CVCMIServer.cpp 29 KB

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  1. /*
  2. * CVCMIServer.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include <boost/asio.hpp>
  12. #include "../lib/filesystem/Filesystem.h"
  13. #include "../lib/mapping/CCampaignHandler.h"
  14. #include "../lib/CThreadHelper.h"
  15. #include "../lib/serializer/Connection.h"
  16. #include "../lib/CModHandler.h"
  17. #include "../lib/CArtHandler.h"
  18. #include "../lib/CGeneralTextHandler.h"
  19. #include "../lib/CHeroHandler.h"
  20. #include "../lib/CTownHandler.h"
  21. #include "../lib/CBuildingHandler.h"
  22. #include "../lib/spells/CSpellHandler.h"
  23. #include "../lib/CCreatureHandler.h"
  24. #include "zlib.h"
  25. #include "CVCMIServer.h"
  26. #include "../lib/StartInfo.h"
  27. #include "../lib/mapping/CMap.h"
  28. #include "../lib/rmg/CMapGenOptions.h"
  29. #ifdef VCMI_ANDROID
  30. #include "lib/CAndroidVMHelper.h"
  31. #elif !defined(VCMI_IOS)
  32. #include "../lib/Interprocess.h"
  33. #endif
  34. #include "../lib/VCMI_Lib.h"
  35. #include "../lib/VCMIDirs.h"
  36. #include "CGameHandler.h"
  37. #include "../lib/mapping/CMapInfo.h"
  38. #include "../lib/GameConstants.h"
  39. #include "../lib/logging/CBasicLogConfigurator.h"
  40. #include "../lib/CConfigHandler.h"
  41. #include "../lib/ScopeGuard.h"
  42. #include "../lib/serializer/CMemorySerializer.h"
  43. #include "../lib/serializer/Cast.h"
  44. #include "../lib/UnlockGuard.h"
  45. // for applier
  46. #include "../lib/registerTypes/RegisterTypes.h"
  47. // UUID generation
  48. #include <boost/uuid/uuid.hpp>
  49. #include <boost/uuid/uuid_io.hpp>
  50. #include <boost/uuid/uuid_generators.hpp>
  51. #include "../lib/CGameState.h"
  52. #if defined(__GNUC__) && !defined(__MINGW32__) && !defined(VCMI_ANDROID) && !defined(VCMI_IOS)
  53. #include <execinfo.h>
  54. #endif
  55. template<typename T> class CApplyOnServer;
  56. class CBaseForServerApply
  57. {
  58. public:
  59. virtual bool applyOnServerBefore(CVCMIServer * srv, void * pack) const =0;
  60. virtual void applyOnServerAfter(CVCMIServer * srv, void * pack) const =0;
  61. virtual ~CBaseForServerApply() {}
  62. template<typename U> static CBaseForServerApply * getApplier(const U * t = nullptr)
  63. {
  64. return new CApplyOnServer<U>();
  65. }
  66. };
  67. template <typename T> class CApplyOnServer : public CBaseForServerApply
  68. {
  69. public:
  70. bool applyOnServerBefore(CVCMIServer * srv, void * pack) const override
  71. {
  72. T * ptr = static_cast<T *>(pack);
  73. if(ptr->checkClientPermissions(srv))
  74. {
  75. boost::unique_lock<boost::mutex> stateLock(srv->stateMutex);
  76. return ptr->applyOnServer(srv);
  77. }
  78. else
  79. return false;
  80. }
  81. void applyOnServerAfter(CVCMIServer * srv, void * pack) const override
  82. {
  83. T * ptr = static_cast<T *>(pack);
  84. ptr->applyOnServerAfterAnnounce(srv);
  85. }
  86. };
  87. template <>
  88. class CApplyOnServer<CPack> : public CBaseForServerApply
  89. {
  90. public:
  91. bool applyOnServerBefore(CVCMIServer * srv, void * pack) const override
  92. {
  93. logGlobal->error("Cannot apply plain CPack!");
  94. assert(0);
  95. return false;
  96. }
  97. void applyOnServerAfter(CVCMIServer * srv, void * pack) const override
  98. {
  99. logGlobal->error("Cannot apply plain CPack!");
  100. assert(0);
  101. }
  102. };
  103. std::string SERVER_NAME_AFFIX = "server";
  104. std::string SERVER_NAME = GameConstants::VCMI_VERSION + std::string(" (") + SERVER_NAME_AFFIX + ')';
  105. CVCMIServer::CVCMIServer(boost::program_options::variables_map & opts)
  106. : port(3030), io(std::make_shared<boost::asio::io_service>()), state(EServerState::LOBBY), cmdLineOptions(opts), currentClientId(1), currentPlayerId(1), restartGameplay(false)
  107. {
  108. uuid = boost::uuids::to_string(boost::uuids::random_generator()());
  109. logNetwork->trace("CVCMIServer created! UUID: %s", uuid);
  110. applier = std::make_shared<CApplier<CBaseForServerApply>>();
  111. registerTypesLobbyPacks(*applier);
  112. if(cmdLineOptions.count("port"))
  113. port = cmdLineOptions["port"].as<ui16>();
  114. logNetwork->info("Port %d will be used", port);
  115. try
  116. {
  117. acceptor = std::make_shared<TAcceptor>(*io, boost::asio::ip::tcp::endpoint(boost::asio::ip::tcp::v4(), port));
  118. }
  119. catch(...)
