CServerHandler.cpp 27 KB

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  1. /*
  2. * CServerHandler.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CServerHandler.h"
  12. #include "Client.h"
  13. #include "CGameInfo.h"
  14. #include "CPlayerInterface.h"
  15. #include "gui/CGuiHandler.h"
  16. #include "gui/WindowHandler.h"
  17. #include "lobby/CSelectionBase.h"
  18. #include "lobby/CLobbyScreen.h"
  19. #include "windows/InfoWindows.h"
  20. #include "mainmenu/CMainMenu.h"
  21. #include "mainmenu/CPrologEpilogVideo.h"
  22. #include "mainmenu/CHighScoreScreen.h"
  23. #ifdef VCMI_ANDROID
  24. #include "../lib/CAndroidVMHelper.h"
  25. #elif defined(VCMI_IOS)
  26. #include "ios/utils.h"
  27. #include <dispatch/dispatch.h>
  28. #endif
  29. #ifdef SINGLE_PROCESS_APP
  30. #include "../server/CVCMIServer.h"
  31. #endif
  32. #include "../lib/CConfigHandler.h"
  33. #include "../lib/CGeneralTextHandler.h"
  34. #include "../lib/CThreadHelper.h"
  35. #include "../lib/StartInfo.h"
  36. #include "../lib/TurnTimerInfo.h"
  37. #include "../lib/VCMIDirs.h"
  38. #include "../lib/campaign/CampaignState.h"
  39. #include "../lib/mapping/CMapInfo.h"
  40. #include "../lib/mapObjects/MiscObjects.h"
  41. #include "../lib/modding/ModIncompatibility.h"
  42. #include "../lib/rmg/CMapGenOptions.h"
  43. #include "../lib/filesystem/Filesystem.h"
  44. #include "../lib/registerTypes/RegisterTypesLobbyPacks.h"
  45. #include "../lib/serializer/Connection.h"
  46. #include "../lib/serializer/CMemorySerializer.h"
  47. #include "../lib/UnlockGuard.h"
  48. #include <boost/uuid/uuid.hpp>
  49. #include <boost/uuid/uuid_io.hpp>
  50. #include <boost/uuid/uuid_generators.hpp>
  51. #include <boost/asio.hpp>
  52. #include "../lib/serializer/Cast.h"
  53. #include "LobbyClientNetPackVisitors.h"
  54. #include <vcmi/events/EventBus.h>
  55. #ifdef VCMI_WINDOWS
  56. #include <windows.h>
  57. #endif
  58. template<typename T> class CApplyOnLobby;
  59. const std::string CServerHandler::localhostAddress{"127.0.0.1"};
  60. #if defined(VCMI_ANDROID) && !defined(SINGLE_PROCESS_APP)
  61. extern std::atomic_bool androidTestServerReadyFlag;
  62. #endif
  63. class CBaseForLobbyApply
  64. {
  65. public:
  66. virtual bool applyOnLobbyHandler(CServerHandler * handler, void * pack) const = 0;
  67. virtual void applyOnLobbyScreen(CLobbyScreen * lobby, CServerHandler * handler, void * pack) const = 0;
  68. virtual ~CBaseForLobbyApply(){};
  69. template<typename U> static CBaseForLobbyApply * getApplier(const U * t = nullptr)
  70. {
  71. return new CApplyOnLobby<U>();
  72. }
  73. };
  74. template<typename T> class CApplyOnLobby : public CBaseForLobbyApply
  75. {
  76. public:
  77. bool applyOnLobbyHandler(CServerHandler * handler, void * pack) const override
  78. {
  79. boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
  80. T * ptr = static_cast<T *>(pack);
  81. ApplyOnLobbyHandlerNetPackVisitor visitor(*handler);
  82. logNetwork->trace("\tImmediately apply on lobby: %s", typeid(ptr).name());
  83. ptr->visit(visitor);
  84. return visitor.getResult();
  85. }
  86. void applyOnLobbyScreen(CLobbyScreen * lobby, CServerHandler * handler, void * pack) const override
  87. {
  88. T * ptr = static_cast<T *>(pack);
  89. ApplyOnLobbyScreenNetPackVisitor visitor(*handler, lobby);
  90. logNetwork->trace("\tApply on lobby from queue: %s", typeid(ptr).name());
  91. ptr->visit(visitor);
  92. }
  93. };
  94. template<> class CApplyOnLobby<CPack>: public CBaseForLobbyApply
  95. {
  96. public:
  97. bool applyOnLobbyHandler(CServerHandler * handler, void * pack) const override
  98. {
  99. logGlobal->error("Cannot apply plain CPack!");
  100. assert(0);
  101. return false;
  102. }
  103. void applyOnLobbyScreen(CLobbyScreen * lobby, CServerHandler * handler, void * pack) const override
  104. {
  105. logGlobal->error("Cannot apply plain CPack!");
  106. assert(0);
  107. }
  108. };
  109. static const std::string NAME_AFFIX = "client";
