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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 "lobby/CSelectionBase.h"#include "lobby/CLobbyScreen.h"#include "windows/InfoWindows.h"#include "mainmenu/CMainMenu.h"#ifdef VCMI_ANDROID#include "../lib/CAndroidVMHelper.h"#elif defined(VCMI_IOS)#include "ios/utils.h"#include "../server/CVCMIServer.h"#include <dispatch/dispatch.h>#else#include "../lib/Interprocess.h"#endif#include "../lib/CConfigHandler.h"#include "../lib/CGeneralTextHandler.h"#include "../lib/CThreadHelper.h"#include "../lib/NetPacks.h"#include "../lib/StartInfo.h"#include "../lib/VCMIDirs.h"#include "../lib/mapping/CCampaignHandler.h"#include "../lib/mapping/CMap.h"#include "../lib/mapping/CMapInfo.h"#include "../lib/mapObjects/MiscObjects.h"#include "../lib/rmg/CMapGenOptions.h"#include "../lib/registerTypes/RegisterTypes.h"#include "../lib/serializer/Connection.h"#include "../lib/serializer/CMemorySerializer.h"#include <boost/uuid/uuid.hpp>#include <boost/uuid/uuid_io.hpp>#include <boost/uuid/uuid_generators.hpp>#include "../lib/serializer/Cast.h"#include <vcmi/events/EventBus.h>#ifdef VCMI_WINDOWS#include <windows.h>#endiftemplate<typename T> class CApplyOnLobby;#ifdef VCMI_ANDROIDextern std::atomic_bool androidTestServerReadyFlag;#endifclass 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	{		T * ptr = static_cast<T *>(pack);		logNetwork->trace("\tImmediately apply on lobby: %s", typeList.getTypeInfo(ptr)->name());		return ptr->applyOnLobbyHandler(handler);	}	void applyOnLobbyScreen(CLobbyScreen * lobby, CServerHandler * handler, void * pack) const override	{		T * ptr = static_cast<T *>(pack);		logNetwork->trace("\tApply on lobby from queue: %s", typeList.getTypeInfo(ptr)->name());		ptr->applyOnLobbyScreen(lobby, handler);	}};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);	}};extern std::string 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()());	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;	th = 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());#if !defined(VCMI_ANDROID) && !defined(VCMI_IOS)	shm.reset();	if(!settings["session"]["disable-shm"].Bool())	{		std::string sharedMemoryName = "vcmi_memory";		if(settings["session"]["enable-shm-uuid"].Bool())		{			//used or automated testing when multiple clients start simultaneously			sharedMemoryName += "_" + uuid;		}		try		{			shm = std::make_shared<SharedMemory>(sharedMemoryName, true);		}		catch(...)		{			shm.reset();			logNetwork->error("Cannot open interprocess memory. Continue without it...");		}	}#endif}void CServerHandler::startLocalServerAndConnect(){	if(threadRunLocalServer)		threadRunLocalServer->join();	th->update();		auto errorMsg = CGI->generaltexth->localizedTexts["server"]["errors"]["existingProcess"].String();	try	{		CConnection testConnection(settings["server"]["server"].String(), getDefaultPort(), NAME, uuid);		logNetwork->error("Port is busy, check if another instance of vcmiserver is working");		CInfoWindow::showInfoDialog(errorMsg, {});		return;	}	catch(...)	{		//no connection means that port is not busy and we can start local server	}	#ifdef VCMI_ANDROID	{		CAndroidVMHelper envHelper;		envHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "startServer", true);	}#elif defined(SINGLE_PROCESS_APP)	boost::condition_variable cond;	threadRunLocalServer = std::make_shared<boost::thread>([&cond, this] {		setThreadName("CVCMIServer");		CVCMIServer::create(&cond, uuid);		onServerFinished();	});	threadRunLocalServer->detach();#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 VCMI_ANDROID	logNetwork->info("waiting for server");	while(!androidTestServerReadyFlag.load())	{		logNetwork->info("still waiting...");		boost::this_thread::sleep(boost::posix_time::milliseconds(1000));	}	logNetwork->info("waiting for server finished...");	androidTestServerReadyFlag = false;#elif