  120. {
  121. logNetwork->info("Port %d is busy, trying to use random port instead", port);
  122. if(cmdLineOptions.count("run-by-client") && !cmdLineOptions.count("enable-shm"))
  123. {
  124. logNetwork->error("Cant pass port number to client without shared memory!", port);
  125. exit(0);
  126. }
  127. acceptor = std::make_shared<TAcceptor>(*io, boost::asio::ip::tcp::endpoint(boost::asio::ip::tcp::v4(), 0));
  128. port = acceptor->local_endpoint().port();
  129. }
  130. logNetwork->info("Listening for connections at port %d", port);
  131. }
  132. CVCMIServer::~CVCMIServer()
  133. {
  134. announceQueue.clear();
  135. if(announceLobbyThread)
  136. announceLobbyThread->join();
  137. }
  138. void CVCMIServer::run()
  139. {
  140. if(!restartGameplay)
  141. {
  142. this->announceLobbyThread = vstd::make_unique<boost::thread>(&CVCMIServer::threadAnnounceLobby, this);
  143. #if !defined(VCMI_ANDROID) && !defined(VCMI_IOS)
  144. if(cmdLineOptions.count("enable-shm"))
  145. {
  146. std::string sharedMemoryName = "vcmi_memory";
  147. if(cmdLineOptions.count("enable-shm-uuid") && cmdLineOptions.count("uuid"))
  148. {
  149. sharedMemoryName += "_" + cmdLineOptions["uuid"].as<std::string>();
  150. }
  151. shm = std::make_shared<SharedMemory>(sharedMemoryName);
  152. }
  153. #endif
  154. startAsyncAccept();
  155. #if defined(VCMI_ANDROID)
  156. CAndroidVMHelper vmHelper;
  157. vmHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "onServerReady");
  158. #elif !defined(VCMI_IOS)
  159. if(shm)
  160. {
  161. shm->sr->setToReadyAndNotify(port);
  162. }
  163. #endif
  164. }
  165. while(state == EServerState::LOBBY || state == EServerState::GAMEPLAY_STARTING)
  166. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  167. logNetwork->info("Thread handling connections ended");
  168. if(state == EServerState::GAMEPLAY)
  169. {
  170. gh->run(si->mode == StartInfo::LOAD_GAME);
  171. }
  172. while(state == EServerState::GAMEPLAY_ENDED)
  173. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  174. }
  175. void CVCMIServer::threadAnnounceLobby()
  176. {
  177. while(state != EServerState::SHUTDOWN)
  178. {
  179. {
  180. boost::unique_lock<boost::recursive_mutex> myLock(mx);
  181. while(!announceQueue.empty())
  182. {
  183. announcePack(std::move(announceQueue.front()));
  184. announceQueue.pop_front();
  185. }
  186. if(acceptor)
  187. {
  188. io->reset();
  189. io->poll();
  190. }
  191. }
  192. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  193. }
  194. }
  195. void CVCMIServer::prepareToRestart()
  196. {
  197. if(state == EServerState::GAMEPLAY)
  198. {
  199. restartGameplay = true;
  200. * si = * gh->gs->initialOpts;
  201. si->seedToBeUsed = si->seedPostInit = 0;
  202. state = EServerState::LOBBY;
  203. // FIXME: dirry hack to make sure old CGameHandler::run is finished
  204. boost::this_thread::sleep(boost::posix_time::milliseconds(1000));
  205. }
  206. for(auto c : connections)
  207. {
  208. c->enterLobbyConnectionMode();
  209. c->disableStackSendingByID();
  210. }
  211. boost::unique_lock<boost::recursive_mutex> queueLock(mx);
  212. gh = nullptr;
  213. }
  214. bool CVCMIServer::prepareToStartGame()
  215. {
  216. gh = std::make_shared<CGameHandler>(this);
  217. switch(si->mode)
  218. {
  219. case StartInfo::CAMPAIGN:
  220. logNetwork->info("Preparing to start new campaign");
  221. si->campState->currentMap = boost::make_optional(campaignMap);
  222. si->campState->chosenCampaignBonuses[campaignMap] = campaignBonus;
  223. gh->init(si.get());
  224. break;
  225. case StartInfo::NEW_GAME:
  226. logNetwork->info("Preparing to start new game");
  227. gh->init(si.get());
  228. break;
  229. case StartInfo::LOAD_GAME:
  230. logNetwork->info("Preparing to start loaded game");
  231. if(!gh->load(si->mapname))
  232. return false;
  233. break;
  234. default:
  235. logNetwork->error("Wrong mode in StartInfo!");
  236. assert(0);
  237. break;
  238. }
  239. state = EServerState::GAMEPLAY_STARTING;
  240. return true;
  241. }
  242. void CVCMIServer::startGameImmidiately()
  243. {
  244. for(auto c : connections)
  245. c->enterGameplayConnectionMode(gh->gs);
  246. state = EServerState::GAMEPLAY;
  247. }
  248. void CVCMIServer::startAsyncAccept()
  249. {
  250. assert(!upcomingConnection);
  251. assert(acceptor);
