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- /*
- * CServerHandler.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 "CServerHandler.h"
- #include "Client.h"
- #include "CGameInfo.h"
- #include "CPlayerInterface.h"
- #include "gui/CGuiHandler.h"
- #include "gui/WindowHandler.h"
- #include "lobby/CSelectionBase.h"
- #include "lobby/CLobbyScreen.h"
- #include "windows/InfoWindows.h"
- #include "mainmenu/CMainMenu.h"
- #include "mainmenu/CPrologEpilogVideo.h"
- #include "mainmenu/CHighScoreScreen.h"
- #ifdef VCMI_ANDROID
- #include "../lib/CAndroidVMHelper.h"
- #elif defined(VCMI_IOS)
- #include "ios/utils.h"
- #include <dispatch/dispatch.h>
- #endif
- #ifdef SINGLE_PROCESS_APP
- #include "../server/CVCMIServer.h"
- #endif
- #include "../lib/CConfigHandler.h"
- #include "../lib/CGeneralTextHandler.h"
- #include "../lib/CThreadHelper.h"
- #include "../lib/StartInfo.h"
- #include "../lib/TurnTimerInfo.h"
- #include "../lib/VCMIDirs.h"
- #include "../lib/campaign/CampaignState.h"
- #include "../lib/mapping/CMapInfo.h"
- #include "../lib/mapObjects/MiscObjects.h"
- #include "../lib/modding/ModIncompatibility.h"
- #include "../lib/rmg/CMapGenOptions.h"
- #include "../lib/filesystem/Filesystem.h"
- #include "../lib/registerTypes/RegisterTypesLobbyPacks.h"
- #include "../lib/serializer/Connection.h"
- #include "../lib/serializer/CMemorySerializer.h"
- #include "../lib/UnlockGuard.h"
- #include <boost/uuid/uuid.hpp>
- #include <boost/uuid/uuid_io.hpp>
- #include <boost/uuid/uuid_generators.hpp>
- #include <boost/asio.hpp>
- #include "../lib/serializer/Cast.h"
- #include "LobbyClientNetPackVisitors.h"
- #include <vcmi/events/EventBus.h>
- #ifdef VCMI_WINDOWS
- #include <windows.h>
- #endif
- template<typename T> class CApplyOnLobby;
- const std::string CServerHandler::localhostAddress{"127.0.0.1"};
- #if defined(VCMI_ANDROID) && !defined(SINGLE_PROCESS_APP)
- extern std::atomic_bool androidTestServerReadyFlag;
- #endif
- class CBaseForLobbyApply
- {
- public:
- virtual bool applyOnLobbyHandler(CServerHandler * handler, void * pack) const = 0;
- virtual void applyOnLobbyScreen(CLobbyScreen * lobby, CServerHandler * handler, void * pack) const = 0;
- virtual ~CBaseForLobbyApply(){};
- template<typename U> static CBaseForLobbyApply * getApplier(const U * t = nullptr)
- {
- return new CApplyOnLobby<U>();
- }
- };
- template<typename T> class CApplyOnLobby : public CBaseForLobbyApply
- {
- public:
- bool applyOnLobbyHandler(CServerHandler * handler, void * pack) const override
- {
- boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
- T * ptr = static_cast<T *>(pack);
- ApplyOnLobbyHandlerNetPackVisitor visitor(*handler);
- logNetwork->trace("\tImmediately apply on lobby: %s", typeid(ptr).name());
- ptr->visit(visitor);
- return visitor.getResult();
- }
- void applyOnLobbyScreen(CLobbyScreen * lobby, CServerHandler * handler, void * pack) const override
- {
- T * ptr = static_cast<T *>(pack);
- ApplyOnLobbyScreenNetPackVisitor visitor(*handler, lobby);
- logNetwork->trace("\tApply on lobby from queue: %s", typeid(ptr).name());
- ptr->visit(visitor);
- }
- };
- template<> class CApplyOnLobby<CPack>: public CBaseForLobbyApply
- {
- public:
- bool applyOnLobbyHandler(CServerHandler * handler, void * pack) const override
- {
- logGlobal->error("Cannot apply plain CPack!");
- assert(0);
- return false;
- }
- void applyOnLobbyScreen(CLobbyScreen * lobby, CServerHandler * handler, void * pack) const override
