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- /*
- * CMT.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
- *
- */
- // CMT.cpp : Defines the entry point for the console application.
- #include "StdInc.h"
- #include "CMT.h"
- #include "CGameInfo.h"
- #include "mainmenu/CMainMenu.h"
- #include "gui/CursorHandler.h"
- #include "eventsSDL/InputHandler.h"
- #include "CPlayerInterface.h"
- #include "CVideoHandler.h"
- #include "CMusicHandler.h"
- #include "gui/CGuiHandler.h"
- #include "gui/WindowHandler.h"
- #include "CServerHandler.h"
- #include "ClientCommandManager.h"
- #include "windows/CMessage.h"
- #include "windows/InfoWindows.h"
- #include "render/IScreenHandler.h"
- #include "render/Graphics.h"
- #include "../lib/CConfigHandler.h"
- #include "../lib/CGeneralTextHandler.h"
- #include "../lib/CThreadHelper.h"
- #include "../lib/VCMIDirs.h"
- #include "../lib/VCMI_Lib.h"
- #include "../lib/filesystem/Filesystem.h"
- #include "../lib/logging/CBasicLogConfigurator.h"
- #include <boost/program_options.hpp>
- #include <vstd/StringUtils.h>
- #include <SDL_main.h>
- #include <SDL.h>
- #ifdef VCMI_ANDROID
- #include "../lib/CAndroidVMHelper.h"
- #include <SDL_system.h>
- #endif
- #if __MINGW32__
- #undef main
- #endif
- namespace po = boost::program_options;
- namespace po_style = boost::program_options::command_line_style;
- static std::atomic<bool> quitRequestedDuringOpeningPlayback = false;
- static po::variables_map vm;
- #ifndef VCMI_IOS
- void processCommand(const std::string &message);
- #endif
- void playIntro();
- [[noreturn]] static void quitApplication();
- static void mainLoop();
- static CBasicLogConfigurator *logConfig;
- void init()
- {
- CStopWatch tmh;
- loadDLLClasses();
- CGI->setFromLib();
- logGlobal->info("Initializing VCMI_Lib: %d ms", tmh.getDiff());
- // Debug code to load all maps on start
- //ClientCommandManager commandController;
- //commandController.processCommand("convert txt", false);
- }
- static void prog_version()
- {
- printf("%s\n", GameConstants::VCMI_VERSION.c_str());
- std::cout << VCMIDirs::get().genHelpString();
- }
- static void prog_help(const po::options_description &opts)
- {
- auto time = std::time(nullptr);
- 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;
- }
- #if defined(VCMI_WINDOWS) && !defined(__GNUC__) && defined(VCMI_WITH_DEBUG_CONSOLE)
- int wmain(int argc, wchar_t* argv[])
- #elif defined(VCMI_MOBILE)
- int SDL_main(int argc, char *argv[])
- #else
- int main(int argc, char * argv[])
- #endif
- {
- #ifdef VCMI_ANDROID
- CAndroidVMHelper::initClassloader(SDL_AndroidGetJNIEnv());
- // boost will crash without this
- setenv("LANG", "C", 1);
- #endif
- #if !defined(VCMI_MOBILE)
- // 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
- std::cout << "Starting... " << std::endl;
- po::options_description opts("Allowed options");
- opts.add_options()
- ("help,h", "display help and exit")
- ("version,v", "display version information and exit")
- ("testmap", po::value<std::string>(), "")
- ("testsave", po::value<std::string>(), "")
- ("spectate,s", "enable spectator interface for AI-only games")
- ("spectate-ignore-hero", "wont follow heroes on adventure map")
- ("spectate-hero-speed", po::value<int>(), "hero movement speed on adventure map")
- ("spectate-battle-speed", po::value<int>(), "battle animation speed for spectator")
- ("spectate-skip-battle", "skip battles in spectator view")
- ("spectate-skip-battle-result", "skip battle result window")