  252. #if BOOST_VERSION >= 107000 // Boost version >= 1.70
  253. upcomingConnection = std::make_shared<TSocket>(acceptor->get_executor());
  254. #else
  255. upcomingConnection = std::make_shared<TSocket>(acceptor->get_io_service());
  256. #endif
  257. acceptor->async_accept(*upcomingConnection, std::bind(&CVCMIServer::connectionAccepted, this, _1));
  258. }
  259. void CVCMIServer::connectionAccepted(const boost::system::error_code & ec)
  260. {
  261. if(ec)
  262. {
  263. if(state != EServerState::SHUTDOWN)
  264. logNetwork->info("Something wrong during accepting: %s", ec.message());
  265. return;
  266. }
  267. try
  268. {
  269. if(state == EServerState::LOBBY || !hangingConnections.empty())
  270. {
  271. logNetwork->info("We got a new connection! :)");
  272. auto c = std::make_shared<CConnection>(upcomingConnection, SERVER_NAME, uuid);
  273. upcomingConnection.reset();
  274. connections.insert(c);
  275. c->handler = std::make_shared<boost::thread>(&CVCMIServer::threadHandleClient, this, c);
  276. }
  277. }
  278. catch(std::exception & e)
  279. {
  280. logNetwork->error("Failure processing new connection! %s", e.what());
  281. upcomingConnection.reset();
  282. }
  283. startAsyncAccept();
  284. }
  285. void CVCMIServer::threadHandleClient(std::shared_ptr<CConnection> c)
  286. {
  287. setThreadName("CVCMIServer::handleConnection");
  288. c->enterLobbyConnectionMode();
  289. #ifndef _MSC_VER
  290. try
  291. {
  292. #endif
  293. while(c->connected)
  294. {
  295. CPack * pack;
  296. try
  297. {
  298. pack = c->retrievePack();
  299. }
  300. catch(boost::system::system_error & e)
  301. {
  302. logNetwork->error("Network error receiving a pack. Connection %s dies. What happened: %s", c->toString(), e.what());
  303. hangingConnections.insert(c);
  304. connections.erase(c);
  305. if(connections.empty() || hostClient == c)
  306. state = EServerState::SHUTDOWN;
  307. if(gh && state == EServerState::GAMEPLAY)
  308. {
  309. gh->handleClientDisconnection(c);
  310. }
  311. break;
  312. }
  313. if(auto lobbyPack = dynamic_ptr_cast<CPackForLobby>(pack))
  314. {
  315. handleReceivedPack(std::unique_ptr<CPackForLobby>(lobbyPack));
  316. }
  317. else if(auto serverPack = dynamic_ptr_cast<CPackForServer>(pack))
  318. {
  319. gh->handleReceivedPack(serverPack);
  320. }
  321. }
  322. #ifndef _MSC_VER
  323. }
  324. catch(const std::exception & e)
  325. {
  326. (void)e;
  327. boost::unique_lock<boost::recursive_mutex> queueLock(mx);
  328. logNetwork->error("%s dies... \nWhat happened: %s", c->toString(), e.what());
  329. }
  330. catch(...)
  331. {
  332. state = EServerState::SHUTDOWN;
  333. handleException();
  334. throw;
  335. }
  336. #endif
  337. boost::unique_lock<boost::recursive_mutex> queueLock(mx);
  338. // if(state != ENDING_AND_STARTING_GAME)
  339. if(c->connected)
  340. {
  341. auto lcd = vstd::make_unique<LobbyClientDisconnected>();
  342. lcd->c = c;
  343. lcd->clientId = c->connectionID;
  344. handleReceivedPack(std::move(lcd));
  345. }
  346. logNetwork->info("Thread listening for %s ended", c->toString());
  347. c->handler.reset();
  348. }
  349. void CVCMIServer::handleReceivedPack(std::unique_ptr<CPackForLobby> pack)
  350. {
  351. CBaseForServerApply * apply = applier->getApplier(typeList.getTypeID(pack.get()));
  352. if(apply->applyOnServerBefore(this, pack.get()))
  353. addToAnnounceQueue(std::move(pack));
  354. }
  355. void CVCMIServer::announcePack(std::unique_ptr<CPackForLobby> pack)
  356. {
  357. for(auto c : connections)
  358. {
  359. // FIXME: we need to avoid sending something to client that not yet get answer for LobbyClientConnected
  360. // Until UUID set we only pass LobbyClientConnected to this client
  361. if(c->uuid == uuid && !dynamic_cast<LobbyClientConnected *>(pack.get()))
  362. continue;
  363. c->sendPack(pack.get());
  364. }
  365. applier->getApplier(typeList.getTypeID(pack.get()))->applyOnServerAfter(this, pack.get());
  366. }
  367. void CVCMIServer::announceMessage(const std::string & txt)
  368. {
  369. logNetwork->info("Show message: %s", txt);
  370. auto cm = vstd::make_unique<LobbyShowMessage>();
  371. cm->message = txt;
  372. addToAnnounceQueue(std::move(cm));
  373. }
  374. void CVCMIServer::announceTxt(const std::string & txt, const std::string & playerName)
  375. {
