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| /* * ClientCommandManager.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */#include "StdInc.h"#include "ClientCommandManager.h"#include "Client.h"#include "adventureMap/CInGameConsole.h"#include "CPlayerInterface.h"#include "PlayerLocalState.h"#include "CServerHandler.h"#include "gui/CGuiHandler.h"#include "gui/WindowHandler.h"#include "render/IRenderHandler.h"#include "render/AssetGenerator.h"#include "ClientNetPackVisitors.h"#include "../lib/CConfigHandler.h"#include "../lib/gameState/CGameState.h"#include "../lib/CPlayerState.h"#include "../lib/constants/StringConstants.h"#include "../lib/campaign/CampaignHandler.h"#include "../lib/mapping/CMapService.h"#include "../lib/mapping/CMap.h"#include "windows/CCastleInterface.h"#include "../lib/mapObjects/CGHeroInstance.h"#include "render/CAnimation.h"#include "../CCallback.h"#include "../lib/texts/CGeneralTextHandler.h"#include "../lib/filesystem/Filesystem.h"#include "../lib/modding/CModHandler.h"#include "../lib/modding/ContentTypeHandler.h"#include "../lib/modding/ModUtility.h"#include "../lib/CHeroHandler.h"#include "../lib/VCMIDirs.h"#include "../lib/logging/VisualLogger.h"#include "../lib/serializer/Connection.h"#ifdef SCRIPTING_ENABLED#include "../lib/ScriptHandler.h"#endifvoid ClientCommandManager::handleQuitCommand(){		exit(EXIT_SUCCESS);}void ClientCommandManager::handleSaveCommand(std::istringstream & singleWordBuffer){	if(!CSH->client)	{		printCommandMessage("Game is not in playing state");		return;	}	std::string saveFilename;	singleWordBuffer >> saveFilename;	CSH->client->save(saveFilename);	printCommandMessage("Game saved as: " + saveFilename);}void ClientCommandManager::handleLoadCommand(std::istringstream& singleWordBuffer){	// TODO: this code should end the running game and manage to call startGame instead	//std::string fname;	//singleWordBuffer >> fname;	//CSH->client->loadGame(fname);}void ClientCommandManager::handleGoSoloCommand(){	Settings session = settings.write["session"];	boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);	if(!CSH->client)	{		printCommandMessage("Game is not in playing state");		return;	}	if(session["aiSolo"].Bool())	{		// unlikely it will work but just in case to be consistent		for(auto & color : CSH->getAllClientPlayers(CSH->logicConnection->connectionID))		{			if(color.isValidPlayer() && CSH->client->getStartInfo()->playerInfos.at(color).isControlledByHuman())			{				CSH->client->installNewPlayerInterface(std::make_shared<CPlayerInterface>(color), color);			}		}	}	else	{		PlayerColor currentColor = LOCPLINT->playerID;		CSH->client->removeGUI();				for(auto & color : CSH->getAllClientPlayers(CSH->logicConnection->connectionID))		{			if(color.isValidPlayer() && CSH->client->getStartInfo()->playerInfos.at(color).isControlledByHuman())			{				auto AiToGive = CSH->client->aiNameForPlayer(*CSH->client->getPlayerSettings(color), false, false);				printCommandMessage("Player " + color.toString() + " will be lead by " + AiToGive, ELogLevel::INFO);				CSH->client->installNewPlayerInterface(CDynLibHandler::getNewAI(AiToGive), color);			}		}		GH.windows().totalRedraw();		giveTurn(currentColor);	}	session["aiSolo"].Bool() = !session["aiSolo"].Bool();}void ClientCommandManager::handleAutoskipCommand(){		Settings session = settings.write["session"];		session["autoSkip"].Bool() = !session["autoSkip"].Bool();}void ClientCommandManager::handleControlaiCommand(std::istringstream& singleWordBuffer){	std::string colorName;	singleWordBuffer >> colorName;	boost::to_lower(colorName);	boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);	if(!CSH->client)	{		printCommandMessage("Game is not in playing state");		return;	}	PlayerColor color;	if(LOCPLINT)		color = LOCPLINT->playerID;	for(auto & elem : CSH->client->gameState()->players)	{		if(!elem.first.isValidPlayer()			|| elem.second.human			|| (colorName.length() && elem.first.getNum() != vstd::find_pos(GameConstants::PLAYER_COLOR_NAMES, colorName)))		{			continue;		}		CSH->client->removeGUI();		CSH->client->installNewPlayerInterface(std::make_shared<CPlayerInterface>(elem.first), elem.first);	}	GH.windows().totalRedraw();	if(color != PlayerColor::NEUTRAL)		giveTurn(color);}void ClientCommandManager::handleSetBattleAICommand(std::istringstream& singleWordBuffer){	std::string aiName;	singleWordBuffer >> aiName;	printCommandMessage("Will try loading that AI to see if it is correct name...