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CVCMIServer.cpp 31 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/campaign/CampaignState.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/CMapHeader.h"
  28. #include "../lib/rmg/CMapGenOptions.h"
  29. #include "../lib/NetPackVisitor.h"
  30. #include "LobbyNetPackVisitors.h"
  31. #ifdef VCMI_ANDROID
  32. #include <jni.h>
  33. #include <android/log.h>
  34. #include "lib/CAndroidVMHelper.h"
  35. #elif !defined(VCMI_IOS)
  36. #include "../lib/Interprocess.h"
  37. #endif
  38. #include "../lib/VCMI_Lib.h"
  39. #include "../lib/VCMIDirs.h"
  40. #include "CGameHandler.h"
  41. #include "PlayerMessageProcessor.h"
  42. #include "../lib/mapping/CMapInfo.h"
  43. #include "../lib/GameConstants.h"
  44. #include "../lib/logging/CBasicLogConfigurator.h"
  45. #include "../lib/CConfigHandler.h"
  46. #include "../lib/ScopeGuard.h"
  47. #include "../lib/serializer/CMemorySerializer.h"
  48. #include "../lib/serializer/Cast.h"
  49. #include "../lib/UnlockGuard.h"
  50. // for applier
  51. #include "../lib/registerTypes/RegisterTypes.h"
  52. // UUID generation
  53. #include <boost/uuid/uuid.hpp>
  54. #include <boost/uuid/uuid_io.hpp>
  55. #include <boost/uuid/uuid_generators.hpp>
  56. #include "../lib/gameState/CGameState.h"
  57. template<typename T> class CApplyOnServer;
  58. class CBaseForServerApply
  59. {
  60. public:
  61. virtual bool applyOnServerBefore(CVCMIServer * srv, void * pack) const =0;
  62. virtual void applyOnServerAfter(CVCMIServer * srv, void * pack) const =0;
  63. virtual ~CBaseForServerApply() {}
  64. template<typename U> static CBaseForServerApply * getApplier(const U * t = nullptr)
  65. {
  66. return new CApplyOnServer<U>();
  67. }
  68. };
  69. template <typename T> class CApplyOnServer : public CBaseForServerApply
  70. {
  71. public:
  72. bool applyOnServerBefore(CVCMIServer * srv, void * pack) const override
  73. {
  74. T * ptr = static_cast<T *>(pack);
  75. ClientPermissionsCheckerNetPackVisitor checker(*srv);
  76. ptr->visit(checker);
  77. if(checker.getResult())
  78. {
  79. boost::unique_lock<boost::mutex> stateLock(srv->stateMutex);
  80. ApplyOnServerNetPackVisitor applier(*srv);
  81. ptr->visit(applier);
  82. return applier.getResult();
  83. }
  84. else
  85. return false;
  86. }
  87. void applyOnServerAfter(CVCMIServer * srv, void * pack) const override
  88. {
  89. T * ptr = static_cast<T *>(pack);
  90. ApplyOnServerAfterAnnounceNetPackVisitor applier(*srv);
  91. ptr->visit(applier);
  92. }
  93. };
  94. template <>
  95. class CApplyOnServer<CPack> : public CBaseForServerApply
  96. {
  97. public:
  98. bool applyOnServerBefore(CVCMIServer * srv, void * pack) const override
  99. {
  100. logGlobal->error("Cannot apply plain CPack!");
  101. assert(0);
  102. return false;
  103. }
  104. void applyOnServerAfter(CVCMIServer * srv, void * pack) const override
  105. {
  106. logGlobal->error("Cannot apply plain CPack!");
  107. assert(0);
  108. }
  109. };
  110. std::string SERVER_NAME_AFFIX = "server";
  111. std::string SERVER_NAME = GameConstants::VCMI_VERSION + std::string(" (") + SERVER_NAME_AFFIX + ')';
  112. CVCMIServer::CVCMIServer(boost::program_options::variables_map & opts)
  113. : port(3030), io(std::make_shared<boost::asio::io_service>()), state(EServerState::LOBBY), cmdLineOptions(opts), currentClientId(1), currentPlayerId(1), restartGameplay(false)
  114. {
  115. uuid = boost::uuids::to_string(boost::uuids::random_generator()());
  116. logNetwork->trace("CVCMIServer created! UUID: %s", uuid);
  117. applier = std::make_shared<CApplier<CBaseForServerApply>>();
  118. registerTypesLobbyPacks(*applier);
  119. if(cmdLineOptions.count("port"))
  120. port = cmdLineOptions["port"].as<ui16>();
  121. logNetwork->info("Port %d will be used", port);
  122. try
  123. {
  124. acceptor = std::make_shared<TAcceptor>(*io, boost::asio::ip::tcp::endpoint(boost::asio::ip::tcp::v4(), port));
  125. }
  126. catch(...)