  376. logNetwork->info("%s says: %s", playerName, txt);
  377. auto cm = vstd::make_unique<LobbyChatMessage>();
  378. cm->playerName = playerName;
  379. cm->message = txt;
  380. addToAnnounceQueue(std::move(cm));
  381. }
  382. void CVCMIServer::addToAnnounceQueue(std::unique_ptr<CPackForLobby> pack)
  383. {
  384. boost::unique_lock<boost::recursive_mutex> queueLock(mx);
  385. announceQueue.push_back(std::move(pack));
  386. }
  387. bool CVCMIServer::passHost(int toConnectionId)
  388. {
  389. for(auto c : connections)
  390. {
  391. if(isClientHost(c->connectionID))
  392. continue;
  393. if(c->connectionID != toConnectionId)
  394. continue;
  395. hostClient = c;
  396. hostClientId = c->connectionID;
  397. announceTxt(boost::str(boost::format("Pass host to connection %d") % toConnectionId));
  398. return true;
  399. }
  400. return false;
  401. }
  402. void CVCMIServer::clientConnected(std::shared_ptr<CConnection> c, std::vector<std::string> & names, std::string uuid, StartInfo::EMode mode)
  403. {
  404. if(state == EServerState::LOBBY)
  405. c->connectionID = currentClientId++;
  406. if(!hostClient)
  407. {
  408. hostClient = c;
  409. hostClientId = c->connectionID;
  410. si->mode = mode;
  411. }
  412. logNetwork->info("Connection with client %d established. UUID: %s", c->connectionID, c->uuid);
  413. if(state == EServerState::LOBBY)
  414. {
  415. for(auto & name : names)
  416. {
  417. logNetwork->info("Client %d player: %s", c->connectionID, name);
  418. ui8 id = currentPlayerId++;
  419. ClientPlayer cp;
  420. cp.connection = c->connectionID;
  421. cp.name = name;
  422. playerNames.insert(std::make_pair(id, cp));
  423. announceTxt(boost::str(boost::format("%s (pid %d cid %d) joins the game") % name % id % c->connectionID));
  424. //put new player in first slot with AI
  425. for(auto & elem : si->playerInfos)
  426. {
  427. if(elem.second.isControlledByAI() && !elem.second.compOnly)
  428. {
  429. setPlayerConnectedId(elem.second, id);
  430. break;
  431. }
  432. }
  433. }
  434. }
  435. }
  436. void CVCMIServer::clientDisconnected(std::shared_ptr<CConnection> c)
  437. {
  438. connections -= c;
  439. if(connections.empty() || hostClient == c)
  440. {
  441. state = EServerState::SHUTDOWN;
  442. return;
  443. }
  444. PlayerReinitInterface startAiPack;
  445. startAiPack.playerConnectionId = PlayerSettings::PLAYER_AI;
  446. for(auto it = playerNames.begin(); it != playerNames.end();)
  447. {
  448. if(it->second.connection != c->connectionID)
  449. {
  450. ++it;
  451. continue;
  452. }
  453. int id = it->first;
  454. std::string playerLeftMsgText = boost::str(boost::format("%s (pid %d cid %d) left the game") % id % playerNames[id].name % c->connectionID);
  455. announceTxt(playerLeftMsgText); //send lobby text, it will be ignored for non-lobby clients
  456. auto * playerSettings = si->getPlayersSettings(id);
  457. if(!playerSettings)
  458. {
  459. ++it;
  460. continue;
  461. }
  462. it = playerNames.erase(it);
  463. setPlayerConnectedId(*playerSettings, PlayerSettings::PLAYER_AI);
  464. if(gh && si && state == EServerState::GAMEPLAY)
  465. {
  466. gh->playerMessage(playerSettings->color, playerLeftMsgText, ObjectInstanceID{});
  467. gh->connections[playerSettings->color].insert(hostClient);
  468. startAiPack.players.push_back(playerSettings->color);
  469. }
  470. }
  471. if(!startAiPack.players.empty())
  472. gh->sendAndApply(&startAiPack);
  473. }
  474. void CVCMIServer::reconnectPlayer(int connId)
  475. {
  476. PlayerReinitInterface startAiPack;
  477. startAiPack.playerConnectionId = connId;
  478. if(gh && si && state == EServerState::GAMEPLAY)
  479. {
  480. for(auto it = playerNames.begin(); it != playerNames.end(); ++it)
  481. {
  482. if(it->second.connection != connId)
  483. continue;
  484. int id = it->first;
  485. auto * playerSettings = si->getPlayersSettings(id);
  486. if(!playerSettings)
  487. continue;
  488. std::string messageText = boost::str(boost::format("%s (cid %d) is connected") % playerSettings->name % connId);
  489. gh->playerMessage(playerSettings->color, messageText, ObjectInstanceID{});
  490. startAiPack.players.push_back(playerSettings->color);
  491. }
  492. if(!startAiPack.players.empty())
  493. gh->sendAndApply(&startAiPack);
  494. }
  495. }
  496. void CVCMIServer::setPlayerConnectedId(PlayerSettings & pset, ui8 player) const
