CVCMIServer.cpp 26 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 "CVCMIServer.h"
  12. #include "CGameHandler.h"
  13. #include "GlobalLobbyProcessor.h"
  14. #include "LobbyNetPackVisitors.h"
  15. #include "processors/PlayerMessageProcessor.h"
  16. #include "../lib/CHeroHandler.h"
  17. #include "../lib/registerTypes/RegisterTypesLobbyPacks.h"
  18. #include "../lib/serializer/CMemorySerializer.h"
  19. #include "../lib/serializer/Connection.h"
  20. // UUID generation
  21. #include <boost/uuid/uuid.hpp>
  22. #include <boost/uuid/uuid_io.hpp>
  23. #include <boost/uuid/uuid_generators.hpp>
  24. #include <boost/program_options.hpp>
  25. template<typename T> class CApplyOnServer;
  26. class CBaseForServerApply
  27. {
  28. public:
  29. virtual bool applyOnServerBefore(CVCMIServer * srv, CPack * pack) const =0;
  30. virtual void applyOnServerAfter(CVCMIServer * srv, CPack * pack) const =0;
  31. virtual ~CBaseForServerApply() {}
  32. template<typename U> static CBaseForServerApply * getApplier(const U * t = nullptr)
  33. {
  34. return new CApplyOnServer<U>();
  35. }
  36. };
  37. template <typename T> class CApplyOnServer : public CBaseForServerApply
  38. {
  39. public:
  40. bool applyOnServerBefore(CVCMIServer * srv, CPack * pack) const override
  41. {
  42. T * ptr = static_cast<T *>(pack);
  43. ClientPermissionsCheckerNetPackVisitor checker(*srv);
  44. ptr->visit(checker);
  45. if(checker.getResult())
  46. {
  47. ApplyOnServerNetPackVisitor applier(*srv);
  48. ptr->visit(applier);
  49. return applier.getResult();
  50. }
  51. else
  52. return false;
  53. }
  54. void applyOnServerAfter(CVCMIServer * srv, CPack * pack) const override
  55. {
  56. T * ptr = static_cast<T *>(pack);
  57. ApplyOnServerAfterAnnounceNetPackVisitor applier(*srv);
  58. ptr->visit(applier);
  59. }
  60. };
  61. template <>
  62. class CApplyOnServer<CPack> : public CBaseForServerApply
  63. {
  64. public:
  65. bool applyOnServerBefore(CVCMIServer * srv, CPack * pack) const override
  66. {
  67. logGlobal->error("Cannot apply plain CPack!");
  68. assert(0);
  69. return false;
  70. }
  71. void applyOnServerAfter(CVCMIServer * srv, CPack * pack) const override
  72. {
  73. logGlobal->error("Cannot apply plain CPack!");
  74. assert(0);
  75. }
  76. };
  77. class CVCMIServerPackVisitor : public VCMI_LIB_WRAP_NAMESPACE(ICPackVisitor)
  78. {
  79. private:
  80. CVCMIServer & handler;
  81. std::shared_ptr<CGameHandler> gh;
  82. public:
  83. CVCMIServerPackVisitor(CVCMIServer & handler, std::shared_ptr<CGameHandler> gh)
  84. :handler(handler), gh(gh)
  85. {
  86. }
  87. bool callTyped() override { return false; }
  88. void visitForLobby(CPackForLobby & packForLobby) override
  89. {
  90. handler.handleReceivedPack(std::unique_ptr<CPackForLobby>(&packForLobby));
  91. }
  92. void visitForServer(CPackForServer & serverPack) override
  93. {
  94. if (gh)
  95. gh->handleReceivedPack(&serverPack);
  96. else
  97. logNetwork->error("Received pack for game server while in lobby!");
  98. }
  99. void visitForClient(CPackForClient & clientPack) override
  100. {
  101. }
  102. };
  103. CVCMIServer::CVCMIServer(uint16_t port, bool connectToLobby, bool runByClient)
  104. : currentClientId(1)
  105. , currentPlayerId(1)
  106. , port(port)
  107. , runByClient(runByClient)
  108. {
  109. uuid = boost::uuids::to_string(boost::uuids::random_generator()());
  110. logNetwork->trace("CVCMIServer created! UUID: %s", uuid);
  111. applier = std::make_shared<CApplier<CBaseForServerApply>>();
  112. registerTypesLobbyPacks(*applier);
  113. networkHandler = INetworkHandler::createHandler();
  114. if(connectToLobby)
  115. lobbyProcessor = std::make_unique<GlobalLobbyProcessor>(*this);
  116. else
  117. startAcceptingIncomingConnections();
  118. }
  119. CVCMIServer::~CVCMIServer() = default;
  120. void CVCMIServer::startAcceptingIncomingConnections()
  121. {
  122. logNetwork->info("Port %d will be used", port);
  123. networkServer = networkHandler->createServerTCP(*this);
  124. networkServer->start(port);
