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 "CVCMIServer.h"
  12. #include "CGameHandler.h"
  13. #include "GlobalLobbyProcessor.h"
  14. #include "LobbyNetPackVisitors.h"
  15. #include "processors/PlayerMessageProcessor.h"
  16. #include "../lib/CThreadHelper.h"
  17. #include "../lib/GameLibrary.h"
  18. #include "../lib/campaign/CampaignState.h"
  19. #include "../lib/entities/hero/CHeroHandler.h"
  20. #include "../lib/entities/hero/CHeroClass.h"
  21. #include "../lib/gameState/CGameState.h"
  22. #include "../lib/mapping/CMapInfo.h"
  23. #include "../lib/mapping/CMapHeader.h"
  24. #include "../lib/modding/ModIncompatibility.h"
  25. #include "../lib/rmg/CMapGenOptions.h"
  26. #include "../lib/serializer/CMemorySerializer.h"
  27. #include "../lib/serializer/GameConnection.h"
  28. #include "../lib/texts/CGeneralTextHandler.h"
  29. // UUID generation
  30. #include <boost/uuid/uuid.hpp>
  31. #include <boost/uuid/uuid_io.hpp>
  32. #include <boost/uuid/uuid_generators.hpp>
  33. #include <boost/program_options.hpp>
  34. class CVCMIServerPackVisitor : public VCMI_LIB_WRAP_NAMESPACE(ICPackVisitor)
  35. {
  36. private:
  37. CVCMIServer & handler;
  38. std::shared_ptr<CGameHandler> gh;
  39. std::shared_ptr<GameConnection> connection;
  40. public:
  41. CVCMIServerPackVisitor(CVCMIServer & handler, const std::shared_ptr<CGameHandler> & gh, const std::shared_ptr<GameConnection> & connection)
  42. : handler(handler)
  43. , gh(gh)
  44. , connection(connection)
  45. {
  46. }
  47. bool callTyped() override { return false; }
  48. void visitForLobby(CPackForLobby & packForLobby) override
  49. {
  50. handler.handleReceivedPack(connection, packForLobby);
  51. }
  52. void visitForServer(CPackForServer & serverPack) override
  53. {
  54. if (gh)
  55. gh->handleReceivedPack(connection->connectionID, serverPack);
  56. else
  57. logNetwork->error("Received pack for game server while in lobby!");
  58. }
  59. void visitForClient(CPackForClient & clientPack) override
  60. {
  61. }
  62. };
  63. CVCMIServer::CVCMIServer(uint16_t port, bool runByClient)
  64. : currentClientId(GameConnectionID::FIRST_CONNECTION)
  65. , currentPlayerId(PlayerConnectionID::FIRST_HUMAN)
  66. , port(port)
  67. , runByClient(runByClient)
  68. {
  69. uuid = boost::uuids::to_string(boost::uuids::random_generator()());
  70. logNetwork->trace("CVCMIServer created! UUID: %s", uuid);
  71. networkHandler = INetworkHandler::createHandler();
  72. }
  73. CVCMIServer::~CVCMIServer() = default;
  74. uint16_t CVCMIServer::prepare(bool connectToLobby, bool listenForConnections) {
  75. if(connectToLobby) {
  76. lobbyProcessor = std::make_unique<GlobalLobbyProcessor>(*this);
  77. return 0;
  78. } else {
  79. return startAcceptingIncomingConnections(listenForConnections);
  80. }
  81. }
  82. uint16_t CVCMIServer::startAcceptingIncomingConnections(bool listenForConnections)
  83. {
  84. networkServer = networkHandler->createServerTCP(*this);
  85. port
  86. ? logNetwork->info("Port %d will be used", port)
  87. : logNetwork->info("Randomly assigned port will be used");
  88. // config port may be 0 => srvport will contain the OS-assigned port value
  89. if (listenForConnections)
  90. {
  91. auto srvport = networkServer->start(port);
  92. logNetwork->info("Listening for connections at port %d", srvport);
  93. return srvport;
  94. }
  95. else
  96. return 0;
  97. }
  98. void CVCMIServer::onNewConnection(const std::shared_ptr<INetworkConnection> & connection)
  99. {
  100. if(getState() == EServerState::LOBBY)
  101. {
  102. activeConnections.push_back(std::make_shared<GameConnection>(connection));
  103. activeConnections.back()->enterLobbyConnectionMode();
  104. }
  105. else
  106. {
  107. // TODO: reconnection support
  108. connection->close();
  109. }
  110. }
  111. void CVCMIServer::onPacketReceived(const std::shared_ptr<INetworkConnection> & connection, const std::vector<std::byte> & message)
  112. {
  113. std::shared_ptr<GameConnection> c = findConnection(connection);
  114. if (c == nullptr)
  115. throw std::out_of_range("Unknown connection received in CVCMIServer::findConnection");
  116. auto pack = c->retrievePack(message);
  117. CVCMIServerPackVisitor visitor(*this, this->gh, c);
  118. pack->visit(visitor);
  119. }
