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							- /*
 
-  * CVCMIServer.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 <boost/asio.hpp>
 
- #include "../lib/filesystem/Filesystem.h"
 
- #include "../lib/mapping/CCampaignHandler.h"
 
- #include "../lib/CThreadHelper.h"
 
- #include "../lib/serializer/Connection.h"
 
- #include "../lib/CModHandler.h"
 
- #include "../lib/CArtHandler.h"
 
- #include "../lib/CGeneralTextHandler.h"
 
- #include "../lib/CHeroHandler.h"
 
- #include "../lib/CTownHandler.h"
 
- #include "../lib/CBuildingHandler.h"
 
- #include "../lib/spells/CSpellHandler.h"
 
- #include "../lib/CCreatureHandler.h"
 
- #include "zlib.h"
 
- #include "CVCMIServer.h"
 
- #include "../lib/StartInfo.h"
 
- #include "../lib/mapping/CMap.h"
 
- #include "../lib/rmg/CMapGenOptions.h"
 
- #ifdef VCMI_ANDROID
 
- #include "lib/CAndroidVMHelper.h"
 
- #elif !defined(VCMI_IOS)
 
- #include "../lib/Interprocess.h"
 
- #endif
 
- #include "../lib/VCMI_Lib.h"
 
- #include "../lib/VCMIDirs.h"
 
- #include "CGameHandler.h"
 
- #include "../lib/mapping/CMapInfo.h"
 
- #include "../lib/GameConstants.h"
 
- #include "../lib/logging/CBasicLogConfigurator.h"
 
- #include "../lib/CConfigHandler.h"
 
- #include "../lib/ScopeGuard.h"
 
- #include "../lib/serializer/CMemorySerializer.h"
 
- #include "../lib/serializer/Cast.h"
 
- #include "../lib/UnlockGuard.h"
 
- // for applier
 
- #include "../lib/registerTypes/RegisterTypes.h"
 
- // UUID generation
 
- #include <boost/uuid/uuid.hpp>
 
- #include <boost/uuid/uuid_io.hpp>
 
- #include <boost/uuid/uuid_generators.hpp>
 
- #include "../lib/CGameState.h"
 
- #if defined(__GNUC__) && !defined(__MINGW32__) && !defined(VCMI_ANDROID) && !defined(VCMI_IOS)
 
- #include <execinfo.h>
 
- #endif
 
- template<typename T> class CApplyOnServer;
 
- class CBaseForServerApply
 
- {
 
- public:
 
- 	virtual bool applyOnServerBefore(CVCMIServer * srv, void * pack) const =0;
 
- 	virtual void applyOnServerAfter(CVCMIServer * srv, void * pack) const =0;
 
- 	virtual ~CBaseForServerApply() {}
 
- 	template<typename U> static CBaseForServerApply * getApplier(const U * t = nullptr)
 
- 	{
 
- 		return new CApplyOnServer<U>();
 
- 	}
 
- };
 
- template <typename T> class CApplyOnServer : public CBaseForServerApply
 
- {
 
- public:
 
- 	bool applyOnServerBefore(CVCMIServer * srv, void * pack) const override
 
- 	{
 
- 		T * ptr = static_cast<T *>(pack);
 
- 		if(ptr->checkClientPermissions(srv))
 
- 		{
 
- 			boost::unique_lock<boost::mutex> stateLock(srv->stateMutex);
 
- 			return ptr->applyOnServer(srv);
 
- 		}
 
- 		else
 
- 			return false;
 
- 	}
 
- 	void applyOnServerAfter(CVCMIServer * srv, void * pack) const override
 
- 	{
 
- 		T * ptr = static_cast<T *>(pack);
 
- 		ptr->applyOnServerAfterAnnounce(srv);
 
- 	}
 
- };
 
- template <>
 
- class CApplyOnServer<CPack> : public CBaseForServerApply
 
- {
 
- public:
 
- 	bool applyOnServerBefore(CVCMIServer * srv, void * pack) const override
 
- 	{
 
- 		logGlobal->error("Cannot apply plain CPack!");
 
- 		assert(0);
 
- 		return false;
 
- 	}
 
- 	void applyOnServerAfter(CVCMIServer * srv, void * pack) const override
 
- 	{
 
- 		logGlobal->error("Cannot apply plain CPack!");
 
- 		assert(0);
 
- 	}
 
- };
 
- std::string SERVER_NAME_AFFIX = "server";
 
- std::string SERVER_NAME = GameConstants::VCMI_VERSION + std::string(" (") + SERVER_NAME_AFFIX + ')';
 
- CVCMIServer::CVCMIServer(boost::program_options::variables_map & opts)
 
- 	: port(3030), io(std::make_shared<boost::asio::io_service>()), state(EServerState::LOBBY), cmdLineOptions(opts), currentClientId(1), currentPlayerId(1), restartGameplay(false)
 
- {
 
- 	uuid = boost::uuids::to_string(boost::uuids::random_generator()());
 
- 	logNetwork->trace("CVCMIServer created! UUID: %s", uuid);
 
- 	applier = std::make_shared<CApplier<CBaseForServerApply>>();
 
- 	registerTypesLobbyPacks(*applier);
 
- 	if(cmdLineOptions.count("port"))
 
- 		port = cmdLineOptions["port"].as<ui16>();
 
- 	logNetwork->info("Port %d will be used", port);
 
- 	try
 
- 	{
 
- 		acceptor = std::make_shared<TAcceptor>(*io, boost::asio::ip::tcp::endpoint(boost::asio::ip::tcp::v4(), port));
 
- 	}
 
- 	catch(...)
 