- {
- logGlobal->error("Cannot apply plain CPack!");
- assert(0);
- }
- };
- static const std::string NAME_AFFIX = "client";
- static const std::string NAME = GameConstants::VCMI_VERSION + std::string(" (") + NAME_AFFIX + ')'; //application name
- CServerHandler::CServerHandler()
- : state(EClientState::NONE), mx(std::make_shared<boost::recursive_mutex>()), client(nullptr), loadMode(0), campaignStateToSend(nullptr), campaignServerRestartLock(false)
- {
- uuid = boost::uuids::to_string(boost::uuids::random_generator()());
- //read from file to restore last session
- if(!settings["server"]["uuid"].isNull() && !settings["server"]["uuid"].String().empty())
- uuid = settings["server"]["uuid"].String();
- applier = std::make_shared<CApplier<CBaseForLobbyApply>>();
- registerTypesLobbyPacks(*applier);
- }
- void CServerHandler::resetStateForLobby(const StartInfo::EMode mode, const std::vector<std::string> * names)
- {
- hostClientId = -1;
- state = EClientState::NONE;
- mapToStart = nullptr;
- th = std::make_unique<CStopWatch>();
- packsForLobbyScreen.clear();
- c.reset();
- si = std::make_shared<StartInfo>();
- playerNames.clear();
- si->difficulty = 1;
- si->mode = mode;
- myNames.clear();
- if(names && !names->empty()) //if have custom set of player names - use it
- myNames = *names;
- else
- myNames.push_back(settings["general"]["playerName"].String());
- }
- void CServerHandler::startLocalServerAndConnect()
- {
- if(threadRunLocalServer)
- threadRunLocalServer->join();
- th->update();
-
- auto errorMsg = CGI->generaltexth->translate("vcmi.server.errors.existingProcess");
- try
- {
- CConnection testConnection(localhostAddress, getDefaultPort(), NAME, uuid);
- logNetwork->error("Port is busy, check if another instance of vcmiserver is working");
- CInfoWindow::showInfoDialog(errorMsg, {});
- return;
- }
- catch(std::runtime_error & error)
- {
- //no connection means that port is not busy and we can start local server
- }
-
- #if defined(SINGLE_PROCESS_APP)
- boost::condition_variable cond;
- std::vector<std::string> args{"--uuid=" + uuid, "--port=" + std::to_string(getHostPort())};
- if(settings["session"]["lobby"].Bool() && settings["session"]["host"].Bool())
- {
- args.push_back("--lobby=" + settings["session"]["address"].String());
- args.push_back("--connections=" + settings["session"]["hostConnections"].String());
- args.push_back("--lobby-port=" + std::to_string(settings["session"]["port"].Integer()));
- args.push_back("--lobby-uuid=" + settings["session"]["hostUuid"].String());
- }
- threadRunLocalServer = std::make_shared<boost::thread>([&cond, args, this] {
- setThreadName("CVCMIServer");
- CVCMIServer::create(&cond, args);
- onServerFinished();
- });
- threadRunLocalServer->detach();
- #elif defined(VCMI_ANDROID)
- {
- CAndroidVMHelper envHelper;
- envHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "startServer", true);
- }
- #else
- threadRunLocalServer = std::make_shared<boost::thread>(&CServerHandler::threadRunServer, this); //runs server executable;
- #endif
- logNetwork->trace("Setting up thread calling server: %d ms", th->getDiff());
- th->update();
- #ifdef SINGLE_PROCESS_APP
- {
- #ifdef VCMI_IOS
- dispatch_sync(dispatch_get_main_queue(), ^{
- iOS_utils::showLoadingIndicator();
- });
- #endif
- boost::mutex m;
- boost::unique_lock<boost::mutex> lock{m};
- logNetwork->info("waiting for server");
- cond.wait(lock);
- logNetwork->info("server is ready");
- #ifdef VCMI_IOS