defined(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	}#else	if(shm)		shm->sr->waitTillReady();#endif	logNetwork->trace("Waiting for server: %d ms", th->getDiff());	th->update(); //put breakpoint here to attach to server before it does something stupid#if !defined(VCMI_ANDROID) && !defined(VCMI_IOS)	const ui16 port = shm ? shm->sr->port : 0;#else	const ui16 port = 0;#endif	justConnectToServer(settings["server"]["server"].String(), port);	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 : settings["server"]["server"].String(),					port ? port : getDefaultPort(),					NAME, uuid);		}		catch(...)		{			logNetwork->error("\nCannot establish connection! Retrying within 1 second");			boost::this_thread::sleep(boost::posix_time::seconds(1));		}	}	if(state == EClientState::CONNECTION_CANCELLED)		logNetwork->info("Connection aborted by player!");	else		c->handler = std::make_shared<boost::thread>(&CServerHandler::threadHandleConnection, this);}void CServerHandler::applyPacksOnLobbyScreen(){	if(!c || !c->handler)		return;	boost::unique_lock<boost::recursive_mutex> lock(*mx);	while(!packsForLobbyScreen.empty())	{		CPackForLobby * pack = packsForLobbyScreen.front();		packsForLobbyScreen.pop_front();		CBaseForLobbyApply * apply = applier->getApplier(typeList.getTypeID(pack)); //find the applier		apply->applyOnLobbyScreen(static_cast<CLobbyScreen *>(SEL), this, pack);		GH.totalRedraw();		delete pack;	}}void CServerHandler::stopServerConnection(){	if(c->handler)	{		while(!c->handler->timed_join(boost::posix_time::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(){	if(settings["session"]["serverport"].Integer())		return static_cast<ui16>(settings["session"]["serverport"].Integer());	else		return static_cast<ui16>(settings["server"]["port"].Integer());}std::string CServerHandler::getDefaultPortStr(){	return boost::lexical_cast<std::string>(getDefaultPort());}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;	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);}void CServerHandler::setCampaignState(std::shared_ptr<CCampaignState> newCampaign){	state = EClientState::LOBBY_CAMPAIGN;	LobbySetCampaign lsc;	lsc.ourCampaign = newCampaign;	sendLobbyPack(lsc);}void CServerHandler::setCampaignMap(int 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::setPlayerOption(ui8 what, ui8 dir, PlayerColor player) const{	LobbyChangePlayerOption lcpo;	lcpo.what = what;	lcpo.direction = dir;	lcpo.color = player;	sendLobbyPack(lcpo);}void CServerHandler::setDifficulty(int to) const{	LobbySetDifficulty lsd;	lsd.difficulty = to;	sendLobbyPack(lsd);}void CServerHandler::setTurnLength(int npos) const{	vstd::amin(npos, GameConstants::POSSIBLE_TURNTIME.size() - 1);	LobbySetTurnTime lstt;	lstt.turnTime = GameConstants::POSSIBLE_TURNTIME[npos];	sendLobbyPack(lstt);}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()) // BUG https://bugs.vcmi.eu/view.php?id=3144		{			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::sendStartGame(bool allowOnlyAI) const{	verifyStateBeforeStart(allowOnlyAI ? true : settings["session"]["onlyai"].Bool());	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);}void CServerHandler::startGameplay(){	if(CMM)		CMM->disable();	client = new CClient();	switch(si->mode)	{	case StartInfo::NEW_GAME:		client->newGame();		break;	case StartInfo::CAMPAIGN:		client->newGame();		break;	case StartInfo::LOAD_GAME:		client->loadGame();		break;	default:		throw std::runtime_error("Invalid mode");	}	// After everything initialized we can accept CPackToClient netpacks	c->enterGameplayConnectionMode(client->gameState());	state = EClientState::GAMEPLAY;}void CServerHandler::endGameplay(bool closeConnection, bool restart){	client->endGame();	vstd::clear_pointer(client);	if(closeConnection)	{		// Game is ending		// Tell the network thread to reach a stable state		CSH->sendClientDisconnecting();		logNetwork->info("Closed