\n");	try	{		if(auto ai = CDynLibHandler::getNewBattleAI(aiName)) //test that given AI is indeed available... heavy but it is easy to make a typo and break the game		{			Settings neutralAI = settings.write["server"]["neutralAI"];			neutralAI->String() = aiName;			printCommandMessage("Setting changed, from now the battle ai will be " + aiName + "!\n");		}	}	catch(std::exception &e)	{		printCommandMessage("Failed opening " + aiName + ": " + e.what(), ELogLevel::WARN);		printCommandMessage("Setting not changed, AI not found or invalid!", ELogLevel::WARN);	}}void ClientCommandManager::handleRedrawCommand(){	GH.windows().totalRedraw();}void ClientCommandManager::handleTranslateGameCommand(){	std::map<std::string, std::map<std::string, std::string>> textsByMod;	VLC->generaltexth->exportAllTexts(textsByMod);	const boost::filesystem::path outPath = VCMIDirs::get().userExtractedPath() / "translation";	boost::filesystem::create_directories(outPath);	for(const auto & modEntry : textsByMod)	{		JsonNode output;		for(const auto & stringEntry : modEntry.second)		{			if(boost::algorithm::starts_with(stringEntry.first, "map."))				continue;			if(boost::algorithm::starts_with(stringEntry.first, "campaign."))				continue;			output[stringEntry.first].String() = stringEntry.second;		}		if (!output.isNull())		{			const boost::filesystem::path filePath = outPath / (modEntry.first + ".json");			std::ofstream file(filePath.c_str());			file << output.toString();		}	}	printCommandMessage("Translation export complete");}void ClientCommandManager::handleTranslateMapsCommand(){	CMapService mapService;	printCommandMessage("Searching for available maps");	std::unordered_set<ResourcePath> mapList = CResourceHandler::get()->getFilteredFiles([&](const ResourcePath & ident)	{		return ident.getType() == EResType::MAP;	});	std::vector<std::unique_ptr<CMap>> loadedMaps;	std::vector<std::shared_ptr<CampaignState>> loadedCampaigns;	printCommandMessage("Loading maps for export");	for (auto const & mapName : mapList)	{		try		{			// load and drop loaded map - we only need loader to run over all maps			loadedMaps.push_back(mapService.loadMap(mapName, nullptr));		}		catch(std::exception & e)		{			logGlobal->warn("Map %s is invalid. Message: %s", mapName.getName(), e.what());		}	}	printCommandMessage("Searching for available campaigns");	std::unordered_set<ResourcePath> campaignList = CResourceHandler::get()->getFilteredFiles([&](const ResourcePath & ident)	{		return ident.getType() == EResType::CAMPAIGN;	});	logGlobal->info("Loading campaigns for export");	for (auto const & campaignName : campaignList)	{		loadedCampaigns.push_back(CampaignHandler::getCampaign(campaignName.getName()));		for (auto const & part : loadedCampaigns.back()->allScenarios())			loadedCampaigns.back()->getMap(part, nullptr);	}	std::map<std::string, std::map<std::string, std::string>> textsByMod;	VLC->generaltexth->exportAllTexts(textsByMod);	const boost::filesystem::path outPath = VCMIDirs::get().userExtractedPath() / "translation";	boost::filesystem::create_directories(outPath);	for(const auto & modEntry : textsByMod)	{		JsonNode output;		for(const auto & stringEntry : modEntry.second)		{			if(boost::algorithm::starts_with(stringEntry.first, "map."))				output[stringEntry.first].String() = stringEntry.second;			if(boost::algorithm::starts_with(stringEntry.first, "campaign."))				output[stringEntry.first].String() = stringEntry.second;		}		if (!output.isNull())		{			const boost::filesystem::path filePath = outPath / (modEntry.first + ".json");			std::ofstream file(filePath.c_str());			file << output.toString();		}	}	printCommandMessage("Translation export complete");}void ClientCommandManager::handleGetConfigCommand(){	printCommandMessage("Command accepted.