  127. {
  128. logNetwork->info("Port %d is busy, trying to use random port instead", port);
  129. if(cmdLineOptions.count("run-by-client") && !cmdLineOptions.count("enable-shm"))
  130. {
  131. logNetwork->error("Cant pass port number to client without shared memory!", port);
  132. exit(0);
  133. }
  134. acceptor = std::make_shared<TAcceptor>(*io, boost::asio::ip::tcp::endpoint(boost::asio::ip::tcp::v4(), 0));
  135. port = acceptor->local_endpoint().port();
  136. }
  137. logNetwork->info("Listening for connections at port %d", port);
  138. }
  139. CVCMIServer::~CVCMIServer()
  140. {
  141. announceQueue.clear();
  142. if(announceLobbyThread)
  143. announceLobbyThread->join();
  144. }
  145. void CVCMIServer::run()
  146. {
  147. if(!restartGameplay)
  148. {
  149. this->announceLobbyThread = std::make_unique<boost::thread>(&CVCMIServer::threadAnnounceLobby, this);
  150. #if !defined(VCMI_MOBILE)
  151. if(cmdLineOptions.count("enable-shm"))
  152. {
  153. std::string sharedMemoryName = "vcmi_memory";
  154. if(cmdLineOptions.count("enable-shm-uuid") && cmdLineOptions.count("uuid"))
  155. {
  156. sharedMemoryName += "_" + cmdLineOptions["uuid"].as<std::string>();
  157. }
  158. shm = std::make_shared<SharedMemory>(sharedMemoryName);
  159. }
  160. #endif
  161. startAsyncAccept();
  162. if(!remoteConnectionsThread && cmdLineOptions.count("lobby"))
  163. {
  164. remoteConnectionsThread = std::make_unique<boost::thread>(&CVCMIServer::establishRemoteConnections, this);
  165. }
  166. #if defined(VCMI_ANDROID)
  167. #ifndef SINGLE_PROCESS_APP
  168. CAndroidVMHelper vmHelper;
  169. vmHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "onServerReady");
  170. #endif
  171. #elif !defined(VCMI_IOS)
  172. if(shm)
  173. {
  174. shm->sr->setToReadyAndNotify(port);
  175. }
  176. #endif
  177. }
  178. while(state == EServerState::LOBBY || state == EServerState::GAMEPLAY_STARTING)
  179. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  180. logNetwork->info("Thread handling connections ended");
  181. if(state == EServerState::GAMEPLAY)
  182. {
  183. gh->run(si->mode == StartInfo::LOAD_GAME);
  184. }
  185. while(state == EServerState::GAMEPLAY_ENDED)
  186. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  187. }
  188. void CVCMIServer::establishRemoteConnections()
  189. {
  190. //wait for host connection
  191. while(connections.empty())
  192. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  193. uuid = cmdLineOptions["lobby-uuid"].as<std::string>();
  194. int numOfConnections = cmdLineOptions["connections"].as<ui16>();
  195. auto address = cmdLineOptions["lobby"].as<std::string>();
  196. int port = cmdLineOptions["lobby-port"].as<ui16>();
  197. logGlobal->info("Server is connecting to remote at %s:%d with uuid %s %d times", address, port, uuid, numOfConnections);
  198. for(int i = 0; i < numOfConnections; ++i)
  199. connectToRemote(address, port);
  200. }
  201. void CVCMIServer::connectToRemote(const std::string & addr, int port)
  202. {
  203. std::shared_ptr<CConnection> c;
  204. try
  205. {
  206. logNetwork->info("Establishing connection...");
  207. c = std::make_shared<CConnection>(addr, port, SERVER_NAME, uuid);
  208. }
  209. catch(...)
  210. {
  211. logNetwork->error("\nCannot establish remote connection!");
  212. }
  213. if(c)
  214. {
  215. connections.insert(c);
  216. c->handler = std::make_shared<boost::thread>(&CVCMIServer::threadHandleClient, this, c);
  217. }
  218. }
  219. void CVCMIServer::threadAnnounceLobby()
  220. {
  221. while(state != EServerState::SHUTDOWN)
  222. {
  223. {
  224. boost::unique_lock<boost::recursive_mutex> myLock(mx);
  225. while(!announceQueue.empty())
  226. {
  227. announcePack(std::move(announceQueue.front()));
  228. announceQueue.pop_front();
  229. }
  230. if(acceptor)
  231. {
  232. io->reset();
  233. io->poll();
  234. }
  235. }
  236. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  237. }
  238. }
  239. void CVCMIServer::prepareToRestart()
  240. {
  241. if(state == EServerState::GAMEPLAY)
  242. {
  243. restartGameplay = true;
  244. * si = * gh->gs->initialOpts;
  245. si->seedToBeUsed = si->seedPostInit = 0;
  246. state = EServerState::LOBBY;
  247. if (si->campState)
  248. {
  249. assert(si->campState->currentScenario().has_value());
  250. campaignMap = si->campState->currentScenario().value_or(CampaignScenarioID(0));
  251. campaignBonus = si->campState->getBonusID(campaignMap).value_or(-1);
  252. }
  253. // FIXME: dirry hack to make sure old CGameHandler::run is finished
  254. boost::this_thread::sleep(boost::posix_time::milliseconds(1000));
  255. }
  256. for(auto c : connections)
  257. {
  258. c->enterLobbyConnectionMode();
  259. c->disableStackSendingByID();
  260. }
  261. boost::unique_lock<boost::recursive_mutex> queueLock(mx);
  262. gh = nullptr;
  263. }