  125. logNetwork->info("Listening for connections at port %d", port);
  126. }
  127. void CVCMIServer::onNewConnection(const std::shared_ptr<INetworkConnection> & connection)
  128. {
  129. if(getState() == EServerState::LOBBY)
  130. {
  131. activeConnections.push_back(std::make_shared<CConnection>(connection));
  132. activeConnections.back()->enterLobbyConnectionMode();
  133. }
  134. else
  135. {
  136. // TODO: reconnection support
  137. connection->close();
  138. }
  139. }
  140. void CVCMIServer::onPacketReceived(const std::shared_ptr<INetworkConnection> & connection, const std::vector<std::byte> & message)
  141. {
  142. std::shared_ptr<CConnection> c = findConnection(connection);
  143. auto pack = c->retrievePack(message);
  144. pack->c = c;
  145. CVCMIServerPackVisitor visitor(*this, this->gh);
  146. pack->visit(visitor);
  147. }
  148. void CVCMIServer::setState(EServerState value)
  149. {
  150. if (value == EServerState::SHUTDOWN && state == EServerState::SHUTDOWN)
  151. logGlobal->warn("Attempt to shutdown already shutdown server!");
  152. // do not attempt to restart dying server
  153. assert(state != EServerState::SHUTDOWN || state == value);
  154. state = value;
  155. if (state == EServerState::SHUTDOWN)
  156. networkHandler->stop();
  157. }
  158. EServerState CVCMIServer::getState() const
  159. {
  160. return state;
  161. }
  162. std::shared_ptr<CConnection> CVCMIServer::findConnection(const std::shared_ptr<INetworkConnection> & netConnection)
  163. {
  164. for(const auto & gameConnection : activeConnections)
  165. {
  166. if (gameConnection->isMyConnection(netConnection))
  167. return gameConnection;
  168. }
  169. throw std::runtime_error("Unknown connection received in CVCMIServer::findConnection");
  170. }
  171. bool CVCMIServer::wasStartedByClient() const
  172. {
  173. return runByClient;
  174. }
  175. void CVCMIServer::run()
  176. {
  177. networkHandler->run();
  178. }
  179. void CVCMIServer::onTimer()
  180. {
  181. // we might receive onTimer call after transitioning from GAMEPLAY to LOBBY state, e.g. on game restart
  182. if (getState() != EServerState::GAMEPLAY)
  183. return;
  184. static const auto serverUpdateInterval = std::chrono::milliseconds(100);
  185. auto timeNow = std::chrono::steady_clock::now();
  186. auto timePassedBefore = lastTimerUpdateTime - gameplayStartTime;
  187. auto timePassedNow = timeNow - gameplayStartTime;
  188. lastTimerUpdateTime = timeNow;
  189. auto msPassedBefore = std::chrono::duration_cast<std::chrono::milliseconds>(timePassedBefore);
  190. auto msPassedNow = std::chrono::duration_cast<std::chrono::milliseconds>(timePassedNow);
  191. auto msDelta = msPassedNow - msPassedBefore;
  192. if (msDelta.count())
  193. gh->tick(msDelta.count());
  194. networkHandler->createTimer(*this, serverUpdateInterval);
  195. }
  196. void CVCMIServer::prepareToRestart()
  197. {
  198. if(getState() != EServerState::GAMEPLAY)
  199. {
  200. assert(0);
  201. return;
  202. }
  203. * si = * gh->gs->initialOpts;
  204. si->seedToBeUsed = si->seedPostInit = 0;
  205. setState(EServerState::LOBBY);
  206. if (si->campState)
  207. {
  208. assert(si->campState->currentScenario().has_value());
  209. campaignMap = si->campState->currentScenario().value_or(CampaignScenarioID(0));
  210. campaignBonus = si->campState->getBonusID(campaignMap).value_or(-1);
  211. }
  212. for(auto activeConnection : activeConnections)
  213. activeConnection->enterLobbyConnectionMode();
  214. gh = nullptr;
  215. }
  216. bool CVCMIServer::prepareToStartGame()
  217. {
  218. Load::ProgressAccumulator progressTracking;
  219. Load::Progress current(1);
  220. progressTracking.include(current);
  221. if (lobbyProcessor)
  222. lobbyProcessor->sendGameStarted();
  223. auto progressTrackingThread = boost::thread([this, &progressTracking]()
  224. {
  225. auto currentProgress = std::numeric_limits<Load::Type>::max();
  226. while(!progressTracking.finished())
  227. {
  228. if(progressTracking.get() != currentProgress)
  229. {
  230. //FIXME: UNGUARDED MULTITHREADED ACCESS!!!