  120. void CVCMIServer::setState(EServerState value)
  121. {
  122. if (value == EServerState::SHUTDOWN && state == EServerState::SHUTDOWN)
  123. logGlobal->warn("Attempt to shutdown already shutdown server!");
  124. // do not attempt to restart dying server
  125. assert(state != EServerState::SHUTDOWN || state == value);
  126. state = value;
  127. if (state == EServerState::SHUTDOWN)
  128. networkHandler->stop();
  129. }
  130. EServerState CVCMIServer::getState() const
  131. {
  132. return state;
  133. }
  134. std::shared_ptr<GameConnection> CVCMIServer::findConnection(const std::shared_ptr<INetworkConnection> & netConnection)
  135. {
  136. for(const auto & gameConnection : activeConnections)
  137. {
  138. if (gameConnection->isMyConnection(netConnection))
  139. return gameConnection;
  140. }
  141. return nullptr;
  142. }
  143. bool CVCMIServer::wasStartedByClient() const
  144. {
  145. return runByClient;
  146. }
  147. void CVCMIServer::run()
  148. {
  149. networkHandler->run();
  150. }
  151. void CVCMIServer::onTimer()
  152. {
  153. // we might receive onTimer call after transitioning from GAMEPLAY to LOBBY state, e.g. on game restart
  154. if (getState() != EServerState::GAMEPLAY)
  155. return;
  156. static const auto serverUpdateInterval = std::chrono::milliseconds(100);
  157. auto timeNow = std::chrono::steady_clock::now();
  158. auto timePassedBefore = lastTimerUpdateTime - gameplayStartTime;
  159. auto timePassedNow = timeNow - gameplayStartTime;
  160. lastTimerUpdateTime = timeNow;
  161. auto msPassedBefore = std::chrono::duration_cast<std::chrono::milliseconds>(timePassedBefore);
  162. auto msPassedNow = std::chrono::duration_cast<std::chrono::milliseconds>(timePassedNow);
  163. auto msDelta = msPassedNow - msPassedBefore;
  164. if (msDelta.count())
  165. gh->tick(msDelta.count());
  166. networkHandler->createTimer(*this, serverUpdateInterval);
  167. }
  168. void CVCMIServer::prepareToRestart()
  169. {
  170. if(getState() != EServerState::GAMEPLAY)
  171. {
  172. assert(0);
  173. return;
  174. }
  175. * si = * gh->gs->getInitialStartInfo();
  176. setState(EServerState::LOBBY);
  177. if (si->campState)
  178. {
  179. assert(si->campState->currentScenario().has_value());
  180. campaignMap = si->campState->currentScenario().value_or(CampaignScenarioID(0));
  181. campaignBonus = si->campState->getBonusID(campaignMap).value_or(-1);
  182. }
  183. for(auto activeConnection : activeConnections)
  184. activeConnection->enterLobbyConnectionMode();
  185. gh = nullptr;
  186. }
  187. bool CVCMIServer::prepareToStartGame()
  188. {
  189. Load::ProgressAccumulator progressTracking;
  190. Load::Progress current(1);
  191. progressTracking.include(current);
  192. if (lobbyProcessor)
  193. lobbyProcessor->sendGameStarted();
  194. auto progressTrackingThread = std::thread([this, &progressTracking]()
  195. {
  196. setThreadName("progressTrackingThread");
  197. auto currentProgress = std::numeric_limits<Load::Type>::max();
  198. while(!progressTracking.finished())
  199. {
  200. if(progressTracking.get() != currentProgress)
  201. {
  202. //FIXME: UNGUARDED MULTITHREADED ACCESS!!!
  203. currentProgress = progressTracking.get();
  204. LobbyLoadProgress loadProgress;
  205. loadProgress.progress = currentProgress;
  206. announcePack(loadProgress);
  207. }
  208. std::this_thread::sleep_for(std::chrono::milliseconds(50));
  209. }
  210. });
  211. gh = std::make_shared<CGameHandler>(*this);
  212. switch(si->mode)
  213. {
  214. case EStartMode::CAMPAIGN:
  215. logNetwork->info("Preparing to start new campaign");
  216. si->startTime = std::time(nullptr);
  217. si->fileURI = mi->fileURI;
  218. si->campState->setCurrentMap(campaignMap);
  219. si->campState->setCurrentMapBonus(campaignBonus);
  220. gh->init(si.get(), progressTracking);
  221. break;
  222. case EStartMode::NEW_GAME:
  223. logNetwork->info("Preparing to start new game");
  224. si->startTime = std::time(nullptr);
  225. si->fileURI = mi->fileURI;
  226. gh->init(si.get(), progressTracking);
  227. break;
  228. case EStartMode::LOAD_GAME:
  229. logNetwork->info("Preparing to start loaded game");
  230. if(!loadSavedGame(*si))
  231. {
  232. current.finish();
  233. progressTrackingThread.join();
  234. return false;
  235. }
  236. break;
  237. default:
  238. logNetwork->error("Wrong mode in StartInfo!");
  239. assert(0);
  240. break;
  241. }
  242. current.finish();
  243. progressTrackingThread.join();
  244. return true;
  245. }
  246. void CVCMIServer::startGameImmediately()
  247. {
  248. for(auto activeConnection : activeConnections)
  249. activeConnection->setCallback(gh->gameInfo());
  250. for(auto activeConnection : activeConnections)
  251. {
  252. auto players = getAllClientPlayers(activeConnection->connectionID);
  253. std::stringstream sbuffer;
  254. sbuffer << "Connection " << static_cast<int>(activeConnection->connectionID) << " will handle " << players.size() << " player: ";
  255. for (PlayerColor color : players)
  256. sbuffer << color << " ";
  257. logGlobal->info(sbuffer.str());
  258. }
  259. gh->start(si->mode == EStartMode::LOAD_GAME);
  260. setState(EServerState::GAMEPLAY);
  261. lastTimerUpdateTime = gameplayStartTime = std::chrono::steady_clock::now();
  262. onTimer();
  263. multiplayerWelcomeMessage();
  264. }
  265. void CVCMIServer::onDisconnected(const std::shared_ptr<INetworkConnection> & connection, const std::string & errorMessage)
  266. {
  267. logNetwork->error("Network error receiving a pack. Connection has been closed");
  268. std::shared_ptr<GameConnection> c = findConnection(connection);
  269. // player may have already disconnected via clientDisconnected call
  270. if (c)
  271. {
  272. LobbyClientDisconnected lcd;
  273. lcd.clientId = c->connectionID;
  274. handleReceivedPack(c, lcd);
  275. }
  276. }
  277. void CVCMIServer::handleReceivedPack(std::shared_ptr<GameConnection> connection, CPackForLobby & pack)
  278. {
  279. ClientPermissionsCheckerNetPackVisitor checker(*this, connection);
  280. pack.visit(checker);
  281. if(checker.getResult())
  282. {
  283. ApplyOnServerNetPackVisitor applier(*this, connection);
  284. pack.visit(applier);
  285. if (applier.getResult())
  286. announcePack(pack);
  287. }
  288. }
  289. void CVCMIServer::announcePack(CPackForLobby & pack)
  290. {
  291. for(auto activeConnection : activeConnections)
  292. {
  293. // FIXME: we need to avoid sending something to client that not yet get answer for LobbyClientConnected
  294. // Until UUID set we only pass LobbyClientConnected to this client
  295. //if(c->uuid == uuid && !dynamic_cast<LobbyClientConnected *>(pack.get()))
  296. // continue;
  297. activeConnection->sendPack(pack);
  298. }
  299. ApplyOnServerAfterAnnounceNetPackVisitor applier(*this);
  300. pack.visit(applier);
  301. }
  302. void CVCMIServer::announceMessage(const MetaString & txt)
  303. {
  304. logNetwork->info("Show message: %s", txt.toString());
  305. LobbyShowMessage cm;
  306. cm.message = txt;
  307. announcePack(cm);
  308. }
  309. void CVCMIServer::announceMessage(const std::string & txt)
  310. {
  311. MetaString str;
  312. str.appendRawString(txt);
  313. announceMessage(str);
  314. }
  315. void CVCMIServer::announceTxt(const MetaString & txt, const std::string & playerName)
  316. {
  317. logNetwork->info("%s says: %s", playerName, txt.toString());
  318. LobbyChatMessage cm;
  319. cm.playerName = playerName;
  320. cm.message = txt;
  321. announcePack(cm);
  322. }
  323. void CVCMIServer::announceTxt(const std::string & txt, const std::string & playerName)
  324. {
  325. MetaString str;
  326. str.appendRawString(txt);
  327. announceTxt(str, playerName);
  328. }
  329. bool CVCMIServer::passHost(GameConnectionID toConnectionId)
  330. {
  331. for(auto activeConnection : activeConnections)
  332. {
  333. if(isClientHost(activeConnection->connectionID))
  334. continue;
  335. if(activeConnection->connectionID != toConnectionId)
  336. continue;
  337. hostClientId = activeConnection->connectionID;
  338. announceTxt(boost::str(boost::format("Pass host to connection %d") % static_cast<int>(toConnectionId)));
  339. return true;
  340. }
  341. return false;
  342. }
  343. void CVCMIServer::clientConnected(std::shared_ptr<GameConnection> c, std::vector<std::string> & names, const std::string & uuid, EStartMode mode)
  344. {
  345. assert(getState() == EServerState::LOBBY);
  346. c->connectionID = vstd::next(currentClientId, 1);
  347. c->uuid = uuid;
  348. if(hostClientId == GameConnectionID::INVALID)
  349. {
  350. hostClientId = c->connectionID;
  351. si->mode = mode;