  264. bool CVCMIServer::prepareToStartGame()
  265. {
  266. gh = std::make_shared<CGameHandler>(this);
  267. switch(si->mode)
  268. {
  269. case StartInfo::CAMPAIGN:
  270. logNetwork->info("Preparing to start new campaign");
  271. si->campState->setCurrentMap(campaignMap);
  272. si->campState->setCurrentMapBonus(campaignBonus);
  273. gh->init(si.get());
  274. break;
  275. case StartInfo::NEW_GAME:
  276. logNetwork->info("Preparing to start new game");
  277. gh->init(si.get());
  278. break;
  279. case StartInfo::LOAD_GAME:
  280. logNetwork->info("Preparing to start loaded game");
  281. if(!gh->load(si->mapname))
  282. return false;
  283. break;
  284. default:
  285. logNetwork->error("Wrong mode in StartInfo!");
  286. assert(0);
  287. break;
  288. }
  289. state = EServerState::GAMEPLAY_STARTING;
  290. return true;
  291. }
  292. void CVCMIServer::startGameImmidiately()
  293. {
  294. for(auto c : connections)
  295. c->enterGameplayConnectionMode(gh->gs);
  296. state = EServerState::GAMEPLAY;
  297. }
  298. void CVCMIServer::startAsyncAccept()
  299. {
  300. assert(!upcomingConnection);
  301. assert(acceptor);
  302. #if BOOST_VERSION >= 107000 // Boost version >= 1.70
  303. upcomingConnection = std::make_shared<TSocket>(acceptor->get_executor());
  304. #else
  305. upcomingConnection = std::make_shared<TSocket>(acceptor->get_io_service());
  306. #endif
  307. acceptor->async_accept(*upcomingConnection, std::bind(&CVCMIServer::connectionAccepted, this, _1));
  308. }
  309. void CVCMIServer::connectionAccepted(const boost::system::error_code & ec)
  310. {
  311. if(ec)
  312. {
  313. if(state != EServerState::SHUTDOWN)
  314. logNetwork->info("Something wrong during accepting: %s", ec.message());
  315. return;
  316. }
  317. try
  318. {
  319. if(state == EServerState::LOBBY || !hangingConnections.empty())
  320. {
  321. logNetwork->info("We got a new connection! :)");
  322. auto c = std::make_shared<CConnection>(upcomingConnection, SERVER_NAME, uuid);
  323. upcomingConnection.reset();
  324. connections.insert(c);
  325. c->handler = std::make_shared<boost::thread>(&CVCMIServer::threadHandleClient, this, c);
  326. }
  327. }
  328. catch(std::exception & e)
  329. {
  330. logNetwork->error("Failure processing new connection! %s", e.what());
  331. upcomingConnection.reset();
  332. }
  333. startAsyncAccept();
  334. }
  335. class CVCMIServerPackVisitor : public VCMI_LIB_WRAP_NAMESPACE(ICPackVisitor)
  336. {
  337. private:
  338. CVCMIServer & handler;
  339. std::shared_ptr<CGameHandler> gh;
  340. public:
  341. CVCMIServerPackVisitor(CVCMIServer & handler, std::shared_ptr<CGameHandler> gh)
  342. :handler(handler), gh(gh)
  343. {
  344. }
  345. virtual bool callTyped() override { return false; }
  346. virtual void visitForLobby(CPackForLobby & packForLobby) override
  347. {
  348. handler.handleReceivedPack(std::unique_ptr<CPackForLobby>(&packForLobby));
  349. }
  350. virtual void visitForServer(CPackForServer & serverPack) override
  351. {
  352. if (gh)
  353. gh->handleReceivedPack(&serverPack);
  354. else
  355. logNetwork->error("Received pack for game server while in lobby!");
  356. }
  357. virtual void visitForClient(CPackForClient & clientPack) override
  358. {
  359. }
  360. };
  361. void CVCMIServer::threadHandleClient(std::shared_ptr<CConnection> c)
  362. {
  363. setThreadName("CVCMIServer::handleConnection");
  364. c->enterLobbyConnectionMode();
  365. while(c->connected)
  366. {
  367. CPack * pack;
  368. try
  369. {
  370. pack = c->retrievePack();
  371. }
  372. catch(boost::system::system_error & e)
  373. {
  374. if (e.code() == boost::asio::error::eof)
  375. logNetwork->error("Network error receiving a pack. Connection has been closed");
  376. else
  377. logNetwork->error("Network error receiving a pack. Connection %s dies. What happened: %s", c->toString(), e.what());
  378. hangingConnections.insert(c);
  379. connections.erase(c);
  380. if(connections.empty() || hostClient == c)
  381. state = EServerState::SHUTDOWN;
  382. if(gh && state == EServerState::GAMEPLAY)
  383. {
  384. gh->handleClientDisconnection(c);
  385. }
  386. break;
  387. }
  388. CVCMIServerPackVisitor visitor(*this, this->gh);
  389. pack->visit(visitor);
  390. }
  391. boost::unique_lock<boost::recursive_mutex> queueLock(mx);
  392. if(c->connected)
  393. {
  394. auto lcd = std::make_unique<LobbyClientDisconnected>();
  395. lcd->c = c;
  396. lcd->clientId = c->connectionID;
  397. handleReceivedPack(std::move(lcd));
  398. }
  399. logNetwork->info("Thread listening for %s ended", c->toString());
  400. c->handler.reset();
  401. }
  402. void CVCMIServer::handleReceivedPack(std::unique_ptr<CPackForLobby> pack)
  403. {
  404. CBaseForServerApply * apply = applier->getApplier(typeList.getTypeID(pack.get()));