- 	{
 
- 		logNetwork->info("Port %d is busy, trying to use random port instead", port);
 
- 		if(cmdLineOptions.count("run-by-client") && !cmdLineOptions.count("enable-shm"))
 
- 		{
 
- 			logNetwork->error("Cant pass port number to client without shared memory!", port);
 
- 			exit(0);
 
- 		}
 
- 		acceptor = std::make_shared<TAcceptor>(*io, boost::asio::ip::tcp::endpoint(boost::asio::ip::tcp::v4(), 0));
 
- 		port = acceptor->local_endpoint().port();
 
- 	}
 
- 	logNetwork->info("Listening for connections at port %d", port);
 
- }
 
- CVCMIServer::~CVCMIServer()
 
- {
 
- 	announceQueue.clear();
 
- 	if(announceLobbyThread)
 
- 		announceLobbyThread->join();
 
- }
 
- void CVCMIServer::run()
 
- {
 
- 	if(!restartGameplay)
 
- 	{
 
- 		this->announceLobbyThread = vstd::make_unique<boost::thread>(&CVCMIServer::threadAnnounceLobby, this);
 
- #if !defined(VCMI_ANDROID) && !defined(VCMI_IOS)
 
- 		if(cmdLineOptions.count("enable-shm"))
 
- 		{
 
- 			std::string sharedMemoryName = "vcmi_memory";
 
- 			if(cmdLineOptions.count("enable-shm-uuid") && cmdLineOptions.count("uuid"))
 
- 			{
 
- 				sharedMemoryName += "_" + cmdLineOptions["uuid"].as<std::string>();
 
- 			}
 
- 			shm = std::make_shared<SharedMemory>(sharedMemoryName);
 
- 		}
 
- #endif
 
- 		startAsyncAccept();
 
- #if !defined(VCMI_ANDROID) && !defined(VCMI_IOS)
 
- 		if(shm)
 
- 		{
 
- 			shm->sr->setToReadyAndNotify(port);
 
- 		}
 
- #endif
 
- 	}
 
- 	while(state == EServerState::LOBBY || state == EServerState::GAMEPLAY_STARTING)
 
- 		boost::this_thread::sleep(boost::posix_time::milliseconds(50));
 
- 	logNetwork->info("Thread handling connections ended");
 
- 	if(state == EServerState::GAMEPLAY)
 
- 	{
 
- 		gh->run(si->mode == StartInfo::LOAD_GAME);
 
- 	}
 
- 	while(state == EServerState::GAMEPLAY_ENDED)
 
- 		boost::this_thread::sleep(boost::posix_time::milliseconds(50));
 
- }
 
- void CVCMIServer::threadAnnounceLobby()
 
- {
 
- 	while(state != EServerState::SHUTDOWN)
 
- 	{
 
- 		{
 
- 			boost::unique_lock<boost::recursive_mutex> myLock(mx);
 
- 			while(!announceQueue.empty())
 
- 			{
 
- 				announcePack(std::move(announceQueue.front()));
 
- 				announceQueue.pop_front();
 
- 			}
 
- 			if(state != EServerState::LOBBY)
 
- 			{
 
- 				if(acceptor)
 
- 					acceptor->close();
 
- 			}
 
- 			if(acceptor)
 
- 			{
 
- 				io->reset();
 
- 				io->poll();
 
- 			}
 
- 		}
 
- 		boost::this_thread::sleep(boost::posix_time::milliseconds(50));
 
- 	}
 
- }
 
- void CVCMIServer::prepareToStartGame()
 
- {
 
- 	if(state == EServerState::GAMEPLAY)
 
- 	{
 
- 		restartGameplay = true;
 
- 		* si = * gh->gs->initialOpts;
 
- 		si->seedToBeUsed = si->seedPostInit = 0;
 
- 		state = EServerState::LOBBY;
 
- 		// FIXME: dirry hack to make sure old CGameHandler::run is finished
 
- 		boost::this_thread::sleep(boost::posix_time::milliseconds(1000));
 
- 	}
 
- 	state = EServerState::GAMEPLAY_STARTING;
 
- 	gh = std::make_shared<CGameHandler>(this);
 
- 	switch(si->mode)
 
- 	{
 
- 	case StartInfo::CAMPAIGN:
 
- 		logNetwork->info("Preparing to start new campaign");
 
- 		si->campState->currentMap = boost::make_optional(campaignMap);
 
- 		si->campState->chosenCampaignBonuses[campaignMap] = campaignBonus;
 
- 		gh->init(si.get());
 
- 		break;
 
- 	case StartInfo::NEW_GAME:
 