  352. }
  353. auto connID = static_cast<int>(c->connectionID);
  354. logNetwork->info("Connection with client %d established. UUID: %s", connID, c->uuid);
  355. PlayerConnectionID id = currentPlayerId;
  356. for(auto & name : names)
  357. {
  358. logNetwork->info("Client %d player: %s", connID, name);
  359. ClientPlayer cp;
  360. cp.connection = c->connectionID;
  361. cp.name = name;
  362. playerNames.try_emplace(id, cp);
  363. announceTxt(boost::str(boost::format("%s (pid %d cid %d) joins the game") % name % static_cast<int>(id) % connID));
  364. //put new player in first slot with AI
  365. for(auto & elem : si->playerInfos)
  366. {
  367. if(elem.second.isControlledByAI() && !elem.second.compOnly)
  368. {
  369. setPlayerConnectedId(elem.second, id);
  370. break;
  371. }
  372. }
  373. id = vstd::next(id, 1);
  374. }
  375. }
  376. void CVCMIServer::clientDisconnected(std::shared_ptr<GameConnection> connection)
  377. {
  378. assert(vstd::contains(activeConnections, connection));
  379. logGlobal->trace("Received disconnection request");
  380. vstd::erase(activeConnections, connection);
  381. if(activeConnections.empty() || hostClientId == connection->connectionID)
  382. {
  383. setState(EServerState::SHUTDOWN);
  384. return;
  385. }
  386. if(gh && getState() == EServerState::GAMEPLAY)
  387. {
  388. gh->handleClientDisconnection(connection->connectionID);
  389. }
  390. }
  391. void CVCMIServer::setPlayerConnectedId(PlayerSettings & pset, PlayerConnectionID player) const
  392. {
  393. if(vstd::contains(playerNames, player))
  394. pset.name = playerNames.find(player)->second.name;
  395. else
  396. pset.name = LIBRARY->generaltexth->allTexts[468]; //Computer
  397. pset.connectedPlayerIDs.clear();
  398. if(player != PlayerConnectionID::PLAYER_AI)
  399. pset.connectedPlayerIDs.insert(player);
  400. }
  401. void CVCMIServer::updateStartInfoOnMapChange(std::shared_ptr<CMapInfo> mapInfo, std::shared_ptr<CMapGenOptions> mapGenOpts)
  402. {
  403. mi = mapInfo;
  404. if(!mi)
  405. return;
  406. auto namesIt = playerNames.cbegin();
  407. si->playerInfos.clear();
  408. if(mi->scenarioOptionsOfSave)
  409. {
  410. si = CMemorySerializer::deepCopy(*mi->scenarioOptionsOfSave);
  411. si->mode = EStartMode::LOAD_GAME;
  412. if(si->campState)
  413. campaignMap = si->campState->currentScenario().value();
  414. for(auto & ps : si->playerInfos)
  415. {
  416. if(!ps.second.compOnly && ps.second.connectedPlayerIDs.size() && namesIt != playerNames.cend())
  417. {
  418. setPlayerConnectedId(ps.second, namesIt++->first);
  419. }
  420. else
  421. {
  422. setPlayerConnectedId(ps.second, PlayerConnectionID::PLAYER_AI);
  423. }
  424. }
  425. }
  426. else if(si->mode == EStartMode::NEW_GAME || si->mode == EStartMode::CAMPAIGN)
  427. {
  428. if(mi->campaign)
  429. return;
  430. for(int i = 0; i < mi->mapHeader->players.size(); i++)
  431. {
  432. const PlayerInfo & pinfo = mi->mapHeader->players[i];
  433. //neither computer nor human can play - no player
  434. if(!(pinfo.canHumanPlay || pinfo.canComputerPlay))
  435. continue;
  436. PlayerSettings & pset = si->playerInfos[PlayerColor(i)];
  437. pset.color = PlayerColor(i);
  438. if(pinfo.canHumanPlay && namesIt != playerNames.cend())
  439. {
  440. setPlayerConnectedId(pset, namesIt++->first);
  441. }
  442. else
  443. {
  444. setPlayerConnectedId(pset, PlayerConnectionID::PLAYER_AI);
  445. if(!pinfo.canHumanPlay)
  446. {
  447. pset.compOnly = true;
  448. }
  449. }
  450. pset.castle = pinfo.defaultCastle();
  451. pset.hero = pinfo.defaultHero();
  452. if(pset.hero != HeroTypeID::RANDOM && pinfo.hasCustomMainHero())
  453. {
  454. pset.hero = pinfo.mainCustomHeroId;
  455. pset.heroNameTextId = pinfo.mainCustomHeroNameTextId;
  456. pset.heroPortrait = pinfo.mainCustomHeroPortrait;
  457. }
  458. }
  459. if(mi->isRandomMap && mapGenOpts)
  460. si->mapGenOptions = std::shared_ptr<CMapGenOptions>(mapGenOpts);
  461. else
  462. si->mapGenOptions.reset();
  463. }
  464. if (lobbyProcessor)
  465. {
  466. std::string roomDescription;
  467. if (si->mapGenOptions)
  468. {
  469. if (si->mapGenOptions->getMapTemplate())
  470. roomDescription = si->mapGenOptions->getMapTemplate()->getName();
  471. // else - no template selected.
  472. // TODO: handle this somehow?