\t");	const boost::filesystem::path outPath = VCMIDirs::get().userExtractedPath() / "configuration";	boost::filesystem::create_directories(outPath);	const std::vector<std::string> contentNames = { "heroClasses", "artifacts", "creatures", "factions", "objects", "heroes", "spells", "skills" };	for(auto contentName : contentNames)	{		auto const & handler = *VLC->modh->content;		auto const & content = handler[contentName];		auto contentOutPath = outPath / contentName;		boost::filesystem::create_directories(contentOutPath);		for(auto& iter : content.modData)		{			const JsonNode& modData = iter.second.modData;			for(auto& nameAndObject : modData.Struct())			{				const JsonNode& object = nameAndObject.second;				std::string name = ModUtility::makeFullIdentifier(object.getModScope(), contentName, nameAndObject.first);				boost::algorithm::replace_all(name, ":", "_");				const boost::filesystem::path filePath = contentOutPath / (name + ".json");				std::ofstream file(filePath.c_str());				file << object.toString();			}		}	}	printCommandMessage("\rExtracting done :)\n");	printCommandMessage("Extracted files can be found in " + outPath.string() + " directory\n");}void ClientCommandManager::handleGetScriptsCommand(){#if SCRIPTING_ENABLED	printCommandMessage("Command accepted.\t");	const boost::filesystem::path outPath = VCMIDirs::get().userExtractedPath() / "scripts";	boost::filesystem::create_directories(outPath);	for(const auto & kv : VLC->scriptHandler->objects)	{		std::string name = kv.first;		boost::algorithm::replace_all(name,":","_");		const scripting::ScriptImpl * script = kv.second.get();		boost::filesystem::path filePath = outPath / (name + ".lua");		std::ofstream file(filePath.c_str());		file << script->getSource();	}	printCommandMessage("\rExtracting done :)\n");	printCommandMessage("Extracted files can be found in " + outPath.string() + " directory\n");#endif}void ClientCommandManager::handleGetTextCommand(){	printCommandMessage("Command accepted.\t");	const boost::filesystem::path outPath =			VCMIDirs::get().userExtractedPath();	auto list =			CResourceHandler::get()->getFilteredFiles([](const ResourcePath & ident)			{				return ident.getType() == EResType::TEXT && boost::algorithm::starts_with(ident.getName(), "DATA/");			});	for (auto & filename : list)	{		const boost::filesystem::path filePath = outPath / (filename.getName() + ".TXT");		boost::filesystem::create_directories(filePath.parent_path());		std::ofstream file(filePath.c_str());		auto text = CResourceHandler::get()->load(filename)->readAll();		file.write((char*)text.first.get(), text.second);	}	printCommandMessage("\rExtracting done :)\n");	printCommandMessage("Extracted files can be found in " + outPath.string() + " directory\n");}void ClientCommandManager::handleDef2bmpCommand(std::istringstream& singleWordBuffer){	std::string URI;	singleWordBuffer >> URI;	auto anim = GH.renderHandler().loadAnimation(AnimationPath::builtin(URI), EImageBlitMode::ALPHA);	anim->exportBitmaps(VCMIDirs::get().userExtractedPath());}void ClientCommandManager::handleExtractCommand(std::istringstream& singleWordBuffer){	std::string URI;	singleWordBuffer >> URI;	if(CResourceHandler::get()->existsResource(ResourcePath(URI)))	{		const boost::filesystem::path outPath = VCMIDirs::get().userExtractedPath() / URI;		auto data = CResourceHandler::get()->load(ResourcePath(URI))->readAll();		boost::filesystem::create_directories(outPath.parent_path());		std::ofstream outFile(outPath.c_str(), std::ofstream::binary);		outFile.write((char*)data.first.get(), data.second);	}	else		printCommandMessage("File not found!", ELogLevel::ERROR);}void ClientCommandManager::handleBonusesCommand(std::istringstream & singleWordBuffer){	if(currentCallFromIngameConsole)	{		printCommandMessage("Output for this command is too large for ingame chat! Please run it from client console.\n");		return;	}	std::string outputFormat;	singleWordBuffer >> outputFormat;	auto format = [outputFormat](const BonusList & b) -> std::string	{		if(outputFormat == "json")			return b.toJsonNode().toCompactString();		std::ostringstream ss;		ss << b;		return ss.str();	};		printCommandMessage("Bonuses of " + LOCPLINT->localState->getCurrentArmy()->getObjectName() + "\n");		printCommandMessage(format(*LOCPLINT->localState->getCurrentArmy()->getAllBonuses(Selector::all, Selector::all)) + "\n");	printCommandMessage("\nInherited bonuses:\n");	TCNodes parents;		LOCPLINT->localState->getCurrentArmy()->getParents(parents);	for(const CBonusSystemNode *parent : parents)	{		printCommandMessage(std::string("\nBonuses from ") + typeid(*parent).name() + "\n" + format(*parent->getAllBonuses(Selector::all, Selector::all)) + "\n");	}}void ClientCommandManager::handleTellCommand(std::istringstream& singleWordBuffer){	std::string what;	int id1;	int id2;	singleWordBuffer >> what >> id1 >> id2;	if(what == "hs")	{		for(const CGHeroInstance* h : LOCPLINT->cb->getHeroesInfo())			if(h->getHeroTypeID().getNum() == id1)				