  231. currentProgress = progressTracking.get();
  232. std::unique_ptr<LobbyLoadProgress> loadProgress(new LobbyLoadProgress);
  233. loadProgress->progress = currentProgress;
  234. announcePack(std::move(loadProgress));
  235. }
  236. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  237. }
  238. });
  239. gh = std::make_shared<CGameHandler>(this);
  240. switch(si->mode)
  241. {
  242. case EStartMode::CAMPAIGN:
  243. logNetwork->info("Preparing to start new campaign");
  244. si->startTimeIso8601 = vstd::getDateTimeISO8601Basic(std::time(nullptr));
  245. si->fileURI = mi->fileURI;
  246. si->campState->setCurrentMap(campaignMap);
  247. si->campState->setCurrentMapBonus(campaignBonus);
  248. gh->init(si.get(), progressTracking);
  249. break;
  250. case EStartMode::NEW_GAME:
  251. logNetwork->info("Preparing to start new game");
  252. si->startTimeIso8601 = vstd::getDateTimeISO8601Basic(std::time(nullptr));
  253. si->fileURI = mi->fileURI;
  254. gh->init(si.get(), progressTracking);
  255. break;
  256. case EStartMode::LOAD_GAME:
  257. logNetwork->info("Preparing to start loaded game");
  258. if(!gh->load(si->mapname))
  259. {
  260. current.finish();
  261. progressTrackingThread.join();
  262. return false;
  263. }
  264. break;
  265. default:
  266. logNetwork->error("Wrong mode in StartInfo!");
  267. assert(0);
  268. break;
  269. }
  270. current.finish();
  271. progressTrackingThread.join();
  272. return true;
  273. }
  274. void CVCMIServer::startGameImmediately()
  275. {
  276. for(auto activeConnection : activeConnections)
  277. activeConnection->enterGameplayConnectionMode(gh->gs);
  278. gh->start(si->mode == EStartMode::LOAD_GAME);
  279. setState(EServerState::GAMEPLAY);
  280. lastTimerUpdateTime = gameplayStartTime = std::chrono::steady_clock::now();
  281. onTimer();
  282. }
  283. void CVCMIServer::onDisconnected(const std::shared_ptr<INetworkConnection> & connection, const std::string & errorMessage)
  284. {
  285. logNetwork->error("Network error receiving a pack. Connection has been closed");
  286. std::shared_ptr<CConnection> c = findConnection(connection);
  287. vstd::erase(activeConnections, c);
  288. if(activeConnections.empty() || hostClientId == c->connectionID)
  289. {
  290. setState(EServerState::SHUTDOWN);
  291. return;
  292. }
  293. if(gh && getState() == EServerState::GAMEPLAY)
  294. {
  295. gh->handleClientDisconnection(c);
  296. auto lcd = std::make_unique<LobbyClientDisconnected>();
  297. lcd->c = c;
  298. lcd->clientId = c->connectionID;
  299. handleReceivedPack(std::move(lcd));
  300. }
  301. }
  302. void CVCMIServer::handleReceivedPack(std::unique_ptr<CPackForLobby> pack)
  303. {
  304. CBaseForServerApply * apply = applier->getApplier(CTypeList::getInstance().getTypeID(pack.get()));
  305. if(apply->applyOnServerBefore(this, pack.get()))
  306. announcePack(std::move(pack));
  307. }
  308. void CVCMIServer::announcePack(std::unique_ptr<CPackForLobby> pack)
  309. {
  310. for(auto activeConnection : activeConnections)
  311. {
  312. // FIXME: we need to avoid sending something to client that not yet get answer for LobbyClientConnected
  313. // Until UUID set we only pass LobbyClientConnected to this client
  314. //if(c->uuid == uuid && !dynamic_cast<LobbyClientConnected *>(pack.get()))
  315. // continue;
  316. activeConnection->sendPack(pack.get());
  317. }
  318. applier->getApplier(CTypeList::getInstance().getTypeID(pack.get()))->applyOnServerAfter(this, pack.get());
  319. }
  320. void CVCMIServer::announceMessage(const std::string & txt)
  321. {
  322. logNetwork->info("Show message: %s", txt);