  497. {
  498. if(vstd::contains(playerNames, player))
  499. pset.name = playerNames.find(player)->second.name;
  500. else
  501. pset.name = VLC->generaltexth->allTexts[468]; //Computer
  502. pset.connectedPlayerIDs.clear();
  503. if(player != PlayerSettings::PLAYER_AI)
  504. pset.connectedPlayerIDs.insert(player);
  505. }
  506. void CVCMIServer::updateStartInfoOnMapChange(std::shared_ptr<CMapInfo> mapInfo, std::shared_ptr<CMapGenOptions> mapGenOpts)
  507. {
  508. mi = mapInfo;
  509. if(!mi)
  510. return;
  511. auto namesIt = playerNames.cbegin();
  512. si->playerInfos.clear();
  513. if(mi->scenarioOptionsOfSave)
  514. {
  515. si = CMemorySerializer::deepCopy(*mi->scenarioOptionsOfSave);
  516. si->mode = StartInfo::LOAD_GAME;
  517. if(si->campState)
  518. campaignMap = si->campState->currentMap.get();
  519. for(auto & ps : si->playerInfos)
  520. {
  521. if(!ps.second.compOnly && ps.second.connectedPlayerIDs.size() && namesIt != playerNames.cend())
  522. {
  523. setPlayerConnectedId(ps.second, namesIt++->first);
  524. }
  525. else
  526. {
  527. setPlayerConnectedId(ps.second, PlayerSettings::PLAYER_AI);
  528. }
  529. }
  530. }
  531. else if(si->mode == StartInfo::NEW_GAME || si->mode == StartInfo::CAMPAIGN)
  532. {
  533. if(mi->campaignHeader)
  534. return;
  535. for(int i = 0; i < mi->mapHeader->players.size(); i++)
  536. {
  537. const PlayerInfo & pinfo = mi->mapHeader->players[i];
  538. //neither computer nor human can play - no player
  539. if(!(pinfo.canHumanPlay || pinfo.canComputerPlay))
  540. continue;
  541. PlayerSettings & pset = si->playerInfos[PlayerColor(i)];
  542. pset.color = PlayerColor(i);
  543. if(pinfo.canHumanPlay && namesIt != playerNames.cend())
  544. {
  545. setPlayerConnectedId(pset, namesIt++->first);
  546. }
  547. else
  548. {
  549. setPlayerConnectedId(pset, PlayerSettings::PLAYER_AI);
  550. if(!pinfo.canHumanPlay)
  551. {
  552. pset.compOnly = true;
  553. }
  554. }
  555. pset.castle = pinfo.defaultCastle();
  556. pset.hero = pinfo.defaultHero();
  557. if(pset.hero != PlayerSettings::RANDOM && pinfo.hasCustomMainHero())
  558. {
  559. pset.hero = pinfo.mainCustomHeroId;
  560. pset.heroName = pinfo.mainCustomHeroName;
  561. pset.heroPortrait = pinfo.mainCustomHeroPortrait;
  562. }
  563. pset.handicap = PlayerSettings::NO_HANDICAP;
  564. }
  565. if(mi->isRandomMap && mapGenOpts)
  566. si->mapGenOptions = std::shared_ptr<CMapGenOptions>(mapGenOpts);
  567. else
  568. si->mapGenOptions.reset();
  569. }
  570. si->mapname = mi->fileURI;
  571. }
  572. void CVCMIServer::updateAndPropagateLobbyState()
  573. {
  574. boost::unique_lock<boost::mutex> stateLock(stateMutex);
  575. // Update player settings for RMG
  576. // TODO: find appropriate location for this code
  577. if(si->mapGenOptions && si->mode == StartInfo::NEW_GAME)
  578. {
  579. for(const auto & psetPair : si->playerInfos)
  580. {
  581. const auto & pset = psetPair.second;
  582. si->mapGenOptions->setStartingTownForPlayer(pset.color, pset.castle);
  583. if(pset.isControlledByHuman())
  584. {
  585. si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::HUMAN);
  586. }
  587. }
  588. }
  589. auto lus = vstd::make_unique<LobbyUpdateState>();
  590. lus->state = *this;
  591. addToAnnounceQueue(std::move(lus));
  592. }
  593. void CVCMIServer::setPlayer(PlayerColor clickedColor)
  594. {
  595. struct PlayerToRestore
  596. {
  597. PlayerColor color;
  598. int id;
  599. void reset() { id = -1; color = PlayerColor::CANNOT_DETERMINE; }
  600. PlayerToRestore(){ reset(); }
  601. } playerToRestore;
  602. PlayerSettings & clicked = si->playerInfos[clickedColor];
  603. //identify clicked player
  604. int clickedNameID = 0; //number of player - zero means AI, assume it initially
  605. if(clicked.isControlledByHuman())
  606. clickedNameID = *(clicked.connectedPlayerIDs.begin()); //if not AI - set appropiate ID
  607. if(clickedNameID > 0 && playerToRestore.id == clickedNameID) //player to restore is about to being replaced -> put him back to the old place
  608. {
  609. PlayerSettings & restPos = si->playerInfos[playerToRestore.color];
  610. setPlayerConnectedId(restPos, playerToRestore.id);
  611. playerToRestore.reset();
  612. }
  613. int newPlayer; //which player will take clicked position
  614. //who will be put here?