  405. if(apply->applyOnServerBefore(this, pack.get()))
  406. addToAnnounceQueue(std::move(pack));
  407. }
  408. void CVCMIServer::announcePack(std::unique_ptr<CPackForLobby> pack)
  409. {
  410. for(auto c : connections)
  411. {
  412. // FIXME: we need to avoid sending something to client that not yet get answer for LobbyClientConnected
  413. // Until UUID set we only pass LobbyClientConnected to this client
  414. if(c->uuid == uuid && !dynamic_cast<LobbyClientConnected *>(pack.get()))
  415. continue;
  416. c->sendPack(pack.get());
  417. }
  418. applier->getApplier(typeList.getTypeID(pack.get()))->applyOnServerAfter(this, pack.get());
  419. }
  420. void CVCMIServer::announceMessage(const std::string & txt)
  421. {
  422. logNetwork->info("Show message: %s", txt);
  423. auto cm = std::make_unique<LobbyShowMessage>();
  424. cm->message = txt;
  425. addToAnnounceQueue(std::move(cm));
  426. }
  427. void CVCMIServer::announceTxt(const std::string & txt, const std::string & playerName)
  428. {
  429. logNetwork->info("%s says: %s", playerName, txt);
  430. auto cm = std::make_unique<LobbyChatMessage>();
  431. cm->playerName = playerName;
  432. cm->message = txt;
  433. addToAnnounceQueue(std::move(cm));
  434. }
  435. void CVCMIServer::addToAnnounceQueue(std::unique_ptr<CPackForLobby> pack)
  436. {
  437. boost::unique_lock<boost::recursive_mutex> queueLock(mx);
  438. announceQueue.push_back(std::move(pack));
  439. }
  440. bool CVCMIServer::passHost(int toConnectionId)
  441. {
  442. for(auto c : connections)
  443. {
  444. if(isClientHost(c->connectionID))
  445. continue;
  446. if(c->connectionID != toConnectionId)
  447. continue;
  448. hostClient = c;
  449. hostClientId = c->connectionID;
  450. announceTxt(boost::str(boost::format("Pass host to connection %d") % toConnectionId));
  451. return true;
  452. }
  453. return false;
  454. }
  455. void CVCMIServer::clientConnected(std::shared_ptr<CConnection> c, std::vector<std::string> & names, std::string uuid, StartInfo::EMode mode)
  456. {
  457. if(state == EServerState::LOBBY)
  458. c->connectionID = currentClientId++;
  459. if(!hostClient)
  460. {
  461. hostClient = c;
  462. hostClientId = c->connectionID;
  463. si->mode = mode;
  464. }
  465. logNetwork->info("Connection with client %d established. UUID: %s", c->connectionID, c->uuid);
  466. if(state == EServerState::LOBBY)
  467. {
  468. for(auto & name : names)
  469. {
  470. logNetwork->info("Client %d player: %s", c->connectionID, name);
  471. ui8 id = currentPlayerId++;
  472. ClientPlayer cp;
  473. cp.connection = c->connectionID;
  474. cp.name = name;
  475. playerNames.insert(std::make_pair(id, cp));
  476. announceTxt(boost::str(boost::format("%s (pid %d cid %d) joins the game") % name % id % c->connectionID));
  477. //put new player in first slot with AI
  478. for(auto & elem : si->playerInfos)
  479. {
  480. if(elem.second.isControlledByAI() && !elem.second.compOnly)
  481. {
  482. setPlayerConnectedId(elem.second, id);
  483. break;
  484. }
  485. }
  486. }
  487. }
  488. }
  489. void CVCMIServer::clientDisconnected(std::shared_ptr<CConnection> c)
  490. {
  491. connections -= c;
  492. if(connections.empty() || hostClient == c)
  493. {
  494. state = EServerState::SHUTDOWN;
  495. return;
  496. }
  497. PlayerReinitInterface startAiPack;
  498. startAiPack.playerConnectionId = PlayerSettings::PLAYER_AI;
  499. for(auto it = playerNames.begin(); it != playerNames.end();)
  500. {
  501. if(it->second.connection != c->connectionID)
  502. {
  503. ++it;
  504. continue;
  505. }
  506. int id = it->first;
  507. std::string playerLeftMsgText = boost::str(boost::format("%s (pid %d cid %d) left the game") % id % playerNames[id].name % c->connectionID);
  508. announceTxt(playerLeftMsgText); //send lobby text, it will be ignored for non-lobby clients
  509. auto * playerSettings = si->getPlayersSettings(id);
  510. if(!playerSettings)
  511. {
  512. ++it;
  513. continue;
  514. }
  515. it = playerNames.erase(it);
  516. setPlayerConnectedId(*playerSettings, PlayerSettings::PLAYER_AI);
  517. if(gh && si && state == EServerState::GAMEPLAY)
  518. {
  519. gh->playerMessages->broadcastMessage(playerSettings->color, playerLeftMsgText);
  520. gh->connections[playerSettings->color].insert(hostClient);
  521. startAiPack.players.push_back(playerSettings->color);
  522. }
  523. }
  524. if(!startAiPack.players.empty())
  525. gh->sendAndApply(&startAiPack);
  526. }
  527. void CVCMIServer::reconnectPlayer(int connId)
  528. {
  529. PlayerReinitInterface startAiPack;
  530. startAiPack.playerConnectionId = connId;
  531. if(gh && si && state == EServerState::GAMEPLAY)
  532. {
  533. for(auto it = playerNames.begin(); it != playerNames.end(); ++it)
  534. {
  535. if(it->second.connection != connId)
  536. continue;
  537. int id = it->first;