  110. static const std::string NAME = GameConstants::VCMI_VERSION + std::string(" (") + NAME_AFFIX + ')'; //application name
  111. CServerHandler::CServerHandler()
  112. : state(EClientState::NONE), mx(std::make_shared<boost::recursive_mutex>()), client(nullptr), loadMode(0), campaignStateToSend(nullptr), campaignServerRestartLock(false)
  113. {
  114. uuid = boost::uuids::to_string(boost::uuids::random_generator()());
  115. //read from file to restore last session
  116. if(!settings["server"]["uuid"].isNull() && !settings["server"]["uuid"].String().empty())
  117. uuid = settings["server"]["uuid"].String();
  118. applier = std::make_shared<CApplier<CBaseForLobbyApply>>();
  119. registerTypesLobbyPacks(*applier);
  120. }
  121. void CServerHandler::resetStateForLobby(const StartInfo::EMode mode, const std::vector<std::string> * names)
  122. {
  123. hostClientId = -1;
  124. state = EClientState::NONE;
  125. mapToStart = nullptr;
  126. th = std::make_unique<CStopWatch>();
  127. packsForLobbyScreen.clear();
  128. c.reset();
  129. si = std::make_shared<StartInfo>();
  130. playerNames.clear();
  131. si->difficulty = 1;
  132. si->mode = mode;
  133. myNames.clear();
  134. if(names && !names->empty()) //if have custom set of player names - use it
  135. myNames = *names;
  136. else
  137. myNames.push_back(settings["general"]["playerName"].String());
  138. }
  139. void CServerHandler::startLocalServerAndConnect()
  140. {
  141. if(threadRunLocalServer)
  142. threadRunLocalServer->join();
  143. th->update();
  144. auto errorMsg = CGI->generaltexth->translate("vcmi.server.errors.existingProcess");
  145. try
  146. {
  147. CConnection testConnection(localhostAddress, getDefaultPort(), NAME, uuid);
  148. logNetwork->error("Port is busy, check if another instance of vcmiserver is working");
  149. CInfoWindow::showInfoDialog(errorMsg, {});
  150. return;
  151. }
  152. catch(std::runtime_error & error)
  153. {
  154. //no connection means that port is not busy and we can start local server
  155. }
  156. #if defined(SINGLE_PROCESS_APP)
  157. boost::condition_variable cond;
  158. std::vector<std::string> args{"--uuid=" + uuid, "--port=" + std::to_string(getHostPort())};
  159. if(settings["session"]["lobby"].Bool() && settings["session"]["host"].Bool())
  160. {
  161. args.push_back("--lobby=" + settings["session"]["address"].String());
  162. args.push_back("--connections=" + settings["session"]["hostConnections"].String());
  163. args.push_back("--lobby-port=" + std::to_string(settings["session"]["port"].Integer()));
  164. args.push_back("--lobby-uuid=" + settings["session"]["hostUuid"].String());
  165. }
  166. threadRunLocalServer = std::make_shared<boost::thread>([&cond, args, this] {
  167. setThreadName("CVCMIServer");
  168. CVCMIServer::create(&cond, args);
  169. onServerFinished();
  170. });
  171. threadRunLocalServer->detach();
  172. #elif defined(VCMI_ANDROID)
  173. {
  174. CAndroidVMHelper envHelper;
  175. envHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "startServer", true);
  176. }
  177. #else
  178. threadRunLocalServer = std::make_shared<boost::thread>(&CServerHandler::threadRunServer, this); //runs server executable;
  179. #endif
  180. logNetwork->trace("Setting up thread calling server: %d ms", th->getDiff());
  181. th->update();
  182. #ifdef SINGLE_PROCESS_APP
  183. {
  184. #ifdef VCMI_IOS
  185. dispatch_sync(dispatch_get_main_queue(), ^{
  186. iOS_utils::showLoadingIndicator();
  187. });
  188. #endif
  189. boost::mutex m;
  190. boost::unique_lock<boost::mutex> lock{m};
  191. logNetwork->info("waiting for server");
  192. cond.wait(lock);
  193. logNetwork->info("server is ready");
  194. #ifdef VCMI_IOS
  195. dispatch_sync(dispatch_get_main_queue(), ^{
  196. iOS_utils::hideLoadingIndicator();
  197. });
  198. #endif
  199. }
  200. #elif defined(VCMI_ANDROID)
  201. logNetwork->info("waiting for server");
  202. while(!androidTestServerReadyFlag.load())