- ("onlyAI", "allow one to run without human player, all players will be default AI")
- ("headless", "runs without GUI, implies --onlyAI")
- ("ai", po::value<std::vector<std::string>>(), "AI to be used for the player, can be specified several times for the consecutive players")
- ("oneGoodAI", "puts one default AI and the rest will be EmptyAI")
- ("autoSkip", "automatically skip turns in GUI")
- ("disable-video", "disable video player")
- ("nointro,i", "skips intro movies")
- ("donotstartserver,d","do not attempt to start server and just connect to it instead server")
- ("serverport", po::value<si64>(), "override port specified in config file")
- ("savefrequency", po::value<si64>(), "limit auto save creation to each N days")
- ("lobby", "parameters address, port, uuid to connect ro remote lobby session")
- ("lobby-address", po::value<std::string>(), "address to remote lobby")
- ("lobby-port", po::value<ui16>(), "port to remote lobby")
- ("lobby-host", "if this client hosts session")
- ("lobby-uuid", po::value<std::string>(), "uuid to the server")
- ("lobby-connections", po::value<ui16>(), "connections of server")
- ("lobby-username", po::value<std::string>(), "player name")
- ("lobby-gamemode", po::value<ui16>(), "use 0 for new game and 1 for load game")
- ("uuid", po::value<std::string>(), "uuid for the client");
- if(argc > 1)
- {
- try
- {
- po::store(po::parse_command_line(argc, argv, opts, po_style::unix_style|po_style::case_insensitive), vm);
- }
- catch(boost::program_options::error &e)
- {
- std::cerr << "Failure during parsing command-line options:\n" << e.what() << std::endl;
- }
- }
- po::notify(vm);
- if(vm.count("help"))
- {
- prog_help(opts);
- #ifdef VCMI_IOS
- exit(0);
- #else
- return 0;
- #endif
- }
- if(vm.count("version"))
- {
- prog_version();
- #ifdef VCMI_IOS
- exit(0);
- #else
- return 0;
- #endif
- }
- // Init old logging system and new (temporary) logging system
- CStopWatch total;
- CStopWatch pomtime;
- std::cout.flags(std::ios::unitbuf);
- #ifndef VCMI_IOS
- console = new CConsoleHandler();
- auto callbackFunction = [](std::string buffer, bool calledFromIngameConsole)
- {
- ClientCommandManager commandController;
- commandController.processCommand(buffer, calledFromIngameConsole);
- };
- *console->cb = callbackFunction;
- console->start();
- #endif
- const boost::filesystem::path logPath = VCMIDirs::get().userLogsPath() / "VCMI_Client_log.txt";
- logConfig = new CBasicLogConfigurator(logPath, console);
- logConfig->configureDefault();
- logGlobal->info("Starting client of '%s'", GameConstants::VCMI_VERSION);
- logGlobal->info("Creating console and configuring logger: %d ms", pomtime.getDiff());
- logGlobal->info("The log file will be saved to %s", logPath);
- // Init filesystem and settings
- preinitDLL(::console, false);
- Settings session = settings.write["session"];
- auto setSettingBool = [](std::string key, std::string arg) {
- Settings s = settings.write(vstd::split(key, "/"));
- if(::vm.count(arg))
- s->Bool() = true;
- else if(s->isNull())
- s->Bool() = false;
- };
- auto setSettingInteger = [](std::string key, std::string arg, si64 defaultValue) {
- Settings s = settings.write(vstd::split(key, "/"));
- if(::vm.count(arg))
- s->Integer() = ::vm[arg].as<si64>();
- else if(s->isNull())
- s->Integer() = defaultValue;
- };
- setSettingBool("session/onlyai", "onlyAI");
- if(vm.count("headless"))
- {
- session["headless"].Bool() = true;
- session["onlyai"].Bool() = true;
- }
- else if(vm.count("spectate"))
- {