  615. if(!clickedNameID) //AI player clicked -> if possible replace computer with unallocated player
  616. {
  617. newPlayer = getIdOfFirstUnallocatedPlayer();
  618. if(!newPlayer) //no "free" player -> get just first one
  619. newPlayer = playerNames.begin()->first;
  620. }
  621. else //human clicked -> take next
  622. {
  623. auto i = playerNames.find(clickedNameID); //clicked one
  624. i++; //player AFTER clicked one
  625. if(i != playerNames.end())
  626. newPlayer = i->first;
  627. else
  628. newPlayer = 0; //AI if we scrolled through all players
  629. }
  630. setPlayerConnectedId(clicked, newPlayer); //put player
  631. //if that player was somewhere else, we need to replace him with computer
  632. if(newPlayer) //not AI
  633. {
  634. for(auto i = si->playerInfos.begin(); i != si->playerInfos.end(); i++)
  635. {
  636. int curNameID = *(i->second.connectedPlayerIDs.begin());
  637. if(i->first != clickedColor && curNameID == newPlayer)
  638. {
  639. assert(i->second.connectedPlayerIDs.size());
  640. playerToRestore.color = i->first;
  641. playerToRestore.id = newPlayer;
  642. setPlayerConnectedId(i->second, PlayerSettings::PLAYER_AI); //set computer
  643. break;
  644. }
  645. }
  646. }
  647. }
  648. void CVCMIServer::optionNextCastle(PlayerColor player, int dir)
  649. {
  650. PlayerSettings & s = si->playerInfos[player];
  651. si16 & cur = s.castle;
  652. auto & allowed = getPlayerInfo(player.getNum()).allowedFactions;
  653. const bool allowRandomTown = getPlayerInfo(player.getNum()).isFactionRandom;
  654. if(cur == PlayerSettings::NONE) //no change
  655. return;
  656. if(cur == PlayerSettings::RANDOM) //first/last available
  657. {
  658. if(dir > 0)
  659. cur = *allowed.begin(); //id of first town
  660. else
  661. cur = *allowed.rbegin(); //id of last town
  662. }
  663. else // next/previous available
  664. {
  665. if((cur == *allowed.begin() && dir < 0) || (cur == *allowed.rbegin() && dir > 0))
  666. {
  667. if(allowRandomTown)
  668. {
  669. cur = PlayerSettings::RANDOM;
  670. }
  671. else
  672. {
  673. if(dir > 0)
  674. cur = *allowed.begin();
  675. else
  676. cur = *allowed.rbegin();
  677. }
  678. }
  679. else
  680. {
  681. assert(dir >= -1 && dir <= 1); //othervice std::advance may go out of range
  682. auto iter = allowed.find((ui8)cur);
  683. std::advance(iter, dir);
  684. cur = *iter;
  685. }
  686. }
  687. if(s.hero >= 0 && !getPlayerInfo(player.getNum()).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
  688. {
  689. s.hero = PlayerSettings::RANDOM;
  690. }
  691. if(cur < 0 && s.bonus == PlayerSettings::RESOURCE)
  692. s.bonus = PlayerSettings::RANDOM;
  693. }
  694. void CVCMIServer::setCampaignMap(int mapId)
  695. {
  696. campaignMap = mapId;
  697. si->difficulty = si->campState->camp->scenarios[mapId].difficulty;
  698. campaignBonus = -1;
  699. updateStartInfoOnMapChange(si->campState->getMapInfo(mapId));
  700. }
  701. void CVCMIServer::setCampaignBonus(int bonusId)
  702. {
  703. campaignBonus = bonusId;
  704. const CCampaignScenario & scenario = si->campState->camp->scenarios[campaignMap];
  705. const std::vector<CScenarioTravel::STravelBonus> & bonDescs = scenario.travelOptions.bonusesToChoose;
  706. if(bonDescs[bonusId].type == CScenarioTravel::STravelBonus::HERO)
  707. {
  708. for(auto & elem : si->playerInfos)
  709. {
  710. if(elem.first == PlayerColor(bonDescs[bonusId].info1))
  711. setPlayerConnectedId(elem.second, 1);
  712. else
  713. setPlayerConnectedId(elem.second, PlayerSettings::PLAYER_AI);
  714. }
  715. }
  716. }
  717. void CVCMIServer::optionNextHero(PlayerColor player, int dir)
  718. {
  719. PlayerSettings & s = si->playerInfos[player];
  720. if(s.castle < 0 || s.hero == PlayerSettings::NONE)
  721. return;
  722. if(s.hero == PlayerSettings::RANDOM) // first/last available
  723. {
  724. int max = static_cast<int>(VLC->heroh->size()),
  725. min = 0;
  726. s.hero = nextAllowedHero(player, min, max, 0, dir);
  727. }
  728. else
  729. {
  730. if(dir > 0)