  203. {
  204. logNetwork->info("still waiting...");
  205. boost::this_thread::sleep_for(boost::chrono::milliseconds(1000));
  206. }
  207. logNetwork->info("waiting for server finished...");
  208. androidTestServerReadyFlag = false;
  209. #endif
  210. logNetwork->trace("Waiting for server: %d ms", th->getDiff());
  211. th->update(); //put breakpoint here to attach to server before it does something stupid
  212. justConnectToServer(localhostAddress, 0);
  213. logNetwork->trace("\tConnecting to the server: %d ms", th->getDiff());
  214. }
  215. void CServerHandler::justConnectToServer(const std::string & addr, const ui16 port)
  216. {
  217. state = EClientState::CONNECTING;
  218. while(!c && state != EClientState::CONNECTION_CANCELLED)
  219. {
  220. try
  221. {
  222. logNetwork->info("Establishing connection...");
  223. c = std::make_shared<CConnection>(
  224. addr.size() ? addr : getHostAddress(),
  225. port ? port : getHostPort(),
  226. NAME, uuid);
  227. }
  228. catch(std::runtime_error & error)
  229. {
  230. logNetwork->warn("\nCannot establish connection. %s Retrying in 1 second", error.what());
  231. boost::this_thread::sleep_for(boost::chrono::milliseconds(1000));
  232. }
  233. }
  234. if(state == EClientState::CONNECTION_CANCELLED)
  235. {
  236. logNetwork->info("Connection aborted by player!");
  237. return;
  238. }
  239. c->handler = std::make_shared<boost::thread>(&CServerHandler::threadHandleConnection, this);
  240. if(!addr.empty() && addr != getHostAddress())
  241. {
  242. Settings serverAddress = settings.write["server"]["server"];
  243. serverAddress->String() = addr;
  244. }
  245. if(port && port != getHostPort())
  246. {
  247. Settings serverPort = settings.write["server"]["port"];
  248. serverPort->Integer() = port;
  249. }
  250. }
  251. void CServerHandler::applyPacksOnLobbyScreen()
  252. {
  253. if(!c || !c->handler)
  254. return;
  255. boost::unique_lock<boost::recursive_mutex> lock(*mx);
  256. while(!packsForLobbyScreen.empty())
  257. {
  258. boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
  259. CPackForLobby * pack = packsForLobbyScreen.front();
  260. packsForLobbyScreen.pop_front();
  261. CBaseForLobbyApply * apply = applier->getApplier(CTypeList::getInstance().getTypeID(pack)); //find the applier
  262. apply->applyOnLobbyScreen(dynamic_cast<CLobbyScreen *>(SEL), this, pack);
  263. GH.windows().totalRedraw();
  264. delete pack;
  265. }
  266. }
  267. void CServerHandler::stopServerConnection()
  268. {
  269. if(c->handler)
  270. {
  271. while(!c->handler->timed_join(boost::chrono::milliseconds(50)))
  272. applyPacksOnLobbyScreen();
  273. c->handler->join();
  274. }
  275. }
  276. std::set<PlayerColor> CServerHandler::getHumanColors()
  277. {
  278. return clientHumanColors(c->connectionID);
  279. }
  280. PlayerColor CServerHandler::myFirstColor() const
  281. {
  282. return clientFirstColor(c->connectionID);
  283. }
  284. bool CServerHandler::isMyColor(PlayerColor color) const
  285. {
  286. return isClientColor(c->connectionID, color);
  287. }
  288. ui8 CServerHandler::myFirstId() const
  289. {
  290. return clientFirstId(c->connectionID);
  291. }
  292. bool CServerHandler::isServerLocal() const
  293. {
  294. if(threadRunLocalServer)
  295. return true;
  296. return false;
  297. }
  298. bool CServerHandler::isHost() const
  299. {
  300. return c && hostClientId == c->connectionID;
  301. }
  302. bool CServerHandler::isGuest() const
  303. {
  304. return !c || hostClientId != c->connectionID;
  305. }
  306. ui16 CServerHandler::getDefaultPort()
  307. {
  308. return static_cast<ui16>(settings["server"]["port"].Integer());
  309. }
  310. std::string CServerHandler::getDefaultPortStr()
  311. {
  312. return std::to_string(getDefaultPort());
  313. }
  314. std::string CServerHandler::getHostAddress() const
  315. {
  316. if(settings["session"]["lobby"].isNull() || !settings["session"]["lobby"].Bool())