- session["spectate"].Bool() = true;
- session["spectate-ignore-hero"].Bool() = vm.count("spectate-ignore-hero");
- session["spectate-skip-battle"].Bool() = vm.count("spectate-skip-battle");
- session["spectate-skip-battle-result"].Bool() = vm.count("spectate-skip-battle-result");
- if(vm.count("spectate-hero-speed"))
- session["spectate-hero-speed"].Integer() = vm["spectate-hero-speed"].as<int>();
- if(vm.count("spectate-battle-speed"))
- session["spectate-battle-speed"].Float() = vm["spectate-battle-speed"].as<int>();
- }
- // Server settings
- setSettingBool("session/donotstartserver", "donotstartserver");
- // Init special testing settings
- setSettingInteger("session/serverport", "serverport", 0);
- setSettingInteger("general/saveFrequency", "savefrequency", 1);
- // Initialize logging based on settings
- logConfig->configure();
- logGlobal->debug("settings = %s", settings.toJsonNode().toJson());
- // Some basic data validation to produce better error messages in cases of incorrect install
- auto testFile = [](std::string filename, std::string message)
- {
- if (!CResourceHandler::get()->existsResource(ResourcePath(filename)))
- handleFatalError(message, false);
- };
- testFile("DATA/HELP.TXT", "VCMI requires Heroes III: Shadow of Death or Heroes III: Complete data files to run!");
- testFile("DATA/TENTCOLR.TXT", "Heroes III: Restoration of Erathia (including HD Edition) data files are not supported!");
- testFile("MODS/VCMI/MOD.JSON", "VCMI installation is corrupted! Built-in mod was not found!");
- testFile("DATA/PLAYERS.PAL", "Heroes III data files (Data/H3Bitmap.lod) are incomplete or corruped! Please reinstall them.");
- testFile("SPRITES/DEFAULT.DEF", "Heroes III data files (Data/H3Sprite.lod) are incomplete or corruped! Please reinstall them.");
- srand ( (unsigned int)time(nullptr) );
- if(!settings["session"]["headless"].Bool())
- GH.init();
- CCS = new CClientState();
- CGI = new CGameInfo(); //contains all global informations about game (texts, lodHandlers, map handler etc.)
- CSH = new CServerHandler();
-
- // Initialize video
- #ifdef DISABLE_VIDEO
- CCS->videoh = new CEmptyVideoPlayer();
- #else
- if (!settings["session"]["headless"].Bool() && !vm.count("disable-video"))
- CCS->videoh = new CVideoPlayer();
- else
- CCS->videoh = new CEmptyVideoPlayer();
- #endif
- logGlobal->info("\tInitializing video: %d ms", pomtime.getDiff());
- if(!settings["session"]["headless"].Bool())
- {
- //initializing audio
- CCS->soundh = new CSoundHandler();
- CCS->soundh->init();
- CCS->soundh->setVolume((ui32)settings["general"]["sound"].Float());
- CCS->musich = new CMusicHandler();
- CCS->musich->init();
- CCS->musich->setVolume((ui32)settings["general"]["music"].Float());
- logGlobal->info("Initializing screen and sound handling: %d ms", pomtime.getDiff());
- }
- #ifndef VCMI_NO_THREADED_LOAD
- //we can properly play intro only in the main thread, so we have to move loading to the separate thread
- boost::thread loading([]()
- {
- setThreadName("initialize");
- init();
- });
- #else
- init();
- #endif
- if(!settings["session"]["headless"].Bool())
- {
- if(!vm.count("battle") && !vm.count("nointro") && settings["video"]["showIntro"].Bool())
- playIntro();
- GH.screenHandler().clearScreen();
- }
- #ifndef VCMI_NO_THREADED_LOAD
- #ifdef VCMI_ANDROID // android loads the data quite slowly so we display native progressbar to prevent having only black screen for few seconds
- {
- CAndroidVMHelper vmHelper;
- vmHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "showProgress");
- #endif // ANDROID
- loading.join();
- #ifdef VCMI_ANDROID
- vmHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "hideProgress");
- }
- #endif // ANDROID
- #endif // THREADED
- if (quitRequestedDuringOpeningPlayback)
- quitApplication();
- if(!settings["session"]["headless"].Bool())
- {
- pomtime.getDiff();
- graphics = new Graphics(); // should be before curh
- CCS->curh = new CursorHandler();
- logGlobal->info("Screen handler: %d ms", pomtime.getDiff());
- CMessage::init();
- logGlobal->info("Message handler: %d ms", pomtime.getDiff());
- CCS->curh->show();
- }
- logGlobal->info("Initialization of VCMI (together): %d ms", total.getDiff());
- session["autoSkip"].Bool() = vm.count("autoSkip");
- session["oneGoodAI"].Bool() = vm.count("oneGoodAI");
- session["aiSolo"].Bool() = false;
-
- if(vm.count("testmap"))
- {
- session["testmap"].String() = vm["testmap"].as<std::string>();
- session["onlyai"].Bool() = true;
- boost::thread(&CServerHandler::debugStartTest, CSH, session["testmap"].String(), false);
- }
- else if(vm.count("testsave"))
- {
- session["testsave"].String() = vm["testsave"].as<std::string>();
- session["onlyai"].Bool() = true;
- boost::thread(&CServerHandler::debugStartTest, CSH, session["testsave"].String(), true);
- }
- else
- {
- auto mmenu = CMainMenu::create();
- GH.curInt = mmenu.get();
- }
-
- std::vector<std::string> names;
- session["lobby"].Bool() = false;
- if(vm.count("lobby"))
- {
- session["lobby"].Bool() = true;
- session["host"].Bool() = false;
- session["address"].String() = vm["lobby-address"].as<std::string>();
- if(vm.count("lobby-username"))
- session["username"].String() = vm["lobby-username"].as<std::string>();
- else
- session["username"].String() = settings["launcher"]["lobbyUsername"].String();
- if(vm.count("lobby-gamemode"))
- session["gamemode"].Integer() = vm["lobby-gamemode"].as<ui16>();
- else
- session["gamemode"].Integer() = 0;
- CSH->uuid = vm["uuid"].as<std::string>();
- session["port"].Integer() = vm["lobby-port"].as<ui16>();
- logGlobal->info("Remote lobby mode at %s:%d, uuid is %s", session["address"].String(), session["port"].Integer(), CSH->uuid);
- if(vm.count("lobby-host"))
- {
- session["host"].Bool() = true;
- session["hostConnections"].String() = std::to_string(vm["lobby-connections"].as<ui16>());
- session["hostUuid"].String() = vm["lobby-uuid"].as<std::string>();
- logGlobal->info("This client will host session, server uuid is %s", session["hostUuid"].String());
- }
-
- //we should not reconnect to previous game in online mode
- Settings saveSession = settings.write["server"]["reconnect"];
- saveSession->Bool() = false;
-
- //start lobby immediately
- names.push_back(session["username"].String());
- ESelectionScreen sscreen = session["gamemode"].Integer() == 0 ? ESelectionScreen::newGame : ESelectionScreen::loadGame;
- CMM->openLobby(sscreen, session["host"].Bool(), &names, ELoadMode::MULTI);
- }
-
- // Restore remote session - start game immediately
- if(settings["server"]["reconnect"].Bool())
- {
- CSH->restoreLastSession();
- }
- if(!settings["session"]["headless"].Bool())
- {
- mainLoop();
- }
- else
- {
- while(true)
- boost::this_thread::sleep_for(boost::chrono::milliseconds(200));
- }
- return 0;
- }
- //plays intro, ends when intro is over or button has been pressed (handles events)
- void playIntro()
- {
- auto audioData = CCS->videoh->getAudio(VideoPath::builtin("3DOLOGO.SMK"));
- int sound = CCS->soundh->playSound(audioData);