  538. auto * playerSettings = si->getPlayersSettings(id);
  539. if(!playerSettings)
  540. continue;
  541. std::string messageText = boost::str(boost::format("%s (cid %d) is connected") % playerSettings->name % connId);
  542. gh->playerMessages->broadcastMessage(playerSettings->color, messageText);
  543. startAiPack.players.push_back(playerSettings->color);
  544. }
  545. if(!startAiPack.players.empty())
  546. gh->sendAndApply(&startAiPack);
  547. }
  548. }
  549. void CVCMIServer::setPlayerConnectedId(PlayerSettings & pset, ui8 player) const
  550. {
  551. if(vstd::contains(playerNames, player))
  552. pset.name = playerNames.find(player)->second.name;
  553. else
  554. pset.name = VLC->generaltexth->allTexts[468]; //Computer
  555. pset.connectedPlayerIDs.clear();
  556. if(player != PlayerSettings::PLAYER_AI)
  557. pset.connectedPlayerIDs.insert(player);
  558. }
  559. void CVCMIServer::updateStartInfoOnMapChange(std::shared_ptr<CMapInfo> mapInfo, std::shared_ptr<CMapGenOptions> mapGenOpts)
  560. {
  561. mi = mapInfo;
  562. if(!mi)
  563. return;
  564. auto namesIt = playerNames.cbegin();
  565. si->playerInfos.clear();
  566. if(mi->scenarioOptionsOfSave)
  567. {
  568. si = CMemorySerializer::deepCopy(*mi->scenarioOptionsOfSave);
  569. si->mode = StartInfo::LOAD_GAME;
  570. if(si->campState)
  571. campaignMap = si->campState->currentScenario().value();
  572. for(auto & ps : si->playerInfos)
  573. {
  574. if(!ps.second.compOnly && ps.second.connectedPlayerIDs.size() && namesIt != playerNames.cend())
  575. {
  576. setPlayerConnectedId(ps.second, namesIt++->first);
  577. }
  578. else
  579. {
  580. setPlayerConnectedId(ps.second, PlayerSettings::PLAYER_AI);
  581. }
  582. }
  583. }
  584. else if(si->mode == StartInfo::NEW_GAME || si->mode == StartInfo::CAMPAIGN)
  585. {
  586. if(mi->campaign)
  587. return;
  588. for(int i = 0; i < mi->mapHeader->players.size(); i++)
  589. {
  590. const PlayerInfo & pinfo = mi->mapHeader->players[i];
  591. //neither computer nor human can play - no player
  592. if(!(pinfo.canHumanPlay || pinfo.canComputerPlay))
  593. continue;
  594. PlayerSettings & pset = si->playerInfos[PlayerColor(i)];
  595. pset.color = PlayerColor(i);
  596. if(pinfo.canHumanPlay && namesIt != playerNames.cend())
  597. {
  598. setPlayerConnectedId(pset, namesIt++->first);
  599. }
  600. else
  601. {
  602. setPlayerConnectedId(pset, PlayerSettings::PLAYER_AI);
  603. if(!pinfo.canHumanPlay)
  604. {
  605. pset.compOnly = true;
  606. }
  607. }
  608. pset.castle = pinfo.defaultCastle();
  609. pset.hero = pinfo.defaultHero();
  610. if(pset.hero != PlayerSettings::RANDOM && pinfo.hasCustomMainHero())
  611. {
  612. pset.hero = pinfo.mainCustomHeroId;
  613. pset.heroName = pinfo.mainCustomHeroName;
  614. pset.heroPortrait = pinfo.mainCustomHeroPortrait;
  615. }
  616. pset.handicap = PlayerSettings::NO_HANDICAP;
  617. }
  618. if(mi->isRandomMap && mapGenOpts)
  619. si->mapGenOptions = std::shared_ptr<CMapGenOptions>(mapGenOpts);
  620. else
  621. si->mapGenOptions.reset();
  622. }
  623. si->mapname = mi->fileURI;
  624. }
  625. void CVCMIServer::updateAndPropagateLobbyState()
  626. {
  627. boost::unique_lock<boost::mutex> stateLock(stateMutex);
  628. // Update player settings for RMG
  629. // TODO: find appropriate location for this code
  630. if(si->mapGenOptions && si->mode == StartInfo::NEW_GAME)
  631. {
  632. for(const auto & psetPair : si->playerInfos)
  633. {
  634. const auto & pset = psetPair.second;
  635. si->mapGenOptions->setStartingTownForPlayer(pset.color, pset.castle);
  636. if(pset.isControlledByHuman())
  637. {
  638. si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::HUMAN);
  639. }
  640. }
  641. }
  642. auto lus = std::make_unique<LobbyUpdateState>();
  643. lus->state = *this;
  644. addToAnnounceQueue(std::move(lus));
  645. }
  646. void CVCMIServer::setPlayer(PlayerColor clickedColor)
  647. {
  648. struct PlayerToRestore
  649. {
  650. PlayerColor color;
  651. int id;
  652. void reset() { id = -1; color = PlayerColor::CANNOT_DETERMINE; }
  653. PlayerToRestore(){ reset(); }
  654. } playerToRestore;
  655. PlayerSettings & clicked = si->playerInfos[clickedColor];
  656. //identify clicked player
  657. int clickedNameID = 0; //number of player - zero means AI, assume it initially
  658. if(clicked.isControlledByHuman())
  659. clickedNameID = *(clicked.connectedPlayerIDs.begin()); //if not AI - set appropiate ID
  660. if(clickedNameID > 0 && playerToRestore.id == clickedNameID) //player to restore is about to being replaced -> put him back to the old place
  661. {
  662. PlayerSettings & restPos = si->playerInfos[playerToRestore.color];
  663. setPlayerConnectedId(restPos, playerToRestore.id);
  664. playerToRestore.reset();
  665. }
  666. int newPlayer; //which player will take clicked position
  667. //who will be put here?