  317. return settings["server"]["server"].String();
  318. if(settings["session"]["host"].Bool())
  319. return localhostAddress;
  320. return settings["session"]["address"].String();
  321. }
  322. ui16 CServerHandler::getHostPort() const
  323. {
  324. if(settings["session"]["lobby"].isNull() || !settings["session"]["lobby"].Bool())
  325. return getDefaultPort();
  326. if(settings["session"]["host"].Bool())
  327. return getDefaultPort();
  328. return settings["session"]["port"].Integer();
  329. }
  330. void CServerHandler::sendClientConnecting() const
  331. {
  332. LobbyClientConnected lcc;
  333. lcc.uuid = uuid;
  334. lcc.names = myNames;
  335. lcc.mode = si->mode;
  336. sendLobbyPack(lcc);
  337. }
  338. void CServerHandler::sendClientDisconnecting()
  339. {
  340. // FIXME: This is workaround needed to make sure client not trying to sent anything to non existed server
  341. if(state == EClientState::DISCONNECTING)
  342. return;
  343. state = EClientState::DISCONNECTING;
  344. mapToStart = nullptr;
  345. LobbyClientDisconnected lcd;
  346. lcd.clientId = c->connectionID;
  347. logNetwork->info("Connection has been requested to be closed.");
  348. if(isServerLocal())
  349. {
  350. lcd.shutdownServer = true;
  351. logNetwork->info("Sent closing signal to the server");
  352. }
  353. else
  354. {
  355. logNetwork->info("Sent leaving signal to the server");
  356. }
  357. sendLobbyPack(lcd);
  358. {
  359. // Network thread might be applying network pack at this moment
  360. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  361. c->close();
  362. c.reset();
  363. }
  364. }
  365. void CServerHandler::setCampaignState(std::shared_ptr<CampaignState> newCampaign)
  366. {
  367. state = EClientState::LOBBY_CAMPAIGN;
  368. LobbySetCampaign lsc;
  369. lsc.ourCampaign = newCampaign;
  370. sendLobbyPack(lsc);
  371. }
  372. void CServerHandler::setCampaignMap(CampaignScenarioID mapId) const
  373. {
  374. if(state == EClientState::GAMEPLAY) // FIXME: UI shouldn't sent commands in first place
  375. return;
  376. LobbySetCampaignMap lscm;
  377. lscm.mapId = mapId;
  378. sendLobbyPack(lscm);
  379. }
  380. void CServerHandler::setCampaignBonus(int bonusId) const
  381. {
  382. if(state == EClientState::GAMEPLAY) // FIXME: UI shouldn't sent commands in first place
  383. return;
  384. LobbySetCampaignBonus lscb;
  385. lscb.bonusId = bonusId;
  386. sendLobbyPack(lscb);
  387. }
  388. void CServerHandler::setMapInfo(std::shared_ptr<CMapInfo> to, std::shared_ptr<CMapGenOptions> mapGenOpts) const
  389. {
  390. LobbySetMap lsm;
  391. lsm.mapInfo = to;
  392. lsm.mapGenOpts = mapGenOpts;
  393. sendLobbyPack(lsm);
  394. }
  395. void CServerHandler::setPlayer(PlayerColor color) const
  396. {
  397. LobbySetPlayer lsp;
  398. lsp.clickedColor = color;
  399. sendLobbyPack(lsp);
  400. }
  401. void CServerHandler::setPlayerName(PlayerColor color, const std::string & name) const
  402. {
  403. LobbySetPlayerName lspn;
  404. lspn.color = color;
  405. lspn.name = name;
  406. sendLobbyPack(lspn);
  407. }
  408. void CServerHandler::setPlayerOption(ui8 what, int32_t value, PlayerColor player) const
  409. {
  410. LobbyChangePlayerOption lcpo;
  411. lcpo.what = what;
  412. lcpo.value = value;
  413. lcpo.color = player;
  414. sendLobbyPack(lcpo);
  415. }
  416. void CServerHandler::setDifficulty(int to) const
  417. {
  418. LobbySetDifficulty lsd;
  419. lsd.difficulty = to;
  420. sendLobbyPack(lsd);
  421. }
  422. void CServerHandler::setSimturnsInfo(const SimturnsInfo & info) const
  423. {
  424. LobbySetSimturns pack;
  425. pack.simturnsInfo = info;
  426. sendLobbyPack(pack);
  427. }
  428. void CServerHandler::setTurnTimerInfo(const TurnTimerInfo & info) const
  429. {
  430. LobbySetTurnTime lstt;
  431. lstt.turnTimerInfo = info;
  432. sendLobbyPack(lstt);
  433. }
  434. void CServerHandler::setExtraOptionsInfo(const ExtraOptionsInfo & info) const
  435. {
  436. LobbySetExtraOptions lseo;