  323. auto cm = std::make_unique<LobbyShowMessage>();
  324. cm->message = txt;
  325. announcePack(std::move(cm));
  326. }
  327. void CVCMIServer::announceTxt(const std::string & txt, const std::string & playerName)
  328. {
  329. logNetwork->info("%s says: %s", playerName, txt);
  330. auto cm = std::make_unique<LobbyChatMessage>();
  331. cm->playerName = playerName;
  332. cm->message = txt;
  333. announcePack(std::move(cm));
  334. }
  335. bool CVCMIServer::passHost(int toConnectionId)
  336. {
  337. for(auto activeConnection : activeConnections)
  338. {
  339. if(isClientHost(activeConnection->connectionID))
  340. continue;
  341. if(activeConnection->connectionID != toConnectionId)
  342. continue;
  343. hostClientId = activeConnection->connectionID;
  344. announceTxt(boost::str(boost::format("Pass host to connection %d") % toConnectionId));
  345. return true;
  346. }
  347. return false;
  348. }
  349. void CVCMIServer::clientConnected(std::shared_ptr<CConnection> c, std::vector<std::string> & names, const std::string & uuid, EStartMode mode)
  350. {
  351. assert(getState() == EServerState::LOBBY);
  352. c->connectionID = currentClientId++;
  353. if(hostClientId == -1)
  354. {
  355. hostClientId = c->connectionID;
  356. si->mode = mode;
  357. }
  358. logNetwork->info("Connection with client %d established. UUID: %s", c->connectionID, c->uuid);
  359. for(auto & name : names)
  360. {
  361. logNetwork->info("Client %d player: %s", c->connectionID, name);
  362. ui8 id = currentPlayerId++;
  363. ClientPlayer cp;
  364. cp.connection = c->connectionID;
  365. cp.name = name;
  366. playerNames.insert(std::make_pair(id, cp));
  367. announceTxt(boost::str(boost::format("%s (pid %d cid %d) joins the game") % name % id % c->connectionID));
  368. //put new player in first slot with AI
  369. for(auto & elem : si->playerInfos)
  370. {
  371. if(elem.second.isControlledByAI() && !elem.second.compOnly)
  372. {
  373. setPlayerConnectedId(elem.second, id);
  374. break;
  375. }
  376. }
  377. }
  378. }
  379. void CVCMIServer::clientDisconnected(std::shared_ptr<CConnection> connection)
  380. {
  381. connection->getConnection()->close();
  382. vstd::erase(activeConnections, connection);
  383. // PlayerReinitInterface startAiPack;
  384. // startAiPack.playerConnectionId = PlayerSettings::PLAYER_AI;
  385. //
  386. // for(auto it = playerNames.begin(); it != playerNames.end();)
  387. // {
  388. // if(it->second.connection != c->connectionID)
  389. // {
  390. // ++it;
  391. // continue;
  392. // }
  393. //
  394. // int id = it->first;
  395. // std::string playerLeftMsgText = boost::str(boost::format("%s (pid %d cid %d) left the game") % id % playerNames[id].name % c->connectionID);
  396. // announceTxt(playerLeftMsgText); //send lobby text, it will be ignored for non-lobby clients
  397. // auto * playerSettings = si->getPlayersSettings(id);
  398. // if(!playerSettings)
  399. // {
  400. // ++it;
  401. // continue;
  402. // }
  403. //
  404. // it = playerNames.erase(it);
  405. // setPlayerConnectedId(*playerSettings, PlayerSettings::PLAYER_AI);
  406. //
  407. // if(gh && si && state == EServerState::GAMEPLAY)
  408. // {
  409. // gh->playerMessages->broadcastMessage(playerSettings->color, playerLeftMsgText);
  410. // // gh->connections[playerSettings->color].insert(hostClient);
  411. // startAiPack.players.push_back(playerSettings->color);
  412. // }
  413. // }
  414. //
  415. // if(!startAiPack.players.empty())
  416. // gh->sendAndApply(&startAiPack);
  417. }
  418. void CVCMIServer::reconnectPlayer(int connId)
  419. {
  420. PlayerReinitInterface startAiPack;