- dispatch_sync(dispatch_get_main_queue(), ^{
- iOS_utils::hideLoadingIndicator();
- });
- #endif
- }
- #elif defined(VCMI_ANDROID)
- logNetwork->info("waiting for server");
- while(!androidTestServerReadyFlag.load())
- {
- logNetwork->info("still waiting...");
- boost::this_thread::sleep_for(boost::chrono::milliseconds(1000));
- }
- logNetwork->info("waiting for server finished...");
- androidTestServerReadyFlag = false;
- #endif
- logNetwork->trace("Waiting for server: %d ms", th->getDiff());
- th->update(); //put breakpoint here to attach to server before it does something stupid
- justConnectToServer(localhostAddress, 0);
- logNetwork->trace("\tConnecting to the server: %d ms", th->getDiff());
- }
- void CServerHandler::justConnectToServer(const std::string & addr, const ui16 port)
- {
- state = EClientState::CONNECTING;
- while(!c && state != EClientState::CONNECTION_CANCELLED)
- {
- try
- {
- logNetwork->info("Establishing connection...");
- c = std::make_shared<CConnection>(
- addr.size() ? addr : getHostAddress(),
- port ? port : getHostPort(),
- NAME, uuid);
- }
- catch(std::runtime_error & error)
- {
- logNetwork->warn("\nCannot establish connection. %s Retrying in 1 second", error.what());
- boost::this_thread::sleep_for(boost::chrono::milliseconds(1000));
- }
- }
- if(state == EClientState::CONNECTION_CANCELLED)
- {
- logNetwork->info("Connection aborted by player!");
- return;
- }
- c->handler = std::make_shared<boost::thread>(&CServerHandler::threadHandleConnection, this);
- if(!addr.empty() && addr != getHostAddress())
- {
- Settings serverAddress = settings.write["server"]["server"];
- serverAddress->String() = addr;
- }
- if(port && port != getHostPort())
- {
- Settings serverPort = settings.write["server"]["port"];
- serverPort->Integer() = port;
- }
- }
- void CServerHandler::applyPacksOnLobbyScreen()
- {
- if(!c || !c->handler)
- return;
- boost::unique_lock<boost::recursive_mutex> lock(*mx);
- while(!packsForLobbyScreen.empty())
- {
- boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
- CPackForLobby * pack = packsForLobbyScreen.front();
- packsForLobbyScreen.pop_front();
- CBaseForLobbyApply * apply = applier->getApplier(CTypeList::getInstance().getTypeID(pack)); //find the applier
- apply->applyOnLobbyScreen(dynamic_cast<CLobbyScreen *>(SEL), this, pack);
- GH.windows().totalRedraw();
- delete pack;
- }
- }
- void CServerHandler::stopServerConnection()
- {
- if(c->handler)
- {
- while(!c->handler->timed_join(boost::chrono::milliseconds(50)))
- applyPacksOnLobbyScreen();
- c->handler->join();
- }
- }
- std::set<PlayerColor> CServerHandler::getHumanColors()
- {
- return clientHumanColors(c->connectionID);
- }
- PlayerColor CServerHandler::myFirstColor() const
- {
- return clientFirstColor(c->connectionID);
- }
- bool CServerHandler::isMyColor(PlayerColor color) const
- {
- return isClientColor(c->connectionID, color);
- }
- ui8 CServerHandler::myFirstId() const
- {
- return clientFirstId(c->connectionID);
- }
- bool CServerHandler::isServerLocal() const
- {
- if(threadRunLocalServer)
- return true;
- return false;
- }
- bool CServerHandler::isHost() const
- {
- return c && hostClientId == c->connectionID;
- }
- bool CServerHandler::isGuest() const
- {
- return !c || hostClientId != c->connectionID;
- }
- ui16 CServerHandler::getDefaultPort()
- {
- return static_cast<ui16>(settings["server"]["port"].Integer());
- }
- std::string CServerHandler::getDefaultPortStr()
- {