- 		logNetwork->info("Preparing to start new game");
 
- 		gh->init(si.get());
 
- 		break;
 
- 	case StartInfo::LOAD_GAME:
 
- 		logNetwork->info("Preparing to start loaded game");
 
- 		gh->load(si->mapname);
 
- 		break;
 
- 	default:
 
- 		logNetwork->error("Wrong mode in StartInfo!");
 
- 		assert(0);
 
- 		break;
 
- 	}
 
- }
 
- void CVCMIServer::startGameImmidiately()
 
- {
 
- 	for(auto c : connections)
 
- 		c->enterGameplayConnectionMode(gh->gs);
 
- 	state = EServerState::GAMEPLAY;
 
- }
 
- void CVCMIServer::startAsyncAccept()
 
- {
 
- 	assert(!upcomingConnection);
 
- 	assert(acceptor);
 
- #if BOOST_VERSION >= 107000  // Boost version >= 1.70
 
- 	upcomingConnection = std::make_shared<TSocket>(acceptor->get_executor());
 
- #else
 
- 	upcomingConnection = std::make_shared<TSocket>(acceptor->get_io_service());
 
- #endif
 
- 	acceptor->async_accept(*upcomingConnection, std::bind(&CVCMIServer::connectionAccepted, this, _1));
 
- }
 
- void CVCMIServer::connectionAccepted(const boost::system::error_code & ec)
 
- {
 
- 	if(ec)
 
- 	{
 
- 		if(state != EServerState::SHUTDOWN)
 
- 			logNetwork->info("Something wrong during accepting: %s", ec.message());
 
- 		return;
 
- 	}
 
- 	try
 
- 	{
 
- 		logNetwork->info("We got a new connection! :)");
 
- 		auto c = std::make_shared<CConnection>(upcomingConnection, SERVER_NAME, uuid);
 
- 		upcomingConnection.reset();
 
- 		connections.insert(c);
 
- 		c->handler = std::make_shared<boost::thread>(&CVCMIServer::threadHandleClient, this, c);
 
- 	}
 
- 	catch(std::exception & e)
 
- 	{
 
- 		logNetwork->error("Failure processing new connection! %s", e.what());
 
- 		upcomingConnection.reset();
 
- 	}
 
- 	startAsyncAccept();
 
- }
 
- void CVCMIServer::threadHandleClient(std::shared_ptr<CConnection> c)
 
- {
 
- 	setThreadName("CVCMIServer::handleConnection");
 
- 	c->enterLobbyConnectionMode();
 
- 	try
 
- 	{
 
- 		while(c->connected)
 
- 		{
 
- 			CPack * pack = c->retrievePack();
 
- 			if(auto lobbyPack = dynamic_ptr_cast<CPackForLobby>(pack))
 
- 			{
 
- 				handleReceivedPack(std::unique_ptr<CPackForLobby>(lobbyPack));
 
- 			}
 
- 			else if(auto serverPack = dynamic_ptr_cast<CPackForServer>(pack))
 
- 			{
 
- 				gh->handleReceivedPack(serverPack);
 
- 			}
 
- 		}
 
- 	}
 
- 	catch(boost::system::system_error & e)
 
- 	{
 
-         (void)e;
 
- 		if(state != EServerState::LOBBY)
 
- 			gh->handleClientDisconnection(c);
 
- 	}
 
- 	/*
 
- 	catch(const std::exception & e)
 
- 	{
 
-         (void)e;
 
- 		boost::unique_lock<boost::recursive_mutex> queueLock(mx);
 
- 		logNetwork->error("%s dies... \nWhat happened: %s", c->toString(), e.what());
 
- 	}
 
- 	catch(...)
 
- 	{
 
- 		state = EServerState::SHUTDOWN;
 
- 		handleException();
 
- 		throw;
 
- 	}*/
 
- 	boost::unique_lock<boost::recursive_mutex> queueLock(mx);
 
- //	if(state != ENDING_AND_STARTING_GAME)
 
- 	if(c->connected)
 
- 	{
 
- 		auto lcd = vstd::make_unique<LobbyClientDisconnected>();
 
- 		lcd->c = c;
 
- 		lcd->clientId = c->connectionID;
 
- 		handleReceivedPack(std::move(lcd));
 
- 	}
 
- 	logNetwork->info("Thread listening for %s ended", c->toString());
 
- 	c->handler.reset();
 
- }
 
- void CVCMIServer::handleReceivedPack(std::unique_ptr<CPackForLobby> pack)
 
- {
 
- 	CBaseForServerApply * apply = applier->getApplier(typeList.getTypeID(pack.get()));
 
- 	if(apply->applyOnServerBefore(this, pack.get()))
 
- 		addToAnnounceQueue(std::move(pack));
 
- }
 
- void CVCMIServer::announcePack(std::unique_ptr<CPackForLobby> pack)
 
- {
 
- 	for(auto c : connections)
 
- 	{
 
- 		// FIXME: we need to avoid sending something to client that not yet get answer for LobbyClientConnected
 