  473. }
  474. else
  475. roomDescription = mi->getNameTranslated();
  476. lobbyProcessor->sendChangeRoomDescription(roomDescription);
  477. }
  478. si->mapname = mi->fileURI;
  479. }
  480. void CVCMIServer::updateAndPropagateLobbyState()
  481. {
  482. // Update player settings for RMG
  483. // TODO: find appropriate location for this code
  484. if(si->mapGenOptions && si->mode == EStartMode::NEW_GAME)
  485. {
  486. for(const auto & psetPair : si->playerInfos)
  487. {
  488. const auto & pset = psetPair.second;
  489. si->mapGenOptions->setStartingTownForPlayer(pset.color, pset.castle);
  490. si->mapGenOptions->setStartingHeroForPlayer(pset.color, pset.hero);
  491. if(pset.isControlledByHuman())
  492. {
  493. si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::HUMAN);
  494. }
  495. else
  496. {
  497. si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::AI);
  498. }
  499. }
  500. }
  501. LobbyUpdateState lus;
  502. lus.state = *static_cast<LobbyState*>(this);
  503. announcePack(lus);
  504. }
  505. void CVCMIServer::setPlayer(PlayerColor clickedColor)
  506. {
  507. struct PlayerToRestore
  508. {
  509. PlayerColor color;
  510. PlayerConnectionID id;
  511. void reset() { id = PlayerConnectionID::INVALID; color = PlayerColor::CANNOT_DETERMINE; }
  512. PlayerToRestore(){ reset(); }
  513. };
  514. PlayerToRestore playerToRestore;
  515. PlayerSettings & clicked = si->playerInfos[clickedColor];
  516. //identify clicked player
  517. PlayerConnectionID clickedNameID = PlayerConnectionID::PLAYER_AI;
  518. if(clicked.isControlledByHuman())
  519. clickedNameID = *(clicked.connectedPlayerIDs.begin()); //if not AI - set appropriate ID
  520. if(clickedNameID > PlayerConnectionID::PLAYER_AI && playerToRestore.id == clickedNameID) //player to restore is about to being replaced -> put him back to the old place
  521. {
  522. PlayerSettings & restPos = si->playerInfos[playerToRestore.color];
  523. setPlayerConnectedId(restPos, playerToRestore.id);
  524. playerToRestore.reset();
  525. }
  526. PlayerConnectionID newPlayer; //which player will take clicked position
  527. //who will be put here?
  528. if(clickedNameID == PlayerConnectionID::PLAYER_AI) //AI player clicked -> if possible replace computer with unallocated player
  529. {
  530. newPlayer = getIdOfFirstUnallocatedPlayer();
  531. if(newPlayer == PlayerConnectionID::PLAYER_AI) //no "free" player -> get just first one
  532. newPlayer = playerNames.begin()->first;
  533. }
  534. else //human clicked -> take next
  535. {
  536. auto i = playerNames.find(clickedNameID); //clicked one
  537. i++; //player AFTER clicked one
  538. if(i != playerNames.end())
  539. newPlayer = i->first;
  540. else
  541. newPlayer = PlayerConnectionID::PLAYER_AI; //AI if we scrolled through all players
  542. }
  543. setPlayerConnectedId(clicked, newPlayer); //put player
  544. //if that player was somewhere else, we need to replace him with computer
  545. if(newPlayer != PlayerConnectionID::PLAYER_AI) //not AI
  546. {
  547. for(auto i = si->playerInfos.begin(); i != si->playerInfos.end(); i++)
  548. {
  549. PlayerConnectionID curNameID = *(i->second.connectedPlayerIDs.begin());
  550. if(i->first != clickedColor && curNameID == newPlayer)
  551. {
  552. assert(i->second.connectedPlayerIDs.size());
  553. playerToRestore.color = i->first;
  554. playerToRestore.id = newPlayer;
  555. setPlayerConnectedId(i->second, PlayerConnectionID::PLAYER_AI); //set computer
  556. break;
  557. }
  558. }
  559. }
  560. }
  561. void CVCMIServer::setPlayerName(PlayerColor color, const std::string & name)
  562. {
  563. if(color == PlayerColor::CANNOT_DETERMINE)
  564. return;
  565. PlayerSettings & player = si->playerInfos.at(color);
  566. if(!player.isControlledByHuman())
  567. return;
  568. if(player.connectedPlayerIDs.empty())
  569. return;
  570. PlayerConnectionID nameID = *(player.connectedPlayerIDs.begin()); //if not AI - set appropriate ID
  571. playerNames[nameID].name = name;
  572. setPlayerConnectedId(player, nameID);
  573. }
  574. void CVCMIServer::setPlayerHandicap(PlayerColor color, Handicap handicap)
  575. {
  576. if(color == PlayerColor::CANNOT_DETERMINE)
  577. return;
  578. si->playerInfos[color].handicap = handicap;
  579. int humanPlayer = 0;
  580. for (const auto & pi : si->playerInfos)
  581. if(pi.second.isControlledByHuman())
  582. humanPlayer++;
  583. if(humanPlayer < 2) // Singleplayer
  584. return;
  585. MetaString str;
  586. str.appendTextID("vcmi.lobby.handicap");
  587. str.appendRawString(" ");
  588. str.appendName(color);
  589. str.appendRawString(":");
