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