- 		// Until UUID set we only pass LobbyClientConnected to this client
 
- 		if(c->uuid == uuid && !dynamic_cast<LobbyClientConnected *>(pack.get()))
 
- 			continue;
 
- 		c->sendPack(pack.get());
 
- 	}
 
- 	applier->getApplier(typeList.getTypeID(pack.get()))->applyOnServerAfter(this, pack.get());
 
- }
 
- void CVCMIServer::announceTxt(const std::string & txt, const std::string & playerName)
 
- {
 
- 	logNetwork->info("%s says: %s", playerName, txt);
 
- 	auto cm = vstd::make_unique<LobbyChatMessage>();
 
- 	cm->playerName = playerName;
 
- 	cm->message = txt;
 
- 	addToAnnounceQueue(std::move(cm));
 
- }
 
- void CVCMIServer::addToAnnounceQueue(std::unique_ptr<CPackForLobby> pack)
 
- {
 
- 	boost::unique_lock<boost::recursive_mutex> queueLock(mx);
 
- 	announceQueue.push_back(std::move(pack));
 
- }
 
- bool CVCMIServer::passHost(int toConnectionId)
 
- {
 
- 	for(auto c : connections)
 
- 	{
 
- 		if(isClientHost(c->connectionID))
 
- 			continue;
 
- 		if(c->connectionID != toConnectionId)
 
- 			continue;
 
- 		hostClient = c;
 
- 		hostClientId = c->connectionID;
 
- 		announceTxt(boost::str(boost::format("Pass host to connection %d") % toConnectionId));
 
- 		return true;
 
- 	}
 
- 	return false;
 
- }
 
- void CVCMIServer::clientConnected(std::shared_ptr<CConnection> c, std::vector<std::string> & names, std::string uuid, StartInfo::EMode mode)
 
- {
 
- 	c->connectionID = currentClientId++;
 
- 	if(!hostClient)
 
- 	{
 
- 		hostClient = c;
 
- 		hostClientId = c->connectionID;
 
- 		si->mode = mode;
 
- 	}
 
- 	logNetwork->info("Connection with client %d established. UUID: %s", c->connectionID, c->uuid);
 
- 	for(auto & name : names)
 
- 	{
 
- 		logNetwork->info("Client %d player: %s", c->connectionID, name);
 
- 		ui8 id = currentPlayerId++;
 
- 		ClientPlayer cp;
 
- 		cp.connection = c->connectionID;
 
- 		cp.name = name;
 
- 		playerNames.insert(std::make_pair(id, cp));
 
- 		announceTxt(boost::str(boost::format("%s (pid %d cid %d) joins the game") % name % id % c->connectionID));
 
- 		//put new player in first slot with AI
 
- 		for(auto & elem : si->playerInfos)
 
- 		{
 
- 			if(elem.second.isControlledByAI() && !elem.second.compOnly)
 
- 			{
 
- 				setPlayerConnectedId(elem.second, id);
 
- 				break;
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void CVCMIServer::clientDisconnected(std::shared_ptr<CConnection> c)
 
- {
 
- 	connections -= c;
 
- 	for(auto it = playerNames.begin(); it != playerNames.end();)
 
- 	{
 
- 		if(it->second.connection != c->connectionID)
 
- 		{
 
- 			it++;
 
- 			continue;
 
- 		}
 
- 		int id = it->first;
 
- 		announceTxt(boost::str(boost::format("%s (pid %d cid %d) left the game") % id % playerNames[id].name % c->connectionID));
 
- 		playerNames.erase(it++);
 
- 		// Reset in-game players client used back to AI
 
- 		if(PlayerSettings * s = si->getPlayersSettings(id))
 
- 		{
 
- 			setPlayerConnectedId(*s, PlayerSettings::PLAYER_AI);
 
- 		}
 
- 	}
 
- }
 
- void CVCMIServer::setPlayerConnectedId(PlayerSettings & pset, ui8 player) const
 
- {
 
- 	if(vstd::contains(playerNames, player))
 
- 		pset.name = playerNames.find(player)->second.name;
 
- 	else
 
- 		pset.name = VLC->generaltexth->allTexts[468]; //Computer
 
- 	pset.connectedPlayerIDs.clear();
 
- 	if(player != PlayerSettings::PLAYER_AI)
 
- 		pset.connectedPlayerIDs.insert(player);
 
- }
 
- void CVCMIServer::updateStartInfoOnMapChange(std::shared_ptr<CMapInfo> mapInfo, std::shared_ptr<CMapGenOptions> mapGenOpts)
 
- {
 
- 	mi = mapInfo;
 
- 	if(!mi)
 
- 		return;
 
- 	auto namesIt = playerNames.cbegin();
 
- 	si->playerInfos.clear();
 
- 	if(mi->scenarioOptionsOfSave)
 
- 	{
 
- 		si = CMemorySerializer::deepCopy(*mi->scenarioOptionsOfSave);
 
- 		si->mode = StartInfo::LOAD_GAME;
 
- 		if(si->campState)
 
- 			campaignMap = si->campState->currentMap.get();
 
- 		for(auto & ps : si->playerInfos)
 