- return std::to_string(getDefaultPort());
- }
- std::string CServerHandler::getHostAddress() const
- {
- if(settings["session"]["lobby"].isNull() || !settings["session"]["lobby"].Bool())
- return settings["server"]["server"].String();
-
- if(settings["session"]["host"].Bool())
- return localhostAddress;
-
- return settings["session"]["address"].String();
- }
- ui16 CServerHandler::getHostPort() const
- {
- if(settings["session"]["lobby"].isNull() || !settings["session"]["lobby"].Bool())
- return getDefaultPort();
-
- if(settings["session"]["host"].Bool())
- return getDefaultPort();
-
- return settings["session"]["port"].Integer();
- }
- void CServerHandler::sendClientConnecting() const
- {
- LobbyClientConnected lcc;
- lcc.uuid = uuid;
- lcc.names = myNames;
- lcc.mode = si->mode;
- sendLobbyPack(lcc);
- }
- void CServerHandler::sendClientDisconnecting()
- {
- // FIXME: This is workaround needed to make sure client not trying to sent anything to non existed server
- if(state == EClientState::DISCONNECTING)
- return;
- state = EClientState::DISCONNECTING;
- mapToStart = nullptr;
- LobbyClientDisconnected lcd;
- lcd.clientId = c->connectionID;
- logNetwork->info("Connection has been requested to be closed.");
- if(isServerLocal())
- {
- lcd.shutdownServer = true;
- logNetwork->info("Sent closing signal to the server");
- }
- else
- {
- logNetwork->info("Sent leaving signal to the server");
- }
- sendLobbyPack(lcd);
-
- {
- // Network thread might be applying network pack at this moment
- auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
- c->close();
- c.reset();
- }
- }
- void CServerHandler::setCampaignState(std::shared_ptr<CampaignState> newCampaign)
- {
- state = EClientState::LOBBY_CAMPAIGN;
- LobbySetCampaign lsc;
- lsc.ourCampaign = newCampaign;
- sendLobbyPack(lsc);
- }
- void CServerHandler::setCampaignMap(CampaignScenarioID mapId) const
- {
- if(state == EClientState::GAMEPLAY) // FIXME: UI shouldn't sent commands in first place
- return;
- LobbySetCampaignMap lscm;
- lscm.mapId = mapId;
- sendLobbyPack(lscm);
- }
- void CServerHandler::setCampaignBonus(int bonusId) const
- {
- if(state == EClientState::GAMEPLAY) // FIXME: UI shouldn't sent commands in first place
- return;
- LobbySetCampaignBonus lscb;
- lscb.bonusId = bonusId;
- sendLobbyPack(lscb);
- }
- void CServerHandler::setMapInfo(std::shared_ptr<CMapInfo> to, std::shared_ptr<CMapGenOptions> mapGenOpts) const
- {
- LobbySetMap lsm;
- lsm.mapInfo = to;
- lsm.mapGenOpts = mapGenOpts;
- sendLobbyPack(lsm);
- }
- void CServerHandler::setPlayer(PlayerColor color) const
- {
- LobbySetPlayer lsp;
- lsp.clickedColor = color;
- sendLobbyPack(lsp);
- }
- void CServerHandler::setPlayerName(PlayerColor color, const std::string & name) const
- {
- LobbySetPlayerName lspn;
- lspn.color = color;
- lspn.name = name;
- sendLobbyPack(lspn);
- }
- void CServerHandler::setPlayerOption(ui8 what, int32_t value, PlayerColor player) const
- {
- LobbyChangePlayerOption lcpo;
- lcpo.what = what;
- lcpo.value = value;
- lcpo.color = player;
- sendLobbyPack(lcpo);
- }
- void CServerHandler::setDifficulty(int to) const
- {
- LobbySetDifficulty lsd;
- lsd.difficulty = to;
- sendLobbyPack(lsd);
- }
- void CServerHandler::setSimturnsInfo(const SimturnsInfo & info) const
- {
- LobbySetSimturns pack;
- pack.simturnsInfo = info;
- sendLobbyPack(pack);
- }
- void CServerHandler::setTurnTimerInfo(const TurnTimerInfo & info) const
- {
- LobbySetTurnTime lstt;