if(const CArtifactInstance* a = h->getArt(ArtifactPosition(id2)))					printCommandMessage(a->nodeName());	}}void ClientCommandManager::handleMpCommand(){	if(const CGHeroInstance* h = LOCPLINT->localState->getCurrentHero())		printCommandMessage(std::to_string(h->movementPointsRemaining()) + "; max: " + std::to_string(h->movementPointsLimit(true)) + "/" + std::to_string(h->movementPointsLimit(false)) + "\n");}void ClientCommandManager::handleSetCommand(std::istringstream& singleWordBuffer){	std::string what;	std::string value;	singleWordBuffer >> what;	Settings config = settings.write["session"][what];	singleWordBuffer >> value;	if(value == "on")	{		config->Bool() = true;		printCommandMessage("Option " + what + " enabled!", ELogLevel::INFO);	}	else if(value == "off")	{		config->Bool() = false;		printCommandMessage("Option " + what + " disabled!", ELogLevel::INFO);	}}void ClientCommandManager::handleCrashCommand(){	int* ptr = nullptr;	*ptr = 666;	//disaster!}void ClientCommandManager::handleVsLog(std::istringstream & singleWordBuffer){	std::string key;	singleWordBuffer >> key;	logVisual->setKey(key);}void ClientCommandManager::handleGenerateAssets(){	AssetGenerator::generateAll();	printCommandMessage("All assets generated");}void ClientCommandManager::printCommandMessage(const std::string &commandMessage, ELogLevel::ELogLevel messageType){	switch(messageType)	{		case ELogLevel::NOT_SET:			std::cout << commandMessage;			break;		case ELogLevel::TRACE:			logGlobal->trace(commandMessage);			break;		case ELogLevel::DEBUG:			logGlobal->debug(commandMessage);			break;		case ELogLevel::INFO:			logGlobal->info(commandMessage);			break;		case ELogLevel::WARN:			logGlobal->warn(commandMessage);			break;		case ELogLevel::ERROR:			logGlobal->error(commandMessage);			break;		default:			std::cout << commandMessage;			break;	}	if(currentCallFromIngameConsole)	{		boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);		if(LOCPLINT && LOCPLINT->cingconsole)		{			LOCPLINT->cingconsole->addMessage("", "System", commandMessage);		}	}}void ClientCommandManager::giveTurn(const PlayerColor &colorIdentifier){	PlayerStartsTurn yt;	yt.player = colorIdentifier;	yt.queryID = QueryID::NONE;	ApplyClientNetPackVisitor visitor(*CSH->client, *CSH->client->gameState());	yt.visit(visitor);}void ClientCommandManager::processCommand(const std::string & message, bool calledFromIngameConsole){	// split the message into individual words	std::istringstream singleWordBuffer;	singleWordBuffer.str(message);	// get command name, to be used for single word commands	std::string commandName;	singleWordBuffer >> commandName;	currentCallFromIngameConsole = calledFromIngameConsole;	if(message == std::string("die, fool"))		handleQuitCommand();	else if(commandName == "save")		handleSaveCommand(singleWordBuffer);	else if(commandName=="load")		handleLoadCommand(singleWordBuffer); // not implemented	else if(commandName == "gosolo")		handleGoSoloCommand();	else if(commandName == "autoskip")		handleAutoskipCommand();	else if(commandName == "controlai")		handleControlaiCommand(singleWordBuffer);	else if(commandName == "setBattleAI")		handleSetBattleAICommand(singleWordBuffer);	else if(commandName == "redraw")		handleRedrawCommand();	else if(message=="translate" || message=="translate game")		handleTranslateGameCommand();	else if(message=="translate maps")		handleTranslateMapsCommand();	else if(message=="get config")		handleGetConfigCommand();	else if(message=="get scripts")		handleGetScriptsCommand();	else if(message=="get txt")		handleGetTextCommand();	else if(commandName == "def2bmp")		handleDef2bmpCommand(singleWordBuffer);	else if(commandName == "extract")		handleExtractCommand(singleWordBuffer);	else if(commandName == "bonuses")		handleBonusesCommand(singleWordBuffer);	else if(commandName == "tell")		handleTellCommand(singleWordBuffer);	else if(commandName == "mp" && LOCPLINT)		handleMpCommand();	else if (commandName == "set")		handleSetCommand(singleWordBuffer);	else if(commandName == "crash")		handleCrashCommand();	else if(commandName == "vslog")		handleVsLog(singleWordBuffer);	else if(message=="generate assets")		handleGenerateAssets();	else	{		if (!commandName.empty() && !vstd::iswithin(commandName[0], 0, ' ')) // filter-out debugger/IDE noise			printCommandMessage("Command not found :(", ELogLevel::ERROR);	}}
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