- 		{
 
- 			if(!ps.second.compOnly && ps.second.connectedPlayerIDs.size() && namesIt != playerNames.cend())
 
- 			{
 
- 				setPlayerConnectedId(ps.second, namesIt++->first);
 
- 			}
 
- 			else
 
- 			{
 
- 				setPlayerConnectedId(ps.second, PlayerSettings::PLAYER_AI);
 
- 			}
 
- 		}
 
- 	}
 
- 	else if(si->mode == StartInfo::NEW_GAME || si->mode == StartInfo::CAMPAIGN)
 
- 	{
 
- 		if(mi->campaignHeader)
 
- 			return;
 
- 		for(int i = 0; i < mi->mapHeader->players.size(); i++)
 
- 		{
 
- 			const PlayerInfo & pinfo = mi->mapHeader->players[i];
 
- 			//neither computer nor human can play - no player
 
- 			if(!(pinfo.canHumanPlay || pinfo.canComputerPlay))
 
- 				continue;
 
- 			PlayerSettings & pset = si->playerInfos[PlayerColor(i)];
 
- 			pset.color = PlayerColor(i);
 
- 			if(pinfo.canHumanPlay && namesIt != playerNames.cend())
 
- 			{
 
- 				setPlayerConnectedId(pset, namesIt++->first);
 
- 			}
 
- 			else
 
- 			{
 
- 				setPlayerConnectedId(pset, PlayerSettings::PLAYER_AI);
 
- 				if(!pinfo.canHumanPlay)
 
- 				{
 
- 					pset.compOnly = true;
 
- 				}
 
- 			}
 
- 			pset.castle = pinfo.defaultCastle();
 
- 			pset.hero = pinfo.defaultHero();
 
- 			if(pset.hero != PlayerSettings::RANDOM && pinfo.hasCustomMainHero())
 
- 			{
 
- 				pset.hero = pinfo.mainCustomHeroId;
 
- 				pset.heroName = pinfo.mainCustomHeroName;
 
- 				pset.heroPortrait = pinfo.mainCustomHeroPortrait;
 
- 			}
 
- 			pset.handicap = PlayerSettings::NO_HANDICAP;
 
- 		}
 
- 		if(mi->isRandomMap && mapGenOpts)
 
- 			si->mapGenOptions = std::shared_ptr<CMapGenOptions>(mapGenOpts);
 
- 		else
 
- 			si->mapGenOptions.reset();
 
- 	}
 
- 	si->mapname = mi->fileURI;
 
- }
 
- void CVCMIServer::updateAndPropagateLobbyState()
 
- {
 
- 	boost::unique_lock<boost::mutex> stateLock(stateMutex);
 
- 	// Update player settings for RMG
 
- 	// TODO: find appropriate location for this code
 
- 	if(si->mapGenOptions && si->mode == StartInfo::NEW_GAME)
 
- 	{
 
- 		for(const auto & psetPair : si->playerInfos)
 
- 		{
 
- 			const auto & pset = psetPair.second;
 
- 			si->mapGenOptions->setStartingTownForPlayer(pset.color, pset.castle);
 
- 			if(pset.isControlledByHuman())
 
- 			{
 
- 				si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::HUMAN);
 
- 			}
 
- 		}
 
- 	}
 
- 	auto lus = vstd::make_unique<LobbyUpdateState>();
 
- 	lus->state = *this;
 
- 	addToAnnounceQueue(std::move(lus));
 
- }
 
- void CVCMIServer::setPlayer(PlayerColor clickedColor)
 
- {
 
- 	struct PlayerToRestore
 
- 	{
 
- 		PlayerColor color;
 
- 		int id;
 
- 		void reset() { id = -1; color = PlayerColor::CANNOT_DETERMINE; }
 
- 		PlayerToRestore(){ reset(); }
 
- 	} playerToRestore;
 
- 	PlayerSettings & clicked = si->playerInfos[clickedColor];
 
- 	//identify clicked player
 
- 	int clickedNameID = 0; //number of player - zero means AI, assume it initially
 
- 	if(clicked.isControlledByHuman())
 
- 		clickedNameID = *(clicked.connectedPlayerIDs.begin()); //if not AI - set appropiate ID
 
- 	if(clickedNameID > 0 && playerToRestore.id == clickedNameID) //player to restore is about to being replaced -> put him back to the old place
 
- 	{
 
- 		PlayerSettings & restPos = si->playerInfos[playerToRestore.color];
 
- 		setPlayerConnectedId(restPos, playerToRestore.id);
 
- 		playerToRestore.reset();
 
- 	}
 
- 	int newPlayer; //which player will take clicked position
 
- 	//who will be put here?
 