  668. if(!clickedNameID) //AI player clicked -> if possible replace computer with unallocated player
  669. {
  670. newPlayer = getIdOfFirstUnallocatedPlayer();
  671. if(!newPlayer) //no "free" player -> get just first one
  672. newPlayer = playerNames.begin()->first;
  673. }
  674. else //human clicked -> take next
  675. {
  676. auto i = playerNames.find(clickedNameID); //clicked one
  677. i++; //player AFTER clicked one
  678. if(i != playerNames.end())
  679. newPlayer = i->first;
  680. else
  681. newPlayer = 0; //AI if we scrolled through all players
  682. }
  683. setPlayerConnectedId(clicked, newPlayer); //put player
  684. //if that player was somewhere else, we need to replace him with computer
  685. if(newPlayer) //not AI
  686. {
  687. for(auto i = si->playerInfos.begin(); i != si->playerInfos.end(); i++)
  688. {
  689. int curNameID = *(i->second.connectedPlayerIDs.begin());
  690. if(i->first != clickedColor && curNameID == newPlayer)
  691. {
  692. assert(i->second.connectedPlayerIDs.size());
  693. playerToRestore.color = i->first;
  694. playerToRestore.id = newPlayer;
  695. setPlayerConnectedId(i->second, PlayerSettings::PLAYER_AI); //set computer
  696. break;
  697. }
  698. }
  699. }
  700. }
  701. void CVCMIServer::optionNextCastle(PlayerColor player, int dir)
  702. {
  703. PlayerSettings & s = si->playerInfos[player];
  704. FactionID & cur = s.castle;
  705. auto & allowed = getPlayerInfo(player.getNum()).allowedFactions;
  706. const bool allowRandomTown = getPlayerInfo(player.getNum()).isFactionRandom;
  707. if(cur == PlayerSettings::NONE) //no change
  708. return;
  709. if(cur == PlayerSettings::RANDOM) //first/last available
  710. {
  711. if(dir > 0)
  712. cur = *allowed.begin(); //id of first town
  713. else
  714. cur = *allowed.rbegin(); //id of last town
  715. }
  716. else // next/previous available
  717. {
  718. if((cur == *allowed.begin() && dir < 0) || (cur == *allowed.rbegin() && dir > 0))
  719. {
  720. if(allowRandomTown)
  721. {
  722. cur = PlayerSettings::RANDOM;
  723. }
  724. else
  725. {
  726. if(dir > 0)
  727. cur = *allowed.begin();
  728. else
  729. cur = *allowed.rbegin();
  730. }
  731. }
  732. else
  733. {
  734. assert(dir >= -1 && dir <= 1); //othervice std::advance may go out of range
  735. auto iter = allowed.find(cur);
  736. std::advance(iter, dir);
  737. cur = *iter;
  738. }
  739. }
  740. if(s.hero >= 0 && !getPlayerInfo(player.getNum()).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
  741. {
  742. s.hero = PlayerSettings::RANDOM;
  743. }
  744. if(cur < 0 && s.bonus == PlayerSettings::RESOURCE)
  745. s.bonus = PlayerSettings::RANDOM;
  746. }
  747. void CVCMIServer::setCampaignMap(CampaignScenarioID mapId)
  748. {
  749. campaignMap = mapId;
  750. si->difficulty = si->campState->scenario(mapId).difficulty;
  751. campaignBonus = -1;
  752. updateStartInfoOnMapChange(si->campState->getMapInfo(mapId));
  753. }
  754. void CVCMIServer::setCampaignBonus(int bonusId)
  755. {
  756. campaignBonus = bonusId;
  757. const CampaignScenario & scenario = si->campState->scenario(campaignMap);
  758. const std::vector<CampaignBonus> & bonDescs = scenario.travelOptions.bonusesToChoose;
  759. if(bonDescs[bonusId].type == CampaignBonusType::HERO)
  760. {
  761. for(auto & elem : si->playerInfos)
  762. {
  763. if(elem.first == PlayerColor(bonDescs[bonusId].info1))
  764. setPlayerConnectedId(elem.second, 1);
  765. else
  766. setPlayerConnectedId(elem.second, PlayerSettings::PLAYER_AI);
  767. }
  768. }
  769. }
  770. void CVCMIServer::optionNextHero(PlayerColor player, int dir)
  771. {
  772. PlayerSettings & s = si->playerInfos[player];
  773. if(s.castle < 0 || s.hero == PlayerSettings::NONE)
  774. return;
  775. if(s.hero == PlayerSettings::RANDOM) // first/last available
  776. {
  777. int max = static_cast<int>(VLC->heroh->size()),
  778. min = 0;
  779. s.hero = nextAllowedHero(player, min, max, 0, dir);
  780. }
  781. else
  782. {
  783. if(dir > 0)
  784. s.hero = nextAllowedHero(player, s.hero, (int)VLC->heroh->size(), 1, dir);