  731. s.hero = nextAllowedHero(player, s.hero, (int)VLC->heroh->size(), 1, dir);
  732. else
  733. s.hero = nextAllowedHero(player, -1, s.hero, 1, dir); // min needs to be -1 -- hero at index 0 would be skipped otherwise
  734. }
  735. }
  736. int CVCMIServer::nextAllowedHero(PlayerColor player, int min, int max, int incl, int dir)
  737. {
  738. if(dir > 0)
  739. {
  740. for(int i = min + incl; i <= max - incl; i++)
  741. if(canUseThisHero(player, i))
  742. return i;
  743. }
  744. else
  745. {
  746. for(int i = max - incl; i >= min + incl; i--)
  747. if(canUseThisHero(player, i))
  748. return i;
  749. }
  750. return -1;
  751. }
  752. void CVCMIServer::optionNextBonus(PlayerColor player, int dir)
  753. {
  754. PlayerSettings & s = si->playerInfos[player];
  755. PlayerSettings::Ebonus & ret = s.bonus = static_cast<PlayerSettings::Ebonus>(static_cast<int>(s.bonus) + dir);
  756. if(s.hero == PlayerSettings::NONE &&
  757. !getPlayerInfo(player.getNum()).heroesNames.size() &&
  758. ret == PlayerSettings::ARTIFACT) //no hero - can't be artifact
  759. {
  760. if(dir < 0)
  761. ret = PlayerSettings::RANDOM;
  762. else
  763. ret = PlayerSettings::GOLD;
  764. }
  765. if(ret > PlayerSettings::RESOURCE)
  766. ret = PlayerSettings::RANDOM;
  767. if(ret < PlayerSettings::RANDOM)
  768. ret = PlayerSettings::RESOURCE;
  769. if(s.castle == PlayerSettings::RANDOM && ret == PlayerSettings::RESOURCE) //random castle - can't be resource
  770. {
  771. if(dir < 0)
  772. ret = PlayerSettings::GOLD;
  773. else
  774. ret = PlayerSettings::RANDOM;
  775. }
  776. }
  777. bool CVCMIServer::canUseThisHero(PlayerColor player, int ID)
  778. {
  779. return VLC->heroh->size() > ID
  780. && si->playerInfos[player].castle == VLC->heroh->objects[ID]->heroClass->faction
  781. && !vstd::contains(getUsedHeroes(), ID)
  782. && mi->mapHeader->allowedHeroes[ID];
  783. }
  784. std::vector<int> CVCMIServer::getUsedHeroes()
  785. {
  786. std::vector<int> heroIds;
  787. for(auto & p : si->playerInfos)
  788. {
  789. const auto & heroes = getPlayerInfo(p.first.getNum()).heroesNames;
  790. for(auto & hero : heroes)
  791. if(hero.heroId >= 0) //in VCMI map format heroId = -1 means random hero
  792. heroIds.push_back(hero.heroId);
  793. if(p.second.hero != PlayerSettings::RANDOM)
  794. heroIds.push_back(p.second.hero);
  795. }
  796. return heroIds;
  797. }
  798. ui8 CVCMIServer::getIdOfFirstUnallocatedPlayer() const
  799. {
  800. for(auto i = playerNames.cbegin(); i != playerNames.cend(); i++)
  801. {
  802. if(!si->getPlayersSettings(i->first))
  803. return i->first;
  804. }
  805. return 0;
  806. }
  807. #if defined(__GNUC__) && !defined(__MINGW32__) && !defined(VCMI_ANDROID) && !defined(VCMI_IOS)
  808. void handleLinuxSignal(int sig)
  809. {
  810. const int STACKTRACE_SIZE = 100;
  811. void * buffer[STACKTRACE_SIZE];
  812. int ptrCount = backtrace(buffer, STACKTRACE_SIZE);
  813. char * * strings;
  814. logGlobal->error("Error: signal %d :", sig);
  815. strings = backtrace_symbols(buffer, ptrCount);
  816. if(strings == nullptr)
  817. {
  818. logGlobal->error("There are no symbols.");
  819. }
  820. else
  821. {
  822. for(int i = 0; i < ptrCount; ++i)
  823. {
  824. logGlobal->error(strings[i]);
  825. }
  826. free(strings);
  827. }
  828. _exit(EXIT_FAILURE);
  829. }
  830. #endif
  831. static void handleCommandOptions(int argc, char * argv[], boost::program_options::variables_map & options)
  832. {
  833. namespace po = boost::program_options;
  834. #ifdef SINGLE_PROCESS_APP
  835. options.emplace("run-by-client", po::variable_value{true, true});
  836. options.emplace("uuid", po::variable_value{std::string{argv[1]}, true});
  837. #else
  838. po::options_description opts("Allowed options");
  839. opts.add_options()
  840. ("help,h", "display help and exit")
  841. ("version,v", "display version information and exit")
  842. ("run-by-client", "indicate that server launched by client on same machine")
  843. ("uuid", po::value<std::string>(), "")
  844. ("enable-shm-uuid", "use UUID for shared memory identifier")