  437. lseo.extraOptionsInfo = info;
  438. sendLobbyPack(lseo);
  439. }
  440. void CServerHandler::sendMessage(const std::string & txt) const
  441. {
  442. std::istringstream readed;
  443. readed.str(txt);
  444. std::string command;
  445. readed >> command;
  446. if(command == "!passhost")
  447. {
  448. std::string id;
  449. readed >> id;
  450. if(id.length())
  451. {
  452. LobbyChangeHost lch;
  453. lch.newHostConnectionId = boost::lexical_cast<int>(id);
  454. sendLobbyPack(lch);
  455. }
  456. }
  457. else if(command == "!forcep")
  458. {
  459. std::string connectedId;
  460. std::string playerColorId;
  461. readed >> connectedId;
  462. readed >> playerColorId;
  463. if(connectedId.length() && playerColorId.length())
  464. {
  465. ui8 connected = boost::lexical_cast<int>(connectedId);
  466. auto color = PlayerColor(boost::lexical_cast<int>(playerColorId));
  467. if(color.isValidPlayer() && playerNames.find(connected) != playerNames.end())
  468. {
  469. LobbyForceSetPlayer lfsp;
  470. lfsp.targetConnectedPlayer = connected;
  471. lfsp.targetPlayerColor = color;
  472. sendLobbyPack(lfsp);
  473. }
  474. }
  475. }
  476. else
  477. {
  478. LobbyChatMessage lcm;
  479. lcm.message = txt;
  480. lcm.playerName = playerNames.find(myFirstId())->second.name;
  481. sendLobbyPack(lcm);
  482. }
  483. }
  484. void CServerHandler::sendGuiAction(ui8 action) const
  485. {
  486. LobbyGuiAction lga;
  487. lga.action = static_cast<LobbyGuiAction::EAction>(action);
  488. sendLobbyPack(lga);
  489. }
  490. void CServerHandler::sendRestartGame() const
  491. {
  492. GH.windows().createAndPushWindow<CLoadingScreen>();
  493. LobbyEndGame endGame;
  494. endGame.closeConnection = false;
  495. endGame.restart = true;
  496. sendLobbyPack(endGame);
  497. }
  498. bool CServerHandler::validateGameStart(bool allowOnlyAI) const
  499. {
  500. try
  501. {
  502. verifyStateBeforeStart(allowOnlyAI ? true : settings["session"]["onlyai"].Bool());
  503. }
  504. catch(ModIncompatibility & e)
  505. {
  506. logGlobal->warn("Incompatibility exception during start scenario: %s", e.what());
  507. std::string errorMsg;
  508. if(!e.whatMissing().empty())
  509. {
  510. errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToEnable") + '\n';
  511. errorMsg += e.whatMissing();
  512. }
  513. if(!e.whatExcessive().empty())
  514. {
  515. errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToDisable") + '\n';
  516. errorMsg += e.whatExcessive();
  517. }
  518. showServerError(errorMsg);
  519. return false;
  520. }
  521. catch(std::exception & e)
  522. {
  523. logGlobal->error("Exception during startScenario: %s", e.what());
  524. showServerError( std::string("Unable to start map! Reason: ") + e.what());
  525. return false;
  526. }
  527. return true;
  528. }
  529. void CServerHandler::sendStartGame(bool allowOnlyAI) const
  530. {
  531. verifyStateBeforeStart(allowOnlyAI ? true : settings["session"]["onlyai"].Bool());
  532. GH.windows().createAndPushWindow<CLoadingScreen>();
  533. LobbyStartGame lsg;
  534. if(client)
  535. {
  536. lsg.initializedStartInfo = std::make_shared<StartInfo>(* const_cast<StartInfo *>(client->getStartInfo(true)));
  537. lsg.initializedStartInfo->mode = StartInfo::NEW_GAME;
  538. lsg.initializedStartInfo->seedToBeUsed = lsg.initializedStartInfo->seedPostInit = 0;
  539. * si = * lsg.initializedStartInfo;
  540. }
  541. sendLobbyPack(lsg);
  542. c->enterLobbyConnectionMode();
  543. c->disableStackSendingByID();
  544. }
  545. void CServerHandler::startMapAfterConnection(std::shared_ptr<CMapInfo> to)
  546. {
  547. mapToStart = to;
  548. }
  549. void CServerHandler::startGameplay(VCMI_LIB_WRAP_NAMESPACE(CGameState) * gameState)
  550. {
  551. if(CMM)
  552. CMM->disable();
  553. client = new CClient();
  554. highScoreCalc = nullptr;
  555. switch(si->mode)
  556. {
  557. case StartInfo::NEW_GAME:
  558. client->newGame(gameState);
  559. break;
  560. case StartInfo::CAMPAIGN:
  561. client->newGame(gameState);
  562. break;
  563. case StartInfo::LOAD_GAME:
  564. client->loadGame(gameState);
  565. break;
  566. default:
  567. throw std::runtime_error("Invalid mode");
  568. }
  569. // After everything initialized we can accept CPackToClient netpacks
  570. c->enterGameplayConnectionMode(client->gameState());
  571. state = EClientState::GAMEPLAY;
  572. //store settings to continue game
  573. if(!isServerLocal() && isGuest())
  574. {
  575. Settings saveSession = settings.write["server"]["reconnect"];
  576. saveSession->Bool() = true;
  577. Settings saveUuid = settings.write["server"]["uuid"];
  578. saveUuid->String() = uuid;
  579. Settings saveNames = settings.write["server"]["names"];
  580. saveNames->Vector().clear();
  581. for(auto & name : myNames)
  582. {
  583. JsonNode jsonName;
  584. jsonName.String() = name;
  585. saveNames->Vector().push_back(jsonName);
  586. }
  587. }
  588. }
  589. void CServerHandler::endGameplay(bool closeConnection, bool restart)
  590. {
  591. if(closeConnection)
  592. {
  593. // Game is ending
  594. // Tell the network thread to reach a stable state
  595. CSH->sendClientDisconnecting();
  596. logNetwork->info("Closed connection.");
  597. }
  598. client->endGame();
  599. vstd::clear_pointer(client);
  600. if(!restart)
  601. {
  602. if(CMM)
  603. {
  604. GH.curInt = CMM.get();
  605. CMM->enable();
  606. }
  607. else
  608. {
  609. GH.curInt = CMainMenu::create().get();
  610. }
  611. }
  612. if(c)
  613. {
  614. c->enterLobbyConnectionMode();
  615. c->disableStackSendingByID();
  616. }
  617. //reset settings
  618. Settings saveSession = settings.write["server"]["reconnect"];
  619. saveSession->Bool() = false;
  620. }
  621. void CServerHandler::startCampaignScenario(HighScoreParameter param, std::shared_ptr<CampaignState> cs)
  622. {
  623. std::shared_ptr<CampaignState> ourCampaign = cs;
  624. if (!cs)
  625. ourCampaign = si->campState;
  626. if(highScoreCalc == nullptr)
  627. {
  628. highScoreCalc = std::make_shared<HighScoreCalculation>();
  629. highScoreCalc->isCampaign = true;
  630. highScoreCalc->parameters.clear();
  631. }
  632. param.campaignName = cs->getNameTranslated();
  633. highScoreCalc->parameters.push_back(param);
  634. GH.dispatchMainThread([ourCampaign, this]()
  635. {
  636. CSH->campaignServerRestartLock.set(true);
  637. CSH->endGameplay();
  638. auto & epilogue = ourCampaign->scenario(*ourCampaign->lastScenario()).epilog;
  639. auto finisher = [=]()
  640. {
  641. if(ourCampaign->campaignSet != "" && ourCampaign->isCampaignFinished())
  642. {
  643. Settings entry = persistentStorage.write["completedCampaigns"][ourCampaign->getFilename()];
  644. entry->Bool() = true;
  645. }
  646. GH.windows().pushWindow(CMM);
  647. GH.windows().pushWindow(CMM->menu);
  648. if(!ourCampaign->isCampaignFinished())
  649. CMM->openCampaignLobby(ourCampaign);
  650. else
  651. {
  652. CMM->openCampaignScreen(ourCampaign->campaignSet);
  653. GH.windows().createAndPushWindow<CHighScoreInputScreen>(true, *highScoreCalc);
  654. }
  655. };
  656. if(epilogue.hasPrologEpilog)
  657. {
  658. GH.windows().createAndPushWindow<CPrologEpilogVideo>(epilogue, finisher);
  659. }
  660. else
  661. {
  662. CSH->campaignServerRestartLock.waitUntil(false);
  663. finisher();
  664. }
  665. });
  666. }
  667. void CServerHandler::showServerError(const std::string & txt) const
  668. {
  669. if(auto w = GH.windows().topWindow<CLoadingScreen>())
  670. GH.windows().popWindow(w);
  671. CInfoWindow::showInfoDialog(txt, {});
  672. }
  673. int CServerHandler::howManyPlayerInterfaces()
  674. {
  675. int playerInts = 0;
  676. for(auto pint : client->playerint)
  677. {
  678. if(dynamic_cast<CPlayerInterface *>(pint.second.get()))
  679. playerInts++;
  680. }
  681. return playerInts;
  682. }
  683. ui8 CServerHandler::getLoadMode()
  684. {
  685. if(loadMode != ELoadMode::TUTORIAL && state == EClientState::GAMEPLAY)