  785. else
  786. s.hero = nextAllowedHero(player, -1, s.hero, 1, dir); // min needs to be -1 -- hero at index 0 would be skipped otherwise
  787. }
  788. }
  789. int CVCMIServer::nextAllowedHero(PlayerColor player, int min, int max, int incl, int dir)
  790. {
  791. if(dir > 0)
  792. {
  793. for(int i = min + incl; i <= max - incl; i++)
  794. if(canUseThisHero(player, i))
  795. return i;
  796. }
  797. else
  798. {
  799. for(int i = max - incl; i >= min + incl; i--)
  800. if(canUseThisHero(player, i))
  801. return i;
  802. }
  803. return -1;
  804. }
  805. void CVCMIServer::optionNextBonus(PlayerColor player, int dir)
  806. {
  807. PlayerSettings & s = si->playerInfos[player];
  808. PlayerSettings::Ebonus & ret = s.bonus = static_cast<PlayerSettings::Ebonus>(static_cast<int>(s.bonus) + dir);
  809. if(s.hero == PlayerSettings::NONE &&
  810. !getPlayerInfo(player.getNum()).heroesNames.size() &&
  811. ret == PlayerSettings::ARTIFACT) //no hero - can't be artifact
  812. {
  813. if(dir < 0)
  814. ret = PlayerSettings::RANDOM;
  815. else
  816. ret = PlayerSettings::GOLD;
  817. }
  818. if(ret > PlayerSettings::RESOURCE)
  819. ret = PlayerSettings::RANDOM;
  820. if(ret < PlayerSettings::RANDOM)
  821. ret = PlayerSettings::RESOURCE;
  822. if(s.castle == PlayerSettings::RANDOM && ret == PlayerSettings::RESOURCE) //random castle - can't be resource
  823. {
  824. if(dir < 0)
  825. ret = PlayerSettings::GOLD;
  826. else
  827. ret = PlayerSettings::RANDOM;
  828. }
  829. }
  830. bool CVCMIServer::canUseThisHero(PlayerColor player, int ID)
  831. {
  832. return VLC->heroh->size() > ID
  833. && si->playerInfos[player].castle == VLC->heroh->objects[ID]->heroClass->faction
  834. && !vstd::contains(getUsedHeroes(), ID)
  835. && mi->mapHeader->allowedHeroes[ID];
  836. }
  837. std::vector<int> CVCMIServer::getUsedHeroes()
  838. {
  839. std::vector<int> heroIds;
  840. for(auto & p : si->playerInfos)
  841. {
  842. const auto & heroes = getPlayerInfo(p.first.getNum()).heroesNames;
  843. for(auto & hero : heroes)
  844. if(hero.heroId >= 0) //in VCMI map format heroId = -1 means random hero
  845. heroIds.push_back(hero.heroId);
  846. if(p.second.hero != PlayerSettings::RANDOM)
  847. heroIds.push_back(p.second.hero);
  848. }
  849. return heroIds;
  850. }
  851. ui8 CVCMIServer::getIdOfFirstUnallocatedPlayer() const
  852. {
  853. for(auto i = playerNames.cbegin(); i != playerNames.cend(); i++)
  854. {
  855. if(!si->getPlayersSettings(i->first))
  856. return i->first;
  857. }
  858. return 0;
  859. }
  860. static void handleCommandOptions(int argc, const char * argv[], boost::program_options::variables_map & options)
  861. {
  862. namespace po = boost::program_options;
  863. po::options_description opts("Allowed options");
  864. opts.add_options()
  865. ("help,h", "display help and exit")
  866. ("version,v", "display version information and exit")
  867. ("run-by-client", "indicate that server launched by client on same machine")
  868. ("uuid", po::value<std::string>(), "")
  869. ("enable-shm-uuid", "use UUID for shared memory identifier")
  870. ("enable-shm", "enable usage of shared memory")
  871. ("port", po::value<ui16>(), "port at which server will listen to connections from client")
  872. ("lobby", po::value<std::string>(), "address to remote lobby")
  873. ("lobby-port", po::value<ui16>(), "port at which server connect to remote lobby")
  874. ("lobby-uuid", po::value<std::string>(), "")
  875. ("connections", po::value<ui16>(), "amount of connections to remote lobby");
  876. if(argc > 1)
  877. {
  878. try
  879. {
  880. po::store(po::parse_command_line(argc, argv, opts), options);
  881. }
  882. catch(po::error & e)
  883. {
  884. std::cerr << "Failure during parsing command-line options:\n" << e.what() << std::endl;
  885. }
  886. }
  887. #ifdef SINGLE_PROCESS_APP
  888. options.emplace("run-by-client", po::variable_value{true, true});
  889. #endif
  890. po::notify(options);
  891. #ifndef SINGLE_PROCESS_APP
  892. if(options.count("help"))
  893. {
  894. auto time = std::time(0);