  845. ("enable-shm", "enable usage of shared memory")
  846. ("port", po::value<ui16>(), "port at which server will listen to connections from client");
  847. if(argc > 1)
  848. {
  849. try
  850. {
  851. po::store(po::parse_command_line(argc, argv, opts), options);
  852. }
  853. catch(std::exception & e)
  854. {
  855. std::cerr << "Failure during parsing command-line options:\n" << e.what() << std::endl;
  856. }
  857. }
  858. #endif
  859. po::notify(options);
  860. #ifndef SINGLE_PROCESS_APP
  861. if(options.count("help"))
  862. {
  863. auto time = std::time(0);
  864. printf("%s - A Heroes of Might and Magic 3 clone\n", GameConstants::VCMI_VERSION.c_str());
  865. printf("Copyright (C) 2007-%d VCMI dev team - see AUTHORS file\n", std::localtime(&time)->tm_year + 1900);
  866. printf("This is free software; see the source for copying conditions. There is NO\n");
  867. printf("warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.\n");
  868. printf("\n");
  869. std::cout << opts;
  870. exit(0);
  871. }
  872. if(options.count("version"))
  873. {
  874. printf("%s\n", GameConstants::VCMI_VERSION.c_str());
  875. std::cout << VCMIDirs::get().genHelpString();
  876. exit(0);
  877. }
  878. #endif
  879. }
  880. #ifdef SINGLE_PROCESS_APP
  881. #define main server_main
  882. #endif
  883. int main(int argc, char * argv[])
  884. {
  885. #if !defined(VCMI_ANDROID) && !defined(VCMI_IOS)
  886. // Correct working dir executable folder (not bundle folder) so we can use executable relative paths
  887. boost::filesystem::current_path(boost::filesystem::system_complete(argv[0]).parent_path());
  888. #endif
  889. // Installs a sig sev segmentation violation handler
  890. // to log stacktrace
  891. #if defined(__GNUC__) && !defined(__MINGW32__) && !defined(VCMI_ANDROID) && !defined(VCMI_IOS)
  892. signal(SIGSEGV, handleLinuxSignal);
  893. #endif
  894. #ifndef VCMI_IOS
  895. console = new CConsoleHandler();
  896. #endif
  897. CBasicLogConfigurator logConfig(VCMIDirs::get().userLogsPath() / "VCMI_Server_log.txt", console);
  898. logConfig.configureDefault();
  899. logGlobal->info(SERVER_NAME);
  900. boost::program_options::variables_map opts;
  901. handleCommandOptions(argc, argv, opts);
  902. preinitDLL(console);
  903. settings.init();
  904. logConfig.configure();
  905. loadDLLClasses();
  906. srand((ui32)time(nullptr));
  907. #ifdef SINGLE_PROCESS_APP
  908. boost::condition_variable * cond = reinterpret_cast<boost::condition_variable *>(argv[0]);
  909. cond->notify_one();
  910. #endif
  911. try
  912. {
  913. boost::asio::io_service io_service;
  914. CVCMIServer server(opts);
  915. try
  916. {
  917. while(server.state != EServerState::SHUTDOWN)
  918. {
  919. server.run();
  920. }
  921. io_service.run();
  922. }
  923. catch(boost::system::system_error & e) //for boost errors just log, not crash - probably client shut down connection
  924. {
  925. logNetwork->error(e.what());
  926. server.state = EServerState::SHUTDOWN;
  927. }
  928. catch(...)
  929. {
  930. handleException();
  931. }
  932. }
  933. catch(boost::system::system_error & e)
  934. {
  935. logNetwork->error(e.what());
  936. //catch any startup errors (e.g. can't access port) errors
  937. //and return non-zero status so client can detect error
  938. throw;
  939. }
  940. #ifdef VCMI_ANDROID
  941. CAndroidVMHelper envHelper;
  942. envHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "killServer");
  943. #endif
  944. logConfig.deconfigure();
  945. vstd::clear_pointer(VLC);
  946. return 0;
  947. }
  948. #ifdef VCMI_ANDROID
  949. void CVCMIServer::create()
  950. {
  951. const char * foo[1] = {"android-server"};
  952. main(1, const_cast<char **>(foo));
  953. }
  954. #elif defined(SINGLE_PROCESS_APP)
  955. void CVCMIServer::create(boost::condition_variable * cond, const std::string & uuid)
  956. {
  957. const std::initializer_list<const void *> argv = {
  958. cond,
  959. uuid.c_str(),
  960. };
  961. main(argv.size(), reinterpret_cast<char **>(const_cast<void **>(argv.begin())));
  962. }
  963. #endif