- lstt.turnTimerInfo = info;
- sendLobbyPack(lstt);
- }
- void CServerHandler::setExtraOptionsInfo(const ExtraOptionsInfo & info) const
- {
- LobbySetExtraOptions lseo;
- lseo.extraOptionsInfo = info;
- sendLobbyPack(lseo);
- }
- void CServerHandler::sendMessage(const std::string & txt) const
- {
- std::istringstream readed;
- readed.str(txt);
- std::string command;
- readed >> command;
- if(command == "!passhost")
- {
- std::string id;
- readed >> id;
- if(id.length())
- {
- LobbyChangeHost lch;
- lch.newHostConnectionId = boost::lexical_cast<int>(id);
- sendLobbyPack(lch);
- }
- }
- else if(command == "!forcep")
- {
- std::string connectedId, playerColorId;
- readed >> connectedId;
- readed >> playerColorId;
- if(connectedId.length() && playerColorId.length())
- {
- ui8 connected = boost::lexical_cast<int>(connectedId);
- auto color = PlayerColor(boost::lexical_cast<int>(playerColorId));
- if(color.isValidPlayer() && playerNames.find(connected) != playerNames.end())
- {
- LobbyForceSetPlayer lfsp;
- lfsp.targetConnectedPlayer = connected;
- lfsp.targetPlayerColor = color;
- sendLobbyPack(lfsp);
- }
- }
- }
- else
- {
- LobbyChatMessage lcm;
- lcm.message = txt;
- lcm.playerName = playerNames.find(myFirstId())->second.name;
- sendLobbyPack(lcm);
- }
- }
- void CServerHandler::sendGuiAction(ui8 action) const
- {
- LobbyGuiAction lga;
- lga.action = static_cast<LobbyGuiAction::EAction>(action);
- sendLobbyPack(lga);
- }
- void CServerHandler::sendRestartGame() const
- {
- GH.windows().createAndPushWindow<CLoadingScreen>();
-
- LobbyEndGame endGame;
- endGame.closeConnection = false;
- endGame.restart = true;
- sendLobbyPack(endGame);
- }
- bool CServerHandler::validateGameStart(bool allowOnlyAI) const
- {
- try
- {
- verifyStateBeforeStart(allowOnlyAI ? true : settings["session"]["onlyai"].Bool());
- }
- catch(ModIncompatibility & e)
- {
- logGlobal->warn("Incompatibility exception during start scenario: %s", e.what());
- std::string errorMsg;
- if(!e.whatMissing().empty())
- {
- errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToEnable") + '\n';
- errorMsg += e.whatMissing();
- }
- if(!e.whatExcessive().empty())
- {
- errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToDisable") + '\n';
- errorMsg += e.whatExcessive();
- }
- showServerError(errorMsg);
- return false;
- }
- catch(std::exception & e)
- {
- logGlobal->error("Exception during startScenario: %s", e.what());
- showServerError( std::string("Unable to start map! Reason: ") + e.what());
- return false;
- }
- return true;
- }
- void CServerHandler::sendStartGame(bool allowOnlyAI) const
- {
- verifyStateBeforeStart(allowOnlyAI ? true : settings["session"]["onlyai"].Bool());
- GH.windows().createAndPushWindow<CLoadingScreen>();
-
- LobbyStartGame lsg;
- if(client)
- {
- lsg.initializedStartInfo = std::make_shared<StartInfo>(* const_cast<StartInfo *>(client->getStartInfo(true)));
- lsg.initializedStartInfo->mode = StartInfo::NEW_GAME;
- lsg.initializedStartInfo->seedToBeUsed = lsg.initializedStartInfo->seedPostInit = 0;
- * si = * lsg.initializedStartInfo;
- }
- sendLobbyPack(lsg);
- c->enterLobbyConnectionMode();
- c->disableStackSendingByID();
- }
- void CServerHandler::startMapAfterConnection(std::shared_ptr<CMapInfo> to)
- {
- mapToStart = to;
- }
- void CServerHandler::startGameplay(VCMI_LIB_WRAP_NAMESPACE(CGameState) * gameState)
- {
- if(CMM)
- CMM->disable();
- client = new CClient();
- highScoreCalc = nullptr;
- switch(si->mode)