  686. {
  687. if(si->campState)
  688. return ELoadMode::CAMPAIGN;
  689. for(auto pn : playerNames)
  690. {
  691. if(pn.second.connection != c->connectionID)
  692. return ELoadMode::MULTI;
  693. }
  694. if(howManyPlayerInterfaces() > 1) //this condition will work for hotseat mode OR multiplayer with allowed more than 1 color per player to control
  695. return ELoadMode::MULTI;
  696. return ELoadMode::SINGLE;
  697. }
  698. return loadMode;
  699. }
  700. void CServerHandler::restoreLastSession()
  701. {
  702. auto loadSession = [this]()
  703. {
  704. uuid = settings["server"]["uuid"].String();
  705. for(auto & name : settings["server"]["names"].Vector())
  706. myNames.push_back(name.String());
  707. resetStateForLobby(StartInfo::LOAD_GAME, &myNames);
  708. screenType = ESelectionScreen::loadGame;
  709. justConnectToServer(settings["server"]["server"].String(), settings["server"]["port"].Integer());
  710. };
  711. auto cleanUpSession = []()
  712. {
  713. //reset settings
  714. Settings saveSession = settings.write["server"]["reconnect"];
  715. saveSession->Bool() = false;
  716. };
  717. CInfoWindow::showYesNoDialog(VLC->generaltexth->translate("vcmi.server.confirmReconnect"), {}, loadSession, cleanUpSession);
  718. }
  719. void CServerHandler::debugStartTest(std::string filename, bool save)
  720. {
  721. logGlobal->info("Starting debug test with file: %s", filename);
  722. auto mapInfo = std::make_shared<CMapInfo>();
  723. if(save)
  724. {
  725. resetStateForLobby(StartInfo::LOAD_GAME);
  726. mapInfo->saveInit(ResourcePath(filename, EResType::SAVEGAME));
  727. screenType = ESelectionScreen::loadGame;
  728. }
  729. else
  730. {
  731. resetStateForLobby(StartInfo::NEW_GAME);
  732. mapInfo->mapInit(filename);
  733. screenType = ESelectionScreen::newGame;
  734. }
  735. if(settings["session"]["donotstartserver"].Bool())
  736. justConnectToServer(localhostAddress, 3030);
  737. else
  738. startLocalServerAndConnect();
  739. boost::this_thread::sleep_for(boost::chrono::milliseconds(100));
  740. while(!settings["session"]["headless"].Bool() && !GH.windows().topWindow<CLobbyScreen>())
  741. boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
  742. while(!mi || mapInfo->fileURI != CSH->mi->fileURI)
  743. {
  744. setMapInfo(mapInfo);
  745. boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
  746. }
  747. // "Click" on color to remove us from it
  748. setPlayer(myFirstColor());
  749. while(myFirstColor() != PlayerColor::CANNOT_DETERMINE)
  750. boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
  751. while(true)
  752. {
  753. try
  754. {
  755. sendStartGame();
  756. break;
  757. }
  758. catch(...)
  759. {
  760. }
  761. boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
  762. }
  763. }
  764. class ServerHandlerCPackVisitor : public VCMI_LIB_WRAP_NAMESPACE(ICPackVisitor)
  765. {
  766. private:
  767. CServerHandler & handler;
  768. public:
  769. ServerHandlerCPackVisitor(CServerHandler & handler)
  770. :handler(handler)
  771. {
  772. }
  773. virtual bool callTyped() override { return false; }
  774. virtual void visitForLobby(CPackForLobby & lobbyPack) override
  775. {
  776. handler.visitForLobby(lobbyPack);
  777. }
  778. virtual void visitForClient(CPackForClient & clientPack) override
  779. {
  780. handler.visitForClient(clientPack);
  781. }
  782. };
  783. void CServerHandler::threadHandleConnection()
  784. {
  785. setThreadName("handleConnection");
  786. c->enterLobbyConnectionMode();
  787. try
  788. {
  789. sendClientConnecting();
  790. while(c && c->connected)
  791. {
  792. while(state == EClientState::STARTING)
  793. boost::this_thread::sleep_for(boost::chrono::milliseconds(10));
  794. CPack * pack = c->retrievePack();
  795. if(state == EClientState::DISCONNECTING)
  796. {
  797. // FIXME: server shouldn't really send netpacks after it's tells client to disconnect
  798. // Though currently they'll be delivered and might cause crash.