  421. startAiPack.playerConnectionId = connId;
  422. if(gh && si && getState() == EServerState::GAMEPLAY)
  423. {
  424. for(auto it = playerNames.begin(); it != playerNames.end(); ++it)
  425. {
  426. if(it->second.connection != connId)
  427. continue;
  428. int id = it->first;
  429. auto * playerSettings = si->getPlayersSettings(id);
  430. if(!playerSettings)
  431. continue;
  432. std::string messageText = boost::str(boost::format("%s (cid %d) is connected") % playerSettings->name % connId);
  433. gh->playerMessages->broadcastMessage(playerSettings->color, messageText);
  434. startAiPack.players.push_back(playerSettings->color);
  435. }
  436. if(!startAiPack.players.empty())
  437. gh->sendAndApply(&startAiPack);
  438. }
  439. }
  440. void CVCMIServer::setPlayerConnectedId(PlayerSettings & pset, ui8 player) const
  441. {
  442. if(vstd::contains(playerNames, player))
  443. pset.name = playerNames.find(player)->second.name;
  444. else
  445. pset.name = VLC->generaltexth->allTexts[468]; //Computer
  446. pset.connectedPlayerIDs.clear();
  447. if(player != PlayerSettings::PLAYER_AI)
  448. pset.connectedPlayerIDs.insert(player);
  449. }
  450. void CVCMIServer::updateStartInfoOnMapChange(std::shared_ptr<CMapInfo> mapInfo, std::shared_ptr<CMapGenOptions> mapGenOpts)
  451. {
  452. mi = mapInfo;
  453. if(!mi)
  454. return;
  455. auto namesIt = playerNames.cbegin();
  456. si->playerInfos.clear();
  457. if(mi->scenarioOptionsOfSave)
  458. {
  459. si = CMemorySerializer::deepCopy(*mi->scenarioOptionsOfSave);
  460. si->mode = EStartMode::LOAD_GAME;
  461. if(si->campState)
  462. campaignMap = si->campState->currentScenario().value();
  463. for(auto & ps : si->playerInfos)
  464. {
  465. if(!ps.second.compOnly && ps.second.connectedPlayerIDs.size() && namesIt != playerNames.cend())
  466. {
  467. setPlayerConnectedId(ps.second, namesIt++->first);
  468. }
  469. else
  470. {
  471. setPlayerConnectedId(ps.second, PlayerSettings::PLAYER_AI);
  472. }
  473. }
  474. }
  475. else if(si->mode == EStartMode::NEW_GAME || si->mode == EStartMode::CAMPAIGN)
  476. {
  477. if(mi->campaign)
  478. return;
  479. for(int i = 0; i < mi->mapHeader->players.size(); i++)
  480. {
  481. const PlayerInfo & pinfo = mi->mapHeader->players[i];
  482. //neither computer nor human can play - no player
  483. if(!(pinfo.canHumanPlay || pinfo.canComputerPlay))
  484. continue;
  485. PlayerSettings & pset = si->playerInfos[PlayerColor(i)];
  486. pset.color = PlayerColor(i);
  487. if(pinfo.canHumanPlay && namesIt != playerNames.cend())
  488. {
  489. setPlayerConnectedId(pset, namesIt++->first);
  490. }
  491. else
  492. {
  493. setPlayerConnectedId(pset, PlayerSettings::PLAYER_AI);
  494. if(!pinfo.canHumanPlay)
  495. {
  496. pset.compOnly = true;
  497. }
  498. }
  499. pset.castle = pinfo.defaultCastle();
  500. pset.hero = pinfo.defaultHero();
  501. if(pset.hero != HeroTypeID::RANDOM && pinfo.hasCustomMainHero())
  502. {
  503. pset.hero = pinfo.mainCustomHeroId;
  504. pset.heroNameTextId = pinfo.mainCustomHeroNameTextId;
  505. pset.heroPortrait = pinfo.mainCustomHeroPortrait;
  506. }
  507. pset.handicap = PlayerSettings::NO_HANDICAP;
  508. }
  509. if(mi->isRandomMap && mapGenOpts)
  510. si->mapGenOptions = std::shared_ptr<CMapGenOptions>(mapGenOpts);
  511. else
  512. si->mapGenOptions.reset();
  513. }
  514. if (lobbyProcessor)
  515. {
  516. std::string roomDescription;
  517. if (si->mapGenOptions)
  518. {
  519. if (si->mapGenOptions->getMapTemplate())
  520. roomDescription = si->mapGenOptions->getMapTemplate()->getName();
  521. // else - no template selected.