  590. if(handicap.startBonus.empty() && handicap.percentIncome == 100 && handicap.percentGrowth == 100)
  591. {
  592. str.appendRawString(" ");
  593. str.appendTextID("core.genrltxt.523");
  594. announceTxt(str);
  595. return;
  596. }
  597. for(auto & res : EGameResID::ALL_RESOURCES())
  598. if(handicap.startBonus[res] != 0)
  599. {
  600. str.appendRawString(" ");
  601. str.appendName(res);
  602. str.appendRawString(":");
  603. str.appendRawString(std::to_string(handicap.startBonus[res]));
  604. }
  605. if(handicap.percentIncome != 100)
  606. {
  607. str.appendRawString(" ");
  608. str.appendTextID("core.jktext.32");
  609. str.appendRawString(":");
  610. str.appendRawString(std::to_string(handicap.percentIncome) + "%");
  611. }
  612. if(handicap.percentGrowth != 100)
  613. {
  614. str.appendRawString(" ");
  615. str.appendTextID("core.genrltxt.194");
  616. str.appendRawString(":");
  617. str.appendRawString(std::to_string(handicap.percentGrowth) + "%");
  618. }
  619. announceTxt(str);
  620. }
  621. void CVCMIServer::optionNextCastle(PlayerColor player, int dir)
  622. {
  623. PlayerSettings & s = si->playerInfos[player];
  624. FactionID & cur = s.castle;
  625. auto & allowed = getPlayerInfo(player).allowedFactions;
  626. const bool allowRandomTown = getPlayerInfo(player).isFactionRandom;
  627. if(cur == FactionID::NONE) //no change
  628. return;
  629. if(cur == FactionID::RANDOM) //first/last available
  630. {
  631. if(dir > 0)
  632. cur = *allowed.begin(); //id of first town
  633. else
  634. cur = *allowed.rbegin(); //id of last town
  635. }
  636. else // next/previous available
  637. {
  638. if((cur == *allowed.begin() && dir < 0) || (cur == *allowed.rbegin() && dir > 0))
  639. {
  640. if(allowRandomTown)
  641. {
  642. cur = FactionID::RANDOM;
  643. }
  644. else
  645. {
  646. if(dir > 0)
  647. cur = *allowed.begin();
  648. else
  649. cur = *allowed.rbegin();
  650. }
  651. }
  652. else
  653. {
  654. assert(dir >= -1 && dir <= 1); //othervice std::advance may go out of range
  655. auto iter = allowed.find(cur);
  656. std::advance(iter, dir);
  657. cur = *iter;
  658. }
  659. }
  660. if(s.hero.isValid() && !getPlayerInfo(player).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
  661. {
  662. s.hero = HeroTypeID::RANDOM;
  663. }
  664. if(!cur.isValid() && s.bonus == PlayerStartingBonus::RESOURCE)
  665. s.bonus = PlayerStartingBonus::RANDOM;
  666. }
  667. void CVCMIServer::optionSetCastle(PlayerColor player, FactionID id)
  668. {
  669. PlayerSettings & s = si->playerInfos[player];
  670. FactionID & cur = s.castle;
  671. auto & allowed = getPlayerInfo(player).allowedFactions;
  672. if(cur == FactionID::NONE) //no change
  673. return;
  674. if(allowed.find(id) == allowed.end() && id != FactionID::RANDOM) // valid id
  675. return;
  676. cur = static_cast<FactionID>(id);
  677. if(s.hero.isValid() && !getPlayerInfo(player).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
  678. {
  679. s.hero = HeroTypeID::RANDOM;
  680. }
  681. if(!cur.isValid() && s.bonus == PlayerStartingBonus::RESOURCE)
  682. s.bonus = PlayerStartingBonus::RANDOM;
  683. }
  684. void CVCMIServer::setCampaignMap(CampaignScenarioID mapId)
  685. {
  686. campaignMap = mapId;
  687. si->difficulty = si->campState->scenario(mapId).difficulty;
  688. campaignBonus = -1;
  689. updateStartInfoOnMapChange(si->campState->getMapInfo(mapId));
  690. }
  691. void CVCMIServer::setCampaignBonus(int bonusId)
  692. {
  693. campaignBonus = bonusId;
  694. const CampaignScenario & scenario = si->campState->scenario(campaignMap);
  695. const CampaignBonus & bonus = scenario.travelOptions.bonusesToChoose.at(bonusId);
  696. if(bonus.getType() == CampaignBonusType::HERO || bonus.getType() == CampaignBonusType::HEROES_FROM_PREVIOUS_SCENARIO)
  697. {
  698. PlayerColor startingPlayer = bonus.getType() == CampaignBonusType::HERO ?
  699. bonus.getValue<CampaignBonusStartingHero>().startingPlayer :
  700. bonus.getValue<CampaignBonusHeroesFromScenario>().startingPlayer;
  701. for(auto & elem : si->playerInfos)
  702. {
  703. if(elem.first == startingPlayer)
  704. setPlayerConnectedId(elem.second, PlayerConnectionID::FIRST_HUMAN);
  705. else
  706. setPlayerConnectedId(elem.second, PlayerConnectionID::PLAYER_AI);
  707. }
  708. }
  709. }
  710. void CVCMIServer::optionNextHero(PlayerColor player, int dir)
  711. {
  712. PlayerSettings & s = si->playerInfos[player];
  713. if(!s.castle.isValid() || s.hero == HeroTypeID::NONE)
  714. return;
  715. if(s.hero == HeroTypeID::RANDOM) // first/last available
  716. {
  717. if (dir > 0)
