendLobbyPack(const CPackForLobby & pack) const
  894. {
  895. if(state != EClientState::STARTING)
  896. c->sendPack(&pack);
  897. }