  522. // TODO: handle this somehow?
  523. }
  524. else
  525. roomDescription = mi->getNameTranslated();
  526. lobbyProcessor->sendChangeRoomDescription(roomDescription);
  527. }
  528. si->mapname = mi->fileURI;
  529. }
  530. void CVCMIServer::updateAndPropagateLobbyState()
  531. {
  532. // Update player settings for RMG
  533. // TODO: find appropriate location for this code
  534. if(si->mapGenOptions && si->mode == EStartMode::NEW_GAME)
  535. {
  536. for(const auto & psetPair : si->playerInfos)
  537. {
  538. const auto & pset = psetPair.second;
  539. si->mapGenOptions->setStartingTownForPlayer(pset.color, pset.castle);
  540. si->mapGenOptions->setStartingHeroForPlayer(pset.color, pset.hero);
  541. if(pset.isControlledByHuman())
  542. {
  543. si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::HUMAN);
  544. }
  545. }
  546. }
  547. auto lus = std::make_unique<LobbyUpdateState>();
  548. lus->state = *this;
  549. announcePack(std::move(lus));
  550. }
  551. void CVCMIServer::setPlayer(PlayerColor clickedColor)
  552. {
  553. struct PlayerToRestore
  554. {
  555. PlayerColor color;
  556. int id;
  557. void reset() { id = -1; color = PlayerColor::CANNOT_DETERMINE; }
  558. PlayerToRestore(){ reset(); }
  559. } playerToRestore;
  560. PlayerSettings & clicked = si->playerInfos[clickedColor];
  561. //identify clicked player
  562. int clickedNameID = 0; //number of player - zero means AI, assume it initially
  563. if(clicked.isControlledByHuman())
  564. clickedNameID = *(clicked.connectedPlayerIDs.begin()); //if not AI - set appropiate ID
  565. if(clickedNameID > 0 && playerToRestore.id == clickedNameID) //player to restore is about to being replaced -> put him back to the old place
  566. {
  567. PlayerSettings & restPos = si->playerInfos[playerToRestore.color];
  568. setPlayerConnectedId(restPos, playerToRestore.id);
  569. playerToRestore.reset();
  570. }
  571. int newPlayer; //which player will take clicked position
  572. //who will be put here?
  573. if(!clickedNameID) //AI player clicked -> if possible replace computer with unallocated player
  574. {
  575. newPlayer = getIdOfFirstUnallocatedPlayer();
  576. if(!newPlayer) //no "free" player -> get just first one
  577. newPlayer = playerNames.begin()->first;
  578. }
  579. else //human clicked -> take next
  580. {
  581. auto i = playerNames.find(clickedNameID); //clicked one
  582. i++; //player AFTER clicked one
  583. if(i != playerNames.end())
  584. newPlayer = i->first;
  585. else
  586. newPlayer = 0; //AI if we scrolled through all players
  587. }
  588. setPlayerConnectedId(clicked, newPlayer); //put player
  589. //if that player was somewhere else, we need to replace him with computer
  590. if(newPlayer) //not AI
  591. {
  592. for(auto i = si->playerInfos.begin(); i != si->playerInfos.end(); i++)
  593. {
  594. int curNameID = *(i->second.connectedPlayerIDs.begin());
  595. if(i->first != clickedColor && curNameID == newPlayer)
  596. {
  597. assert(i->second.connectedPlayerIDs.size());
  598. playerToRestore.color = i->first;
  599. playerToRestore.id = newPlayer;
  600. setPlayerConnectedId(i->second, PlayerSettings::PLAYER_AI); //set computer
  601. break;
  602. }
  603. }
  604. }
  605. }
  606. void CVCMIServer::setPlayerName(PlayerColor color, std::string name)
  607. {
  608. if(color == PlayerColor::CANNOT_DETERMINE)
  609. return;
  610. PlayerSettings & player = si->playerInfos.at(color);
  611. if(!player.isControlledByHuman())
  612. return;
  613. if(player.connectedPlayerIDs.empty())
  614. return;
  615. int nameID = *(player.connectedPlayerIDs.begin()); //if not AI - set appropiate ID