- {
- case StartInfo::NEW_GAME:
- client->newGame(gameState);
- break;
- case StartInfo::CAMPAIGN:
- client->newGame(gameState);
- break;
- case StartInfo::LOAD_GAME:
- client->loadGame(gameState);
- break;
- default:
- throw std::runtime_error("Invalid mode");
- }
- // After everything initialized we can accept CPackToClient netpacks
- c->enterGameplayConnectionMode(client->gameState());
- state = EClientState::GAMEPLAY;
-
- //store settings to continue game
- if(!isServerLocal() && isGuest())
- {
- Settings saveSession = settings.write["server"]["reconnect"];
- saveSession->Bool() = true;
- Settings saveUuid = settings.write["server"]["uuid"];
- saveUuid->String() = uuid;
- Settings saveNames = settings.write["server"]["names"];
- saveNames->Vector().clear();
- for(auto & name : myNames)
- {
- JsonNode jsonName;
- jsonName.String() = name;
- saveNames->Vector().push_back(jsonName);
- }
- }
- }
- void CServerHandler::endGameplay(bool closeConnection, bool restart)
- {
- if(closeConnection)
- {
- // Game is ending
- // Tell the network thread to reach a stable state
- CSH->sendClientDisconnecting();
- logNetwork->info("Closed connection.");
- }
- client->endGame();
- vstd::clear_pointer(client);
- if(!restart)
- {
- if(CMM)
- {
- GH.curInt = CMM.get();
- CMM->enable();
- }
- else
- {
- GH.curInt = CMainMenu::create().get();
- }
- }
-
- if(c)
- {
- c->enterLobbyConnectionMode();
- c->disableStackSendingByID();
- }
-
- //reset settings
- Settings saveSession = settings.write["server"]["reconnect"];
- saveSession->Bool() = false;
- }
- void CServerHandler::startCampaignScenario(HighScoreParameter param, std::shared_ptr<CampaignState> cs)
- {
- std::shared_ptr<CampaignState> ourCampaign = cs;
- if (!cs)
- ourCampaign = si->campState;
- if(highScoreCalc == nullptr)
- {
- highScoreCalc = std::make_shared<HighScoreCalculation>();
- highScoreCalc->isCampaign = true;
- highScoreCalc->parameters.clear();
- }
- param.campaignName = cs->getNameTranslated();
- highScoreCalc->parameters.push_back(param);
- GH.dispatchMainThread([ourCampaign, this]()
- {
- CSH->campaignServerRestartLock.set(true);
- CSH->endGameplay();
- auto & epilogue = ourCampaign->scenario(*ourCampaign->lastScenario()).epilog;
- auto finisher = [=]()
- {
- if(ourCampaign->campaignSet != "")
- {
- Settings entry = persistentStorage.write["completedCampaigns"][ourCampaign->getFilename()];
- entry->Bool() = true;
- }
- GH.windows().pushWindow(CMM);
- GH.windows().pushWindow(CMM->menu);
- if(!ourCampaign->isCampaignFinished())
- CMM->openCampaignLobby(ourCampaign);
- else
- {
- CMM->openCampaignScreen(ourCampaign->campaignSet);
- GH.windows().createAndPushWindow<CHighScoreInputScreen>(true, *highScoreCalc);
- }
- };
- if(epilogue.hasPrologEpilog)
- {
- GH.windows().createAndPushWindow<CPrologEpilogVideo>(epilogue, finisher);
- }
- else
- {
- CSH->campaignServerRestartLock.waitUntil(false);
- finisher();
- }
- });
- }
- void CServerHandler::showServerError(const std::string & txt) const
- {
- if(auto w = GH.windows().topWindow<CLoadingScreen>())
- GH.windows().popWindow(w);
-
- CInfoWindow::showInfoDialog(txt, {});
- }
- int CServerHandler::howManyPlayerInterfaces()
- {
- int playerInts = 0;
- for(auto pint : client->playerint)
- {
- if(dynamic_cast<CPlayerInterface *>(pint.second.get()))
- playerInts++;
- }
- return playerInts;
- }
- ui8 CServerHandler::getLoadMode()
- {
- if(loadMode != ELoadMode::TUTORIAL && state == EClientState::GAMEPLAY)