  895. printf("%s - A Heroes of Might and Magic 3 clone\n", GameConstants::VCMI_VERSION.c_str());
  896. printf("Copyright (C) 2007-%d VCMI dev team - see AUTHORS file\n", std::localtime(&time)->tm_year + 1900);
  897. printf("This is free software; see the source for copying conditions. There is NO\n");
  898. printf("warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.\n");
  899. printf("\n");
  900. std::cout << opts;
  901. exit(0);
  902. }
  903. if(options.count("version"))
  904. {
  905. printf("%s\n", GameConstants::VCMI_VERSION.c_str());
  906. std::cout << VCMIDirs::get().genHelpString();
  907. exit(0);
  908. }
  909. #endif
  910. }
  911. #ifdef SINGLE_PROCESS_APP
  912. #define main server_main
  913. #endif
  914. #if VCMI_ANDROID_DUAL_PROCESS
  915. void CVCMIServer::create()
  916. {
  917. const int argc = 1;
  918. const char * argv[argc] = { "android-server" };
  919. #else
  920. int main(int argc, const char * argv[])
  921. {
  922. #endif
  923. #if !defined(VCMI_ANDROID) && !defined(SINGLE_PROCESS_APP)
  924. // Correct working dir executable folder (not bundle folder) so we can use executable relative paths
  925. boost::filesystem::current_path(boost::filesystem::system_complete(argv[0]).parent_path());
  926. #endif
  927. #ifndef VCMI_IOS
  928. console = new CConsoleHandler();
  929. #endif
  930. CBasicLogConfigurator logConfig(VCMIDirs::get().userLogsPath() / "VCMI_Server_log.txt", console);
  931. logConfig.configureDefault();
  932. logGlobal->info(SERVER_NAME);
  933. boost::program_options::variables_map opts;
  934. handleCommandOptions(argc, argv, opts);
  935. preinitDLL(console);
  936. logConfig.configure();
  937. loadDLLClasses();
  938. srand((ui32)time(nullptr));
  939. #ifdef SINGLE_PROCESS_APP
  940. boost::condition_variable * cond = reinterpret_cast<boost::condition_variable *>(const_cast<char *>(argv[0]));
  941. cond->notify_one();
  942. #endif
  943. try
  944. {
  945. boost::asio::io_service io_service;
  946. CVCMIServer server(opts);
  947. try
  948. {
  949. while(server.state != EServerState::SHUTDOWN)
  950. {
  951. server.run();
  952. }
  953. io_service.run();
  954. }
  955. catch(boost::system::system_error & e) //for boost errors just log, not crash - probably client shut down connection
  956. {
  957. logNetwork->error(e.what());
  958. server.state = EServerState::SHUTDOWN;
  959. }
  960. }
  961. catch(boost::system::system_error & e)
  962. {
  963. logNetwork->error(e.what());
  964. //catch any startup errors (e.g. can't access port) errors
  965. //and return non-zero status so client can detect error
  966. throw;
  967. }
  968. #if VCMI_ANDROID_DUAL_PROCESS
  969. CAndroidVMHelper envHelper;
  970. envHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "killServer");
  971. #endif
  972. logConfig.deconfigure();
  973. vstd::clear_pointer(VLC);
  974. #if !VCMI_ANDROID_DUAL_PROCESS
  975. return 0;
  976. #endif
  977. }
  978. #if VCMI_ANDROID_DUAL_PROCESS
  979. extern "C" JNIEXPORT void JNICALL Java_eu_vcmi_vcmi_NativeMethods_createServer(JNIEnv * env, jclass cls)
  980. {
  981. __android_log_write(ANDROID_LOG_INFO, "VCMI", "Got jni call to init server");
  982. CAndroidVMHelper::cacheVM(env);
  983. CVCMIServer::create();
  984. }
  985. extern "C" JNIEXPORT void JNICALL Java_eu_vcmi_vcmi_NativeMethods_initClassloader(JNIEnv * baseEnv, jclass cls)
  986. {
  987. CAndroidVMHelper::initClassloader(baseEnv);
  988. }
  989. #elif defined(SINGLE_PROCESS_APP)
  990. void CVCMIServer::create(boost::condition_variable * cond, const std::vector<std::string> & args)
  991. {
  992. std::vector<const void *> argv = {cond};
  993. for(auto & a : args)
  994. argv.push_back(a.c_str());
  995. main(argv.size(), reinterpret_cast<const char **>(&*argv.begin()));
  996. }
  997. #ifdef VCMI_ANDROID
  998. void CVCMIServer::reuseClientJNIEnv(void * jniEnv)
  999. {
  1000. CAndroidVMHelper::initClassloader(jniEnv);
  1001. CAndroidVMHelper::alwaysUseLoadedClass = true;
  1002. }
  1003. #endif // VCMI_ANDROID
  1004. #endif // VCMI_ANDROID_DUAL_PROCESS