  616. playerNames[nameID].name = name;
  617. setPlayerConnectedId(player, nameID);
  618. }
  619. void CVCMIServer::optionNextCastle(PlayerColor player, int dir)
  620. {
  621. PlayerSettings & s = si->playerInfos[player];
  622. FactionID & cur = s.castle;
  623. auto & allowed = getPlayerInfo(player).allowedFactions;
  624. const bool allowRandomTown = getPlayerInfo(player).isFactionRandom;
  625. if(cur == FactionID::NONE) //no change
  626. return;
  627. if(cur == FactionID::RANDOM) //first/last available
  628. {
  629. if(dir > 0)
  630. cur = *allowed.begin(); //id of first town
  631. else
  632. cur = *allowed.rbegin(); //id of last town
  633. }
  634. else // next/previous available
  635. {
  636. if((cur == *allowed.begin() && dir < 0) || (cur == *allowed.rbegin() && dir > 0))
  637. {
  638. if(allowRandomTown)
  639. {
  640. cur = FactionID::RANDOM;
  641. }
  642. else
  643. {
  644. if(dir > 0)
  645. cur = *allowed.begin();
  646. else
  647. cur = *allowed.rbegin();
  648. }
  649. }
  650. else
  651. {
  652. assert(dir >= -1 && dir <= 1); //othervice std::advance may go out of range
  653. auto iter = allowed.find(cur);
  654. std::advance(iter, dir);
  655. cur = *iter;
  656. }
  657. }
  658. if(s.hero.isValid() && !getPlayerInfo(player).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
  659. {
  660. s.hero = HeroTypeID::RANDOM;
  661. }
  662. if(!cur.isValid() && s.bonus == PlayerStartingBonus::RESOURCE)
  663. s.bonus = PlayerStartingBonus::RANDOM;
  664. }
  665. void CVCMIServer::optionSetCastle(PlayerColor player, FactionID id)
  666. {
  667. PlayerSettings & s = si->playerInfos[player];
  668. FactionID & cur = s.castle;
  669. auto & allowed = getPlayerInfo(player).allowedFactions;
  670. if(cur == FactionID::NONE) //no change
  671. return;
  672. if(allowed.find(id) == allowed.end() && id != FactionID::RANDOM) // valid id
  673. return;
  674. cur = static_cast<FactionID>(id);
  675. if(s.hero.isValid() && !getPlayerInfo(player).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
  676. {
  677. s.hero = HeroTypeID::RANDOM;
  678. }
  679. if(!cur.isValid() && s.bonus == PlayerStartingBonus::RESOURCE)
  680. s.bonus = PlayerStartingBonus::RANDOM;
  681. }
  682. void CVCMIServer::setCampaignMap(CampaignScenarioID mapId)
  683. {
  684. campaignMap = mapId;
  685. si->difficulty = si->campState->scenario(mapId).difficulty;
  686. campaignBonus = -1;
  687. updateStartInfoOnMapChange(si->campState->getMapInfo(mapId));
  688. }
  689. void CVCMIServer::setCampaignBonus(int bonusId)
  690. {
  691. campaignBonus = bonusId;
  692. const CampaignScenario & scenario = si->campState->scenario(campaignMap);
  693. const std::vector<CampaignBonus> & bonDescs = scenario.travelOptions.bonusesToChoose;
  694. if(bonDescs[bonusId].type == CampaignBonusType::HERO)
  695. {
  696. for(auto & elem : si->playerInfos)
  697. {
  698. if(elem.first == PlayerColor(bonDescs[bonusId].info1))
  699. setPlayerConnectedId(elem.second, 1);
  700. else
  701. setPlayerConnectedId(elem.second, PlayerSettings::PLAYER_AI);
  702. }
  703. }
  704. }
  705. void CVCMIServer::optionNextHero(PlayerColor player, int dir)
  706. {
  707. PlayerSettings & s = si->playerInfos[player];
  708. if(!s.castle.isValid() || s.hero == HeroTypeID::NONE)
  709. return;
  710. if(s.hero == HeroTypeID::RANDOM) // first/last available
  711. {
  712. if (dir > 0)
  713. s.hero = nextAllowedHero(player, HeroTypeID(-1), dir);
  714. else
  715. s.hero = nextAllowedHero(player, HeroTypeID(VLC->heroh->size()), dir);
  716. }
  717. else
  718. {
  719. s.hero = nextAllowedHero(player, s.hero, dir);
  720. }