- {
- if(si->campState)
- return ELoadMode::CAMPAIGN;
- for(auto pn : playerNames)
- {
- if(pn.second.connection != c->connectionID)
- return ELoadMode::MULTI;
- }
- if(howManyPlayerInterfaces() > 1) //this condition will work for hotseat mode OR multiplayer with allowed more than 1 color per player to control
- return ELoadMode::MULTI;
- return ELoadMode::SINGLE;
- }
- return loadMode;
- }
- void CServerHandler::restoreLastSession()
- {
- auto loadSession = [this]()
- {
- uuid = settings["server"]["uuid"].String();
- for(auto & name : settings["server"]["names"].Vector())
- myNames.push_back(name.String());
- resetStateForLobby(StartInfo::LOAD_GAME, &myNames);
- screenType = ESelectionScreen::loadGame;
- justConnectToServer(settings["server"]["server"].String(), settings["server"]["port"].Integer());
- };
-
- auto cleanUpSession = []()
- {
- //reset settings
- Settings saveSession = settings.write["server"]["reconnect"];
- saveSession->Bool() = false;
- };
-
- CInfoWindow::showYesNoDialog(VLC->generaltexth->translate("vcmi.server.confirmReconnect"), {}, loadSession, cleanUpSession);
- }
- void CServerHandler::debugStartTest(std::string filename, bool save)
- {
- logGlobal->info("Starting debug test with file: %s", filename);
- auto mapInfo = std::make_shared<CMapInfo>();
- if(save)
- {
- resetStateForLobby(StartInfo::LOAD_GAME);
- mapInfo->saveInit(ResourcePath(filename, EResType::SAVEGAME));
- screenType = ESelectionScreen::loadGame;
- }
- else
- {
- resetStateForLobby(StartInfo::NEW_GAME);
- mapInfo->mapInit(filename);
- screenType = ESelectionScreen::newGame;
- }
- if(settings["session"]["donotstartserver"].Bool())
- justConnectToServer(localhostAddress, 3030);
- else
- startLocalServerAndConnect();
- boost::this_thread::sleep_for(boost::chrono::milliseconds(100));
- while(!settings["session"]["headless"].Bool() && !GH.windows().topWindow<CLobbyScreen>())
- boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
- while(!mi || mapInfo->fileURI != CSH->mi->fileURI)
- {
- setMapInfo(mapInfo);
- boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
- }
- // "Click" on color to remove us from it
- setPlayer(myFirstColor());
- while(myFirstColor() != PlayerColor::CANNOT_DETERMINE)
- boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
- while(true)
- {
- try
- {
- sendStartGame();
- break;
- }
- catch(...)
- {
- }
- boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
- }
- }
- class ServerHandlerCPackVisitor : public VCMI_LIB_WRAP_NAMESPACE(ICPackVisitor)
- {
- private:
- CServerHandler & handler;
- public:
- ServerHandlerCPackVisitor(CServerHandler & handler)
- :handler(handler)
- {
- }
- virtual bool callTyped() override { return false; }
- virtual void visitForLobby(CPackForLobby & lobbyPack) override
- {
- handler.visitForLobby(lobbyPack);
- }
- virtual void visitForClient(CPackForClient & clientPack) override
- {
- handler.visitForClient(clientPack);
- }
- };
- void CServerHandler::threadHandleConnection()
- {
- setThreadName("handleConnection");
- c->enterLobbyConnectionMode();
- try
- {
- sendClientConnecting();
- while(c && c->connected)
- {
- while(state == EClientState::STARTING)
- boost::this_thread::sleep_for(boost::chrono::milliseconds(10));
- CPack * pack = c->retrievePack();
- if(state == EClientState::DISCONNECTING)
- {
- // FIXME: server shouldn't really send netpacks after it's tells client to disconnect
- // Though currently they'll be delivered and might cause crash.