  718. s.hero = nextAllowedHero(player, HeroTypeID(-1), dir);
  719. else
  720. s.hero = nextAllowedHero(player, HeroTypeID(LIBRARY->heroh->size()), dir);
  721. }
  722. else
  723. {
  724. s.hero = nextAllowedHero(player, s.hero, dir);
  725. }
  726. }
  727. void CVCMIServer::optionSetHero(PlayerColor player, HeroTypeID id)
  728. {
  729. PlayerSettings & s = si->playerInfos[player];
  730. if(!s.castle.isValid() || s.hero == HeroTypeID::NONE)
  731. return;
  732. if(id == HeroTypeID::RANDOM)
  733. {
  734. s.hero = HeroTypeID::RANDOM;
  735. }
  736. if(canUseThisHero(player, id))
  737. s.hero = static_cast<HeroTypeID>(id);
  738. }
  739. HeroTypeID CVCMIServer::nextAllowedHero(PlayerColor player, HeroTypeID initial, int direction)
  740. {
  741. HeroTypeID first(initial.getNum() + direction);
  742. if(direction > 0)
  743. {
  744. for (auto i = first; i.getNum() < LIBRARY->heroh->size(); ++i)
  745. if(canUseThisHero(player, i))
  746. return i;
  747. }
  748. else
  749. {
  750. for (auto i = first; i.getNum() >= 0; --i)
  751. if(canUseThisHero(player, i))
  752. return i;
  753. }
  754. return HeroTypeID::RANDOM;
  755. }
  756. void CVCMIServer::optionNextBonus(PlayerColor player, int dir)
  757. {
  758. PlayerSettings & s = si->playerInfos[player];
  759. s.bonus = static_cast<PlayerStartingBonus>(static_cast<int>(s.bonus) + dir);
  760. if(s.hero == HeroTypeID::NONE &&
  761. getPlayerInfo(player).heroesNames.empty() &&
  762. s.bonus == PlayerStartingBonus::ARTIFACT) //no hero - can't be artifact
  763. {
  764. if(dir < 0)
  765. s.bonus = PlayerStartingBonus::RANDOM;
  766. else
  767. s.bonus = PlayerStartingBonus::GOLD;
  768. }
  769. if(s.bonus > PlayerStartingBonus::RESOURCE)
  770. s.bonus = PlayerStartingBonus::RANDOM;
  771. if(s.bonus < PlayerStartingBonus::RANDOM)
  772. s.bonus = PlayerStartingBonus::RESOURCE;
  773. if(s.castle == FactionID::RANDOM && s.bonus == PlayerStartingBonus::RESOURCE) //random castle - can't be resource
  774. {
  775. if(dir < 0)
  776. s.bonus = PlayerStartingBonus::GOLD;
  777. else
  778. s.bonus = PlayerStartingBonus::RANDOM;
  779. }
  780. }
  781. void CVCMIServer::optionSetBonus(PlayerColor player, PlayerStartingBonus id)
  782. {
  783. PlayerSettings & s = si->playerInfos[player];
  784. if(s.hero == HeroTypeID::NONE &&
  785. !getPlayerInfo(player).heroesNames.size() &&
  786. id == PlayerStartingBonus::ARTIFACT) //no hero - can't be artifact
  787. return;
  788. if(id > PlayerStartingBonus::RESOURCE)
  789. return;
  790. if(id < PlayerStartingBonus::RANDOM)
  791. return;
  792. if(s.castle == FactionID::RANDOM && id == PlayerStartingBonus::RESOURCE) //random castle - can't be resource
  793. return;
  794. s.bonus = id;
  795. }
  796. bool CVCMIServer::canUseThisHero(PlayerColor player, HeroTypeID ID)
  797. {
  798. if (!ID.hasValue())
  799. return false;
  800. if (ID.getNum() >= LIBRARY->heroh->size())
  801. return false;
  802. if (si->playerInfos[player].castle != ID.toHeroType()->heroClass->faction)
  803. return false;
  804. if (vstd::contains(getUsedHeroes(), ID))
  805. return false;
  806. if (!mi->mapHeader->allowedHeroes.count(ID))
  807. return false;
  808. for (const auto & disposedHero : mi->mapHeader->disposedHeroes)
  809. if (disposedHero.heroId == ID && !disposedHero.players.count(player))
  810. return false;
  811. return true;
  812. }
  813. std::vector<HeroTypeID> CVCMIServer::getUsedHeroes()
  814. {
  815. std::vector<HeroTypeID> heroIds;
  816. for(const auto & p : si->playerInfos)
  817. {
  818. const auto & heroes = getPlayerInfo(p.first).heroesNames;
  819. for(const auto & hero : heroes)
  820. if(hero.heroId.hasValue())
  821. heroIds.push_back(hero.heroId);
  822. if(p.second.hero != HeroTypeID::RANDOM)
  823. heroIds.push_back(p.second.hero);
  824. }
  825. return heroIds;
  826. }
  827. PlayerConnectionID CVCMIServer::getIdOfFirstUnallocatedPlayer() const
  828. {
  829. for(auto i = playerNames.cbegin(); i != playerNames.cend(); i++)
  830. {
  831. if(!si->getPlayersSettings(i->first))
  832. return i->first;
  833. }
  834. return PlayerConnectionID::PLAYER_AI;
  835. }
  836. void CVCMIServer::multiplayerWelcomeMessage()
  837. {
  838. int humanPlayer = 0;
  839. for (const auto & pi : si->playerInfos)
  840. if(pi.second.isControlledByHuman())
  841. humanPlayer++;
  842. if(humanPlayer < 2) // Singleplayer
  843. return;
  844. gh->playerMessages->broadcastSystemMessage(MetaString::createFromTextID("vcmi.broadcast.command"));
  845. for (const auto & pi : si->playerInfos)
  846. if(!pi.second.handicap.startBonus.empty() || pi.second.handicap.percentIncome != 100 || pi.second.handicap.percentGrowth != 100)