- if(CCS->videoh->openAndPlayVideo(VideoPath::builtin("3DOLOGO.SMK"), 0, 1, true, true))
- {
- audioData = CCS->videoh->getAudio(VideoPath::builtin("NWCLOGO.SMK"));
- sound = CCS->soundh->playSound(audioData);
- if (CCS->videoh->openAndPlayVideo(VideoPath::builtin("NWCLOGO.SMK"), 0, 1, true, true))
- {
- audioData = CCS->videoh->getAudio(VideoPath::builtin("H3INTRO.SMK"));
- sound = CCS->soundh->playSound(audioData);
- CCS->videoh->openAndPlayVideo(VideoPath::builtin("H3INTRO.SMK"), 0, 1, true, true);
- }
- }
- CCS->soundh->stopSound(sound);
- }
- static void mainLoop()
- {
- setThreadName("MainGUI");
- while(1) //main SDL events loop
- {
- GH.input().fetchEvents();
- CSH->applyPacksOnLobbyScreen();
- GH.renderFrame();
- }
- }
- [[noreturn]] static void quitApplication()
- {
- if(!settings["session"]["headless"].Bool())
- {
- if(CSH->client)
- CSH->endGameplay();
- }
- GH.windows().clear();
- CMM.reset();
- if(!settings["session"]["headless"].Bool())
- {
- // cleanup, mostly to remove false leaks from analyzer
- if(CCS)
- {
- CCS->musich->release();
- CCS->soundh->release();
- delete CCS->consoleh;
- delete CCS->curh;
- delete CCS->videoh;
- delete CCS->musich;
- delete CCS->soundh;
- vstd::clear_pointer(CCS);
- }
- CMessage::dispose();
- vstd::clear_pointer(graphics);
- }
- vstd::clear_pointer(CSH);
- vstd::clear_pointer(VLC);
- // sometimes leads to a hang. TODO: investigate
- //vstd::clear_pointer(console);// should be removed after everything else since used by logging
- if(!settings["session"]["headless"].Bool())
- GH.screenHandler().close();
- if(logConfig != nullptr)
- {
- logConfig->deconfigure();
- delete logConfig;
- logConfig = nullptr;
- }
- std::cout << "Ending...\n";
- // Perform quick exit without executing static destructors and let OS cleanup anything that we did not
- // We generally don't care about them and this leads to numerous issues, e.g.
- // destruction of locked mutexes (fails an assertion), even in third-party libraries (as well as native libs on Android)
- // Android - std::quick_exit is available only starting from API level 21
- // Mingw, macOS and iOS - std::quick_exit is unavailable (at least in current version of CI)
- #if (defined(__ANDROID_API__) && __ANDROID_API__ < 21) || (defined(__MINGW32__)) || defined(VCMI_APPLE)
- ::exit(0);
- #else
- std::quick_exit(0);
- #endif
- }
- void handleQuit(bool ask)
- {
- // FIXME: avoids crash if player attempts to close game while opening is still playing
- // use cursor handler as indicator that loading is not done yet
- // proper solution would be to abort init thread (or wait for it to finish)
- if (!CCS->curh)
- {
- quitRequestedDuringOpeningPlayback = true;
- return;
- }
- if(ask)
- {
- CCS->curh->set(Cursor::Map::POINTER);
- if (LOCPLINT)
- LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[69], quitApplication, nullptr);
- else
- CInfoWindow::showYesNoDialog(CGI->generaltexth->allTexts[69], {}, quitApplication, {}, PlayerColor(1));
- }
- else
- {
- quitApplication();
- }
- }
- void handleFatalError(const std::string & message, bool terminate)
- {
- logGlobal->error("FATAL ERROR ENCOUTERED, VCMI WILL NOW TERMINATE");
- logGlobal->error("Reason: %s", message);
- std::string messageToShow = "Fatal error! " + message;
- SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal error!", messageToShow.c_str(), nullptr);
- if (terminate)
- throw std::runtime_error(message);
- else
- exit(1);
- }
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