- vstd::clear_pointer(pack);
- }
- else
- {
- ServerHandlerCPackVisitor visitor(*this);
- pack->visit(visitor);
- }
- }
- }
- //catch only asio exceptions
- catch(const boost::system::system_error & e)
- {
- if(state == EClientState::DISCONNECTING)
- {
- logNetwork->info("Successfully closed connection to server, ending listening thread!");
- }
- else
- {
- if (e.code() == boost::asio::error::eof)
- logNetwork->error("Lost connection to server, ending listening thread! Connection has been closed");
- else
- logNetwork->error("Lost connection to server, ending listening thread! Reason: %s", e.what());
- if(client)
- {
- state = EClientState::DISCONNECTING;
- GH.dispatchMainThread([]()
- {
- CSH->endGameplay();
- GH.defActionsDef = 63;
- CMM->menu->switchToTab("main");
- });
- }
- else
- {
- auto lcd = new LobbyClientDisconnected();
- lcd->clientId = c->connectionID;
- boost::unique_lock<boost::recursive_mutex> lock(*mx);
- packsForLobbyScreen.push_back(lcd);
- }
- }
- }
- }
- void CServerHandler::visitForLobby(CPackForLobby & lobbyPack)
- {
- if(applier->getApplier(CTypeList::getInstance().getTypeID(&lobbyPack))->applyOnLobbyHandler(this, &lobbyPack))
- {
- if(!settings["session"]["headless"].Bool())
- {
- boost::unique_lock<boost::recursive_mutex> lock(*mx);
- packsForLobbyScreen.push_back(&lobbyPack);
- }
- }
- }
- void CServerHandler::visitForClient(CPackForClient & clientPack)
- {
- client->handlePack(&clientPack);
- }
- void CServerHandler::threadRunServer()
- {
- #if !defined(VCMI_MOBILE)
- setThreadName("runServer");
- const std::string logName = (VCMIDirs::get().userLogsPath() / "server_log.txt").string();
- std::string comm = VCMIDirs::get().serverPath().string()
- + " --port=" + std::to_string(getHostPort())
- + " --run-by-client"
- + " --uuid=" + uuid;
- if(settings["session"]["lobby"].Bool() && settings["session"]["host"].Bool())
- {
- comm += " --lobby=" + settings["session"]["address"].String();
- comm += " --connections=" + settings["session"]["hostConnections"].String();
- comm += " --lobby-port=" + std::to_string(settings["session"]["port"].Integer());
- comm += " --lobby-uuid=" + settings["session"]["hostUuid"].String();
- }
- comm += " > \"" + logName + '\"';
- logGlobal->info("Server command line: %s", comm);
- #ifdef VCMI_WINDOWS
- int result = -1;
- const auto bufSize = ::MultiByteToWideChar(CP_UTF8, 0, comm.c_str(), comm.size(), nullptr, 0);
- if(bufSize > 0)
- {
- std::wstring wComm(bufSize, {});
- const auto convertResult = ::MultiByteToWideChar(CP_UTF8, 0, comm.c_str(), comm.size(), &wComm[0], bufSize);
- if(convertResult > 0)
- result = ::_wsystem(wComm.c_str());
- else
- logNetwork->error("Error " + std::to_string(GetLastError()) + ": failed to convert server launch command to wide string: " + comm);
- }
- else
- logNetwork->error("Error " + std::to_string(GetLastError()) + ": failed to obtain buffer length to convert server launch command to wide string : " + comm);
- #else
- int result = std::system(comm.c_str());
- #endif
- if (result == 0)
- {
- logNetwork->info("Server closed correctly");
- }
- else
- {
- logNetwork->error("Error: server failed to close correctly or crashed!");
- logNetwork->error("Check %s for more info", logName);
- }
- onServerFinished();
- #endif
- }
- void CServerHandler::onServerFinished()
- {
- threadRunLocalServer.reset();
- if (CSH)
- CSH->campaignServerRestartLock.setn(false);
- }
- void CServerHandler::sendLobbyPack(const CPackForLobby & pack) const
- {
- if(state != EClientState::STARTING)
- c->sendPack(&pack);
- }
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