  721. }
  722. void CVCMIServer::optionSetHero(PlayerColor player, HeroTypeID id)
  723. {
  724. PlayerSettings & s = si->playerInfos[player];
  725. if(!s.castle.isValid() || s.hero == HeroTypeID::NONE)
  726. return;
  727. if(id == HeroTypeID::RANDOM)
  728. {
  729. s.hero = HeroTypeID::RANDOM;
  730. }
  731. if(canUseThisHero(player, id))
  732. s.hero = static_cast<HeroTypeID>(id);
  733. }
  734. HeroTypeID CVCMIServer::nextAllowedHero(PlayerColor player, HeroTypeID initial, int direction)
  735. {
  736. HeroTypeID first(initial.getNum() + direction);
  737. if(direction > 0)
  738. {
  739. for (auto i = first; i.getNum() < VLC->heroh->size(); ++i)
  740. if(canUseThisHero(player, i))
  741. return i;
  742. }
  743. else
  744. {
  745. for (auto i = first; i.getNum() >= 0; --i)
  746. if(canUseThisHero(player, i))
  747. return i;
  748. }
  749. return HeroTypeID::RANDOM;
  750. }
  751. void CVCMIServer::optionNextBonus(PlayerColor player, int dir)
  752. {
  753. PlayerSettings & s = si->playerInfos[player];
  754. PlayerStartingBonus & ret = s.bonus = static_cast<PlayerStartingBonus>(static_cast<int>(s.bonus) + dir);
  755. if(s.hero == HeroTypeID::NONE &&
  756. !getPlayerInfo(player).heroesNames.size() &&
  757. ret == PlayerStartingBonus::ARTIFACT) //no hero - can't be artifact
  758. {
  759. if(dir < 0)
  760. ret = PlayerStartingBonus::RANDOM;
  761. else
  762. ret = PlayerStartingBonus::GOLD;
  763. }
  764. if(ret > PlayerStartingBonus::RESOURCE)
  765. ret = PlayerStartingBonus::RANDOM;
  766. if(ret < PlayerStartingBonus::RANDOM)
  767. ret = PlayerStartingBonus::RESOURCE;
  768. if(s.castle == FactionID::RANDOM && ret == PlayerStartingBonus::RESOURCE) //random castle - can't be resource
  769. {
  770. if(dir < 0)
  771. ret = PlayerStartingBonus::GOLD;
  772. else
  773. ret = PlayerStartingBonus::RANDOM;
  774. }
  775. }
  776. void CVCMIServer::optionSetBonus(PlayerColor player, PlayerStartingBonus id)
  777. {
  778. PlayerSettings & s = si->playerInfos[player];
  779. if(s.hero == HeroTypeID::NONE &&
  780. !getPlayerInfo(player).heroesNames.size() &&
  781. id == PlayerStartingBonus::ARTIFACT) //no hero - can't be artifact
  782. return;
  783. if(id > PlayerStartingBonus::RESOURCE)
  784. return;
  785. if(id < PlayerStartingBonus::RANDOM)
  786. return;
  787. if(s.castle == FactionID::RANDOM && id == PlayerStartingBonus::RESOURCE) //random castle - can't be resource
  788. return;
  789. s.bonus = id;
  790. }
  791. bool CVCMIServer::canUseThisHero(PlayerColor player, HeroTypeID ID)
  792. {
  793. return VLC->heroh->size() > ID
  794. && si->playerInfos[player].castle == VLC->heroh->objects[ID]->heroClass->faction
  795. && !vstd::contains(getUsedHeroes(), ID)
  796. && mi->mapHeader->allowedHeroes.count(ID);
  797. }
  798. std::vector<HeroTypeID> CVCMIServer::getUsedHeroes()
  799. {
  800. std::vector<HeroTypeID> heroIds;
  801. for(auto & p : si->playerInfos)
  802. {
  803. const auto & heroes = getPlayerInfo(p.first).heroesNames;
  804. for(auto & hero : heroes)
  805. if(hero.heroId >= 0) //in VCMI map format heroId = -1 means random hero
  806. heroIds.push_back(hero.heroId);
  807. if(p.second.hero != HeroTypeID::RANDOM)
  808. heroIds.push_back(p.second.hero);
  809. }
  810. return heroIds;
  811. }
  812. ui8 CVCMIServer::getIdOfFirstUnallocatedPlayer() const
  813. {
  814. for(auto i = playerNames.cbegin(); i != playerNames.cend(); i++)
  815. {
  816. if(!si->getPlayersSettings(i->first))
  817. return i->first;
  818. }
  819. return 0;
  820. }
  821. INetworkHandler & CVCMIServer::getNetworkHandler()
  822. {
  823. return *networkHandler;
  824. }