  847. {
  848. MetaString str;
  849. str.appendTextID("vcmi.lobby.handicap");
  850. str.appendRawString(" ");
  851. str.appendName(pi.first);
  852. str.appendRawString(":");
  853. for(auto & res : EGameResID::ALL_RESOURCES())
  854. if(pi.second.handicap.startBonus[res] != 0)
  855. {
  856. str.appendRawString(" ");
  857. str.appendName(res);
  858. str.appendRawString(":");
  859. str.appendRawString(std::to_string(pi.second.handicap.startBonus[res]));
  860. }
  861. if(pi.second.handicap.percentIncome != 100)
  862. {
  863. str.appendRawString(" ");
  864. str.appendTextID("core.jktext.32");
  865. str.appendRawString(":");
  866. str.appendRawString(std::to_string(pi.second.handicap.percentIncome) + "%");
  867. }
  868. if(pi.second.handicap.percentGrowth != 100)
  869. {
  870. str.appendRawString(" ");
  871. str.appendTextID("core.genrltxt.194");
  872. str.appendRawString(":");
  873. str.appendRawString(std::to_string(pi.second.handicap.percentGrowth) + "%");
  874. }
  875. gh->playerMessages->broadcastSystemMessage(str);
  876. }
  877. std::vector<std::string> optionIds;
  878. if(si->extraOptionsInfo.cheatsAllowed)
  879. optionIds.emplace_back("vcmi.optionsTab.cheatAllowed.hover");
  880. if(si->extraOptionsInfo.unlimitedReplay)
  881. optionIds.emplace_back("vcmi.optionsTab.unlimitedReplay.hover");
  882. if(!optionIds.size()) // No settings to publish
  883. return;
  884. MetaString str;
  885. str.appendTextID("vcmi.optionsTab.extraOptions.hover");
  886. str.appendRawString(": ");
  887. for(int i = 0; i < optionIds.size(); i++)
  888. {
  889. str.appendTextID(optionIds[i]);
  890. if(i < optionIds.size() - 1)
  891. str.appendRawString(", ");
  892. }
  893. gh->playerMessages->broadcastSystemMessage(str);
  894. }
  895. INetworkHandler & CVCMIServer::getNetworkHandler()
  896. {
  897. return *networkHandler;
  898. }
  899. INetworkServer & CVCMIServer::getNetworkServer()
  900. {
  901. return *networkServer;
  902. }
  903. bool CVCMIServer::loadSavedGame(const StartInfo &info)
  904. {
  905. try
  906. {
  907. gh->load(info);
  908. }
  909. catch(const ModIncompatibility & e)
  910. {
  911. logGlobal->error("Failed to load game: %s", e.what());
  912. MetaString errorMsg;
  913. if(!e.whatMissing().empty())
  914. {
  915. errorMsg.appendTextID("vcmi.server.errors.modsToEnable");
  916. errorMsg.appendRawString("\n");
  917. errorMsg.appendRawString(e.whatMissing());
  918. }
  919. if(!e.whatExcessive().empty())
  920. {
  921. errorMsg.appendTextID("vcmi.server.errors.modsToDisable");
  922. errorMsg.appendRawString("\n");
  923. errorMsg.appendRawString(e.whatExcessive());
  924. }
  925. announceMessage(errorMsg);
  926. return false;
  927. }
  928. catch(const IdentifierResolutionException & e)
  929. {
  930. logGlobal->error("Failed to load game: %s", e.what());
  931. MetaString errorMsg;
  932. errorMsg.appendTextID("vcmi.server.errors.unknownEntity");
  933. errorMsg.replaceRawString(e.identifierName);
  934. announceMessage(errorMsg);
  935. return false;
  936. }
  937. catch(const std::exception & e)
  938. {
  939. logGlobal->error("Failed to load game: %s", e.what());
  940. auto str = MetaString::createFromTextID("vcmi.broadcast.failedLoadGame");
  941. str.appendRawString(": ");
  942. str.appendRawString(e.what());
  943. announceMessage(str);
  944. return false;
  945. }
  946. return true;
  947. }
  948. bool CVCMIServer::isPlayerHost(const PlayerColor & color) const
  949. {
  950. return LobbyInfo::isPlayerHost(color);
  951. }
  952. bool CVCMIServer::hasPlayerAt(PlayerColor player, GameConnectionID connectionID) const
  953. {
  954. return vstd::contains(getAllClientPlayers(connectionID), player);
  955. }
  956. bool CVCMIServer::hasBothPlayersAtSameConnection(PlayerColor left, PlayerColor right) const
  957. {
  958. for (const auto & c : activeConnections)
  959. if (hasPlayerAt(left, c->connectionID) && hasPlayerAt(right, c->connectionID))
  960. return true;
  961. return false;
  962. }
  963. void CVCMIServer::applyPack(CPackForClient & pack)
  964. {
  965. logNetwork->trace("\tSending to all clients: %s", typeid(pack).name());
  966. for (const auto & c : activeConnections)
  967. c->sendPack(pack);
  968. gh->gs->apply(pack);
  969. logNetwork->trace("\tApplied on gameState(): %s", typeid(pack).name());
  970. }
  971. void CVCMIServer::sendPack(CPackForClient & pack, GameConnectionID connectionID)
  972. {
  973. for (const auto & c : activeConnections)
  974. if (c->connectionID == connectionID)
  975. c->sendPack(pack);
  976. }