  799. vstd::clear_pointer(pack);
  800. }
  801. else
  802. {
  803. ServerHandlerCPackVisitor visitor(*this);
  804. pack->visit(visitor);
  805. }
  806. }
  807. }
  808. //catch only asio exceptions
  809. catch(const boost::system::system_error & e)
  810. {
  811. if(state == EClientState::DISCONNECTING)
  812. {
  813. logNetwork->info("Successfully closed connection to server, ending listening thread!");
  814. }
  815. else
  816. {
  817. if (e.code() == boost::asio::error::eof)
  818. logNetwork->error("Lost connection to server, ending listening thread! Connection has been closed");
  819. else
  820. logNetwork->error("Lost connection to server, ending listening thread! Reason: %s", e.what());
  821. if(client)
  822. {
  823. state = EClientState::DISCONNECTING;
  824. GH.dispatchMainThread([]()
  825. {
  826. CSH->endGameplay();
  827. GH.defActionsDef = 63;
  828. CMM->menu->switchToTab("main");
  829. });
  830. }
  831. else
  832. {
  833. auto lcd = new LobbyClientDisconnected();
  834. lcd->clientId = c->connectionID;
  835. boost::unique_lock<boost::recursive_mutex> lock(*mx);
  836. packsForLobbyScreen.push_back(lcd);
  837. }
  838. }
  839. }
  840. }
  841. void CServerHandler::visitForLobby(CPackForLobby & lobbyPack)
  842. {
  843. if(applier->getApplier(CTypeList::getInstance().getTypeID(&lobbyPack))->applyOnLobbyHandler(this, &lobbyPack))
  844. {
  845. if(!settings["session"]["headless"].Bool())
  846. {
  847. boost::unique_lock<boost::recursive_mutex> lock(*mx);
  848. packsForLobbyScreen.push_back(&lobbyPack);
  849. }
  850. }
  851. }
  852. void CServerHandler::visitForClient(CPackForClient & clientPack)
  853. {
  854. client->handlePack(&clientPack);
  855. }
  856. void CServerHandler::threadRunServer()
  857. {
  858. #if !defined(VCMI_MOBILE)
  859. setThreadName("runServer");
  860. const std::string logName = (VCMIDirs::get().userLogsPath() / "server_log.txt").string();
  861. std::string comm = VCMIDirs::get().serverPath().string()
  862. + " --port=" + std::to_string(getHostPort())
  863. + " --run-by-client"
  864. + " --uuid=" + uuid;
  865. if(settings["session"]["lobby"].Bool() && settings["session"]["host"].Bool())
  866. {
  867. comm += " --lobby=" + settings["session"]["address"].String();
  868. comm += " --connections=" + settings["session"]["hostConnections"].String();
  869. comm += " --lobby-port=" + std::to_string(settings["session"]["port"].Integer());
  870. comm += " --lobby-uuid=" + settings["session"]["hostUuid"].String();
  871. }
  872. comm += " > \"" + logName + '\"';
  873. logGlobal->info("Server command line: %s", comm);
  874. #ifdef VCMI_WINDOWS
  875. int result = -1;
  876. const auto bufSize = ::MultiByteToWideChar(CP_UTF8, 0, comm.c_str(), comm.size(), nullptr, 0);
  877. if(bufSize > 0)
  878. {
  879. std::wstring wComm(bufSize, {});
  880. const auto convertResult = ::MultiByteToWideChar(CP_UTF8, 0, comm.c_str(), comm.size(), &wComm[0], bufSize);
  881. if(convertResult > 0)
  882. result = ::_wsystem(wComm.c_str());
  883. else
  884. logNetwork->error("Error " + std::to_string(GetLastError()) + ": failed to convert server launch command to wide string: " + comm);
  885. }
  886. else
  887. logNetwork->error("Error " + std::to_string(GetLastError()) + ": failed to obtain buffer length to convert server launch command to wide string : " + comm);
  888. #else
  889. int result = std::system(comm.c_str());
  890. #endif
  891. if (result == 0)
  892. {
  893. logNetwork->info("Server closed correctly");
  894. }
  895. else
  896. {
  897. logNetwork->error("Error: server failed to close correctly or crashed!");
  898. logNetwork->error("Check %s for more info", logName);
  899. }
  900. onServerFinished();
  901. #endif
  902. }
  903. void CServerHandler::onServerFinished()
  904. {
  905. threadRunLocalServer.reset();
  906. if (CSH)
  907. CSH->campaignServerRestartLock.setn(false);
  908. }
  909. void CServerHandler::sendLobbyPack(const CPackForLobby & pack) const
  910. {
  911. if(state != EClientState::STARTING)
  912. c->sendPack(&pack);
  913. }