- 	if(!clickedNameID) //AI player clicked -> if possible replace computer with unallocated player
 
- 	{
 
- 		newPlayer = getIdOfFirstUnallocatedPlayer();
 
- 		if(!newPlayer) //no "free" player -> get just first one
 
- 			newPlayer = playerNames.begin()->first;
 
- 	}
 
- 	else //human clicked -> take next
 
- 	{
 
- 		auto i = playerNames.find(clickedNameID); //clicked one
 
- 		i++; //player AFTER clicked one
 
- 		if(i != playerNames.end())
 
- 			newPlayer = i->first;
 
- 		else
 
- 			newPlayer = 0; //AI if we scrolled through all players
 
- 	}
 
- 	setPlayerConnectedId(clicked, newPlayer); //put player
 
- 	//if that player was somewhere else, we need to replace him with computer
 
- 	if(newPlayer) //not AI
 
- 	{
 
- 		for(auto i = si->playerInfos.begin(); i != si->playerInfos.end(); i++)
 
- 		{
 
- 			int curNameID = *(i->second.connectedPlayerIDs.begin());
 
- 			if(i->first != clickedColor && curNameID == newPlayer)
 
- 			{
 
- 				assert(i->second.connectedPlayerIDs.size());
 
- 				playerToRestore.color = i->first;
 
- 				playerToRestore.id = newPlayer;
 
- 				setPlayerConnectedId(i->second, PlayerSettings::PLAYER_AI); //set computer
 
- 				break;
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void CVCMIServer::optionNextCastle(PlayerColor player, int dir)
 
- {
 
- 	PlayerSettings & s = si->playerInfos[player];
 
- 	si16 & cur = s.castle;
 
- 	auto & allowed = getPlayerInfo(player.getNum()).allowedFactions;
 
- 	const bool allowRandomTown = getPlayerInfo(player.getNum()).isFactionRandom;
 
- 	if(cur == PlayerSettings::NONE) //no change
 
- 		return;
 
- 	if(cur == PlayerSettings::RANDOM) //first/last available
 
- 	{
 
- 		if(dir > 0)
 
- 			cur = *allowed.begin(); //id of first town
 
- 		else
 
- 			cur = *allowed.rbegin(); //id of last town
 
- 	}
 
- 	else // next/previous available
 
- 	{
 
- 		if((cur == *allowed.begin() && dir < 0) || (cur == *allowed.rbegin() && dir > 0))
 
- 		{
 
- 			if(allowRandomTown)
 
- 			{
 
- 				cur = PlayerSettings::RANDOM;
 
- 			}
 
- 			else
 
- 			{
 
- 				if(dir > 0)
 
- 					cur = *allowed.begin();
 
- 				else
 
- 					cur = *allowed.rbegin();
 
- 			}
 
- 		}
 
- 		else
 
- 		{
 
- 			assert(dir >= -1 && dir <= 1); //othervice std::advance may go out of range
 
- 			auto iter = allowed.find((ui8)cur);
 
- 			std::advance(iter, dir);
 
- 			cur = *iter;
 
- 		}
 
- 	}
 
- 	if(s.hero >= 0 && !getPlayerInfo(player.getNum()).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
 
- 	{
 
- 		s.hero = PlayerSettings::RANDOM;
 
- 	}
 
- 	if(cur < 0 && s.bonus == PlayerSettings::RESOURCE)
 
- 		s.bonus = PlayerSettings::RANDOM;
 
- }
 
- void CVCMIServer::setCampaignMap(int mapId)
 
- {
 
- 	campaignMap = mapId;
 
- 	si->difficulty = si->campState->camp->scenarios[mapId].difficulty;
 
- 	campaignBonus = -1;
 
- 	updateStartInfoOnMapChange(si->campState->getMapInfo(mapId));
 
- }
 
- void CVCMIServer::setCampaignBonus(int bonusId)
 
- {
 
- 	campaignBonus = bonusId;
 
- 	const CCampaignScenario & scenario = si->campState->camp->scenarios[campaignMap];
 
- 	const std::vector<CScenarioTravel::STravelBonus> & bonDescs = scenario.travelOptions.bonusesToChoose;
 
- 	if(bonDescs[bonusId].type == CScenarioTravel::STravelBonus::HERO)
 
- 	{
 
- 		for(auto & elem : si->playerInfos)
 
- 		{
 
- 			if(elem.first == PlayerColor(bonDescs[bonusId].info1))
 
- 				setPlayerConnectedId(elem.second, 1);
 
- 			else
 
- 				setPlayerConnectedId(elem.second, PlayerSettings::PLAYER_AI);
 
- 		}
 
- 	}
 
- }
 
- void CVCMIServer::optionNextHero(PlayerColor player, int dir)
 
- {
 
- 	PlayerSettings & s = si->playerInfos[player];
 
- 	if(s.castle < 0 || s.hero == PlayerSettings::NONE)
 
- 		return;
 
- 	if(s.hero == PlayerSettings::RANDOM) // first/last available
 
- 	{
 
- 		int max = static_cast<int>(VLC->heroh->size()),
 
- 			min = 0;
 
- 		s.hero = nextAllowedHero(player, min, max, 0, dir);
 
- 	}
 
- 	else
 
- 	{
 
- 		if(dir > 0)
 
- 			s.hero = nextAllowedHero(player, s.hero, (int)VLC->heroh->size(), 1, dir);
 
- 		else
 
- 			s.hero = nextAllowedHero(player, -1, s.hero, 1, dir); // min needs to be -1 -- hero at index 0 would be skipped otherwise
 