connection.");	}	if(!restart)	{		if(CMM)		{			GH.terminate_cond->setn(false);			GH.curInt = CMM.get();			CMM->enable();		}		else		{			GH.curInt = CMainMenu::create().get();		}	}}void CServerHandler::startCampaignScenario(std::shared_ptr<CCampaignState> cs){	SDL_Event event;	event.type = SDL_USEREVENT;	event.user.code = EUserEvent::CAMPAIGN_START_SCENARIO;	if(cs)		event.user.data1 = CMemorySerializer::deepCopy(*cs.get()).release();	else		event.user.data1 = CMemorySerializer::deepCopy(*si->campState.get()).release();	SDL_PushEvent(&event);}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(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::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(ResourceID(filename, EResType::CLIENT_SAVEGAME));		screenType = ESelectionScreen::loadGame;	}	else	{		resetStateForLobby(StartInfo::NEW_GAME);		mapInfo->mapInit(filename);		screenType = ESelectionScreen::newGame;	}	if(settings["session"]["donotstartserver"].Bool())		justConnectToServer("127.0.0.1", 3030);	else		startLocalServerAndConnect();	boost::this_thread::sleep(boost::posix_time::milliseconds(100));	while(!settings["session"]["headless"].Bool() && !dynamic_cast<CLobbyScreen *>(GH.topInt().get()))		boost::this_thread::sleep(boost::posix_time::milliseconds(50));	while(!mi || mapInfo->fileURI != CSH->mi->fileURI)	{		setMapInfo(mapInfo);		boost::this_thread::sleep(boost::posix_time::milliseconds(50));	}	// "Click" on color to remove us from it	setPlayer(myFirstColor());	while(myFirstColor() != PlayerColor::CANNOT_DETERMINE)		boost::this_thread::sleep(boost::posix_time::milliseconds(50));	while(true)	{		try		{			sendStartGame();			break;		}		catch(...)		{		}		boost::this_thread::sleep(boost::posix_time::milliseconds(50));	}}void CServerHandler::threadHandleConnection(){	setThreadName("CServerHandler::threadHandleConnection");	c->enterLobbyConnectionMode();	try	{		sendClientConnecting();		while(c->connected)		{			while(state == EClientState::STARTING)				boost::this_thread::sleep(boost::posix_time::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 if(auto lobbyPack = dynamic_ptr_cast<CPackForLobby>(pack))			{				if(applier->getApplier(typeList.getTypeID(pack))->applyOnLobbyHandler(this, pack))				{					if(!settings["session"]["headless"].Bool())					{						boost::unique_lock<boost::recursive_mutex> lock(*mx);						packsForLobbyScreen.push_back(lobbyPack);					}				}			}			else if(auto clientPack = dynamic_ptr_cast<CPackForClient>(pack))			{				client->handlePack(clientPack);			}		}	}	//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		{			logNetwork->error("Lost connection to server, ending listening thread!");			logNetwork->error(e.what());			if(client)			{				state = EClientState::DISCONNECTING;				CGuiHandler::pushSDLEvent(SDL_USEREVENT, EUserEvent::RETURN_TO_MAIN_MENU);			}			else			{				auto lcd = new LobbyClientDisconnected();				lcd->clientId = c->connectionID;				boost::unique_lock<boost::recursive_mutex> lock(*mx);				packsForLobbyScreen.push_back(lcd);			}		}	}	catch(...)	{		handleException();		throw;	}}void CServerHandler::threadRunServer(){#if !defined(VCMI_ANDROID) && !defined(VCMI_IOS)	setThreadName("CServerHandler::threadRunServer");	const std::string logName = (VCMIDirs::get().userLogsPath() / "server_log.txt").string();	std::string comm = VCMIDirs::get().serverPath().string()		+ " --port=" + getDefaultPortStr()		+ " --run-by-client"		+ " --uuid=" + uuid;	if(shm)	{		comm += " --enable-shm";		if(settings["session"]["enable-shm-uuid"].Bool())			comm += " --enable-shm-uuid";	}	comm += " > \"" + logName + '\"';#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();	CSH->campaignServerRestartLock.setn(false);}void CServerHandler::sendLobbyPack(const CPackForLobby & pack) const{	if(state != EClientState::STARTING)		c->sendPack(&pack);}
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