- 	}
 
- }
 
- int CVCMIServer::nextAllowedHero(PlayerColor player, int min, int max, int incl, int dir)
 
- {
 
- 	if(dir > 0)
 
- 	{
 
- 		for(int i = min + incl; i <= max - incl; i++)
 
- 			if(canUseThisHero(player, i))
 
- 				return i;
 
- 	}
 
- 	else
 
- 	{
 
- 		for(int i = max - incl; i >= min + incl; i--)
 
- 			if(canUseThisHero(player, i))
 
- 				return i;
 
- 	}
 
- 	return -1;
 
- }
 
- void CVCMIServer::optionNextBonus(PlayerColor player, int dir)
 
- {
 
- 	PlayerSettings & s = si->playerInfos[player];
 
- 	PlayerSettings::Ebonus & ret = s.bonus = static_cast<PlayerSettings::Ebonus>(static_cast<int>(s.bonus) + dir);
 
- 	if(s.hero == PlayerSettings::NONE &&
 
- 		!getPlayerInfo(player.getNum()).heroesNames.size() &&
 
- 		ret == PlayerSettings::ARTIFACT) //no hero - can't be artifact
 
- 	{
 
- 		if(dir < 0)
 
- 			ret = PlayerSettings::RANDOM;
 
- 		else
 
- 			ret = PlayerSettings::GOLD;
 
- 	}
 
- 	if(ret > PlayerSettings::RESOURCE)
 
- 		ret = PlayerSettings::RANDOM;
 
- 	if(ret < PlayerSettings::RANDOM)
 
- 		ret = PlayerSettings::RESOURCE;
 
- 	if(s.castle == PlayerSettings::RANDOM && ret == PlayerSettings::RESOURCE) //random castle - can't be resource
 
- 	{
 
- 		if(dir < 0)
 
- 			ret = PlayerSettings::GOLD;
 
- 		else
 
- 			ret = PlayerSettings::RANDOM;
 
- 	}
 
- }
 
- bool CVCMIServer::canUseThisHero(PlayerColor player, int ID)
 
- {
 
- 	return VLC->heroh->size() > ID
 
- 		&& si->playerInfos[player].castle == VLC->heroh->objects[ID]->heroClass->faction
 
- 		&& !vstd::contains(getUsedHeroes(), ID)
 
- 		&& mi->mapHeader->allowedHeroes[ID];
 
- }
 
- std::vector<int> CVCMIServer::getUsedHeroes()
 
- {
 
- 	std::vector<int> heroIds;
 
- 	for(auto & p : si->playerInfos)
 
- 	{
 
- 		const auto & heroes = getPlayerInfo(p.first.getNum()).heroesNames;
 
- 		for(auto & hero : heroes)
 
- 			if(hero.heroId >= 0) //in VCMI map format heroId = -1 means random hero
 
- 				heroIds.push_back(hero.heroId);
 
- 		if(p.second.hero != PlayerSettings::RANDOM)
 
- 			heroIds.push_back(p.second.hero);
 
- 	}
 
- 	return heroIds;
 
- }
 
- ui8 CVCMIServer::getIdOfFirstUnallocatedPlayer() const
 
- {
 
- 	for(auto i = playerNames.cbegin(); i != playerNames.cend(); i++)
 
- 	{
 
- 		if(!si->getPlayersSettings(i->first))
 
- 			return i->first;
 
- 	}
 
- 	return 0;
 
- }
 
- #if defined(__GNUC__) && !defined(__MINGW32__) && !defined(VCMI_ANDROID) && !defined(VCMI_IOS)
 
- void handleLinuxSignal(int sig)
 
- {
 
- 	const int STACKTRACE_SIZE = 100;
 
- 	void * buffer[STACKTRACE_SIZE];
 
- 	int ptrCount = backtrace(buffer, STACKTRACE_SIZE);
 
- 	char * * strings;
 
- 	logGlobal->error("Error: signal %d :", sig);
 
- 	strings = backtrace_symbols(buffer, ptrCount);
 
- 	if(strings == nullptr)
 
- 	{
 
- 		logGlobal->error("There are no symbols.");
 
- 	}
 
- 	else
 
- 	{
 
- 		for(int i = 0; i < ptrCount; ++i)
 
- 		{
 
- 			logGlobal->error(strings[i]);
 
- 		}
 
- 		free(strings);
 
- 	}
 
- 	_exit(EXIT_FAILURE);
 
- }
 
- #endif
 
- static void handleCommandOptions(int argc, char * argv[], boost::program_options::variables_map & options)
 
- {
 
- 	namespace po = boost::program_options;
 
- #ifdef SINGLE_PROCESS_APP
 
- 	options.emplace("run-by-client", po::variable_value{true, true});
 
- 	options.emplace("uuid", po::variable_value{std::string{argv[1]}, true});
 
- #else
 
- 	po::options_description opts("Allowed options");
 
- 	opts.add_options()
 
- 	("help,h", "display help and exit")
 
- 	("version,v", "display version information and exit")
 
- 	("run-by-client", "indicate that server launched by client on same machine")
 
- 	("uuid", po::value<std::string>(), "")
 
- 	("enable-shm-uuid", "use UUID for shared memory identifier")
 
- 	("enable-shm", "enable usage of shared memory")
 
- 	("port", po::value<ui16>(), "port at which server will listen to connections from client");
 
- 	if(argc > 1)
 
- 	{
 
- 		try
 
- 		{
 
- 			po::store(po::parse_command_line(argc, argv, opts), options);
 
- 		}
 
- 		catch(std::exception & e)
 
- 		{
 
- 			std::cerr << "Failure during parsing command-line options:\n" << e.what() << std::endl;
 
- 		}
 
- 	}
 
- #endif
 
- 	po::notify(options);
 
- #ifndef SINGLE_PROCESS_APP
 
- 	if(options.count("help"))
 
- 	{
 
- 		auto time = std::time(0);
 
- 		printf("%s - A Heroes of Might and Magic 3 clone\n", GameConstants::VCMI_VERSION.c_str());
 
- 		printf("Copyright (C) 2007-%d VCMI dev team - see AUTHORS file\n", std::localtime(&time)->tm_year + 1900);
 
- 		printf("This is free software; see the source for copying conditions. There is NO\n");
 
- 		printf("warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.\n");
 
- 		printf("\n");
 
- 		std::cout << opts;
 
- 		exit(0);
 
- 	}
 
- 	if(options.count("version"))
 
- 	{
 
- 		printf("%s\n", GameConstants::VCMI_VERSION.c_str());
 
- 		std::cout << VCMIDirs::get().genHelpString();
 
- 		exit(0);
 
- 	}
 
- #endif
 
- }
 
- #ifdef SINGLE_PROCESS_APP
 
- #define main server_main
 
- #endif
 
- int main(int argc, char * argv[])
 
- {
 
- #if !defined(VCMI_ANDROID) && !defined(VCMI_IOS)
 
- 	// Correct working dir executable folder (not bundle folder) so we can use executable relative paths
 
- 	boost::filesystem::current_path(boost::filesystem::system_complete(argv[0]).parent_path());
 
- #endif
 
- 	// Installs a sig sev segmentation violation handler
 
- 	// to log stacktrace
 
- #if defined(__GNUC__) && !defined(__MINGW32__) && !defined(VCMI_ANDROID) && !defined(VCMI_IOS)
 
- 	signal(SIGSEGV, handleLinuxSignal);
 
- #endif
 
- 	console = new CConsoleHandler();
 
- 	CBasicLogConfigurator logConfig(VCMIDirs::get().userLogsPath() / "VCMI_Server_log.txt", console);
 
- 	logConfig.configureDefault();
 
- 	logGlobal->info(SERVER_NAME);
 
- 	boost::program_options::variables_map opts;
 
- 	handleCommandOptions(argc, argv, opts);
 
- 	preinitDLL(console);
 
- 	settings.init();
 
- 	logConfig.configure();
 
- 	loadDLLClasses();
 
- 	srand((ui32)time(nullptr));
 
- #ifdef SINGLE_PROCESS_APP
 
- 	boost::condition_variable * cond = reinterpret_cast<boost::condition_variable *>(argv[0]);
 
- 	cond->notify_one();
 
- #endif
 
- 	try
 
- 	{
 
- 		boost::asio::io_service io_service;
 
- 		CVCMIServer server(opts);
 
- 		try
 
- 		{
 
- 			while(server.state != EServerState::SHUTDOWN)
 
- 			{
 
- 				server.run();
 
- 			}
 
- 			io_service.run();
 
- 		}
 
- 		catch(boost::system::system_error & e) //for boost errors just log, not crash - probably client shut down connection
 
- 		{
 
- 			logNetwork->error(e.what());
 
- 			server.state = EServerState::SHUTDOWN;
 
- 		}
 
- 		catch(...)
 
- 		{
 
- 			handleException();
 
- 		}
 
- 	}
 
- 	catch(boost::system::system_error & e)
 
- 	{
 
- 		logNetwork->error(e.what());
 
- 		//catch any startup errors (e.g. can't access port) errors
 
- 		//and return non-zero status so client can detect error
 
- 		throw;
 
- 	}
 
- #ifdef VCMI_ANDROID
 
- 	CAndroidVMHelper envHelper;
 
- 	envHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "killServer");
 
- #endif
 
- 	logConfig.deconfigure();
 
- 	vstd::clear_pointer(VLC);
 
- 	return 0;
 
- }
 
- #ifdef VCMI_ANDROID
 
- void CVCMIServer::create()
 
- {
 
- 	const char * foo[1] = {"android-server"};
 
- 	main(1, const_cast<char **>(foo));
 
- }
 
- #elif defined(SINGLE_PROCESS_APP)
 
- void CVCMIServer::create(boost::condition_variable * cond, const std::string & uuid)
 
- {
 
- 	const std::initializer_list<const void *> argv = {
 
- 		cond,
 
- 		uuid.c_str(),
 
- 	};
 
- 	main(argv.size(), reinterpret_cast<char **>(const_cast<void **>(argv.begin())));
 
- }
 
- #endif
 
 
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